@babylonjs/core 5.0.0-alpha.60 → 5.0.0-alpha.61
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.
- package/Animations/animation.d.ts +20 -0
- package/Animations/animation.js +57 -8
- package/Animations/animation.js.map +1 -1
- package/Animations/animationKey.d.ts +4 -0
- package/Animations/animationKey.js +4 -0
- package/Animations/animationKey.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +130 -0
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +134 -0
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -0
- package/BakedVertexAnimation/index.d.ts +2 -0
- package/BakedVertexAnimation/index.js +3 -0
- package/BakedVertexAnimation/index.js.map +1 -0
- package/BakedVertexAnimation/vertexAnimationBaker.d.ts +65 -0
- package/BakedVertexAnimation/vertexAnimationBaker.js +155 -0
- package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -0
- package/Behaviors/Cameras/framingBehavior.d.ts +5 -0
- package/Behaviors/Cameras/framingBehavior.js +8 -1
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Bones/bone.d.ts +3 -1
- package/Bones/bone.js +4 -1
- package/Bones/bone.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +4 -6
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.js +4 -4
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +4 -4
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/camera.js +7 -1
- package/Cameras/camera.js.map +1 -1
- package/Cameras/targetCamera.js +1 -1
- package/Cameras/targetCamera.js.map +1 -1
- package/Culling/boundingBox.d.ts +4 -0
- package/Culling/boundingBox.js +8 -0
- package/Culling/boundingBox.js.map +1 -1
- package/Debug/physicsViewer.js +1 -1
- package/Debug/physicsViewer.js.map +1 -1
- package/Debug/skeletonViewer.js +2 -2
- package/Debug/skeletonViewer.js.map +1 -1
- package/DeviceInput/Implementations/nativeDeviceInputWrapper.d.ts +6 -1
- package/DeviceInput/Implementations/nativeDeviceInputWrapper.js +16 -1
- package/DeviceInput/Implementations/nativeDeviceInputWrapper.js.map +1 -1
- