@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
@@ -179,6 +179,7 @@ var HighlightLayer = /** @class */ (function (_super) {
179
179
  this._textures = [this._blurTexture];
180
180
  if (this._options.alphaBlendingMode === 2) {
181
181
  this._downSamplePostprocess = new PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
182
+ this._downSamplePostprocess.externalTextureSamplerBinding = true;
182
183
  this._downSamplePostprocess.onApplyObservable.add(function (effect) {
183
184
  effect.setTexture("textureSampler", _this._mainTexture);
184
185
  });
@@ -199,6 +200,7 @@ var HighlightLayer = /** @class */ (function (_super) {
199
200
  }, null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
200
201
  this._horizontalBlurPostprocess.width = blurTextureWidth;
201
202
  this._horizontalBlurPostprocess.height = blurTextureHeight;
203
+ this._horizontalBlurPostprocess.externalTextureSamplerBinding = true;
202
204
  this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
203
205
  effect.setTexture("textureSampler", _this._mainTexture);
204
206
  });
@@ -1 +1 @@
1
- {"version":3,"file":"highlightLayer.js","sourceRoot":"","sources":["../../../sourceES6/core/Layers/highlightLayer.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,MAAM,oBAAoB,CAAC;AACpE,OAAO,EAAY,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAI1D,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AAKjD,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AACjD,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,mBAAmB,EAAE,MAAM,2CAA2C,CAAC;AAChF,OAAO,EAAE,WAAW,EAAsB,MAAM,8BAA8B,CAAC;AAC/E,OAAO,EAAE,eAAe,EAAE,MAAM,kCAAkC,CAAC;AACnE,OAAO,EAAE,eAAe,EAAE,MAAM,kCAAkC,CAAC;AACnE,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAEjD,OAAO,EAAE,MAAM,EAAE,MAAM,gBAAgB,CAAC;AACxC,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAErD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,gCAAgC,CAAC;AACxC,OAAO,yCAAyC,CAAC;AAajD,aAAa,CAAC,SAAS,CAAC,uBAAuB,GAAG,UAAU,IAAY;IACpE,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;QAC3D,IAAI,IAAI,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC,IAAI,KAAK,IAAI,IAAI,IAAI,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC,aAAa,EAAE,KAAK,cAAc,CAAC,UAAU,EAAE;YAClH,OAAa,IAAI,CAAC,YAAY,CAAC,KAAK,CAAoB,CAAC;SAC5D;KACJ;IAED,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF;;;GAGG;AACH;IAAkC,uCAAW;IACzC,6BAAY,IAAY,EAAS,SAAkB,EAAS,MAAc,EAAE,OAAoC,EAAE,MAAwB,EAAE,YAAoD,EAAE,MAAe,EAAE,QAAkB;QAAzF,6BAAA,EAAA,eAAuB,OAAO,CAAC,qBAAqB;QAAhM,YACI,kBAAM,IAAI,EAAE,qBAAqB,EAAE,CAAC,YAAY,EAAE,WAAW,EAAE,WAAW,CAAC,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,CAAC,SAOtI;QARgC,eAAS,GAAT,SAAS,CAAS;QAAS,YAAM,GAAN,MAAM,CAAQ;QAGtE,KAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,UAAC,MAAc;YACtC,MAAM,CAAC,SAAS,CAAC,YAAY,EAAE,KAAI,CAAC,KAAK,EAAE,KAAI,CAAC,MAAM,CAAC,CAAC;YACxD,MAAM,CAAC,UAAU,CAAC,WAAW,EAAE,KAAI,CAAC,SAAS,CAAC,CAAC;YAC/C,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,KAAI,CAAC,MAAM,CAAC,CAAC;QAC9C,CAAC,CAAC,CAAC;;IACP,CAAC;IACL,0BAAC;AAAD,CAAC,AAVD,CAAkC,WAAW,GAU5C;AAoGD;;;;;;;GAOG;AACH;IAAoC,kCAAW;IAsF3C;;;;;OAKG;IACH,wBAAmB,IAAY,EAAE,KAAY,EAAE,OAAyC;QAAxF,YACI,kBAAM,IAAI,EAAE,KAAK,CAAC,SA+BrB;QAhCkB,UAAI,GAAJ,IAAI,CAAQ;QAtE/B;;WAEG;QAEI,eAAS,GAAY,IAAI,CAAC;QAEjC;;WAEG;QAEI,eAAS,GAAY,IAAI,CAAC;QAgCjC;;WAEG;QACI,4BAAsB,GAAG,IAAI,UAAU,EAAkB,CAAC;QAEjE;;WAEG;QACI,2BAAqB,GAAG,IAAI,UAAU,EAAkB,CAAC;QAExD,0CAAoC,GAAG,cAAc,CAAC,2BAA2B,EAAE,CAAC;QASpF,aAAO,GAA8D,EAAE,CAAC;QACxE,qBAAe,GAAsE,EAAE,CAAC;QAU5F,KAAI,CAAC,YAAY,GAAG,cAAc,CAAC,YAAY,CAAC;QAEhD,kBAAkB;QAClB,IAAI,CAAC,KAAI,CAAC,OAAO,CAAC,eAAe,EAAE;YAC/B,MAAM,CAAC,IAAI,CAAC,6IAA6I,CAAC,CAAC;SAC9J;QAED,gBAAgB;QAChB,KAAI,CAAC,QAAQ,cACT,gBAAgB,EAAE,GAAG,EACrB,oBAAoB,EAAE,GAAG,EACzB,kBAAkB,EAAE,GAAG,EACvB,gBAAgB,EAAE,GAAG,EACrB,iBAAiB,EAAE,CAAC,EACpB,MAAM,EAAE,IAAI,EACZ,gBAAgB,EAAE,CAAC,CAAC,IACjB,OAAO,CACb,CAAC;QAEF,uBAAuB;QACvB,KAAI,CAAC,KAAK,CAAC;YACP,iBAAiB,EAAE,KAAI,CAAC,QAAQ,CAAC,iBAAiB;YAClD,MAAM,EAAE,KAAI,CAAC,QAAQ,CAAC,MAAM;YAC5B,oBAAoB,EAAE,KAAI,CAAC,QAAQ,CAAC,oBAAoB;YACxD,gBAAgB,EAAE,KAAI,CAAC,QAAQ,CAAC,gBAAgB;YAChD,gBAAgB,EAAE,KAAI,CAAC,QAAQ,CAAC,gBAAgB;SACnD,CAAC,CAAC;QAEH,qDAAqD;QACrD,KAAI,CAAC,aAAa,GAAG,KAAK,CAAC;;IAC/B,CAAC;IAvFD,sBAAW,8CAAkB;QAW7B;;WAEG;aAEH;YACI,OAAO,IAAI,CAAC,0BAA0B,CAAC,MAAM,CAAC;QAClD,CAAC;QApBD;;WAEG;aACH,UAA8B,KAAa;YACvC,IAAI,CAAC,0BAA0B,CAAC,MAAM,GAAG,KAAK,CAAC;QACnD,CAAC;;;OAAA;IAKD,sBAAW,4CAAgB;QAY3B;;WAEG;aAEH;YACI,OAAO,IAAI,CAAC,wBAAwB,CAAC,MAAM,CAAC;QAChD,CAAC;QArBD;;WAEG;aACH,UAA4B,KAAa;YACrC,IAAI,CAAC,wBAAwB,CAAC,MAAM,GAAG,KAAK,CAAC;QACjD,CAAC;;;OAAA;IAgFD;;;OAGG;IACI,sCAAa,GAApB;QACI,OAAO,cAAc,CAAC,UAAU,CAAC;IACrC,CAAC;IAED;;;OAGG;IACO,2CAAkB,GAA5B;QACI,SAAS;QACT,OAAO,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,cAAc,EAC3C,CAAC,YAAY,CAAC,YAAY,CAAC,EAC3B,CAAC,QAAQ,CAAC,EACV,CAAC,gBAAgB,CAAC,EAClB,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC,CAAC,mBAAmB,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;IAElE,CAAC;IAED;;OAEG;IACO,uDAA8B,GAAxC;QAAA,iBA2FC;QA1FG,IAAI,gBAAgB,GAAG,IAAI,CAAC,uBAAuB,CAAC,KAAK,GAAG,IAAI,CAAC,QAAQ,CAAC,oBAAoB,CAAC;QAC/F,IAAI,iBAAiB,GAAG,IAAI,CAAC,uBAAuB,CAAC,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,oBAAoB,CAAC;QACjG,gBAAgB,GAAG,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,CAAC,CAAC,MAAM,CAAC,gBAAgB,CAAC,gBAAgB,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,gBAAgB,CAAC;QAC9H,iBAAiB,GAAG,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,CAAC,CAAC,MAAM,CAAC,gBAAgB,CAAC,iBAAiB,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,iBAAiB,CAAC;QAEjI,IAAI,WAAW,GAAG,CAAC,CAAC;QACpB,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,sBAAsB,EAAE;YAC/C,WAAW,GAAG,CAAC,CAAC;SACnB;aACI;YACD,WAAW,GAAG,CAAC,CAAC;SACnB;QAED,IAAI,CAAC,YAAY,GAAG,IAAI,mBAAmB,CAAC,uBAAuB,EAC/D;YACI,KAAK,EAAE,gBAAgB;YACvB,MAAM,EAAE,iBAAiB;SAC5B,EACD,IAAI,CAAC,MAAM,EACX,KAAK,EACL,IAAI,EACJ,WAAW,CAAC,CAAC;QACjB,IAAI,CAAC,YAAY,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QACpD,IAAI,CAAC,YAAY,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QACpD,IAAI,CAAC,YAAY,CAAC,yBAAyB,GAAG,EAAE,CAAC;QACjD,IAAI,CAAC,YAAY,CAAC,kBAAkB,CAAC,OAAO,CAAC,sBAAsB,CAAC,CAAC;QACrE,IAAI,CAAC,YAAY,CAAC,eAAe,GAAG,KAAK,CAAC;QAC1C,IAAI,CAAC,YAAY,CAAC,oBAAoB,GAAG,IAAI,CAAC;QAE9C,IAAI,CAAC,SAAS,GAAG,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QAErC,IAAI,IAAI,CAAC,QAAQ,CAAC,iBAAiB,KAAK,CAAC,EAAE;YACvC,IAAI,CAAC,sBAAsB,GAAG,IAAI,eAAe,CAAC,mBAAmB,EAAE,IAAI,CAAC,QAAQ,CAAC,oBAAoB,EACrG,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,CAAC;YAClE,IAAI,CAAC,sBAAsB,CAAC,iBAAiB,CAAC,GAAG,CAAC,UAAC,MAAM;gBACrD,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,KAAI,CAAC,YAAY,CAAC,CAAC;YAC3D,CAAC,CAAC,CAAC;YAEH,IAAI,CAAC,0BAA0B,GAAG,IAAI,mBAAmB,CAAC,mBAAmB,EAAE,IAAI,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,kBAAkB,EAAE,CAAC,EACnI,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,CAAC;YAClE,IAAI,CAAC,0BAA0B,CAAC,iBAAiB,CAAC,GAAG,CAAC,UAAC,MAAM;gBACzD,MAAM,CAAC,SAAS,CAAC,YAAY,EAAE,gBAAgB,EAAE,iBAAiB,CAAC,CAAC;YACxE,CAAC,CAAC,CAAC;YAEH,IAAI,CAAC,wBAAwB,GAAG,IAAI,mBAAmB,CAAC,mBAAmB,EAAE,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,EAC/H,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,CAAC;YAClE,IAAI,CAAC,wBAAwB,CAAC,iBAAiB,CAAC,GAAG,CAAC,UAAC,MAAM;gBACvD,MAAM,CAAC,SAAS,CAAC,YAAY,EAAE,gBAAgB,EAAE,iBAAiB,CAAC,CAAC;YACxE,CAAC,CAAC,CAAC;YAEH,IAAI,CAAC,cAAc,GAAG,CAAC,IAAI,CAAC,sBAAsB,EAAE,IAAI,CAAC,0BAA0B,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;SACvH;aACI;YACD,IAAI,CAAC,0BAA0B,GAAG,IAAI,eAAe,CAAC,mBAAmB,EAAE,IAAI,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,kBAAkB,GAAG,CAAC,EAAE;gBAClI,KAAK,EAAE,gBAAgB;gBACvB,MAAM,EAAE,iBAAiB;aAC5B,EACG,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EAAE,KAAK,EAAE,WAAW,CAAC,CAAC;YACtF,IAAI,CAAC,0BAA0B,CAAC,KAAK,GAAG,gBAAgB,CAAC;YACzD,IAAI,CAAC,0BAA0B,CAAC,MAAM,GAAG,iBAAiB,CAAC;YAC3D,IAAI,CAAC,0BAA0B,CAAC,iBAAiB,CAAC,GAAG,CAAC,UAAC,MAAM;gBACzD,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,KAAI,CAAC,YAAY,CAAC,CAAC;YAC3D,CAAC,CAAC,CAAC;YAEH,IAAI,CAAC,wBAAwB,GAAG,IAAI,eAAe,CAAC,mBAAmB,EAAE,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,gBAAgB,GAAG,CAAC,EAAE;gBAC9H,KAAK,EAAE,gBAAgB;gBACvB,MAAM,EAAE,iBAAiB;aAC5B,EACG,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EAAE,KAAK,EAAE,WAAW,CAAC,CAAC;YAEtF,IAAI,CAAC,cAAc,GAAG,CAAC,IAAI,CAAC,0BAA0B,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;SAC1F;QAED,IAAI,CAAC,YAAY,CAAC,uBAAuB,CAAC,GAAG,CAAC;YAC1C,KAAI,CAAC,sBAAsB,CAAC,eAAe,CAAC,KAAI,CAAC,CAAC;YAElD,IAAI,eAAe,GAAG,KAAI,CAAC,YAAY,CAAC,YAAY,CAAC;YACrD,IAAI,eAAe,EAAE;gBACjB,KAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,YAAY,CACvC,KAAI,CAAC,cAAc,EACnB,eAAe,EACf,IAAI,CAAC,CAAC;gBACV,KAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,eAAe,EAAE,IAAI,CAAC,CAAC;aACzD;YAED,KAAI,CAAC,qBAAqB,CAAC,eAAe,CAAC,KAAI,CAAC,CAAC;QACrD,CAAC,CAAC,CAAC;QAEH,qBAAqB;QACrB,IAAI,CAAC,cAAc,CAAC,GAAG,CAAC,UAAC,EAAE,IAAO,EAAE,CAAC,SAAS,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;IAC/D,CAAC;IAED;;OAEG;IACI,oCAAW,GAAlB;QACI,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;;OAMG;IACI,gCAAO,GAAd,UAAe,OAAgB,EAAE,YAAqB;QAClD,IAAI,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QACrC,IAAI,IAAI,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;QAEtC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE;YACrC,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,eAAe,GAAsB,IAAI,CAAC;QAC9C,IAAI,kBAAkB,GAAG,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAErD,IAAI,kBAAkB,IAAI,kBAAkB,CAAC,gBAAgB,IAAI,QAAQ,EAAE;YACvE,eAAe,GAAS,QAAS,CAAC,eAAe,CAAC;SACrD;QACD,OAAO,iBAAM,QAAQ,YAAC,OAAO,EAAE,YAAY,EAAE,eAAe,CAAC,CAAC;IAClE,CAAC;IAED;;;OAGG;IACO,wCAAe,GAAzB,UAA0B,MAAc;QACpC,UAAU;QACV,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QAEvD,QAAQ;QACR,IAAI,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;QAC1B,MAAM,CAAC,iBAAiB,EAAE,CAAC;QAE3B,qBAAqB;QACrB,MAAM,CAAC,uBAAuB,CAAC,IAAI,CAAC,CAAC;QACrC,MAAM,CAAC,uBAAuB,CAAC,IAAI,CAAC,CAAC;QACrC,MAAM,CAAC,4BAA4B,CAAC,IAAI,CAAC,CAAC;QAE1C,aAAa;QACb,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;QAC5B,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC;QAC9B,MAAM,CAAC,2BAA2B,CAAC,IAAI,CAAC,oCAAoC,CAAC,CAAC;QAE9E,uBAAuB;QACvB,IAAI,IAAI,CAAC,SAAS,EAAE;YAChB,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;YAC7B,MAAM,CAAC,kBAAkB,CAAC,GAAG,CAAC,CAAC;YAC/B,MAAM,CAAC,gBAAgB,CAAC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;SAC5D;QACD,IAAI,IAAI,CAAC,SAAS,EAAE;YAChB,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;YAC7B,MAAM,CAAC,kBAAkB,CAAC,GAAG,CAAC,CAAC;YAC/B,MAAM,CAAC,gBAAgB,CAAC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;SAC5D;QAED,gBAAgB;QAChB,MAAM,CAAC,mBAAmB,EAAE,CAAC;IACjC,CAAC;IAED;;OAEG;IACI,qCAAY,GAAnB;QACI,IAAI,iBAAM,YAAY,WAAE,EAAE;YACtB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;SACtC;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;OAIG;IACO,0CAAiB,GAA3B,UAA4B,IAAU;QAClC,gBAAgB;QAChB,IAAI,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,EAAE;YAC7D,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,CAAC,iBAAM,OAAO,YAAC,IAAI,CAAC,EAAE;YACtB,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;OAKG;IACO,uCAAc,GAAxB,UAAyB,IAAkB,EAAE,QAAkB;QAC3D,2EAA2E;QAC3E,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACO,gDAAuB,GAAjC,UAAkC,OAAiB;QAC/C,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;IACtC,CAAC;IAED;;OAEG;IACO,oDAA2B,GAArC,UAAsC,IAAU,EAAE,OAAgB,EAAE,QAAkB;QAClF,IAAI,kBAAkB,GAAG,IAAI,CAAC,OAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACtD,IAAI,kBAAkB,EAAE;YACpB,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,GAAG,CACnC,kBAAkB,CAAC,KAAK,CAAC,CAAC,EAC1B,kBAAkB,CAAC,KAAK,CAAC,CAAC,EAC1B,kBAAkB,CAAC,KAAK,CAAC,CAAC,EAC1B,GAAG,CAAC,CAAC;SACZ;aACI;YACD,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,GAAG,CACnC,IAAI,CAAC,YAAY,CAAC,CAAC,EACnB,IAAI,CAAC,YAAY,CAAC,CAAC,EACnB,IAAI,CAAC,YAAY,CAAC,CAAC,EACnB,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;SAC5B;QAED,IAAI,kBAAkB,IAAI,kBAAkB,CAAC,gBAAgB,IAAI,QAAQ,EAAE;YACvE,IAAI,CAAC,wBAAwB,CAAC,OAAO,GAAS,QAAS,CAAC,eAAe,CAAC;YACxE,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,GAAG,CACnC,GAAG,EACH,GAAG,EACH,GAAG,EACH,GAAG,CAAC,CAAC;SACZ;aACI;YACD,IAAI,CAAC,wBAAwB,CAAC,OAAO,GAAG,IAAI,CAAC;SAChD;IAEL,CAAC;IAED;;;OAGG;IACI,wCAAe,GAAtB,UAAuB,IAAU;QAC7B,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE;YACvB,OAAO;SACV;QAED,IAAI,YAAY,GAAG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACvD,IAAI,CAAC,YAAY,EAAE;YACf,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG;gBAClC,IAAI,EAAE,IAAI;gBACV,UAAU,EAAE,IAAI,CAAC,sBAAsB,CAAC,GAAG,CAAC,UAAC,IAAU;oBACnD,IAAI,CAAC,SAAS,EAAE,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;gBAC7C,CAAC,CAAC;gBACF,WAAW,EAAE,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,UAAC,IAAU;oBACrD,IAAI,CAAC,SAAS,EAAE,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC;gBAC5C,CAAC,CAAC;aACL,CAAC;SACL;IACL,CAAC;IAED;;;QAGI;IACG,2CAAkB,GAAzB,UAA0B,IAAU;QAChC,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE;YACvB,OAAO;SACV;QAED,IAAI,YAAY,GAAG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACvD,IAAI,YAAY,EAAE;YACd,IAAI,YAAY,CAAC,UAAU,EAAE;gBACzB,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;aAC/D;YAED,IAAI,YAAY,CAAC,WAAW,EAAE;gBAC1B,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;aACjE;SACJ;QAED,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG,IAAI,CAAC;IAC/C,CAAC;IAED;;;;OAIG;IACI,gCAAO,GAAd,UAAe,IAAkB;QAC7B,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE;YACf,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,CAAC,iBAAM,OAAO,YAAC,IAAI,CAAC,EAAE;YACtB,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,SAAS,IAAI,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,IAAI,CAAC;IAC7F,CAAC;IAED;;;;;OAKG;IACI,gCAAO,GAAd,UAAe,IAAU,EAAE,KAAa,EAAE,gBAAwB;QAAlE,iBAsCC;QAtCyC,iCAAA,EAAA,wBAAwB;QAC9D,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE;YACf,OAAO;SACV;QAED,IAAI,aAAa,GAAG,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAChD,IAAI,aAAa,EAAE;YACf,aAAa,CAAC,KAAK,GAAG,KAAK,CAAC;SAC/B;aACI;YACD,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG;gBAC1B,IAAI,EAAE,IAAI;gBACV,KAAK,EAAE,KAAK;gBACZ,6DAA6D;gBAC7D,iBAAiB,EAAE,IAAI,CAAC,sBAAsB,CAAC,GAAG,CAAC,UAAC,IAAU;oBAC1D,IAAI,KAAI,CAAC,SAAS,EAAE;wBAChB,IAAI,KAAI,CAAC,eAAe,IAAI,KAAI,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,EAAE;4BAC7D,KAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,CAAC;yBACvC;6BACI;4BACD,IAAI,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC,2BAA2B,CAAC,KAAI,CAAC,oCAAoC,CAAC,CAAC;yBACtG;qBACJ;gBACL,CAAC,CAAC;gBACF,eAAe,EAAE,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,UAAC,IAAU;oBACzD,IAAI,KAAI,CAAC,SAAS,EAAE;wBAChB,KAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,CAAC;qBACvC;gBACL,CAAC,CAAC;gBACF,gBAAgB,EAAE,gBAAgB;aACrC,CAAC;YAEF,IAAI,CAAC,mBAAmB,CAAC,GAAG,CAAC;gBACzB,KAAI,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;YAC5B,CAAC,CAAC,CAAC;SACN;QAED,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;IAC9B,CAAC;IAED;;;OAGG;IACI,mCAAU,GAAjB,UAAkB,IAAU;QACxB,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE;YACf,OAAO;SACV;QAED,IAAI,aAAa,GAAG,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAChD,IAAI,aAAa,EAAE;YAEf,IAAI,aAAa,CAAC,iBAAiB,EAAE;gBACjC,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,aAAa,CAAC,iBAAiB,CAAC,CAAC;aACvE;YAED,IAAI,aAAa,CAAC,eAAe,EAAE;gBAC/B,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC,aAAa,CAAC,eAAe,CAAC,CAAC;aACtE;YACD,OAAO,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;SACtC;QAED,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;QAC3B,KAAK,IAAI,oBAAoB,IAAI,IAAI,CAAC,OAAO,EAAE;YAC3C,IAAI,IAAI,CAAC,OAAO,CAAC,oBAAoB,CAAC,EAAE;gBACpC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;gBAC1B,MAAM;aACT;SACJ;IACL,CAAC;IAED;;OAEG;IACI,wCAAe,GAAtB;QACI,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE;YACf,OAAO;SACV;QAED,KAAK,IAAM,QAAQ,IAAI,IAAI,CAAC,OAAO,EAAE;YACjC,IAAI,IAAI,CAAC,OAAO,CAAC,cAAc,CAAC,QAAQ,CAAC,EAAE;gBACvC,IAAM,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC;gBACpC,IAAI,IAAI,EAAE;oBACN,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;iBAC9B;aACJ;SACJ;IACL,CAAC;IAED;;OAEG;IACK,iDAAwB,GAAhC,UAAiC,IAAU;QACvC,IAAI,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC,2BAA2B,CAAC,cAAc,CAAC,0BAA0B,CAAC,CAAC;IACvG,CAAC;IAED;;;;;OAKG;IACI,qCAAY,GAAnB,UAAoB,IAAU;QAC1B,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;QACtB,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;IAClC,CAAC;IAED;;OAEG;IACI,gCAAO,GAAd;QACI,IAAI,IAAI,CAAC,OAAO,EAAE;YACd,wBAAwB;YACxB,KAAK,IAAI,EAAE,IAAI,IAAI,CAAC,OAAO,EAAE;gBACzB,IAAI,aAAa,GAAG,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC,CAAC;gBACrC,IAAI,aAAa,IAAI,aAAa,CAAC,IAAI,EAAE;oBAErC,IAAI,aAAa,CAAC,iBAAiB,EAAE;wBACjC,aAAa,CAAC,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,aAAa,CAAC,iBAAiB,CAAC,CAAC;qBACrF;oBAED,IAAI,aAAa,CAAC,eAAe,EAAE;wBAC/B,aAAa,CAAC,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC,aAAa,CAAC,eAAe,CAAC,CAAC;qBACpF;iBACJ;aACJ;YACD,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;SACvB;QAED,IAAI,IAAI,CAAC,eAAe,EAAE;YACtB,KAAK,IAAI,EAAE,IAAI,IAAI,CAAC,eAAe,EAAE;gBACjC,IAAI,aAAa,GAAG,IAAI,CAAC,eAAe,CAAC,EAAE,CAAC,CAAC;gBAC7C,IAAI,aAAa,EAAE;oBAEf,IAAI,aAAa,CAAC,UAAU,EAAE;wBAC1B,aAAa,CAAC,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,aAAa,CAAC,UAAU,CAAC,CAAC;qBAC9E;oBAED,IAAI,aAAa,CAAC,WAAW,EAAE;wBAC3B,aAAa,CAAC,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC,aAAa,CAAC,WAAW,CAAC,CAAC;qBAChF;iBACJ;aACJ;YACD,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;SAC/B;QAED,iBAAM,OAAO,WAAE,CAAC;IACpB,CAAC;IAED;;;QAGI;IACG,qCAAY,GAAnB;QACI,OAAO,gBAAgB,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACI,kCAAS,GAAhB;QACI,IAAI,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAC9D,mBAAmB,CAAC,UAAU,GAAG,wBAAwB,CAAC;QAE1D,qBAAqB;QACrB,mBAAmB,CAAC,MAAM,GAAG,EAAE,CAAC;QAEhC,IAAI,IAAI,CAAC,OAAO,EAAE;YACd,KAAK,IAAI,CAAC,IAAI,IAAI,CAAC,OAAO,EAAE;gBACxB,IAAI,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;gBAE3B,IAAI,IAAI,EAAE;oBACN,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC;wBAC5B,gBAAgB,EAAE,IAAI,CAAC,gBAAgB;wBACvC,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,OAAO,EAAE;wBAC3B,MAAM,EAAE,IAAI,CAAC,IAAI,CAAC,EAAE;qBACvB,CAAC,CAAC;iBACN;aACJ;SACJ;QAED,kBAAkB;QAClB,mBAAmB,CAAC,cAAc,GAAG,EAAE,CAAC;QAExC,IAAI,IAAI,CAAC,eAAe,EAAE;YACtB,KAAK,IAAI,CAAC,IAAI,IAAI,CAAC,eAAe,EAAE;gBAChC,IAAI,YAAY,GAAG,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC;gBAE3C,IAAI,YAAY,EAAE;oBACd,mBAAmB,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;iBACjE;aACJ;SACJ;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACW,oBAAK,GAAnB,UAAoB,qBAA0B,EAAE,KAAY,EAAE,OAAe;QACzE,IAAI,EAAE,GAAG,mBAAmB,CAAC,KAAK,CAAC,cAAM,OAAA,IAAI,cAAc,CAAC,qBAAqB,CAAC,IAAI,EAAE,KAAK,EAAE,qBAAqB,CAAC,OAAO,CAAC,EAApF,CAAoF,EAAE,qBAAqB,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QACtK,IAAI,KAAK,CAAC;QAEV,kBAAkB;QAClB,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,qBAAqB,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YAC1E,IAAI,IAAI,GAAG,KAAK,CAAC,WAAW,CAAC,qBAAqB,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC,CAAC;YAC1E,IAAI,IAAI,EAAE;gBACN,EAAE,CAAC,eAAe,CAAO,IAAI,CAAC,CAAC;aAClC;SACJ;QAED,kBAAkB;QAClB,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,qBAAqB,CAAC,MAAM,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YAClE,IAAI,eAAe,GAAG,qBAAqB,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;YAC1D,IAAI,IAAI,GAAG,KAAK,CAAC,WAAW,CAAC,eAAe,CAAC,MAAM,CAAC,CAAC;YAErD,IAAI,IAAI,EAAE;gBACN,EAAE,CAAC,OAAO,CAAO,IAAI,EAAE,MAAM,CAAC,SAAS,CAAC,eAAe,CAAC,KAAK,CAAC,EAAE,eAAe,CAAC,gBAAgB,CAAC,CAAC;aACrG;SACJ;QAED,OAAO,EAAE,CAAC;IACd,CAAC;IAnrBD;;OAEG;IACoB,yBAAU,GAAG,gBAAgB,CAAC;IAErD;;;OAGG;IACW,2BAAY,GAAW,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IAE5D;;OAEG;IACW,0CAA2B,GAAG,IAAI,CAAC;IAEjD;;OAEG;IACW,yCAA0B,GAAG,IAAI,CAAC;IAMhD;QADC,SAAS,EAAE;qDACqB;IAMjC;QADC,SAAS,EAAE;qDACqB;IAoBjC;QADC,SAAS,EAAE;4DAGX;IAMD;QADC,SAAS,EAAE;0DAGX;IAeD;QADC,SAAS,CAAC,SAAS,CAAC;oDACoB;IAwmB7C,qBAAC;CAAA,AArrBD,CAAoC,WAAW,GAqrB9C;SArrBY,cAAc;AAurB3B,aAAa,CAAC,wBAAwB,EAAE,cAAc,CAAC,CAAC","sourcesContent":["import { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport { Observer, Observable } from \"../Misc/observable\";\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 { Engine } from \"../Engines/engine\";\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 { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { PostProcess, PostProcessOptions } from \"../PostProcesses/postProcess\";\r\nimport { PassPostProcess } from \"../PostProcesses/passPostProcess\";\r\nimport { BlurPostProcess } from \"../PostProcesses/blurPostProcess\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\n\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { RegisterClass } from '../Misc/typeStore';\r\nimport { Color4, Color3 } from '../Maths/math.color';\r\n\r\nimport \"../Shaders/glowMapMerge.fragment\";\r\nimport \"../Shaders/glowMapMerge.vertex\";\r\nimport \"../Shaders/glowBlurPostProcess.fragment\";\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 getHighlightLayerByName(name: string): Nullable<HighlightLayer>;\r\n }\r\n}\r\n\r\nAbstractScene.prototype.getHighlightLayerByName = function (name: string): Nullable<HighlightLayer> {\r\n for (var index = 0; index < this.effectLayers.length; index++) {\r\n if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {\r\n return (<any>this.effectLayers[index]) as HighlightLayer;\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\n/**\r\n * Special Glow Blur post process only blurring the alpha channel\r\n * It enforces keeping the most luminous color in the color channel.\r\n */\r\nclass GlowBlurPostProcess extends PostProcess {\r\n constructor(name: string, public direction: Vector2, public kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode: number = Texture.BILINEAR_SAMPLINGMODE, engine?: Engine, reusable?: boolean) {\r\n super(name, \"glowBlurPostProcess\", [\"screenSize\", \"direction\", \"blurWidth\"], null, options, camera, samplingMode, engine, reusable);\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setFloat2(\"screenSize\", this.width, this.height);\r\n effect.setVector2(\"direction\", this.direction);\r\n effect.setFloat(\"blurWidth\", this.kernel);\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * Highlight layer options. This helps customizing the behaviour\r\n * of the highlight layer.\r\n */\r\nexport interface IHighlightLayerOptions {\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 * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size\r\n * of the picture to blur (the smaller the faster).\r\n */\r\n blurTextureSizeRatio: number;\r\n\r\n /**\r\n * How big in texel of the blur texture is the vertical blur.\r\n */\r\n blurVerticalSize: number;\r\n\r\n /**\r\n * How big in texel of the blur texture is the horizontal blur.\r\n */\r\n blurHorizontalSize: number;\r\n\r\n /**\r\n * Alpha blending mode used to apply the blur. Default is combine.\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 * Should we display highlight as a solid stroke?\r\n */\r\n isStroke?: boolean;\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 * Storage interface grouping all the information required for glowing a mesh.\r\n */\r\ninterface IHighlightLayerMesh {\r\n /**\r\n * The glowy mesh\r\n */\r\n mesh: Mesh;\r\n /**\r\n * The color of the glow\r\n */\r\n color: Color3;\r\n /**\r\n * The mesh render callback use to insert stencil information\r\n */\r\n observerHighlight: Nullable<Observer<Mesh>>;\r\n /**\r\n * The mesh render callback use to come to the default behavior\r\n */\r\n observerDefault: Nullable<Observer<Mesh>>;\r\n /**\r\n * If it exists, the emissive color of the material will be used to generate the glow.\r\n * Else it falls back to the current color.\r\n */\r\n glowEmissiveOnly: boolean;\r\n}\r\n\r\n/**\r\n * Storage interface grouping all the information required for an excluded mesh.\r\n */\r\ninterface IHighlightLayerExcludedMesh {\r\n /**\r\n * The glowy mesh\r\n */\r\n mesh: Mesh;\r\n /**\r\n * The mesh render callback use to prevent stencil use\r\n */\r\n beforeBind: Nullable<Observer<Mesh>>;\r\n /**\r\n * The mesh render callback use to restore previous stencil use\r\n */\r\n afterRender: Nullable<Observer<Mesh>>;\r\n}\r\n\r\n/**\r\n * The highlight layer Helps adding a glow effect around a mesh.\r\n *\r\n * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove\r\n * glowy meshes to your scene.\r\n *\r\n * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!\r\n */\r\nexport class HighlightLayer extends EffectLayer {\r\n /**\r\n * Effect Name of the highlight layer.\r\n */\r\n public static readonly EffectName = \"HighlightLayer\";\r\n\r\n /**\r\n * The neutral color used during the preparation of the glow effect.\r\n * This is black by default as the blend operation is a blend operation.\r\n */\r\n public static NeutralColor: Color4 = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Stencil value used for glowing meshes.\r\n */\r\n public static GlowingMeshStencilReference = 0x02;\r\n\r\n /**\r\n * Stencil value used for the other meshes in the scene.\r\n */\r\n public static NormalMeshStencilReference = 0x01;\r\n\r\n /**\r\n * Specifies whether or not the inner glow is ACTIVE in the layer.\r\n */\r\n @serialize()\r\n public innerGlow: boolean = true;\r\n\r\n /**\r\n * Specifies whether or not the outer glow is ACTIVE in the layer.\r\n */\r\n @serialize()\r\n public outerGlow: boolean = true;\r\n\r\n /**\r\n * Specifies the horizontal size of the blur.\r\n */\r\n public set blurHorizontalSize(value: number) {\r\n this._horizontalBlurPostprocess.kernel = value;\r\n }\r\n\r\n /**\r\n * Specifies the vertical size of the blur.\r\n */\r\n public set blurVerticalSize(value: number) {\r\n this._verticalBlurPostprocess.kernel = value;\r\n }\r\n\r\n /**\r\n * Gets the horizontal size of the blur.\r\n */\r\n @serialize()\r\n public get blurHorizontalSize(): number {\r\n return this._horizontalBlurPostprocess.kernel;\r\n }\r\n\r\n /**\r\n * Gets the vertical size of the blur.\r\n */\r\n @serialize()\r\n public get blurVerticalSize(): number {\r\n return this._verticalBlurPostprocess.kernel;\r\n }\r\n\r\n /**\r\n * An event triggered when the highlight layer is being blurred.\r\n */\r\n public onBeforeBlurObservable = new Observable<HighlightLayer>();\r\n\r\n /**\r\n * An event triggered when the highlight layer has been blurred.\r\n */\r\n public onAfterBlurObservable = new Observable<HighlightLayer>();\r\n\r\n private _instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;\r\n\r\n @serialize(\"options\")\r\n private _options: IHighlightLayerOptions;\r\n private _downSamplePostprocess: PassPostProcess;\r\n private _horizontalBlurPostprocess: GlowBlurPostProcess;\r\n private _verticalBlurPostprocess: GlowBlurPostProcess;\r\n private _blurTexture: RenderTargetTexture;\r\n\r\n private _meshes: Nullable<{ [id: string]: Nullable<IHighlightLayerMesh> }> = {};\r\n private _excludedMeshes: Nullable<{ [id: string]: Nullable<IHighlightLayerExcludedMesh> }> = {};\r\n\r\n /**\r\n * Instantiates a new highlight 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 IHighlightLayerOptions for more information)\r\n */\r\n constructor(public name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>) {\r\n super(name, scene);\r\n this.neutralColor = HighlightLayer.NeutralColor;\r\n\r\n // Warn on stencil\r\n if (!this._engine.isStencilEnable) {\r\n Logger.Warn(\"Rendering the Highlight Layer requires the stencil to be active on the canvas. var engine = new Engine(canvas, antialias, { stencil: true }\");\r\n }\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: 0.5,\r\n blurTextureSizeRatio: 0.5,\r\n blurHorizontalSize: 1.0,\r\n blurVerticalSize: 1.0,\r\n alphaBlendingMode: 2,\r\n camera: null,\r\n renderingGroupId: -1,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init({\r\n alphaBlendingMode: this._options.alphaBlendingMode,\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 // Do not render as long as no meshes have been added\r\n this._shouldRender = false;\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 HighlightLayer.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\"],\r\n this._options.isStroke ? \"#define STROKE \\n\" : undefined);\r\n\r\n }\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the highlight layer.\r\n */\r\n protected _createTextureAndPostProcesses(): void {\r\n var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;\r\n var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;\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._blurTexture = new RenderTargetTexture(\"HighlightLayerBlurRTT\",\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._blurTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture.anisotropicFilteringLevel = 16;\r\n this._blurTexture.updateSamplingMode(Texture.TRILINEAR_SAMPLINGMODE);\r\n this._blurTexture.renderParticles = false;\r\n this._blurTexture.ignoreCameraViewport = true;\r\n\r\n this._textures = [this._blurTexture];\r\n\r\n if (this._options.alphaBlendingMode === 2) {\r\n this._downSamplePostprocess = new PassPostProcess(\"HighlightLayerPPP\", this._options.blurTextureSizeRatio,\r\n null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());\r\n this._downSamplePostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._horizontalBlurPostprocess = new GlowBlurPostProcess(\"HighlightLayerHBP\", new Vector2(1.0, 0), this._options.blurHorizontalSize, 1,\r\n null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());\r\n this._horizontalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setFloat2(\"screenSize\", blurTextureWidth, blurTextureHeight);\r\n });\r\n\r\n this._verticalBlurPostprocess = new GlowBlurPostProcess(\"HighlightLayerVBP\", new Vector2(0, 1.0), this._options.blurVerticalSize, 1,\r\n null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());\r\n this._verticalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setFloat2(\"screenSize\", blurTextureWidth, blurTextureHeight);\r\n });\r\n\r\n this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n }\r\n else {\r\n this._horizontalBlurPostprocess = new BlurPostProcess(\"HighlightLayerHBP\", new Vector2(1.0, 0), this._options.blurHorizontalSize / 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._horizontalBlurPostprocess.width = blurTextureWidth;\r\n this._horizontalBlurPostprocess.height = blurTextureHeight;\r\n this._horizontalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._verticalBlurPostprocess = new BlurPostProcess(\"HighlightLayerVBP\", new Vector2(0, 1.0), this._options.blurVerticalSize / 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._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n }\r\n\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n this.onBeforeBlurObservable.notifyObservers(this);\r\n\r\n let internalTexture = this._blurTexture.renderTarget;\r\n if (internalTexture) {\r\n this._scene.postProcessManager.directRender(\r\n this._postProcesses,\r\n internalTexture,\r\n true);\r\n this._engine.unBindFramebuffer(internalTexture, true);\r\n }\r\n\r\n this.onAfterBlurObservable.notifyObservers(this);\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 * Returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n */\r\n public needStencil(): boolean {\r\n return true;\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 wether 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 || !this._meshes) {\r\n return false;\r\n }\r\n\r\n let emissiveTexture: Nullable<Texture> = null;\r\n let highlightLayerMesh = this._meshes[mesh.uniqueId];\r\n\r\n if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {\r\n emissiveTexture = (<any>material).emissiveTexture;\r\n }\r\n return super._isReady(subMesh, useInstances, emissiveTexture);\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._blurTexture);\r\n\r\n // Cache\r\n var engine = this._engine;\r\n engine.cacheStencilState();\r\n\r\n // Stencil operations\r\n engine.setStencilOperationPass(7681);\r\n engine.setStencilOperationFail(7680);\r\n engine.setStencilOperationDepthFail(7680);\r\n\r\n // Draw order\r\n engine.setStencilMask(0x00);\r\n engine.setStencilBuffer(true);\r\n engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);\r\n\r\n // 2 passes inner outer\r\n if (this.outerGlow) {\r\n effect.setFloat(\"offset\", 0);\r\n engine.setStencilFunction(517);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n if (this.innerGlow) {\r\n effect.setFloat(\"offset\", 1);\r\n engine.setStencilFunction(514);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n // Restore Cache\r\n engine.restoreStencilState();\r\n }\r\n\r\n /**\r\n * Returns true if the layer contains information to display, otherwise false.\r\n */\r\n public shouldRender(): boolean {\r\n if (super.shouldRender()) {\r\n return this._meshes ? true : false;\r\n }\r\n\r\n return false;\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 // Excluded Mesh\r\n if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {\r\n return false;\r\n }\r\n\r\n if (!super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\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 // all meshes can be rendered in the highlight layer, even transparent ones\r\n return true;\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 HIGHLIGHT\");\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 highlightLayerMesh = this._meshes![mesh.uniqueId];\r\n if (highlightLayerMesh) {\r\n this._emissiveTextureAndColor.color.set(\r\n highlightLayerMesh.color.r,\r\n highlightLayerMesh.color.g,\r\n highlightLayerMesh.color.b,\r\n 1.0);\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 if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {\r\n this._emissiveTextureAndColor.texture = (<any>material).emissiveTexture;\r\n this._emissiveTextureAndColor.color.set(\r\n 1.0,\r\n 1.0,\r\n 1.0,\r\n 1.0);\r\n }\r\n else {\r\n this._emissiveTextureAndColor.texture = null;\r\n }\r\n\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 highlight layer.\r\n * @param mesh The mesh to exclude from the highlight layer\r\n */\r\n public addExcludedMesh(mesh: Mesh) {\r\n if (!this._excludedMeshes) {\r\n return;\r\n }\r\n\r\n var meshExcluded = this._excludedMeshes[mesh.uniqueId];\r\n if (!meshExcluded) {\r\n this._excludedMeshes[mesh.uniqueId] = {\r\n mesh: mesh,\r\n beforeBind: mesh.onBeforeBindObservable.add((mesh: Mesh) => {\r\n mesh.getEngine().setStencilBuffer(false);\r\n }),\r\n afterRender: mesh.onAfterRenderObservable.add((mesh: Mesh) => {\r\n mesh.getEngine().setStencilBuffer(true);\r\n }),\r\n };\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 highlight layer.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeExcludedMesh(mesh: Mesh) {\r\n if (!this._excludedMeshes) {\r\n return;\r\n }\r\n\r\n var meshExcluded = this._excludedMeshes[mesh.uniqueId];\r\n if (meshExcluded) {\r\n if (meshExcluded.beforeBind) {\r\n mesh.onBeforeBindObservable.remove(meshExcluded.beforeBind);\r\n }\r\n\r\n if (meshExcluded.afterRender) {\r\n mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);\r\n }\r\n }\r\n\r\n this._excludedMeshes[mesh.uniqueId] = null;\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be highlighted by the current HighlightLayer\r\n * @param mesh mesh to test\r\n * @returns true if the mesh will be highlighted by the current HighlightLayer\r\n */\r\n public hasMesh(mesh: AbstractMesh): boolean {\r\n if (!this._meshes) {\r\n return false;\r\n }\r\n\r\n if (!super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\r\n return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;\r\n }\r\n\r\n /**\r\n * Add a mesh in the highlight layer in order to make it glow with the chosen color.\r\n * @param mesh The mesh to highlight\r\n * @param color The color of the highlight\r\n * @param glowEmissiveOnly Extract the glow from the emissive texture\r\n */\r\n public addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly = false) {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n var meshHighlight = this._meshes[mesh.uniqueId];\r\n if (meshHighlight) {\r\n meshHighlight.color = color;\r\n }\r\n else {\r\n this._meshes[mesh.uniqueId] = {\r\n mesh: mesh,\r\n color: color,\r\n // Lambda required for capture due to Observable this context\r\n observerHighlight: mesh.onBeforeBindObservable.add((mesh: Mesh) => {\r\n if (this.isEnabled) {\r\n if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {\r\n this._defaultStencilReference(mesh);\r\n }\r\n else {\r\n mesh.getScene().getEngine().setStencilFunctionReference(this._instanceGlowingMeshStencilReference);\r\n }\r\n }\r\n }),\r\n observerDefault: mesh.onAfterRenderObservable.add((mesh: Mesh) => {\r\n if (this.isEnabled) {\r\n this._defaultStencilReference(mesh);\r\n }\r\n }),\r\n glowEmissiveOnly: glowEmissiveOnly\r\n };\r\n\r\n mesh.onDisposeObservable.add(() => {\r\n this._disposeMesh(mesh);\r\n });\r\n }\r\n\r\n this._shouldRender = true;\r\n }\r\n\r\n /**\r\n * Remove a mesh from the highlight layer in order to make it stop glowing.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeMesh(mesh: Mesh) {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n var meshHighlight = this._meshes[mesh.uniqueId];\r\n if (meshHighlight) {\r\n\r\n if (meshHighlight.observerHighlight) {\r\n mesh.onBeforeBindObservable.remove(meshHighlight.observerHighlight);\r\n }\r\n\r\n if (meshHighlight.observerDefault) {\r\n mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);\r\n }\r\n delete this._meshes[mesh.uniqueId];\r\n }\r\n\r\n this._shouldRender = false;\r\n for (var meshHighlightToCheck in this._meshes) {\r\n if (this._meshes[meshHighlightToCheck]) {\r\n this._shouldRender = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Remove all the meshes currently referenced in the highlight layer\r\n */\r\n public removeAllMeshes(): void {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n for (const uniqueId in this._meshes) {\r\n if (this._meshes.hasOwnProperty(uniqueId)) {\r\n const mesh = this._meshes[uniqueId];\r\n if (mesh) {\r\n this.removeMesh(mesh.mesh);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Force the stencil to the normal expected value for none glowing parts\r\n */\r\n private _defaultStencilReference(mesh: Mesh) {\r\n mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);\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.removeMesh(mesh);\r\n this.removeExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Dispose the highlight layer and free resources.\r\n */\r\n public dispose(): void {\r\n if (this._meshes) {\r\n // Clean mesh references\r\n for (let id in this._meshes) {\r\n let meshHighlight = this._meshes[id];\r\n if (meshHighlight && meshHighlight.mesh) {\r\n\r\n if (meshHighlight.observerHighlight) {\r\n meshHighlight.mesh.onBeforeBindObservable.remove(meshHighlight.observerHighlight);\r\n }\r\n\r\n if (meshHighlight.observerDefault) {\r\n meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);\r\n }\r\n }\r\n }\r\n this._meshes = null;\r\n }\r\n\r\n if (this._excludedMeshes) {\r\n for (let id in this._excludedMeshes) {\r\n let meshHighlight = this._excludedMeshes[id];\r\n if (meshHighlight) {\r\n\r\n if (meshHighlight.beforeBind) {\r\n meshHighlight.mesh.onBeforeBindObservable.remove(meshHighlight.beforeBind);\r\n }\r\n\r\n if (meshHighlight.afterRender) {\r\n meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);\r\n }\r\n }\r\n }\r\n this._excludedMeshes = null;\r\n }\r\n\r\n super.dispose();\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 \"HighlightLayer\";\r\n }\r\n\r\n /**\r\n * Serializes this Highlight layer\r\n * @returns a serialized Highlight layer object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.HighlightLayer\";\r\n\r\n // Highlighted meshes\r\n serializationObject.meshes = [];\r\n\r\n if (this._meshes) {\r\n for (var m in this._meshes) {\r\n var mesh = this._meshes[m];\r\n\r\n if (mesh) {\r\n serializationObject.meshes.push({\r\n glowEmissiveOnly: mesh.glowEmissiveOnly,\r\n color: mesh.color.asArray(),\r\n meshId: mesh.mesh.id\r\n });\r\n }\r\n }\r\n }\r\n\r\n // Excluded meshes\r\n serializationObject.excludedMeshes = [];\r\n\r\n if (this._excludedMeshes) {\r\n for (var e in this._excludedMeshes) {\r\n var excludedMesh = this._excludedMeshes[e];\r\n\r\n if (excludedMesh) {\r\n serializationObject.excludedMeshes.push(excludedMesh.mesh.id);\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Highlight layer from parsed Highlight layer data\r\n * @param parsedHightlightLayer defines the Highlight layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the Highlight layer information\r\n * @returns a parsed Highlight layer\r\n */\r\n public static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer {\r\n var hl = SerializationHelper.Parse(() => new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options), parsedHightlightLayer, scene, rootUrl);\r\n var index;\r\n\r\n // Excluded meshes\r\n for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {\r\n var mesh = scene.getMeshById(parsedHightlightLayer.excludedMeshes[index]);\r\n if (mesh) {\r\n hl.addExcludedMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n // Included meshes\r\n for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {\r\n var highlightedMesh = parsedHightlightLayer.meshes[index];\r\n var mesh = scene.getMeshById(highlightedMesh.meshId);\r\n\r\n if (mesh) {\r\n hl.addMesh(<Mesh>mesh, Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);\r\n }\r\n }\r\n\r\n return hl;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.HighlightLayer\", HighlightLayer);"]}
1
+ {"version":3,"file":"highlightLayer.js","sourceRoot":"","sources":["../../../sourceES6/core/Layers/highlightLayer.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,MAAM,oBAAoB,CAAC;AACpE,OAAO,EAAY,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAI1D,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AAKjD,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AACjD,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,mBAAmB,EAAE,MAAM,2CAA2C,CAAC;AAChF,OAAO,EAAE,WAAW,EAAsB,MAAM,8BAA8B,CAAC;AAC/E,OAAO,EAAE,eAAe,EAAE,MAAM,kCAAkC,CAAC;AACnE,OAAO,EAAE,eAAe,EAAE,MAAM,kCAAkC,CAAC;AACnE,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAEjD,OAAO,EAAE,MAAM,EAAE,MAAM,gBAAgB,CAAC;AACxC,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAErD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,gCAAgC,CAAC;AACxC,OAAO,yCAAyC,CAAC;AAajD,aAAa,CAAC,SAAS,CAAC,uBAAuB,GAAG,UAAU,IAAY;IACpE,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;QAC3D,IAAI,IAAI,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC,IAAI,KAAK,IAAI,IAAI,IAAI,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC,aAAa,EAAE,KAAK,cAAc,CAAC,UAAU,EAAE;YAClH,OAAa,IAAI,CAAC,YAAY,CAAC,KAAK,CAAoB,CAAC;SAC5D;KACJ;IAED,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF;;;GAGG;AACH;IAAkC,uCAAW;IACzC,6BAAY,IAAY,EAAS,SAAkB,EAAS,MAAc,EAAE,OAAoC,EAAE,MAAwB,EAAE,YAAoD,EAAE,MAAe,EAAE,QAAkB;QAAzF,6BAAA,EAAA,eAAuB,OAAO,CAAC,qBAAqB;QAAhM,YACI,kBAAM,IAAI,EAAE,qBAAqB,EAAE,CAAC,YAAY,EAAE,WAAW,EAAE,WAAW,CAAC,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,CAAC,SAOtI;QARgC,eAAS,GAAT,SAAS,CAAS;QAAS,YAAM,GAAN,MAAM,CAAQ;QAGtE,KAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,UAAC,MAAc;YACtC,MAAM,CAAC,SAAS,CAAC,YAAY,EAAE,KAAI,CAAC,KAAK,EAAE,KAAI,CAAC,MAAM,CAAC,CAAC;YACxD,MAAM,CAAC,UAAU,CAAC,WAAW,EAAE,KAAI,CAAC,SAAS,CAAC,CAAC;YAC/C,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,KAAI,CAAC,MAAM,CAAC,CAAC;QAC9C,CAAC,CAAC,CAAC;;IACP,CAAC;IACL,0BAAC;AAAD,CAAC,AAVD,CAAkC,WAAW,GAU5C;AAoGD;;;;;;;GAOG;AACH;IAAoC,kCAAW;IAsF3C;;;;;OAKG;IACH,wBAAmB,IAAY,EAAE,KAAY,EAAE,OAAyC;QAAxF,YACI,kBAAM,IAAI,EAAE,KAAK,CAAC,SA+BrB;QAhCkB,UAAI,GAAJ,IAAI,CAAQ;QAtE/B;;WAEG;QAEI,eAAS,GAAY,IAAI,CAAC;QAEjC;;WAEG;QAEI,eAAS,GAAY,IAAI,CAAC;QAgCjC;;WAEG;QACI,4BAAsB,GAAG,IAAI,UAAU,EAAkB,CAAC;QAEjE;;WAEG;QACI,2BAAqB,GAAG,IAAI,UAAU,EAAkB,CAAC;QAExD,0CAAoC,GAAG,cAAc,CAAC,2BAA2B,EAAE,CAAC;QASpF,aAAO,GAA8D,EAAE,CAAC;QACxE,qBAAe,GAAsE,EAAE,CAAC;QAU5F,KAAI,CAAC,YAAY,GAAG,cAAc,CAAC,YAAY,CAAC;QAEhD,kBAAkB;QAClB,IAAI,CAAC,KAAI,CAAC,OAAO,CAAC,eAAe,EAAE;YAC/B,MAAM,CAAC,IAAI,CAAC,6IAA6I,CAAC,CAAC;SAC9J;QAED,gBAAgB;QAChB,KAAI,CAAC,QAAQ,cACT,gBAAgB,EAAE,GAAG,EACrB,oBAAoB,EAAE,GAAG,EACzB,kBAAkB,EAAE,GAAG,EACvB,gBAAgB,EAAE,GAAG,EACrB,iBAAiB,EAAE,CAAC,EACpB,MAAM,EAAE,IAAI,EACZ,gBAAgB,EAAE,CAAC,CAAC,IACjB,OAAO,CACb,CAAC;QAEF,uBAAuB;QACvB,KAAI,CAAC,KAAK,CAAC;YACP,iBAAiB,EAAE,KAAI,CAAC,QAAQ,CAAC,iBAAiB;YAClD,MAAM,EAAE,KAAI,CAAC,QAAQ,CAAC,MAAM;YAC5B,oBAAoB,EAAE,KAAI,CAAC,QAAQ,CAAC,oBAAoB;YACxD,gBAAgB,EAAE,KAAI,CAAC,QAAQ,CAAC,gBAAgB;YAChD,gBAAgB,EAAE,KAAI,CAAC,QAAQ,CAAC,gBAAgB;SACnD,CAAC,CAAC;QAEH,qDAAqD;QACrD,KAAI,CAAC,aAAa,GAAG,KAAK,CAAC;;IAC/B,CAAC;IAvFD,sBAAW,8CAAkB;QAW7B;;WAEG;aAEH;YACI,OAAO,IAAI,CAAC,0BAA0B,CAAC,MAAM,CAAC;QAClD,CAAC;QApBD;;WAEG;aACH,UAA8B,KAAa;YACvC,IAAI,CAAC,0BAA0B,CAAC,MAAM,GAAG,KAAK,CAAC;QACnD,CAAC;;;OAAA;IAKD,sBAAW,4CAAgB;QAY3B;;WAEG;aAEH;YACI,OAAO,IAAI,CAAC,wBAAwB,CAAC,MAAM,CAAC;QAChD,CAAC;QArBD;;WAEG;aACH,UAA4B,KAAa;YACrC,IAAI,CAAC,wBAAwB,CAAC,MAAM,GAAG,KAAK,CAAC;QACjD,CAAC;;;OAAA;IAgFD;;;OAGG;IACI,sCAAa,GAApB;QACI,OAAO,cAAc,CAAC,UAAU,CAAC;IACrC,CAAC;IAED;;;OAGG;IACO,2CAAkB,GAA5B;QACI,SAAS;QACT,OAAO,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,cAAc,EAC3C,CAAC,YAAY,CAAC,YAAY,CAAC,EAC3B,CAAC,QAAQ,CAAC,EACV,CAAC,gBAAgB,CAAC,EAClB,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC,CAAC,mBAAmB,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;IAElE,CAAC;IAED;;OAEG;IACO,uDAA8B,GAAxC;QAAA,iBA6FC;QA5FG,IAAI,gBAAgB,GAAG,IAAI,CAAC,uBAAuB,CAAC,KAAK,GAAG,IAAI,CAAC,QAAQ,CAAC,oBAAoB,CAAC;QAC/F,IAAI,iBAAiB,GAAG,IAAI,CAAC,uBAAuB,CAAC,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,oBAAoB,CAAC;QACjG,gBAAgB,GAAG,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,CAAC,CAAC,MAAM,CAAC,gBAAgB,CAAC,gBAAgB,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,gBAAgB,CAAC;QAC9H,iBAAiB,GAAG,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,CAAC,CAAC,MAAM,CAAC,gBAAgB,CAAC,iBAAiB,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,iBAAiB,CAAC;QAEjI,IAAI,WAAW,GAAG,CAAC,CAAC;QACpB,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,sBAAsB,EAAE;YAC/C,WAAW,GAAG,CAAC,CAAC;SACnB;aACI;YACD,WAAW,GAAG,CAAC,CAAC;SACnB;QAED,IAAI,CAAC,YAAY,GAAG,IAAI,mBAAmB,CAAC,uBAAuB,EAC/D;YACI,KAAK,EAAE,gBAAgB;YACvB,MAAM,EAAE,iBAAiB;SAC5B,EACD,IAAI,CAAC,MAAM,EACX,KAAK,EACL,IAAI,EACJ,WAAW,CAAC,CAAC;QACjB,IAAI,CAAC,YAAY,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QACpD,IAAI,CAAC,YAAY,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QACpD,IAAI,CAAC,YAAY,CAAC,yBAAyB,GAAG,EAAE,CAAC;QACjD,IAAI,CAAC,YAAY,CAAC,kBAAkB,CAAC,OAAO,CAAC,sBAAsB,CAAC,CAAC;QACrE,IAAI,CAAC,YAAY,CAAC,eAAe,GAAG,KAAK,CAAC;QAC1C,IAAI,CAAC,YAAY,CAAC,oBAAoB,GAAG,IAAI,CAAC;QAE9C,IAAI,CAAC,SAAS,GAAG,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QAErC,IAAI,IAAI,CAAC,QAAQ,CAAC,iBAAiB,KAAK,CAAC,EAAE;YACvC,IAAI,CAAC,sBAAsB,GAAG,IAAI,eAAe,CAAC,mBAAmB,EAAE,IAAI,CAAC,QAAQ,CAAC,oBAAoB,EACrG,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,CAAC;YAClE,IAAI,CAAC,sBAAsB,CAAC,6BAA6B,GAAG,IAAI,CAAC;YACjE,IAAI,CAAC,sBAAsB,CAAC,iBAAiB,CAAC,GAAG,CAAC,UAAC,MAAM;gBACrD,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,KAAI,CAAC,YAAY,CAAC,CAAC;YAC3D,CAAC,CAAC,CAAC;YAEH,IAAI,CAAC,0BAA0B,GAAG,IAAI,mBAAmB,CAAC,mBAAmB,EAAE,IAAI,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,kBAAkB,EAAE,CAAC,EACnI,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,CAAC;YAClE,IAAI,CAAC,0BAA0B,CAAC,iBAAiB,CAAC,GAAG,CAAC,UAAC,MAAM;gBACzD,MAAM,CAAC,SAAS,CAAC,YAAY,EAAE,gBAAgB,EAAE,iBAAiB,CAAC,CAAC;YACxE,CAAC,CAAC,CAAC;YAEH,IAAI,CAAC,wBAAwB,GAAG,IAAI,mBAAmB,CAAC,mBAAmB,EAAE,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,EAC/H,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,CAAC;YAClE,IAAI,CAAC,wBAAwB,CAAC,iBAAiB,CAAC,GAAG,CAAC,UAAC,MAAM;gBACvD,MAAM,CAAC,SAAS,CAAC,YAAY,EAAE,gBAAgB,EAAE,iBAAiB,CAAC,CAAC;YACxE,CAAC,CAAC,CAAC;YAEH,IAAI,CAAC,cAAc,GAAG,CAAC,IAAI,CAAC,sBAAsB,EAAE,IAAI,CAAC,0BAA0B,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;SACvH;aACI;YACD,IAAI,CAAC,0BAA0B,GAAG,IAAI,eAAe,CAAC,mBAAmB,EAAE,IAAI,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,kBAAkB,GAAG,CAAC,EAAE;gBAClI,KAAK,EAAE,gBAAgB;gBACvB,MAAM,EAAE,iBAAiB;aAC5B,EACG,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EAAE,KAAK,EAAE,WAAW,CAAC,CAAC;YACtF,IAAI,CAAC,0BAA0B,CAAC,KAAK,GAAG,gBAAgB,CAAC;YACzD,IAAI,CAAC,0BAA0B,CAAC,MAAM,GAAG,iBAAiB,CAAC;YAC3D,IAAI,CAAC,0BAA0B,CAAC,6BAA6B,GAAG,IAAI,CAAC;YACrE,IAAI,CAAC,0BAA0B,CAAC,iBAAiB,CAAC,GAAG,CAAC,UAAC,MAAM;gBACzD,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,KAAI,CAAC,YAAY,CAAC,CAAC;YAC3D,CAAC,CAAC,CAAC;YAEH,IAAI,CAAC,wBAAwB,GAAG,IAAI,eAAe,CAAC,mBAAmB,EAAE,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,gBAAgB,GAAG,CAAC,EAAE;gBAC9H,KAAK,EAAE,gBAAgB;gBACvB,MAAM,EAAE,iBAAiB;aAC5B,EACG,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EAAE,KAAK,EAAE,WAAW,CAAC,CAAC;YAEtF,IAAI,CAAC,cAAc,GAAG,CAAC,IAAI,CAAC,0BAA0B,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;SAC1F;QAED,IAAI,CAAC,YAAY,CAAC,uBAAuB,CAAC,GAAG,CAAC;YAC1C,KAAI,CAAC,sBAAsB,CAAC,eAAe,CAAC,KAAI,CAAC,CAAC;YAElD,IAAI,eAAe,GAAG,KAAI,CAAC,YAAY,CAAC,YAAY,CAAC;YACrD,IAAI,eAAe,EAAE;gBACjB,KAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,YAAY,CACvC,KAAI,CAAC,cAAc,EACnB,eAAe,EACf,IAAI,CAAC,CAAC;gBACV,KAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,eAAe,EAAE,IAAI,CAAC,CAAC;aACzD;YAED,KAAI,CAAC,qBAAqB,CAAC,eAAe,CAAC,KAAI,CAAC,CAAC;QACrD,CAAC,CAAC,CAAC;QAEH,qBAAqB;QACrB,IAAI,CAAC,cAAc,CAAC,GAAG,CAAC,UAAC,EAAE,IAAO,EAAE,CAAC,SAAS,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;IAC/D,CAAC;IAED;;OAEG;IACI,oCAAW,GAAlB;QACI,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;;OAMG;IACI,gCAAO,GAAd,UAAe,OAAgB,EAAE,YAAqB;QAClD,IAAI,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QACrC,IAAI,IAAI,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;QAEtC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE;YACrC,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,eAAe,GAAsB,IAAI,CAAC;QAC9C,IAAI,kBAAkB,GAAG,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAErD,IAAI,kBAAkB,IAAI,kBAAkB,CAAC,gBAAgB,IAAI,QAAQ,EAAE;YACvE,eAAe,GAAS,QAAS,CAAC,eAAe,CAAC;SACrD;QACD,OAAO,iBAAM,QAAQ,YAAC,OAAO,EAAE,YAAY,EAAE,eAAe,CAAC,CAAC;IAClE,CAAC;IAED;;;OAGG;IACO,wCAAe,GAAzB,UAA0B,MAAc;QACpC,UAAU;QACV,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QAEvD,QAAQ;QACR,IAAI,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;QAC1B,MAAM,CAAC,iBAAiB,EAAE,CAAC;QAE3B,qBAAqB;QACrB,MAAM,CAAC,uBAAuB,CAAC,IAAI,CAAC,CAAC;QACrC,MAAM,CAAC,uBAAuB,CAAC,IAAI,CAAC,CAAC;QACrC,MAAM,CAAC,4BAA4B,CAAC,IAAI,CAAC,CAAC;QAE1C,aAAa;QACb,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;QAC5B,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC;QAC9B,MAAM,CAAC,2BAA2B,CAAC,IAAI,CAAC,oCAAoC,CAAC,CAAC;QAE9E,uBAAuB;QACvB,IAAI,IAAI,CAAC,SAAS,EAAE;YAChB,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;YAC7B,MAAM,CAAC,kBAAkB,CAAC,GAAG,CAAC,CAAC;YAC/B,MAAM,CAAC,gBAAgB,CAAC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;SAC5D;QACD,IAAI,IAAI,CAAC,SAAS,EAAE;YAChB,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;YAC7B,MAAM,CAAC,kBAAkB,CAAC,GAAG,CAAC,CAAC;YAC/B,MAAM,CAAC,gBAAgB,CAAC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;SAC5D;QAED,gBAAgB;QAChB,MAAM,CAAC,mBAAmB,EAAE,CAAC;IACjC,CAAC;IAED;;OAEG;IACI,qCAAY,GAAnB;QACI,IAAI,iBAAM,YAAY,WAAE,EAAE;YACtB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;SACtC;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;OAIG;IACO,0CAAiB,GAA3B,UAA4B,IAAU;QAClC,gBAAgB;QAChB,IAAI,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,EAAE;YAC7D,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,CAAC,iBAAM,OAAO,YAAC,IAAI,CAAC,EAAE;YACtB,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;OAKG;IACO,uCAAc,GAAxB,UAAyB,IAAkB,EAAE,QAAkB;QAC3D,2EAA2E;QAC3E,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACO,gDAAuB,GAAjC,UAAkC,OAAiB;QAC/C,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;IACtC,CAAC;IAED;;OAEG;IACO,oDAA2B,GAArC,UAAsC,IAAU,EAAE,OAAgB,EAAE,QAAkB;QAClF,IAAI,kBAAkB,GAAG,IAAI,CAAC,OAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACtD,IAAI,kBAAkB,EAAE;YACpB,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,GAAG,CACnC,kBAAkB,CAAC,KAAK,CAAC,CAAC,EAC1B,kBAAkB,CAAC,KAAK,CAAC,CAAC,EAC1B,kBAAkB,CAAC,KAAK,CAAC,CAAC,EAC1B,GAAG,CAAC,CAAC;SACZ;aACI;YACD,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,GAAG,CACnC,IAAI,CAAC,YAAY,CAAC,CAAC,EACnB,IAAI,CAAC,YAAY,CAAC,CAAC,EACnB,IAAI,CAAC,YAAY,CAAC,CAAC,EACnB,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;SAC5B;QAED,IAAI,kBAAkB,IAAI,kBAAkB,CAAC,gBAAgB,IAAI,QAAQ,EAAE;YACvE,IAAI,CAAC,wBAAwB,CAAC,OAAO,GAAS,QAAS,CAAC,eAAe,CAAC;YACxE,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,GAAG,CACnC,GAAG,EACH,GAAG,EACH,GAAG,EACH,GAAG,CAAC,CAAC;SACZ;aACI;YACD,IAAI,CAAC,wBAAwB,CAAC,OAAO,GAAG,IAAI,CAAC;SAChD;IAEL,CAAC;IAED;;;OAGG;IACI,wCAAe,GAAtB,UAAuB,IAAU;QAC7B,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE;YACvB,OAAO;SACV;QAED,IAAI,YAAY,GAAG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACvD,IAAI,CAAC,YAAY,EAAE;YACf,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG;gBAClC,IAAI,EAAE,IAAI;gBACV,UAAU,EAAE,IAAI,CAAC,sBAAsB,CAAC,GAAG,CAAC,UAAC,IAAU;oBACnD,IAAI,CAAC,SAAS,EAAE,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;gBAC7C,CAAC,CAAC;gBACF,WAAW,EAAE,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,UAAC,IAAU;oBACrD,IAAI,CAAC,SAAS,EAAE,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC;gBAC5C,CAAC,CAAC;aACL,CAAC;SACL;IACL,CAAC;IAED;;;QAGI;IACG,2CAAkB,GAAzB,UAA0B,IAAU;QAChC,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE;YACvB,OAAO;SACV;QAED,IAAI,YAAY,GAAG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACvD,IAAI,YAAY,EAAE;YACd,IAAI,YAAY,CAAC,UAAU,EAAE;gBACzB,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;aAC/D;YAED,IAAI,YAAY,CAAC,WAAW,EAAE;gBAC1B,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;aACjE;SACJ;QAED,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG,IAAI,CAAC;IAC/C,CAAC;IAED;;;;OAIG;IACI,gCAAO,GAAd,UAAe,IAAkB;QAC7B,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE;YACf,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,CAAC,iBAAM,OAAO,YAAC,IAAI,CAAC,EAAE;YACtB,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,SAAS,IAAI,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,IAAI,CAAC;IAC7F,CAAC;IAED;;;;;OAKG;IACI,gCAAO,GAAd,UAAe,IAAU,EAAE,KAAa,EAAE,gBAAwB;QAAlE,iBAsCC;QAtCyC,iCAAA,EAAA,wBAAwB;QAC9D,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE;YACf,OAAO;SACV;QAED,IAAI,aAAa,GAAG,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAChD,IAAI,aAAa,EAAE;YACf,aAAa,CAAC,KAAK,GAAG,KAAK,CAAC;SAC/B;aACI;YACD,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG;gBAC1B,IAAI,EAAE,IAAI;gBACV,KAAK,EAAE,KAAK;gBACZ,6DAA6D;gBAC7D,iBAAiB,EAAE,IAAI,CAAC,sBAAsB,CAAC,GAAG,CAAC,UAAC,IAAU;oBAC1D,IAAI,KAAI,CAAC,SAAS,EAAE;wBAChB,IAAI,KAAI,CAAC,eAAe,IAAI,KAAI,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,EAAE;4BAC7D,KAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,CAAC;yBACvC;6BACI;4BACD,IAAI,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC,2BAA2B,CAAC,KAAI,CAAC,oCAAoC,CAAC,CAAC;yBACtG;qBACJ;gBACL,CAAC,CAAC;gBACF,eAAe,EAAE,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,UAAC,IAAU;oBACzD,IAAI,KAAI,CAAC,SAAS,EAAE;wBAChB,KAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,CAAC;qBACvC;gBACL,CAAC,CAAC;gBACF,gBAAgB,EAAE,gBAAgB;aACrC,CAAC;YAEF,IAAI,CAAC,mBAAmB,CAAC,GAAG,CAAC;gBACzB,KAAI,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;YAC5B,CAAC,CAAC,CAAC;SACN;QAED,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;IAC9B,CAAC;IAED;;;OAGG;IACI,mCAAU,GAAjB,UAAkB,IAAU;QACxB,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE;YACf,OAAO;SACV;QAED,IAAI,aAAa,GAAG,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAChD,IAAI,aAAa,EAAE;YAEf,IAAI,aAAa,CAAC,iBAAiB,EAAE;gBACjC,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,aAAa,CAAC,iBAAiB,CAAC,CAAC;aACvE;YAED,IAAI,aAAa,CAAC,eAAe,EAAE;gBAC/B,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC,aAAa,CAAC,eAAe,CAAC,CAAC;aACtE;YACD,OAAO,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;SACtC;QAED,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;QAC3B,KAAK,IAAI,oBAAoB,IAAI,IAAI,CAAC,OAAO,EAAE;YAC3C,IAAI,IAAI,CAAC,OAAO,CAAC,oBAAoB,CAAC,EAAE;gBACpC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;gBAC1B,MAAM;aACT;SACJ;IACL,CAAC;IAED;;OAEG;IACI,wCAAe,GAAtB;QACI,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE;YACf,OAAO;SACV;QAED,KAAK,IAAM,QAAQ,IAAI,IAAI,CAAC,OAAO,EAAE;YACjC,IAAI,IAAI,CAAC,OAAO,CAAC,cAAc,CAAC,QAAQ,CAAC,EAAE;gBACvC,IAAM,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC;gBACpC,IAAI,IAAI,EAAE;oBACN,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;iBAC9B;aACJ;SACJ;IACL,CAAC;IAED;;OAEG;IACK,iDAAwB,GAAhC,UAAiC,IAAU;QACvC,IAAI,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC,2BAA2B,CAAC,cAAc,CAAC,0BAA0B,CAAC,CAAC;IACvG,CAAC;IAED;;;;;OAKG;IACI,qCAAY,GAAnB,UAAoB,IAAU;QAC1B,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;QACtB,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;IAClC,CAAC;IAED;;OAEG;IACI,gCAAO,GAAd;QACI,IAAI,IAAI,CAAC,OAAO,EAAE;YACd,wBAAwB;YACxB,KAAK,IAAI,EAAE,IAAI,IAAI,CAAC,OAAO,EAAE;gBACzB,IAAI,aAAa,GAAG,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC,CAAC;gBACrC,IAAI,aAAa,IAAI,aAAa,CAAC,IAAI,EAAE;oBAErC,IAAI,aAAa,CAAC,iBAAiB,EAAE;wBACjC,aAAa,CAAC,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,aAAa,CAAC,iBAAiB,CAAC,CAAC;qBACrF;oBAED,IAAI,aAAa,CAAC,eAAe,EAAE;wBAC/B,aAAa,CAAC,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC,aAAa,CAAC,eAAe,CAAC,CAAC;qBACpF;iBACJ;aACJ;YACD,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;SACvB;QAED,IAAI,IAAI,CAAC,eAAe,EAAE;YACtB,KAAK,IAAI,EAAE,IAAI,IAAI,CAAC,eAAe,EAAE;gBACjC,IAAI,aAAa,GAAG,IAAI,CAAC,eAAe,CAAC,EAAE,CAAC,CAAC;gBAC7C,IAAI,aAAa,EAAE;oBAEf,IAAI,aAAa,CAAC,UAAU,EAAE;wBAC1B,aAAa,CAAC,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,aAAa,CAAC,UAAU,CAAC,CAAC;qBAC9E;oBAED,IAAI,aAAa,CAAC,WAAW,EAAE;wBAC3B,aAAa,CAAC,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC,aAAa,CAAC,WAAW,CAAC,CAAC;qBAChF;iBACJ;aACJ;YACD,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;SAC/B;QAED,iBAAM,OAAO,WAAE,CAAC;IACpB,CAAC;IAED;;;QAGI;IACG,qCAAY,GAAnB;QACI,OAAO,gBAAgB,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACI,kCAAS,GAAhB;QACI,IAAI,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAC9D,mBAAmB,CAAC,UAAU,GAAG,wBAAwB,CAAC;QAE1D,qBAAqB;QACrB,mBAAmB,CAAC,MAAM,GAAG,EAAE,CAAC;QAEhC,IAAI,IAAI,CAAC,OAAO,EAAE;YACd,KAAK,IAAI,CAAC,IAAI,IAAI,CAAC,OAAO,EAAE;gBACxB,IAAI,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;gBAE3B,IAAI,IAAI,EAAE;oBACN,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC;wBAC5B,gBAAgB,EAAE,IAAI,CAAC,gBAAgB;wBACvC,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,OAAO,EAAE;wBAC3B,MAAM,EAAE,IAAI,CAAC,IAAI,CAAC,EAAE;qBACvB,CAAC,CAAC;iBACN;aACJ;SACJ;QAED,kBAAkB;QAClB,mBAAmB,CAAC,cAAc,GAAG,EAAE,CAAC;QAExC,IAAI,IAAI,CAAC,eAAe,EAAE;YACtB,KAAK,IAAI,CAAC,IAAI,IAAI,CAAC,eAAe,EAAE;gBAChC,IAAI,YAAY,GAAG,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC;gBAE3C,IAAI,YAAY,EAAE;oBACd,mBAAmB,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;iBACjE;aACJ;SACJ;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACW,oBAAK,GAAnB,UAAoB,qBAA0B,EAAE,KAAY,EAAE,OAAe;QACzE,IAAI,EAAE,GAAG,mBAAmB,CAAC,KAAK,CAAC,cAAM,OAAA,IAAI,cAAc,CAAC,qBAAqB,CAAC,IAAI,EAAE,KAAK,EAAE,qBAAqB,CAAC,OAAO,CAAC,EAApF,CAAoF,EAAE,qBAAqB,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QACtK,IAAI,KAAK,CAAC;QAEV,kBAAkB;QAClB,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,qBAAqB,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YAC1E,IAAI,IAAI,GAAG,KAAK,CAAC,WAAW,CAAC,qBAAqB,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC,CAAC;YAC1E,IAAI,IAAI,EAAE;gBACN,EAAE,CAAC,eAAe,CAAO,IAAI,CAAC,CAAC;aAClC;SACJ;QAED,kBAAkB;QAClB,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,qBAAqB,CAAC,MAAM,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YAClE,IAAI,eAAe,GAAG,qBAAqB,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;YAC1D,IAAI,IAAI,GAAG,KAAK,CAAC,WAAW,CAAC,eAAe,CAAC,MAAM,CAAC,CAAC;YAErD,IAAI,IAAI,EAAE;gBACN,EAAE,CAAC,OAAO,CAAO,IAAI,EAAE,MAAM,CAAC,SAAS,CAAC,eAAe,CAAC,KAAK,CAAC,EAAE,eAAe,CAAC,gBAAgB,CAAC,CAAC;aACrG;SACJ;QAED,OAAO,EAAE,CAAC;IACd,CAAC;IArrBD;;OAEG;IACoB,yBAAU,GAAG,gBAAgB,CAAC;IAErD;;;OAGG;IACW,2BAAY,GAAW,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IAE5D;;OAEG;IACW,0CAA2B,GAAG,IAAI,CAAC;IAEjD;;OAEG;IACW,yCAA0B,GAAG,IAAI,CAAC;IAMhD;QADC,SAAS,EAAE;qDACqB;IAMjC;QADC,SAAS,EAAE;qDACqB;IAoBjC;QADC,SAAS,EAAE;4DAGX;IAMD;QADC,SAAS,EAAE;0DAGX;IAeD;QADC,SAAS,CAAC,SAAS,CAAC;oDACoB;IA0mB7C,qBAAC;CAAA,AAvrBD,CAAoC,WAAW,GAurB9C;SAvrBY,cAAc;AAyrB3B,aAAa,CAAC,wBAAwB,EAAE,cAAc,CAAC,CAAC","sourcesContent":["import { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport { Observer, Observable } from \"../Misc/observable\";\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 { Engine } from \"../Engines/engine\";\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 { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { PostProcess, PostProcessOptions } from \"../PostProcesses/postProcess\";\r\nimport { PassPostProcess } from \"../PostProcesses/passPostProcess\";\r\nimport { BlurPostProcess } from \"../PostProcesses/blurPostProcess\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\n\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { RegisterClass } from '../Misc/typeStore';\r\nimport { Color4, Color3 } from '../Maths/math.color';\r\n\r\nimport \"../Shaders/glowMapMerge.fragment\";\r\nimport \"../Shaders/glowMapMerge.vertex\";\r\nimport \"../Shaders/glowBlurPostProcess.fragment\";\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 getHighlightLayerByName(name: string): Nullable<HighlightLayer>;\r\n }\r\n}\r\n\r\nAbstractScene.prototype.getHighlightLayerByName = function (name: string): Nullable<HighlightLayer> {\r\n for (var index = 0; index < this.effectLayers.length; index++) {\r\n if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {\r\n return (<any>this.effectLayers[index]) as HighlightLayer;\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\n/**\r\n * Special Glow Blur post process only blurring the alpha channel\r\n * It enforces keeping the most luminous color in the color channel.\r\n */\r\nclass GlowBlurPostProcess extends PostProcess {\r\n constructor(name: string, public direction: Vector2, public kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode: number = Texture.BILINEAR_SAMPLINGMODE, engine?: Engine, reusable?: boolean) {\r\n super(name, \"glowBlurPostProcess\", [\"screenSize\", \"direction\", \"blurWidth\"], null, options, camera, samplingMode, engine, reusable);\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setFloat2(\"screenSize\", this.width, this.height);\r\n effect.setVector2(\"direction\", this.direction);\r\n effect.setFloat(\"blurWidth\", this.kernel);\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * Highlight layer options. This helps customizing the behaviour\r\n * of the highlight layer.\r\n */\r\nexport interface IHighlightLayerOptions {\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 * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size\r\n * of the picture to blur (the smaller the faster).\r\n */\r\n blurTextureSizeRatio: number;\r\n\r\n /**\r\n * How big in texel of the blur texture is the vertical blur.\r\n */\r\n blurVerticalSize: number;\r\n\r\n /**\r\n * How big in texel of the blur texture is the horizontal blur.\r\n */\r\n blurHorizontalSize: number;\r\n\r\n /**\r\n * Alpha blending mode used to apply the blur. Default is combine.\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 * Should we display highlight as a solid stroke?\r\n */\r\n isStroke?: boolean;\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 * Storage interface grouping all the information required for glowing a mesh.\r\n */\r\ninterface IHighlightLayerMesh {\r\n /**\r\n * The glowy mesh\r\n */\r\n mesh: Mesh;\r\n /**\r\n * The color of the glow\r\n */\r\n color: Color3;\r\n /**\r\n * The mesh render callback use to insert stencil information\r\n */\r\n observerHighlight: Nullable<Observer<Mesh>>;\r\n /**\r\n * The mesh render callback use to come to the default behavior\r\n */\r\n observerDefault: Nullable<Observer<Mesh>>;\r\n /**\r\n * If it exists, the emissive color of the material will be used to generate the glow.\r\n * Else it falls back to the current color.\r\n */\r\n glowEmissiveOnly: boolean;\r\n}\r\n\r\n/**\r\n * Storage interface grouping all the information required for an excluded mesh.\r\n */\r\ninterface IHighlightLayerExcludedMesh {\r\n /**\r\n * The glowy mesh\r\n */\r\n mesh: Mesh;\r\n /**\r\n * The mesh render callback use to prevent stencil use\r\n */\r\n beforeBind: Nullable<Observer<Mesh>>;\r\n /**\r\n * The mesh render callback use to restore previous stencil use\r\n */\r\n afterRender: Nullable<Observer<Mesh>>;\r\n}\r\n\r\n/**\r\n * The highlight layer Helps adding a glow effect around a mesh.\r\n *\r\n * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove\r\n * glowy meshes to your scene.\r\n *\r\n * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!\r\n */\r\nexport class HighlightLayer extends EffectLayer {\r\n /**\r\n * Effect Name of the highlight layer.\r\n */\r\n public static readonly EffectName = \"HighlightLayer\";\r\n\r\n /**\r\n * The neutral color used during the preparation of the glow effect.\r\n * This is black by default as the blend operation is a blend operation.\r\n */\r\n public static NeutralColor: Color4 = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Stencil value used for glowing meshes.\r\n */\r\n public static GlowingMeshStencilReference = 0x02;\r\n\r\n /**\r\n * Stencil value used for the other meshes in the scene.\r\n */\r\n public static NormalMeshStencilReference = 0x01;\r\n\r\n /**\r\n * Specifies whether or not the inner glow is ACTIVE in the layer.\r\n */\r\n @serialize()\r\n public innerGlow: boolean = true;\r\n\r\n /**\r\n * Specifies whether or not the outer glow is ACTIVE in the layer.\r\n */\r\n @serialize()\r\n public outerGlow: boolean = true;\r\n\r\n /**\r\n * Specifies the horizontal size of the blur.\r\n */\r\n public set blurHorizontalSize(value: number) {\r\n this._horizontalBlurPostprocess.kernel = value;\r\n }\r\n\r\n /**\r\n * Specifies the vertical size of the blur.\r\n */\r\n public set blurVerticalSize(value: number) {\r\n this._verticalBlurPostprocess.kernel = value;\r\n }\r\n\r\n /**\r\n * Gets the horizontal size of the blur.\r\n */\r\n @serialize()\r\n public get blurHorizontalSize(): number {\r\n return this._horizontalBlurPostprocess.kernel;\r\n }\r\n\r\n /**\r\n * Gets the vertical size of the blur.\r\n */\r\n @serialize()\r\n public get blurVerticalSize(): number {\r\n return this._verticalBlurPostprocess.kernel;\r\n }\r\n\r\n /**\r\n * An event triggered when the highlight layer is being blurred.\r\n */\r\n public onBeforeBlurObservable = new Observable<HighlightLayer>();\r\n\r\n /**\r\n * An event triggered when the highlight layer has been blurred.\r\n */\r\n public onAfterBlurObservable = new Observable<HighlightLayer>();\r\n\r\n private _instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;\r\n\r\n @serialize(\"options\")\r\n private _options: IHighlightLayerOptions;\r\n private _downSamplePostprocess: PassPostProcess;\r\n private _horizontalBlurPostprocess: GlowBlurPostProcess;\r\n private _verticalBlurPostprocess: GlowBlurPostProcess;\r\n private _blurTexture: RenderTargetTexture;\r\n\r\n private _meshes: Nullable<{ [id: string]: Nullable<IHighlightLayerMesh> }> = {};\r\n private _excludedMeshes: Nullable<{ [id: string]: Nullable<IHighlightLayerExcludedMesh> }> = {};\r\n\r\n /**\r\n * Instantiates a new highlight 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 IHighlightLayerOptions for more information)\r\n */\r\n constructor(public name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>) {\r\n super(name, scene);\r\n this.neutralColor = HighlightLayer.NeutralColor;\r\n\r\n // Warn on stencil\r\n if (!this._engine.isStencilEnable) {\r\n Logger.Warn(\"Rendering the Highlight Layer requires the stencil to be active on the canvas. var engine = new Engine(canvas, antialias, { stencil: true }\");\r\n }\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: 0.5,\r\n blurTextureSizeRatio: 0.5,\r\n blurHorizontalSize: 1.0,\r\n blurVerticalSize: 1.0,\r\n alphaBlendingMode: 2,\r\n camera: null,\r\n renderingGroupId: -1,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init({\r\n alphaBlendingMode: this._options.alphaBlendingMode,\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 // Do not render as long as no meshes have been added\r\n this._shouldRender = false;\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 HighlightLayer.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\"],\r\n this._options.isStroke ? \"#define STROKE \\n\" : undefined);\r\n\r\n }\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the highlight layer.\r\n */\r\n protected _createTextureAndPostProcesses(): void {\r\n var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;\r\n var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;\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._blurTexture = new RenderTargetTexture(\"HighlightLayerBlurRTT\",\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._blurTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture.anisotropicFilteringLevel = 16;\r\n this._blurTexture.updateSamplingMode(Texture.TRILINEAR_SAMPLINGMODE);\r\n this._blurTexture.renderParticles = false;\r\n this._blurTexture.ignoreCameraViewport = true;\r\n\r\n this._textures = [this._blurTexture];\r\n\r\n if (this._options.alphaBlendingMode === 2) {\r\n this._downSamplePostprocess = new PassPostProcess(\"HighlightLayerPPP\", this._options.blurTextureSizeRatio,\r\n null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());\r\n this._downSamplePostprocess.externalTextureSamplerBinding = true;\r\n this._downSamplePostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._horizontalBlurPostprocess = new GlowBlurPostProcess(\"HighlightLayerHBP\", new Vector2(1.0, 0), this._options.blurHorizontalSize, 1,\r\n null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());\r\n this._horizontalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setFloat2(\"screenSize\", blurTextureWidth, blurTextureHeight);\r\n });\r\n\r\n this._verticalBlurPostprocess = new GlowBlurPostProcess(\"HighlightLayerVBP\", new Vector2(0, 1.0), this._options.blurVerticalSize, 1,\r\n null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());\r\n this._verticalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setFloat2(\"screenSize\", blurTextureWidth, blurTextureHeight);\r\n });\r\n\r\n this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n }\r\n else {\r\n this._horizontalBlurPostprocess = new BlurPostProcess(\"HighlightLayerHBP\", new Vector2(1.0, 0), this._options.blurHorizontalSize / 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._horizontalBlurPostprocess.width = blurTextureWidth;\r\n this._horizontalBlurPostprocess.height = blurTextureHeight;\r\n this._horizontalBlurPostprocess.externalTextureSamplerBinding = true;\r\n this._horizontalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._verticalBlurPostprocess = new BlurPostProcess(\"HighlightLayerVBP\", new Vector2(0, 1.0), this._options.blurVerticalSize / 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._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n }\r\n\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n this.onBeforeBlurObservable.notifyObservers(this);\r\n\r\n let internalTexture = this._blurTexture.renderTarget;\r\n if (internalTexture) {\r\n this._scene.postProcessManager.directRender(\r\n this._postProcesses,\r\n internalTexture,\r\n true);\r\n this._engine.unBindFramebuffer(internalTexture, true);\r\n }\r\n\r\n this.onAfterBlurObservable.notifyObservers(this);\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 * Returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n */\r\n public needStencil(): boolean {\r\n return true;\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 wether 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 || !this._meshes) {\r\n return false;\r\n }\r\n\r\n let emissiveTexture: Nullable<Texture> = null;\r\n let highlightLayerMesh = this._meshes[mesh.uniqueId];\r\n\r\n if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {\r\n emissiveTexture = (<any>material).emissiveTexture;\r\n }\r\n return super._isReady(subMesh, useInstances, emissiveTexture);\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._blurTexture);\r\n\r\n // Cache\r\n var engine = this._engine;\r\n engine.cacheStencilState();\r\n\r\n // Stencil operations\r\n engine.setStencilOperationPass(7681);\r\n engine.setStencilOperationFail(7680);\r\n engine.setStencilOperationDepthFail(7680);\r\n\r\n // Draw order\r\n engine.setStencilMask(0x00);\r\n engine.setStencilBuffer(true);\r\n engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);\r\n\r\n // 2 passes inner outer\r\n if (this.outerGlow) {\r\n effect.setFloat(\"offset\", 0);\r\n engine.setStencilFunction(517);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n if (this.innerGlow) {\r\n effect.setFloat(\"offset\", 1);\r\n engine.setStencilFunction(514);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n // Restore Cache\r\n engine.restoreStencilState();\r\n }\r\n\r\n /**\r\n * Returns true if the layer contains information to display, otherwise false.\r\n */\r\n public shouldRender(): boolean {\r\n if (super.shouldRender()) {\r\n return this._meshes ? true : false;\r\n }\r\n\r\n return false;\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 // Excluded Mesh\r\n if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {\r\n return false;\r\n }\r\n\r\n if (!super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\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 // all meshes can be rendered in the highlight layer, even transparent ones\r\n return true;\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 HIGHLIGHT\");\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 highlightLayerMesh = this._meshes![mesh.uniqueId];\r\n if (highlightLayerMesh) {\r\n this._emissiveTextureAndColor.color.set(\r\n highlightLayerMesh.color.r,\r\n highlightLayerMesh.color.g,\r\n highlightLayerMesh.color.b,\r\n 1.0);\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 if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {\r\n this._emissiveTextureAndColor.texture = (<any>material).emissiveTexture;\r\n this._emissiveTextureAndColor.color.set(\r\n 1.0,\r\n 1.0,\r\n 1.0,\r\n 1.0);\r\n }\r\n else {\r\n this._emissiveTextureAndColor.texture = null;\r\n }\r\n\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 highlight layer.\r\n * @param mesh The mesh to exclude from the highlight layer\r\n */\r\n public addExcludedMesh(mesh: Mesh) {\r\n if (!this._excludedMeshes) {\r\n return;\r\n }\r\n\r\n var meshExcluded = this._excludedMeshes[mesh.uniqueId];\r\n if (!meshExcluded) {\r\n this._excludedMeshes[mesh.uniqueId] = {\r\n mesh: mesh,\r\n beforeBind: mesh.onBeforeBindObservable.add((mesh: Mesh) => {\r\n mesh.getEngine().setStencilBuffer(false);\r\n }),\r\n afterRender: mesh.onAfterRenderObservable.add((mesh: Mesh) => {\r\n mesh.getEngine().setStencilBuffer(true);\r\n }),\r\n };\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 highlight layer.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeExcludedMesh(mesh: Mesh) {\r\n if (!this._excludedMeshes) {\r\n return;\r\n }\r\n\r\n var meshExcluded = this._excludedMeshes[mesh.uniqueId];\r\n if (meshExcluded) {\r\n if (meshExcluded.beforeBind) {\r\n mesh.onBeforeBindObservable.remove(meshExcluded.beforeBind);\r\n }\r\n\r\n if (meshExcluded.afterRender) {\r\n mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);\r\n }\r\n }\r\n\r\n this._excludedMeshes[mesh.uniqueId] = null;\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be highlighted by the current HighlightLayer\r\n * @param mesh mesh to test\r\n * @returns true if the mesh will be highlighted by the current HighlightLayer\r\n */\r\n public hasMesh(mesh: AbstractMesh): boolean {\r\n if (!this._meshes) {\r\n return false;\r\n }\r\n\r\n if (!super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\r\n return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;\r\n }\r\n\r\n /**\r\n * Add a mesh in the highlight layer in order to make it glow with the chosen color.\r\n * @param mesh The mesh to highlight\r\n * @param color The color of the highlight\r\n * @param glowEmissiveOnly Extract the glow from the emissive texture\r\n */\r\n public addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly = false) {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n var meshHighlight = this._meshes[mesh.uniqueId];\r\n if (meshHighlight) {\r\n meshHighlight.color = color;\r\n }\r\n else {\r\n this._meshes[mesh.uniqueId] = {\r\n mesh: mesh,\r\n color: color,\r\n // Lambda required for capture due to Observable this context\r\n observerHighlight: mesh.onBeforeBindObservable.add((mesh: Mesh) => {\r\n if (this.isEnabled) {\r\n if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {\r\n this._defaultStencilReference(mesh);\r\n }\r\n else {\r\n mesh.getScene().getEngine().setStencilFunctionReference(this._instanceGlowingMeshStencilReference);\r\n }\r\n }\r\n }),\r\n observerDefault: mesh.onAfterRenderObservable.add((mesh: Mesh) => {\r\n if (this.isEnabled) {\r\n this._defaultStencilReference(mesh);\r\n }\r\n }),\r\n glowEmissiveOnly: glowEmissiveOnly\r\n };\r\n\r\n mesh.onDisposeObservable.add(() => {\r\n this._disposeMesh(mesh);\r\n });\r\n }\r\n\r\n this._shouldRender = true;\r\n }\r\n\r\n /**\r\n * Remove a mesh from the highlight layer in order to make it stop glowing.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeMesh(mesh: Mesh) {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n var meshHighlight = this._meshes[mesh.uniqueId];\r\n if (meshHighlight) {\r\n\r\n if (meshHighlight.observerHighlight) {\r\n mesh.onBeforeBindObservable.remove(meshHighlight.observerHighlight);\r\n }\r\n\r\n if (meshHighlight.observerDefault) {\r\n mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);\r\n }\r\n delete this._meshes[mesh.uniqueId];\r\n }\r\n\r\n this._shouldRender = false;\r\n for (var meshHighlightToCheck in this._meshes) {\r\n if (this._meshes[meshHighlightToCheck]) {\r\n this._shouldRender = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Remove all the meshes currently referenced in the highlight layer\r\n */\r\n public removeAllMeshes(): void {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n for (const uniqueId in this._meshes) {\r\n if (this._meshes.hasOwnProperty(uniqueId)) {\r\n const mesh = this._meshes[uniqueId];\r\n if (mesh) {\r\n this.removeMesh(mesh.mesh);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Force the stencil to the normal expected value for none glowing parts\r\n */\r\n private _defaultStencilReference(mesh: Mesh) {\r\n mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);\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.removeMesh(mesh);\r\n this.removeExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Dispose the highlight layer and free resources.\r\n */\r\n public dispose(): void {\r\n if (this._meshes) {\r\n // Clean mesh references\r\n for (let id in this._meshes) {\r\n let meshHighlight = this._meshes[id];\r\n if (meshHighlight && meshHighlight.mesh) {\r\n\r\n if (meshHighlight.observerHighlight) {\r\n meshHighlight.mesh.onBeforeBindObservable.remove(meshHighlight.observerHighlight);\r\n }\r\n\r\n if (meshHighlight.observerDefault) {\r\n meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);\r\n }\r\n }\r\n }\r\n this._meshes = null;\r\n }\r\n\r\n if (this._excludedMeshes) {\r\n for (let id in this._excludedMeshes) {\r\n let meshHighlight = this._excludedMeshes[id];\r\n if (meshHighlight) {\r\n\r\n if (meshHighlight.beforeBind) {\r\n meshHighlight.mesh.onBeforeBindObservable.remove(meshHighlight.beforeBind);\r\n }\r\n\r\n if (meshHighlight.afterRender) {\r\n meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);\r\n }\r\n }\r\n }\r\n this._excludedMeshes = null;\r\n }\r\n\r\n super.dispose();\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 \"HighlightLayer\";\r\n }\r\n\r\n /**\r\n * Serializes this Highlight layer\r\n * @returns a serialized Highlight layer object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.HighlightLayer\";\r\n\r\n // Highlighted meshes\r\n serializationObject.meshes = [];\r\n\r\n if (this._meshes) {\r\n for (var m in this._meshes) {\r\n var mesh = this._meshes[m];\r\n\r\n if (mesh) {\r\n serializationObject.meshes.push({\r\n glowEmissiveOnly: mesh.glowEmissiveOnly,\r\n color: mesh.color.asArray(),\r\n meshId: mesh.mesh.id\r\n });\r\n }\r\n }\r\n }\r\n\r\n // Excluded meshes\r\n serializationObject.excludedMeshes = [];\r\n\r\n if (this._excludedMeshes) {\r\n for (var e in this._excludedMeshes) {\r\n var excludedMesh = this._excludedMeshes[e];\r\n\r\n if (excludedMesh) {\r\n serializationObject.excludedMeshes.push(excludedMesh.mesh.id);\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Highlight layer from parsed Highlight layer data\r\n * @param parsedHightlightLayer defines the Highlight layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the Highlight layer information\r\n * @returns a parsed Highlight layer\r\n */\r\n public static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer {\r\n var hl = SerializationHelper.Parse(() => new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options), parsedHightlightLayer, scene, rootUrl);\r\n var index;\r\n\r\n // Excluded meshes\r\n for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {\r\n var mesh = scene.getMeshById(parsedHightlightLayer.excludedMeshes[index]);\r\n if (mesh) {\r\n hl.addExcludedMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n // Included meshes\r\n for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {\r\n var highlightedMesh = parsedHightlightLayer.meshes[index];\r\n var mesh = scene.getMeshById(highlightedMesh.meshId);\r\n\r\n if (mesh) {\r\n hl.addMesh(<Mesh>mesh, Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);\r\n }\r\n }\r\n\r\n return hl;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.HighlightLayer\", HighlightLayer);"]}
@@ -2,6 +2,7 @@ import { Nullable } from "../types";
2
2
  import { Color3 } from "../Maths/math.color";
3
3
  import { Texture } from "../Materials/Textures/texture";
4
4
  import { LensFlareSystem } from "./lensFlareSystem";
5
+ import { DrawWrapper } from "../Materials/drawWrapper";
5
6
  /**
6
7
  * This represents one of the lens effect in a `lensFlareSystem`.
7
8
  * It controls one of the individual texture used in the effect.
@@ -28,6 +29,8 @@ export declare class LensFlare {
28
29
  * Define the alpha mode to render this particular lens.
29
30
  */
30
31
  alphaMode: number;
32
+ /** @hidden */
33
+ _drawWrapper: DrawWrapper;
31
34
  private _system;
32
35
  /**
33
36
  * Creates a new Lens Flare.
@@ -1,5 +1,7 @@
1
1
  import { Color3 } from "../Maths/math.color.js";
2
2
  import { Texture } from "../Materials/Textures/texture.js";
3
+ import { DrawWrapper } from "../Materials/drawWrapper.js";
4
+ import { VertexBuffer } from "../Buffers/buffer.js";
3
5
  /**
4
6
  * This represents one of the lens effect in a `lensFlareSystem`.
5
7
  * It controls one of the individual texture used in the effect.
@@ -35,6 +37,9 @@ var LensFlare = /** @class */ (function () {
35
37
  this.color = color || new Color3(1, 1, 1);
36
38
  this.texture = imgUrl ? new Texture(imgUrl, system.getScene(), true) : null;
37
39
  this._system = system;
40
+ var engine = system.scene.getEngine();
41
+ this._drawWrapper = new DrawWrapper(engine);
42
+ this._drawWrapper.effect = engine.createEffect("lensFlare", [VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
38
43
  system.lensFlares.push(this);
39
44
  }
40
45
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"lensFlare.js","sourceRoot":"","sources":["../../../sourceES6/core/LensFlares/lensFlare.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAC7C,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAGxD;;;;GAIG;AACH;IAkCI;;;;;;;;;;OAUG;IACH;IACI;;OAEG;IACI,IAAY;IACnB;;OAEG;IACI,QAAgB,EACvB,KAAa,EACb,MAAc,EACd,MAAuB;QAPhB,SAAI,GAAJ,IAAI,CAAQ;QAIZ,aAAQ,GAAR,QAAQ,CAAQ;QA1C3B;;WAEG;QACI,cAAS,GAAW,CAAC,CAAC;QA4CzB,IAAI,CAAC,KAAK,GAAG,KAAK,IAAI,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC1C,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,CAAC,CAAC,IAAI,OAAO,CAAC,MAAM,EAAE,MAAM,CAAC,QAAQ,EAAE,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;QAC5E,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QAEtB,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IACjC,CAAC;IA7CD;;;;;;;;;;;OAWG;IACW,kBAAQ,GAAtB,UAAuB,IAAY,EAAE,QAAgB,EAAE,KAAa,EAAE,MAAc,EAAE,MAAuB;QACzG,OAAO,IAAI,SAAS,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAChE,CAAC;IAiCD;;OAEG;IACI,2BAAO,GAAd;QACI,IAAI,IAAI,CAAC,OAAO,EAAE;YACd,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;SAC1B;QAED,oBAAoB;QACpB,IAAI,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QAClD,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;IAC7C,CAAC;IACL,gBAAC;AAAD,CAAC,AA7ED,IA6EC","sourcesContent":["import { Nullable } from \"../types\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { LensFlareSystem } from \"./lensFlareSystem\";\r\n\r\n/**\r\n * This represents one of the lens effect in a `lensFlareSystem`.\r\n * It controls one of the individual texture used in the effect.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lens_flares\r\n */\r\nexport class LensFlare {\r\n /**\r\n * Define the lens color.\r\n */\r\n public color: Color3;\r\n\r\n /**\r\n * Define the lens texture.\r\n */\r\n public texture: Nullable<Texture>;\r\n\r\n /**\r\n * Define the alpha mode to render this particular lens.\r\n */\r\n public alphaMode: number = 6;\r\n\r\n private _system: LensFlareSystem;\r\n\r\n /**\r\n * Creates a new Lens Flare.\r\n * This represents one of the lens effect in a `lensFlareSystem`.\r\n * It controls one of the individual texture used in the effect.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lens_flares\r\n * @param size Define the size of the lens flare (a floating value between 0 and 1)\r\n * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.\r\n * @param color Define the lens color\r\n * @param imgUrl Define the lens texture url\r\n * @param system Define the `lensFlareSystem` this flare is part of\r\n * @returns The newly created Lens Flare\r\n */\r\n public static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare {\r\n return new LensFlare(size, position, color, imgUrl, system);\r\n }\r\n\r\n /**\r\n * Instantiates a new Lens Flare.\r\n * This represents one of the lens effect in a `lensFlareSystem`.\r\n * It controls one of the individual texture used in the effect.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lens_flares\r\n * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)\r\n * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.\r\n * @param color Define the lens color\r\n * @param imgUrl Define the lens texture url\r\n * @param system Define the `lensFlareSystem` this flare is part of\r\n */\r\n constructor(\r\n /**\r\n * Define the size of the lens flare in the system (a floating value between 0 and 1)\r\n */\r\n public size: number,\r\n /**\r\n * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.\r\n */\r\n public position: number,\r\n color: Color3,\r\n imgUrl: string,\r\n system: LensFlareSystem) {\r\n\r\n this.color = color || new Color3(1, 1, 1);\r\n this.texture = imgUrl ? new Texture(imgUrl, system.getScene(), true) : null;\r\n this._system = system;\r\n\r\n system.lensFlares.push(this);\r\n }\r\n\r\n /**\r\n * Dispose and release the lens flare with its associated resources.\r\n */\r\n public dispose(): void {\r\n if (this.texture) {\r\n this.texture.dispose();\r\n }\r\n\r\n // Remove from scene\r\n var index = this._system.lensFlares.indexOf(this);\r\n this._system.lensFlares.splice(index, 1);\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"lensFlare.js","sourceRoot":"","sources":["../../../sourceES6/core/LensFlares/lensFlare.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAC7C,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAGxD,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD;;;;GAIG;AACH;IAqCI;;;;;;;;;;OAUG;IACH;IACI;;OAEG;IACI,IAAY;IACnB;;OAEG;IACI,QAAgB,EACvB,KAAa,EACb,MAAc,EACd,MAAuB;QAPhB,SAAI,GAAJ,IAAI,CAAQ;QAIZ,aAAQ,GAAR,QAAQ,CAAQ;QA7C3B;;WAEG;QACI,cAAS,GAAW,CAAC,CAAC;QA+CzB,IAAI,CAAC,KAAK,GAAG,KAAK,IAAI,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC1C,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,CAAC,CAAC,IAAI,OAAO,CAAC,MAAM,EAAE,MAAM,CAAC,QAAQ,EAAE,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;QAC5E,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QAEtB,IAAM,MAAM,GAAG,MAAM,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC;QAExC,IAAI,CAAC,YAAY,GAAG,IAAI,WAAW,CAAC,MAAM,CAAC,CAAC;QAE5C,IAAI,CAAC,YAAY,CAAC,MAAM,GAAG,MAAM,CAAC,YAAY,CAAC,WAAW,EACtD,CAAC,YAAY,CAAC,YAAY,CAAC,EAC3B,CAAC,OAAO,EAAE,gBAAgB,CAAC,EAC3B,CAAC,gBAAgB,CAAC,EAAE,EAAE,CAAC,CAAC;QAE5B,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IACjC,CAAC;IAtDD;;;;;;;;;;;OAWG;IACW,kBAAQ,GAAtB,UAAuB,IAAY,EAAE,QAAgB,EAAE,KAAa,EAAE,MAAc,EAAE,MAAuB;QACzG,OAAO,IAAI,SAAS,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAChE,CAAC;IA0CD;;OAEG;IACI,2BAAO,GAAd;QACI,IAAI,IAAI,CAAC,OAAO,EAAE;YACd,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;SAC1B;QAED,oBAAoB;QACpB,IAAI,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QAClD,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;IAC7C,CAAC;IACL,gBAAC;AAAD,CAAC,AAzFD,IAyFC","sourcesContent":["import { Nullable } from \"../types\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { LensFlareSystem } from \"./lensFlareSystem\";\r\n\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\n/**\r\n * This represents one of the lens effect in a `lensFlareSystem`.\r\n * It controls one of the individual texture used in the effect.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lens_flares\r\n */\r\nexport class LensFlare {\r\n /**\r\n * Define the lens color.\r\n */\r\n public color: Color3;\r\n\r\n /**\r\n * Define the lens texture.\r\n */\r\n public texture: Nullable<Texture>;\r\n\r\n /**\r\n * Define the alpha mode to render this particular lens.\r\n */\r\n public alphaMode: number = 6;\r\n\r\n /** @hidden */\r\n public _drawWrapper: DrawWrapper;\r\n\r\n private _system: LensFlareSystem;\r\n\r\n /**\r\n * Creates a new Lens Flare.\r\n * This represents one of the lens effect in a `lensFlareSystem`.\r\n * It controls one of the individual texture used in the effect.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lens_flares\r\n * @param size Define the size of the lens flare (a floating value between 0 and 1)\r\n * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.\r\n * @param color Define the lens color\r\n * @param imgUrl Define the lens texture url\r\n * @param system Define the `lensFlareSystem` this flare is part of\r\n * @returns The newly created Lens Flare\r\n */\r\n public static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare {\r\n return new LensFlare(size, position, color, imgUrl, system);\r\n }\r\n\r\n /**\r\n * Instantiates a new Lens Flare.\r\n * This represents one of the lens effect in a `lensFlareSystem`.\r\n * It controls one of the individual texture used in the effect.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lens_flares\r\n * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)\r\n * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.\r\n * @param color Define the lens color\r\n * @param imgUrl Define the lens texture url\r\n * @param system Define the `lensFlareSystem` this flare is part of\r\n */\r\n constructor(\r\n /**\r\n * Define the size of the lens flare in the system (a floating value between 0 and 1)\r\n */\r\n public size: number,\r\n /**\r\n * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.\r\n */\r\n public position: number,\r\n color: Color3,\r\n imgUrl: string,\r\n system: LensFlareSystem) {\r\n\r\n this.color = color || new Color3(1, 1, 1);\r\n this.texture = imgUrl ? new Texture(imgUrl, system.getScene(), true) : null;\r\n this._system = system;\r\n\r\n const engine = system.scene.getEngine();\r\n\r\n this._drawWrapper = new DrawWrapper(engine);\r\n\r\n this._drawWrapper.effect = engine.createEffect(\"lensFlare\",\r\n [VertexBuffer.PositionKind],\r\n [\"color\", \"viewportMatrix\"],\r\n [\"textureSampler\"], \"\");\r\n\r\n system.lensFlares.push(this);\r\n }\r\n\r\n /**\r\n * Dispose and release the lens flare with its associated resources.\r\n */\r\n public dispose(): void {\r\n if (this.texture) {\r\n this.texture.dispose();\r\n }\r\n\r\n // Remove from scene\r\n var index = this._system.lensFlares.indexOf(this);\r\n this._system.lensFlares.splice(index, 1);\r\n }\r\n}\r\n"]}
@@ -35,6 +35,8 @@ export declare class LensFlareSystem {
35
35
  * Restricts the rendering of the effect to only the camera rendering this layer mask.
36
36
  */
37
37
  layerMask: number;
38
+ /** Gets the scene */
39
+ get scene(): Scene;
38
40
  /**
39
41
  * Define the id of the lens flare system in the scene.
40
42
  * (equal to name by default)
@@ -44,7 +46,6 @@ export declare class LensFlareSystem {
44
46
  private _emitter;
45
47
  private _vertexBuffers;
46
48
  private _indexBuffer;
47
- private _drawWrapper;
48
49
  private _positionX;
49
50
  private _positionY;
50
51
  private _isEnabled;
@@ -10,7 +10,6 @@ import "../Shaders/lensFlare.fragment.js";
10
10
  import "../Shaders/lensFlare.vertex.js";
11
11
  import { _WarnImport } from '../Misc/devTools.js';
12
12
  import { Color3 } from '../Maths/math.color.js';
13
- import { DrawWrapper } from "../Materials/drawWrapper.js";
14
13
  /**
15
14
  * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
16
15
  * It is usually composed of several `lensFlare`.
@@ -57,7 +56,6 @@ var LensFlareSystem = /** @class */ (function () {
57
56
  scene.lensFlareSystems.push(this);
58
57
  this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
59
58
  var engine = scene.getEngine();
60
- this._drawWrapper = new DrawWrapper(engine);
61
59
  // VBO
62
60
  var vertices = [];
63
61
  vertices.push(1, 1);
@@ -67,9 +65,15 @@ var LensFlareSystem = /** @class */ (function () {
67
65
  this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);
68
66
  // Indices
69
67
  this._createIndexBuffer();
70
- // Effects
71
- this._drawWrapper.effect = engine.createEffect("lensFlare", [VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
72
68
  }
69
+ Object.defineProperty(LensFlareSystem.prototype, "scene", {
70
+ /** Gets the scene */
71
+ get: function () {
72
+ return this._scene;
73
+ },
74
+ enumerable: false,
75
+ configurable: true
76
+ });
73
77
  LensFlareSystem.prototype._createIndexBuffer = function () {
74
78
  var indices = [];
75
79
  indices.push(0);
@@ -172,7 +176,7 @@ var LensFlareSystem = /** @class */ (function () {
172
176
  * @hidden
173
177
  */
174
178
  LensFlareSystem.prototype.render = function () {
175
- if (!this._drawWrapper.effect.isReady() || !this._scene.activeCamera) {
179
+ if (!this._scene.activeCamera) {
176
180
  return false;
177
181
  }
178
182
  var engine = this._scene.getEngine();
@@ -233,17 +237,16 @@ var LensFlareSystem = /** @class */ (function () {
233
237
  var distX = centerX - this._positionX;
234
238
  var distY = centerY - this._positionY;
235
239
  // Effects
236
- engine.enableEffect(this._drawWrapper);
237
240
  engine.setState(false);
238
241
  engine.setDepthBuffer(false);
239
- // VBOs
240
- engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._drawWrapper.effect);
241
242
  // Flares
242
243
  for (var index = 0; index < this.lensFlares.length; index++) {
243
244
  var flare = this.lensFlares[index];
244
- if (flare.texture && !flare.texture.isReady()) {
245
+ if (!flare._drawWrapper.effect.isReady() || flare.texture && !flare.texture.isReady()) {
245
246
  continue;
246
247
  }
248
+ engine.enableEffect(flare._drawWrapper);
249
+ engine.bindBuffers(this._vertexBuffers, this._indexBuffer, flare._drawWrapper.effect);
247
250
  engine.setAlphaMode(flare.alphaMode);
248
251
  var x = centerX - (distX * flare.position);
249
252
  var y = centerY - (distY * flare.position);
@@ -252,11 +255,11 @@ var LensFlareSystem = /** @class */ (function () {
252
255
  var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
253
256
  var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
254
257
  var viewportMatrix = Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
255
- this._drawWrapper.effect.setMatrix("viewportMatrix", viewportMatrix);
258
+ flare._drawWrapper.effect.setMatrix("viewportMatrix", viewportMatrix);
256
259
  // Texture
257
- this._drawWrapper.effect.setTexture("textureSampler", flare.texture);
260
+ flare._drawWrapper.effect.setTexture("textureSampler", flare.texture);
258
261
  // Color
259
- this._drawWrapper.effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
262
+ flare._drawWrapper.effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
260
263
  // Draw order
261
264
  engine.drawElementsType(Material.TriangleFillMode, 0, 6);
262
265
  }
@@ -1 +1 @@
1
- {"version":3,"file":"lensFlareSystem.js","sourceRoot":"","sources":["../../../sourceES6/core/LensFlares/lensFlareSystem.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,eAAe,CAAC;AAGtC,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AACvD,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,GAAG,EAAE,MAAM,gBAAgB,CAAC;AACrC,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AACjD,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAGxC,OAAO,+BAA+B,CAAC;AACvC,OAAO,6BAA6B,CAAC;AACrC,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAE/C,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAE7C,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AAEvD;;;;GAIG;AACH;IA8CI;;;;;;;;OAQG;IACH;IACI;;OAEG;IACI,IAAY,EACnB,OAAY,EACZ,KAAY;QAFL,SAAI,GAAJ,IAAI,CAAQ;QA1DvB;;WAEG;QACI,eAAU,GAAG,IAAI,KAAK,EAAa,CAAC;QAE3C;;WAEG;QACI,gBAAW,GAAG,GAAG,CAAC;QAEzB;;WAEG;QACI,mBAAc,GAAG,CAAC,CAAC;QAO1B;;WAEG;QACI,cAAS,GAAW,UAAU,CAAC;QAU9B,mBAAc,GAA8C,EAAE,CAAC;QAK/D,eAAU,GAAG,IAAI,CAAC;QAwBtB,IAAI,CAAC,MAAM,GAAG,KAAK,IAAI,WAAW,CAAC,gBAAgB,CAAC;QACpD,eAAe,CAAC,6BAA6B,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAE3D,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;QACxB,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC;QACf,KAAK,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAElC,IAAI,CAAC,wBAAwB,GAAG,UAAC,CAAC,IAAK,OAAS,CAAC,KAAK,CAAC,YAAY,IAAI,CAAC,CAAC,QAAQ,IAAI,CAAC,CAAC,SAAS,IAAI,CAAC,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC,SAAS,IAAI,CAAC,CAAC,CAAC,CAAC,SAAS,GAAG,KAAK,CAAC,YAAY,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC,EAAjJ,CAAiJ,CAAC;QAEzL,IAAI,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAE/B,IAAI,CAAC,YAAY,GAAG,IAAI,WAAW,CAAC,MAAM,CAAC,CAAC;QAE5C,MAAM;QACN,IAAI,QAAQ,GAAG,EAAE,CAAC;QAClB,QAAQ,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACpB,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACrB,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QACtB,QAAQ,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QAErB,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,IAAI,YAAY,CAAC,MAAM,EAAE,QAAQ,EAAE,YAAY,CAAC,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QAEhI,UAAU;QACV,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAE1B,UAAU;QACV,IAAI,CAAC,YAAY,CAAC,MAAM,GAAG,MAAM,CAAC,YAAY,CAAC,WAAW,EACtD,CAAC,YAAY,CAAC,YAAY,CAAC,EAC3B,CAAC,OAAO,EAAE,gBAAgB,CAAC,EAC3B,CAAC,gBAAgB,CAAC,EAAE,EAAE,CAAC,CAAC;IAChC,CAAC;IAEO,4CAAkB,GAA1B;QACI,IAAI,OAAO,GAAG,EAAE,CAAC;QACjB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAEhB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAEhB,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,iBAAiB,CAAC,OAAO,CAAC,CAAC;IAC3E,CAAC;IAKD,sBAAW,sCAAS;QAHpB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,UAAU,CAAC;QAC3B,CAAC;aAED,UAAqB,KAAc;YAC/B,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;QAC5B,CAAC;;;OAJA;IAMD;;;OAGG;IACI,kCAAQ,GAAf;QACI,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED;;;;OAIG;IACI,oCAAU,GAAjB;QACI,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;;;;OAIG;IACI,oCAAU,GAAjB,UAAkB,UAAe;QAC7B,IAAI,CAAC,QAAQ,GAAG,UAAU,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACI,4CAAkB,GAAzB;QACI,OAAO,IAAI,CAAC,QAAQ,CAAC,mBAAmB,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,mBAAmB,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC;IAC5G,CAAC;IAED;;OAEG;IACI,kDAAwB,GAA/B,UAAgC,cAAwB;QACpD,IAAI,QAAQ,GAAG,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAEzC,QAAQ,GAAG,OAAO,CAAC,OAAO,CAAC,QAAQ,EAAE,MAAM,CAAC,QAAQ,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,kBAAkB,EAAE,EAAE,cAAc,CAAC,CAAC;QAE1G,IAAI,CAAC,UAAU,GAAG,QAAQ,CAAC,CAAC,CAAC;QAC7B,IAAI,CAAC,UAAU,GAAG,QAAQ,CAAC,CAAC,CAAC;QAE7B,QAAQ,GAAG,OAAO,CAAC,oBAAoB,CAAC,IAAI,CAAC,kBAAkB,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,aAAa,EAAE,CAAC,CAAC;QAEhG,IAAI,IAAI,CAAC,cAAc,GAAG,CAAC,EAAE;YACzB,cAAc,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC;YACxC,cAAc,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC;YACxC,cAAc,CAAC,KAAK,IAAI,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;YAChD,cAAc,CAAC,MAAM,IAAI,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;YACjD,QAAQ,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC;YAClC,QAAQ,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC;YAClC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,cAAc,CAAC;YACvC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,cAAc,CAAC;SAC1C;QAED,IAAM,GAAG,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC;QAC7C,IAAM,GAAG,GAAG,QAAQ,CAAC,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,IAAI,QAAQ,CAAC,CAAC,GAAG,CAAC,IAAI,GAAG,CAAC;QAE5D,IAAI,GAAG,EAAE;YACL,IAAI,CAAC,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,KAAK,CAAC,EAAE;gBACrG,IAAI,CAAC,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,MAAM,CAAC,EAAE;oBACtG,OAAO,IAAI,CAAC;iBACf;aACJ;YACD,OAAO,IAAI,CAAC;SACf;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,cAAc;IACP,oCAAU,GAAjB;QACI,IAAI,CAAC,IAAI,CAAC,UAAU,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE;YAC/C,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,eAAe,GAAG,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAChD,IAAI,SAAS,GAAG,eAAe,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,cAAc,CAAC,CAAC;QAClF,IAAI,QAAQ,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC;QAClC,SAAS,CAAC,SAAS,EAAE,CAAC;QAEtB,IAAI,GAAG,GAAG,IAAI,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,cAAc,EAAE,SAAS,CAAC,CAAC;QACtE,IAAI,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,WAAW,CAAC,GAAG,EAAE,IAAI,CAAC,wBAAwB,EAAE,IAAI,CAAC,CAAC;QAEjF,OAAO,CAAC,QAAQ,IAAI,CAAC,QAAQ,CAAC,GAAG,IAAI,QAAQ,CAAC,QAAQ,GAAG,QAAQ,CAAC;IACtE,CAAC;IAED;;OAEG;IACI,gCAAM,GAAb;QACI,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC,OAAO,EAAE,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE;YACnE,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACrC,IAAI,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,QAAQ,CAAC;QACjD,IAAI,cAAc,GAAG,QAAQ,CAAC,QAAQ,CAAC,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,EAAE,MAAM,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC,CAAC;QAElG,WAAW;QACX,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC,cAAc,CAAC,EAAE;YAChD,OAAO,KAAK,CAAC;SAChB;QAED,aAAa;QACb,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,EAAE;YACpB,OAAO,KAAK,CAAC;SAChB;QAED,YAAY;QACZ,IAAI,KAAK,CAAC;QACV,IAAI,KAAK,CAAC;QAEV,IAAI,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,WAAW,GAAG,cAAc,CAAC,CAAC,EAAE;YACvD,KAAK,GAAG,IAAI,CAAC,WAAW,GAAG,cAAc,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC;SACjE;aAAM,IAAI,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,KAAK,GAAG,IAAI,CAAC,WAAW,EAAE;YACrF,KAAK,GAAG,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,KAAK,GAAG,IAAI,CAAC,WAAW,CAAC;SACxF;aAAM;YACH,KAAK,GAAG,CAAC,CAAC;SACb;QAED,IAAI,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,WAAW,GAAG,cAAc,CAAC,CAAC,EAAE;YACvD,KAAK,GAAG,IAAI,CAAC,WAAW,GAAG,cAAc,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC;SACjE;aAAM,IAAI,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,MAAM,GAAG,IAAI,CAAC,WAAW,EAAE;YACtF,KAAK,GAAG,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,MAAM,GAAG,IAAI,CAAC,WAAW,CAAC;SACzF;aAAM;YACH,KAAK,GAAG,CAAC,CAAC;SACb;QAED,IAAI,IAAI,GAAG,CAAC,KAAK,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC;QAE3C,IAAI,IAAI,IAAI,CAAC,cAAc,CAAC;QAE5B,IAAI,IAAI,GAAG,IAAI,CAAC,WAAW,EAAE;YACzB,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC;SAC3B;QAED,IAAI,SAAS,GAAG,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,IAAI,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAClE,IAAI,SAAS,GAAG,CAAC,EAAE;YACf,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,SAAS,GAAG,GAAG,EAAE;YACjB,SAAS,GAAG,GAAG,CAAC;SACnB;QAED,IAAI,IAAI,CAAC,cAAc,GAAG,CAAC,EAAE;YACzB,cAAc,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC;YACxC,cAAc,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC;YACxC,cAAc,CAAC,KAAK,IAAI,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;YAChD,cAAc,CAAC,MAAM,IAAI,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;YACjD,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,cAAc,CAAC;YACvC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,cAAc,CAAC;SAC1C;QAED,WAAW;QACX,IAAI,OAAO,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,KAAK,GAAG,CAAC,CAAC;QAC1D,IAAI,OAAO,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,MAAM,GAAG,CAAC,CAAC;QAC3D,IAAI,KAAK,GAAG,OAAO,GAAG,IAAI,CAAC,UAAU,CAAC;QACtC,IAAI,KAAK,GAAG,OAAO,GAAG,IAAI,CAAC,UAAU,CAAC;QAEtC,UAAU;QACV,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QACvC,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;QACvB,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC;QAE7B,OAAO;QACP,MAAM,CAAC,WAAW,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC,CAAC;QAEtF,SAAS;QACT,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACzD,IAAI,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;YAEnC,IAAI,KAAK,CAAC,OAAO,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,EAAE;gBAC3C,SAAS;aACZ;YAED,MAAM,CAAC,YAAY,CAAC,KAAK,CAAC,SAAS,CAAC,CAAC;YAErC,IAAI,CAAC,GAAG,OAAO,GAAG,CAAC,KAAK,GAAG,KAAK,CAAC,QAAQ,CAAC,CAAC;YAC3C,IAAI,CAAC,GAAG,OAAO,GAAG,CAAC,KAAK,GAAG,KAAK,CAAC,QAAQ,CAAC,CAAC;YAE3C,IAAI,EAAE,GAAG,KAAK,CAAC,IAAI,CAAC;YACpB,IAAI,EAAE,GAAG,KAAK,CAAC,IAAI,GAAG,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,IAAI,CAAC,CAAC;YAC5E,IAAI,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,cAAc,CAAC,KAAK,GAAG,cAAc,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;YACvE,IAAI,EAAE,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,cAAc,CAAC,MAAM,GAAG,cAAc,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YAExE,IAAI,cAAc,GAAG,MAAM,CAAC,UAAU,CAClC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EACf,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EACf,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EACV,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAElB,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC,SAAS,CAAC,gBAAgB,EAAE,cAAc,CAAC,CAAC;YAEtE,UAAU;YACV,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC,UAAU,CAAC,gBAAgB,EAAE,KAAK,CAAC,OAAO,CAAC,CAAC;YAEtE,QAAQ;YACR,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,GAAG,SAAS,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,GAAG,SAAS,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,GAAG,SAAS,EAAE,GAAG,CAAC,CAAC;YAEnI,aAAa;YACb,MAAM,CAAC,gBAAgB,CAAC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;SAC5D;QAED,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;QAC5B,MAAM,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;QACvB,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,iCAAO,GAAd;;QACI,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAE1B,KAAK,IAAM,GAAG,IAAI,IAAI,CAAC,cAAc,EAAE;YACnC,MAAA,IAAI,CAAC,cAAc,CAAC,GAAG,CAAC,0CAAE,QAAQ,EAAE,CAAC;SACxC;IACL,CAAC;IAED;;OAEG;IACI,iCAAO,GAAd;QACI,IAAI,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAClE,IAAI,YAAY,EAAE;YACd,YAAY,CAAC,OAAO,EAAE,CAAC;YACvB,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,IAAI,CAAC;SACzD;QAED,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YAC1D,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;SAC5B;QAED,OAAO,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE;YAC3B,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;SAChC;QAED,oBAAoB;QACpB,IAAI,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QACvD,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;IAClD,CAAC;IAED;;;;;;OAMG;IACW,qBAAK,GAAnB,UAAoB,qBAA0B,EAAE,KAAY,EAAE,OAAe;QACzE,IAAI,OAAO,GAAG,KAAK,CAAC,gBAAgB,CAAC,qBAAqB,CAAC,SAAS,CAAC,CAAC;QAEtE,IAAI,IAAI,GAAG,qBAAqB,CAAC,IAAI,IAAI,kBAAkB,GAAG,qBAAqB,CAAC,SAAS,CAAC;QAE9F,IAAI,eAAe,GAAG,IAAI,eAAe,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;QAEhE,eAAe,CAAC,EAAE,GAAG,qBAAqB,CAAC,EAAE,IAAI,IAAI,CAAC;QACtD,eAAe,CAAC,WAAW,GAAG,qBAAqB,CAAC,WAAW,CAAC;QAEhE,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,qBAAqB,CAAC,MAAM,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACtE,IAAI,WAAW,GAAG,qBAAqB,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;YACtD,SAAS,CAAC,QAAQ,CAAC,WAAW,CAAC,IAAI,EAAE,WAAW,CAAC,QAAQ,EAAE,MAAM,CAAC,SAAS,CAAC,WAAW,CAAC,KAAK,CAAC,EAAE,WAAW,CAAC,WAAW,CAAC,CAAC,CAAC,OAAO,GAAG,WAAW,CAAC,WAAW,CAAC,CAAC,CAAC,EAAE,EAAE,eAAe,CAAC,CAAC;SACtL;QAED,OAAO,eAAe,CAAC;IAC3B,CAAC;IAED;;;OAGG;IACI,mCAAS,GAAhB;QACI,IAAI,mBAAmB,GAAQ,EAAE,CAAC;QAElC,mBAAmB,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;QACjC,mBAAmB,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;QAErC,mBAAmB,CAAC,SAAS,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC;QACrD,mBAAmB,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;QAEnD,mBAAmB,CAAC,MAAM,GAAG,EAAE,CAAC;QAChC,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACzD,IAAI,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;YAEnC,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC;gBAC5B,IAAI,EAAE,KAAK,CAAC,IAAI;gBAChB,QAAQ,EAAE,KAAK,CAAC,QAAQ;gBACxB,KAAK,EAAE,KAAK,CAAC,KAAK,CAAC,OAAO,EAAE;gBAC5B,WAAW,EAAE,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,CAAC,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC;aAC1E,CAAC,CAAC;SACN;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IA1XD,cAAc;IACA,6CAA6B,GAA2B,UAAC,CAAC;QACpE,MAAM,WAAW,CAAC,+BAA+B,CAAC,CAAC;IACvD,CAAC,CAAA;IAwXL,sBAAC;CAAA,AApaD,IAoaC;SApaY,eAAe","sourcesContent":["import { Tools } from \"../Misc/tools\";\r\nimport { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Scalar } from \"../Maths/math.scalar\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { LensFlare } from \"./lensFlare\";\r\n\r\n\r\nimport \"../Shaders/lensFlare.fragment\";\r\nimport \"../Shaders/lensFlare.vertex\";\r\nimport { _WarnImport } from '../Misc/devTools';\r\nimport { DataBuffer } from '../Buffers/dataBuffer';\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { Viewport } from '../Maths/math.viewport';\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\n/**\r\n * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.\r\n * It is usually composed of several `lensFlare`.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lens_flares\r\n */\r\nexport class LensFlareSystem {\r\n /**\r\n * List of lens flares used in this system.\r\n */\r\n public lensFlares = new Array<LensFlare>();\r\n\r\n /**\r\n * Define a limit from the border the lens flare can be visible.\r\n */\r\n public borderLimit = 300;\r\n\r\n /**\r\n * Define a viewport border we do not want to see the lens flare in.\r\n */\r\n public viewportBorder = 0;\r\n\r\n /**\r\n * Define a predicate which could limit the list of meshes able to occlude the effect.\r\n */\r\n public meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;\r\n\r\n /**\r\n * Restricts the rendering of the effect to only the camera rendering this layer mask.\r\n */\r\n public layerMask: number = 0x0FFFFFFF;\r\n\r\n /**\r\n * Define the id of the lens flare system in the scene.\r\n * (equal to name by default)\r\n */\r\n public id: string;\r\n\r\n private _scene: Scene;\r\n private _emitter: any;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _drawWrapper: DrawWrapper;\r\n private _positionX: number;\r\n private _positionY: number;\r\n private _isEnabled = true;\r\n\r\n /** @hidden */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"LensFlareSystemSceneComponent\");\r\n }\r\n\r\n /**\r\n * Instantiates a lens flare system.\r\n * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.\r\n * It is usually composed of several `lensFlare`.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lens_flares\r\n * @param name Define the name of the lens flare system in the scene\r\n * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).\r\n * @param scene Define the scene the lens flare system belongs to\r\n */\r\n constructor(\r\n /**\r\n * Define the name of the lens flare system\r\n */\r\n public name: string,\r\n emitter: any,\r\n scene: Scene) {\r\n\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n LensFlareSystem._SceneComponentInitialization(this._scene);\r\n\r\n this._emitter = emitter;\r\n this.id = name;\r\n scene.lensFlareSystems.push(this);\r\n\r\n this.meshesSelectionPredicate = (m) => <boolean>(scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0));\r\n\r\n var engine = scene.getEngine();\r\n\r\n this._drawWrapper = new DrawWrapper(engine);\r\n\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 this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n\r\n // Indices\r\n this._createIndexBuffer();\r\n\r\n // Effects\r\n this._drawWrapper.effect = engine.createEffect(\"lensFlare\",\r\n [VertexBuffer.PositionKind],\r\n [\"color\", \"viewportMatrix\"],\r\n [\"textureSampler\"], \"\");\r\n }\r\n\r\n private _createIndexBuffer(): void {\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._scene.getEngine().createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Define if the lens flare system is enabled.\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n }\r\n\r\n /**\r\n * Get the scene the effects belongs to.\r\n * @returns the scene holding the lens flare system\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Get the emitter of the lens flare system.\r\n * It defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @returns the emitter of the lens flare system\r\n */\r\n public getEmitter(): any {\r\n return this._emitter;\r\n }\r\n\r\n /**\r\n * Set the emitter of the lens flare system.\r\n * It defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @param newEmitter Define the new emitter of the system\r\n */\r\n public setEmitter(newEmitter: any): void {\r\n this._emitter = newEmitter;\r\n }\r\n\r\n /**\r\n * Get the lens flare system emitter position.\r\n * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @returns the position\r\n */\r\n public getEmitterPosition(): Vector3 {\r\n return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public computeEffectivePosition(globalViewport: Viewport): boolean {\r\n var position = this.getEmitterPosition();\r\n\r\n position = Vector3.Project(position, Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);\r\n\r\n this._positionX = position.x;\r\n this._positionY = position.y;\r\n\r\n position = Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());\r\n\r\n if (this.viewportBorder > 0) {\r\n globalViewport.x -= this.viewportBorder;\r\n globalViewport.y -= this.viewportBorder;\r\n globalViewport.width += this.viewportBorder * 2;\r\n globalViewport.height += this.viewportBorder * 2;\r\n position.x += this.viewportBorder;\r\n position.y += this.viewportBorder;\r\n this._positionX += this.viewportBorder;\r\n this._positionY += this.viewportBorder;\r\n }\r\n\r\n const rhs = this._scene.useRightHandedSystem;\r\n const okZ = position.z > 0 && !rhs || position.z < 0 && rhs;\r\n\r\n if (okZ) {\r\n if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {\r\n if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {\r\n return true;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _isVisible(): boolean {\r\n if (!this._isEnabled || !this._scene.activeCamera) {\r\n return false;\r\n }\r\n\r\n var emitterPosition = this.getEmitterPosition();\r\n var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);\r\n var distance = direction.length();\r\n direction.normalize();\r\n\r\n var ray = new Ray(this._scene.activeCamera.globalPosition, direction);\r\n var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);\r\n\r\n return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public render(): boolean {\r\n if (!this._drawWrapper.effect!.isReady() || !this._scene.activeCamera) {\r\n return false;\r\n }\r\n\r\n var engine = this._scene.getEngine();\r\n var viewport = this._scene.activeCamera.viewport;\r\n var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));\r\n\r\n // Position\r\n if (!this.computeEffectivePosition(globalViewport)) {\r\n return false;\r\n }\r\n\r\n // Visibility\r\n if (!this._isVisible()) {\r\n return false;\r\n }\r\n\r\n // Intensity\r\n var awayX;\r\n var awayY;\r\n\r\n if (this._positionX < this.borderLimit + globalViewport.x) {\r\n awayX = this.borderLimit + globalViewport.x - this._positionX;\r\n } else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {\r\n awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;\r\n } else {\r\n awayX = 0;\r\n }\r\n\r\n if (this._positionY < this.borderLimit + globalViewport.y) {\r\n awayY = this.borderLimit + globalViewport.y - this._positionY;\r\n } else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {\r\n awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;\r\n } else {\r\n awayY = 0;\r\n }\r\n\r\n var away = (awayX > awayY) ? awayX : awayY;\r\n\r\n away -= this.viewportBorder;\r\n\r\n if (away > this.borderLimit) {\r\n away = this.borderLimit;\r\n }\r\n\r\n var intensity = 1.0 - Scalar.Clamp(away / this.borderLimit, 0, 1);\r\n if (intensity < 0) {\r\n return false;\r\n }\r\n\r\n if (intensity > 1.0) {\r\n intensity = 1.0;\r\n }\r\n\r\n if (this.viewportBorder > 0) {\r\n globalViewport.x += this.viewportBorder;\r\n globalViewport.y += this.viewportBorder;\r\n globalViewport.width -= this.viewportBorder * 2;\r\n globalViewport.height -= this.viewportBorder * 2;\r\n this._positionX -= this.viewportBorder;\r\n this._positionY -= this.viewportBorder;\r\n }\r\n\r\n // Position\r\n var centerX = globalViewport.x + globalViewport.width / 2;\r\n var centerY = globalViewport.y + globalViewport.height / 2;\r\n var distX = centerX - this._positionX;\r\n var distY = centerY - this._positionY;\r\n\r\n // Effects\r\n engine.enableEffect(this._drawWrapper);\r\n engine.setState(false);\r\n engine.setDepthBuffer(false);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._drawWrapper.effect!);\r\n\r\n // Flares\r\n for (var index = 0; index < this.lensFlares.length; index++) {\r\n var flare = this.lensFlares[index];\r\n\r\n if (flare.texture && !flare.texture.isReady()) {\r\n continue;\r\n }\r\n\r\n engine.setAlphaMode(flare.alphaMode);\r\n\r\n var x = centerX - (distX * flare.position);\r\n var y = centerY - (distY * flare.position);\r\n\r\n var cw = flare.size;\r\n var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);\r\n var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;\r\n var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));\r\n\r\n var viewportMatrix = Matrix.FromValues(\r\n cw / 2, 0, 0, 0,\r\n 0, ch / 2, 0, 0,\r\n 0, 0, 1, 0,\r\n cx, cy, 0, 1);\r\n\r\n this._drawWrapper.effect!.setMatrix(\"viewportMatrix\", viewportMatrix);\r\n\r\n // Texture\r\n this._drawWrapper.effect!.setTexture(\"textureSampler\", flare.texture);\r\n\r\n // Color\r\n this._drawWrapper.effect!.setFloat4(\"color\", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n engine.setDepthBuffer(true);\r\n engine.setAlphaMode(0);\r\n return true;\r\n }\r\n\r\n /**\r\n * Rebuilds the lens flare system\r\n */\r\n public rebuild(): void {\r\n this._createIndexBuffer();\r\n\r\n for (const key in this._vertexBuffers) {\r\n this._vertexBuffers[key]?._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * Dispose and release the lens flare with its associated 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 while (this.lensFlares.length) {\r\n this.lensFlares[0].dispose();\r\n }\r\n\r\n // Remove from scene\r\n var index = this._scene.lensFlareSystems.indexOf(this);\r\n this._scene.lensFlareSystems.splice(index, 1);\r\n }\r\n\r\n /**\r\n * Parse a lens flare system from a JSON representation\r\n * @param parsedLensFlareSystem Define the JSON to parse\r\n * @param scene Define the scene the parsed system should be instantiated in\r\n * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures\r\n * @returns the parsed system\r\n */\r\n public static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem {\r\n var emitter = scene.getLastEntryById(parsedLensFlareSystem.emitterId);\r\n\r\n var name = parsedLensFlareSystem.name || \"lensFlareSystem#\" + parsedLensFlareSystem.emitterId;\r\n\r\n var lensFlareSystem = new LensFlareSystem(name, emitter, scene);\r\n\r\n lensFlareSystem.id = parsedLensFlareSystem.id || name;\r\n lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;\r\n\r\n for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {\r\n var parsedFlare = parsedLensFlareSystem.flares[index];\r\n LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : \"\", lensFlareSystem);\r\n }\r\n\r\n return lensFlareSystem;\r\n }\r\n\r\n /**\r\n * Serialize the current Lens Flare System into a JSON representation.\r\n * @returns the serialized JSON\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {};\r\n\r\n serializationObject.id = this.id;\r\n serializationObject.name = this.name;\r\n\r\n serializationObject.emitterId = this.getEmitter().id;\r\n serializationObject.borderLimit = this.borderLimit;\r\n\r\n serializationObject.flares = [];\r\n for (var index = 0; index < this.lensFlares.length; index++) {\r\n var flare = this.lensFlares[index];\r\n\r\n serializationObject.flares.push({\r\n size: flare.size,\r\n position: flare.position,\r\n color: flare.color.asArray(),\r\n textureName: Tools.GetFilename(flare.texture ? flare.texture.name : \"\")\r\n });\r\n }\r\n\r\n return serializationObject;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"lensFlareSystem.js","sourceRoot":"","sources":["../../../sourceES6/core/LensFlares/lensFlareSystem.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,eAAe,CAAC;AAGtC,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AACvD,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,GAAG,EAAE,MAAM,gBAAgB,CAAC;AACrC,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AACjD,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAGxC,OAAO,+BAA+B,CAAC;AACvC,OAAO,6BAA6B,CAAC;AACrC,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAE/C,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAG7C;;;;GAIG;AACH;IAkDI;;;;;;;;OAQG;IACH;IACI;;OAEG;IACI,IAAY,EACnB,OAAY,EACZ,KAAY;QAFL,SAAI,GAAJ,IAAI,CAAQ;QA9DvB;;WAEG;QACI,eAAU,GAAG,IAAI,KAAK,EAAa,CAAC;QAE3C;;WAEG;QACI,gBAAW,GAAG,GAAG,CAAC;QAEzB;;WAEG;QACI,mBAAc,GAAG,CAAC,CAAC;QAO1B;;WAEG;QACI,cAAS,GAAW,UAAU,CAAC;QAe9B,mBAAc,GAA8C,EAAE,CAAC;QAI/D,eAAU,GAAG,IAAI,CAAC;QAwBtB,IAAI,CAAC,MAAM,GAAG,KAAK,IAAI,WAAW,CAAC,gBAAgB,CAAC;QACpD,eAAe,CAAC,6BAA6B,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAE3D,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;QACxB,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC;QACf,KAAK,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAElC,IAAI,CAAC,wBAAwB,GAAG,UAAC,CAAC,IAAK,OAAS,CAAC,KAAK,CAAC,YAAY,IAAI,CAAC,CAAC,QAAQ,IAAI,CAAC,CAAC,SAAS,IAAI,CAAC,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC,SAAS,IAAI,CAAC,CAAC,CAAC,CAAC,SAAS,GAAG,KAAK,CAAC,YAAY,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC,EAAjJ,CAAiJ,CAAC;QAEzL,IAAI,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAE/B,MAAM;QACN,IAAI,QAAQ,GAAG,EAAE,CAAC;QAClB,QAAQ,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACpB,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACrB,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QACtB,QAAQ,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QAErB,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,IAAI,YAAY,CAAC,MAAM,EAAE,QAAQ,EAAE,YAAY,CAAC,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QAEhI,UAAU;QACV,IAAI,CAAC,kBAAkB,EAAE,CAAC;IAC9B,CAAC;IA9DD,sBAAW,kCAAK;QADhB,qBAAqB;aACrB;YACI,OAAO,IAAI,CAAC,MAAM,CAAC;QACvB,CAAC;;;OAAA;IA8DO,4CAAkB,GAA1B;QACI,IAAI,OAAO,GAAG,EAAE,CAAC;QACjB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAEhB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAEhB,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,iBAAiB,CAAC,OAAO,CAAC,CAAC;IAC3E,CAAC;IAKD,sBAAW,sCAAS;QAHpB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,UAAU,CAAC;QAC3B,CAAC;aAED,UAAqB,KAAc;YAC/B,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;QAC5B,CAAC;;;OAJA;IAMD;;;OAGG;IACI,kCAAQ,GAAf;QACI,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED;;;;OAIG;IACI,oCAAU,GAAjB;QACI,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;;;;OAIG;IACI,oCAAU,GAAjB,UAAkB,UAAe;QAC7B,IAAI,CAAC,QAAQ,GAAG,UAAU,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACI,4CAAkB,GAAzB;QACI,OAAO,IAAI,CAAC,QAAQ,CAAC,mBAAmB,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,mBAAmB,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC;IAC5G,CAAC;IAED;;OAEG;IACI,kDAAwB,GAA/B,UAAgC,cAAwB;QACpD,IAAI,QAAQ,GAAG,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAEzC,QAAQ,GAAG,OAAO,CAAC,OAAO,CAAC,QAAQ,EAAE,MAAM,CAAC,QAAQ,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,kBAAkB,EAAE,EAAE,cAAc,CAAC,CAAC;QAE1G,IAAI,CAAC,UAAU,GAAG,QAAQ,CAAC,CAAC,CAAC;QAC7B,IAAI,CAAC,UAAU,GAAG,QAAQ,CAAC,CAAC,CAAC;QAE7B,QAAQ,GAAG,OAAO,CAAC,oBAAoB,CAAC,IAAI,CAAC,kBAAkB,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,aAAa,EAAE,CAAC,CAAC;QAEhG,IAAI,IAAI,CAAC,cAAc,GAAG,CAAC,EAAE;YACzB,cAAc,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC;YACxC,cAAc,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC;YACxC,cAAc,CAAC,KAAK,IAAI,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;YAChD,cAAc,CAAC,MAAM,IAAI,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;YACjD,QAAQ,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC;YAClC,QAAQ,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC;YAClC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,cAAc,CAAC;YACvC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,cAAc,CAAC;SAC1C;QAED,IAAM,GAAG,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC;QAC7C,IAAM,GAAG,GAAG,QAAQ,CAAC,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,IAAI,QAAQ,CAAC,CAAC,GAAG,CAAC,IAAI,GAAG,CAAC;QAE5D,IAAI,GAAG,EAAE;YACL,IAAI,CAAC,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,KAAK,CAAC,EAAE;gBACrG,IAAI,CAAC,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,MAAM,CAAC,EAAE;oBACtG,OAAO,IAAI,CAAC;iBACf;aACJ;YACD,OAAO,IAAI,CAAC;SACf;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,cAAc;IACP,oCAAU,GAAjB;QACI,IAAI,CAAC,IAAI,CAAC,UAAU,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE;YAC/C,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,eAAe,GAAG,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAChD,IAAI,SAAS,GAAG,eAAe,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,cAAc,CAAC,CAAC;QAClF,IAAI,QAAQ,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC;QAClC,SAAS,CAAC,SAAS,EAAE,CAAC;QAEtB,IAAI,GAAG,GAAG,IAAI,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,cAAc,EAAE,SAAS,CAAC,CAAC;QACtE,IAAI,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,WAAW,CAAC,GAAG,EAAE,IAAI,CAAC,wBAAwB,EAAE,IAAI,CAAC,CAAC;QAEjF,OAAO,CAAC,QAAQ,IAAI,CAAC,QAAQ,CAAC,GAAG,IAAI,QAAQ,CAAC,QAAQ,GAAG,QAAQ,CAAC;IACtE,CAAC;IAED;;OAEG;IACI,gCAAM,GAAb;QACI,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE;YAC3B,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACrC,IAAI,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,QAAQ,CAAC;QACjD,IAAI,cAAc,GAAG,QAAQ,CAAC,QAAQ,CAAC,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,EAAE,MAAM,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC,CAAC;QAElG,WAAW;QACX,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC,cAAc,CAAC,EAAE;YAChD,OAAO,KAAK,CAAC;SAChB;QAED,aAAa;QACb,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,EAAE;YACpB,OAAO,KAAK,CAAC;SAChB;QAED,YAAY;QACZ,IAAI,KAAK,CAAC;QACV,IAAI,KAAK,CAAC;QAEV,IAAI,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,WAAW,GAAG,cAAc,CAAC,CAAC,EAAE;YACvD,KAAK,GAAG,IAAI,CAAC,WAAW,GAAG,cAAc,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC;SACjE;aAAM,IAAI,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,KAAK,GAAG,IAAI,CAAC,WAAW,EAAE;YACrF,KAAK,GAAG,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,KAAK,GAAG,IAAI,CAAC,WAAW,CAAC;SACxF;aAAM;YACH,KAAK,GAAG,CAAC,CAAC;SACb;QAED,IAAI,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,WAAW,GAAG,cAAc,CAAC,CAAC,EAAE;YACvD,KAAK,GAAG,IAAI,CAAC,WAAW,GAAG,cAAc,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC;SACjE;aAAM,IAAI,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,MAAM,GAAG,IAAI,CAAC,WAAW,EAAE;YACtF,KAAK,GAAG,IAAI,CAAC,UAAU,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,MAAM,GAAG,IAAI,CAAC,WAAW,CAAC;SACzF;aAAM;YACH,KAAK,GAAG,CAAC,CAAC;SACb;QAED,IAAI,IAAI,GAAG,CAAC,KAAK,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC;QAE3C,IAAI,IAAI,IAAI,CAAC,cAAc,CAAC;QAE5B,IAAI,IAAI,GAAG,IAAI,CAAC,WAAW,EAAE;YACzB,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC;SAC3B;QAED,IAAI,SAAS,GAAG,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,IAAI,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAClE,IAAI,SAAS,GAAG,CAAC,EAAE;YACf,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,SAAS,GAAG,GAAG,EAAE;YACjB,SAAS,GAAG,GAAG,CAAC;SACnB;QAED,IAAI,IAAI,CAAC,cAAc,GAAG,CAAC,EAAE;YACzB,cAAc,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC;YACxC,cAAc,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC;YACxC,cAAc,CAAC,KAAK,IAAI,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;YAChD,cAAc,CAAC,MAAM,IAAI,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;YACjD,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,cAAc,CAAC;YACvC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,cAAc,CAAC;SAC1C;QAED,WAAW;QACX,IAAI,OAAO,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,KAAK,GAAG,CAAC,CAAC;QAC1D,IAAI,OAAO,GAAG,cAAc,CAAC,CAAC,GAAG,cAAc,CAAC,MAAM,GAAG,CAAC,CAAC;QAC3D,IAAI,KAAK,GAAG,OAAO,GAAG,IAAI,CAAC,UAAU,CAAC;QACtC,IAAI,KAAK,GAAG,OAAO,GAAG,IAAI,CAAC,UAAU,CAAC;QAEtC,UAAU;QACV,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;QACvB,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC;QAE7B,SAAS;QACT,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACzD,IAAI,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;YAEnC,IAAI,CAAC,KAAK,CAAC,YAAY,CAAC,MAAO,CAAC,OAAO,EAAE,IAAI,KAAK,CAAC,OAAO,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,EAAE;gBACpF,SAAS;aACZ;YAED,MAAM,CAAC,YAAY,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC;YACxC,MAAM,CAAC,WAAW,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,YAAY,EAAE,KAAK,CAAC,YAAY,CAAC,MAAO,CAAC,CAAC;YAEvF,MAAM,CAAC,YAAY,CAAC,KAAK,CAAC,SAAS,CAAC,CAAC;YAErC,IAAI,CAAC,GAAG,OAAO,GAAG,CAAC,KAAK,GAAG,KAAK,CAAC,QAAQ,CAAC,CAAC;YAC3C,IAAI,CAAC,GAAG,OAAO,GAAG,CAAC,KAAK,GAAG,KAAK,CAAC,QAAQ,CAAC,CAAC;YAE3C,IAAI,EAAE,GAAG,KAAK,CAAC,IAAI,CAAC;YACpB,IAAI,EAAE,GAAG,KAAK,CAAC,IAAI,GAAG,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,IAAI,CAAC,CAAC;YAC5E,IAAI,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,cAAc,CAAC,KAAK,GAAG,cAAc,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;YACvE,IAAI,EAAE,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,cAAc,CAAC,MAAM,GAAG,cAAc,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YAExE,IAAI,cAAc,GAAG,MAAM,CAAC,UAAU,CAClC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EACf,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EACf,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EACV,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAElB,KAAK,CAAC,YAAY,CAAC,MAAO,CAAC,SAAS,CAAC,gBAAgB,EAAE,cAAc,CAAC,CAAC;YAEvE,UAAU;YACV,KAAK,CAAC,YAAY,CAAC,MAAO,CAAC,UAAU,CAAC,gBAAgB,EAAE,KAAK,CAAC,OAAO,CAAC,CAAC;YAEvE,QAAQ;YACR,KAAK,CAAC,YAAY,CAAC,MAAO,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,GAAG,SAAS,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,GAAG,SAAS,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,GAAG,SAAS,EAAE,GAAG,CAAC,CAAC;YAEpI,aAAa;YACb,MAAM,CAAC,gBAAgB,CAAC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;SAC5D;QAED,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;QAC5B,MAAM,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;QACvB,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,iCAAO,GAAd;;QACI,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAE1B,KAAK,IAAM,GAAG,IAAI,IAAI,CAAC,cAAc,EAAE;YACnC,MAAA,IAAI,CAAC,cAAc,CAAC,GAAG,CAAC,0CAAE,QAAQ,EAAE,CAAC;SACxC;IACL,CAAC;IAED;;OAEG;IACI,iCAAO,GAAd;QACI,IAAI,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAClE,IAAI,YAAY,EAAE;YACd,YAAY,CAAC,OAAO,EAAE,CAAC;YACvB,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,IAAI,CAAC;SACzD;QAED,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YAC1D,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;SAC5B;QAED,OAAO,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE;YAC3B,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;SAChC;QAED,oBAAoB;QACpB,IAAI,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QACvD,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;IAClD,CAAC;IAED;;;;;;OAMG;IACW,qBAAK,GAAnB,UAAoB,qBAA0B,EAAE,KAAY,EAAE,OAAe;QACzE,IAAI,OAAO,GAAG,KAAK,CAAC,gBAAgB,CAAC,qBAAqB,CAAC,SAAS,CAAC,CAAC;QAEtE,IAAI,IAAI,GAAG,qBAAqB,CAAC,IAAI,IAAI,kBAAkB,GAAG,qBAAqB,CAAC,SAAS,CAAC;QAE9F,IAAI,eAAe,GAAG,IAAI,eAAe,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC;QAEhE,eAAe,CAAC,EAAE,GAAG,qBAAqB,CAAC,EAAE,IAAI,IAAI,CAAC;QACtD,eAAe,CAAC,WAAW,GAAG,qBAAqB,CAAC,WAAW,CAAC;QAEhE,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,qBAAqB,CAAC,MAAM,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACtE,IAAI,WAAW,GAAG,qBAAqB,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;YACtD,SAAS,CAAC,QAAQ,CAAC,WAAW,CAAC,IAAI,EAAE,WAAW,CAAC,QAAQ,EAAE,MAAM,CAAC,SAAS,CAAC,WAAW,CAAC,KAAK,CAAC,EAAE,WAAW,CAAC,WAAW,CAAC,CAAC,CAAC,OAAO,GAAG,WAAW,CAAC,WAAW,CAAC,CAAC,CAAC,EAAE,EAAE,eAAe,CAAC,CAAC;SACtL;QAED,OAAO,eAAe,CAAC;IAC3B,CAAC;IAED;;;OAGG;IACI,mCAAS,GAAhB;QACI,IAAI,mBAAmB,GAAQ,EAAE,CAAC;QAElC,mBAAmB,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;QACjC,mBAAmB,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;QAErC,mBAAmB,CAAC,SAAS,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC;QACrD,mBAAmB,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;QAEnD,mBAAmB,CAAC,MAAM,GAAG,EAAE,CAAC;QAChC,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACzD,IAAI,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;YAEnC,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC;gBAC5B,IAAI,EAAE,KAAK,CAAC,IAAI;gBAChB,QAAQ,EAAE,KAAK,CAAC,QAAQ;gBACxB,KAAK,EAAE,KAAK,CAAC,KAAK,CAAC,OAAO,EAAE;gBAC5B,WAAW,EAAE,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,CAAC,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC;aAC1E,CAAC,CAAC;SACN;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAjXD,cAAc;IACA,6CAA6B,GAA2B,UAAC,CAAC;QACpE,MAAM,WAAW,CAAC,+BAA+B,CAAC,CAAC;IACvD,CAAC,CAAA;IA+WL,sBAAC;CAAA,AA/ZD,IA+ZC;SA/ZY,eAAe","sourcesContent":["import { Tools } from \"../Misc/tools\";\r\nimport { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Scalar } from \"../Maths/math.scalar\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { LensFlare } from \"./lensFlare\";\r\n\r\n\r\nimport \"../Shaders/lensFlare.fragment\";\r\nimport \"../Shaders/lensFlare.vertex\";\r\nimport { _WarnImport } from '../Misc/devTools';\r\nimport { DataBuffer } from '../Buffers/dataBuffer';\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { Viewport } from '../Maths/math.viewport';\r\n\r\n/**\r\n * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.\r\n * It is usually composed of several `lensFlare`.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lens_flares\r\n */\r\nexport class LensFlareSystem {\r\n /**\r\n * List of lens flares used in this system.\r\n */\r\n public lensFlares = new Array<LensFlare>();\r\n\r\n /**\r\n * Define a limit from the border the lens flare can be visible.\r\n */\r\n public borderLimit = 300;\r\n\r\n /**\r\n * Define a viewport border we do not want to see the lens flare in.\r\n */\r\n public viewportBorder = 0;\r\n\r\n /**\r\n * Define a predicate which could limit the list of meshes able to occlude the effect.\r\n */\r\n public meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;\r\n\r\n /**\r\n * Restricts the rendering of the effect to only the camera rendering this layer mask.\r\n */\r\n public layerMask: number = 0x0FFFFFFF;\r\n\r\n /** Gets the scene */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Define the id of the lens flare system in the scene.\r\n * (equal to name by default)\r\n */\r\n public id: string;\r\n\r\n private _scene: Scene;\r\n private _emitter: any;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _positionX: number;\r\n private _positionY: number;\r\n private _isEnabled = true;\r\n\r\n /** @hidden */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"LensFlareSystemSceneComponent\");\r\n }\r\n\r\n /**\r\n * Instantiates a lens flare system.\r\n * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.\r\n * It is usually composed of several `lensFlare`.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lens_flares\r\n * @param name Define the name of the lens flare system in the scene\r\n * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).\r\n * @param scene Define the scene the lens flare system belongs to\r\n */\r\n constructor(\r\n /**\r\n * Define the name of the lens flare system\r\n */\r\n public name: string,\r\n emitter: any,\r\n scene: Scene) {\r\n\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n LensFlareSystem._SceneComponentInitialization(this._scene);\r\n\r\n this._emitter = emitter;\r\n this.id = name;\r\n scene.lensFlareSystems.push(this);\r\n\r\n this.meshesSelectionPredicate = (m) => <boolean>(scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0));\r\n\r\n var engine = scene.getEngine();\r\n\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 this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n\r\n // Indices\r\n this._createIndexBuffer();\r\n }\r\n\r\n private _createIndexBuffer(): void {\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._scene.getEngine().createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Define if the lens flare system is enabled.\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n }\r\n\r\n /**\r\n * Get the scene the effects belongs to.\r\n * @returns the scene holding the lens flare system\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Get the emitter of the lens flare system.\r\n * It defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @returns the emitter of the lens flare system\r\n */\r\n public getEmitter(): any {\r\n return this._emitter;\r\n }\r\n\r\n /**\r\n * Set the emitter of the lens flare system.\r\n * It defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @param newEmitter Define the new emitter of the system\r\n */\r\n public setEmitter(newEmitter: any): void {\r\n this._emitter = newEmitter;\r\n }\r\n\r\n /**\r\n * Get the lens flare system emitter position.\r\n * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @returns the position\r\n */\r\n public getEmitterPosition(): Vector3 {\r\n return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public computeEffectivePosition(globalViewport: Viewport): boolean {\r\n var position = this.getEmitterPosition();\r\n\r\n position = Vector3.Project(position, Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);\r\n\r\n this._positionX = position.x;\r\n this._positionY = position.y;\r\n\r\n position = Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());\r\n\r\n if (this.viewportBorder > 0) {\r\n globalViewport.x -= this.viewportBorder;\r\n globalViewport.y -= this.viewportBorder;\r\n globalViewport.width += this.viewportBorder * 2;\r\n globalViewport.height += this.viewportBorder * 2;\r\n position.x += this.viewportBorder;\r\n position.y += this.viewportBorder;\r\n this._positionX += this.viewportBorder;\r\n this._positionY += this.viewportBorder;\r\n }\r\n\r\n const rhs = this._scene.useRightHandedSystem;\r\n const okZ = position.z > 0 && !rhs || position.z < 0 && rhs;\r\n\r\n if (okZ) {\r\n if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {\r\n if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {\r\n return true;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _isVisible(): boolean {\r\n if (!this._isEnabled || !this._scene.activeCamera) {\r\n return false;\r\n }\r\n\r\n var emitterPosition = this.getEmitterPosition();\r\n var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);\r\n var distance = direction.length();\r\n direction.normalize();\r\n\r\n var ray = new Ray(this._scene.activeCamera.globalPosition, direction);\r\n var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);\r\n\r\n return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public render(): boolean {\r\n if (!this._scene.activeCamera) {\r\n return false;\r\n }\r\n\r\n var engine = this._scene.getEngine();\r\n var viewport = this._scene.activeCamera.viewport;\r\n var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));\r\n\r\n // Position\r\n if (!this.computeEffectivePosition(globalViewport)) {\r\n return false;\r\n }\r\n\r\n // Visibility\r\n if (!this._isVisible()) {\r\n return false;\r\n }\r\n\r\n // Intensity\r\n var awayX;\r\n var awayY;\r\n\r\n if (this._positionX < this.borderLimit + globalViewport.x) {\r\n awayX = this.borderLimit + globalViewport.x - this._positionX;\r\n } else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {\r\n awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;\r\n } else {\r\n awayX = 0;\r\n }\r\n\r\n if (this._positionY < this.borderLimit + globalViewport.y) {\r\n awayY = this.borderLimit + globalViewport.y - this._positionY;\r\n } else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {\r\n awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;\r\n } else {\r\n awayY = 0;\r\n }\r\n\r\n var away = (awayX > awayY) ? awayX : awayY;\r\n\r\n away -= this.viewportBorder;\r\n\r\n if (away > this.borderLimit) {\r\n away = this.borderLimit;\r\n }\r\n\r\n var intensity = 1.0 - Scalar.Clamp(away / this.borderLimit, 0, 1);\r\n if (intensity < 0) {\r\n return false;\r\n }\r\n\r\n if (intensity > 1.0) {\r\n intensity = 1.0;\r\n }\r\n\r\n if (this.viewportBorder > 0) {\r\n globalViewport.x += this.viewportBorder;\r\n globalViewport.y += this.viewportBorder;\r\n globalViewport.width -= this.viewportBorder * 2;\r\n globalViewport.height -= this.viewportBorder * 2;\r\n this._positionX -= this.viewportBorder;\r\n this._positionY -= this.viewportBorder;\r\n }\r\n\r\n // Position\r\n var centerX = globalViewport.x + globalViewport.width / 2;\r\n var centerY = globalViewport.y + globalViewport.height / 2;\r\n var distX = centerX - this._positionX;\r\n var distY = centerY - this._positionY;\r\n\r\n // Effects\r\n engine.setState(false);\r\n engine.setDepthBuffer(false);\r\n\r\n // Flares\r\n for (var index = 0; index < this.lensFlares.length; index++) {\r\n var flare = this.lensFlares[index];\r\n\r\n if (!flare._drawWrapper.effect!.isReady() || flare.texture && !flare.texture.isReady()) {\r\n continue;\r\n }\r\n\r\n engine.enableEffect(flare._drawWrapper);\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, flare._drawWrapper.effect!);\r\n\r\n engine.setAlphaMode(flare.alphaMode);\r\n\r\n var x = centerX - (distX * flare.position);\r\n var y = centerY - (distY * flare.position);\r\n\r\n var cw = flare.size;\r\n var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);\r\n var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;\r\n var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));\r\n\r\n var viewportMatrix = Matrix.FromValues(\r\n cw / 2, 0, 0, 0,\r\n 0, ch / 2, 0, 0,\r\n 0, 0, 1, 0,\r\n cx, cy, 0, 1);\r\n\r\n flare._drawWrapper.effect!.setMatrix(\"viewportMatrix\", viewportMatrix);\r\n\r\n // Texture\r\n flare._drawWrapper.effect!.setTexture(\"textureSampler\", flare.texture);\r\n\r\n // Color\r\n flare._drawWrapper.effect!.setFloat4(\"color\", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n engine.setDepthBuffer(true);\r\n engine.setAlphaMode(0);\r\n return true;\r\n }\r\n\r\n /**\r\n * Rebuilds the lens flare system\r\n */\r\n public rebuild(): void {\r\n this._createIndexBuffer();\r\n\r\n for (const key in this._vertexBuffers) {\r\n this._vertexBuffers[key]?._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * Dispose and release the lens flare with its associated 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 while (this.lensFlares.length) {\r\n this.lensFlares[0].dispose();\r\n }\r\n\r\n // Remove from scene\r\n var index = this._scene.lensFlareSystems.indexOf(this);\r\n this._scene.lensFlareSystems.splice(index, 1);\r\n }\r\n\r\n /**\r\n * Parse a lens flare system from a JSON representation\r\n * @param parsedLensFlareSystem Define the JSON to parse\r\n * @param scene Define the scene the parsed system should be instantiated in\r\n * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures\r\n * @returns the parsed system\r\n */\r\n public static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem {\r\n var emitter = scene.getLastEntryById(parsedLensFlareSystem.emitterId);\r\n\r\n var name = parsedLensFlareSystem.name || \"lensFlareSystem#\" + parsedLensFlareSystem.emitterId;\r\n\r\n var lensFlareSystem = new LensFlareSystem(name, emitter, scene);\r\n\r\n lensFlareSystem.id = parsedLensFlareSystem.id || name;\r\n lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;\r\n\r\n for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {\r\n var parsedFlare = parsedLensFlareSystem.flares[index];\r\n LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : \"\", lensFlareSystem);\r\n }\r\n\r\n return lensFlareSystem;\r\n }\r\n\r\n /**\r\n * Serialize the current Lens Flare System into a JSON representation.\r\n * @returns the serialized JSON\r\n */\r\n public serialize(): any {\r\n var serializationObject: any = {};\r\n\r\n serializationObject.id = this.id;\r\n serializationObject.name = this.name;\r\n\r\n serializationObject.emitterId = this.getEmitter().id;\r\n serializationObject.borderLimit = this.borderLimit;\r\n\r\n serializationObject.flares = [];\r\n for (var index = 0; index < this.lensFlares.length; index++) {\r\n var flare = this.lensFlares[index];\r\n\r\n serializationObject.flares.push({\r\n size: flare.size,\r\n position: flare.position,\r\n color: flare.color.asArray(),\r\n textureName: Tools.GetFilename(flare.texture ? flare.texture.name : \"\")\r\n });\r\n }\r\n\r\n return serializationObject;\r\n }\r\n}\r\n"]}
@@ -45,7 +45,6 @@ export declare class CascadedShadowGenerator extends ShadowGenerator {
45
45
  */
46
46
  get numCascades(): number;
47
47
  set numCascades(value: number);
48
- private _setNamesForDrawWrapper;
49
48
  /**
50
49
  * Sets this to true if you want that the edges of the shadows don't "swimm" / "shimmer" when rotating the camera.
51
50
  * The trade off is that you lose some precision in the shadow rendering when enabling this setting.
@@ -229,7 +228,6 @@ export declare class CascadedShadowGenerator extends ShadowGenerator {
229
228
  static get IsSupported(): boolean;
230
229
  /** @hidden */
231
230
  static _SceneComponentInitialization: (scene: Scene) => void;
232
- private _nameForDrawWrapperOrig;
233
231
  /**
234
232
  * Creates a Cascaded Shadow Generator object.
235
233
  * A ShadowGenerator is the required tool to use the shadows.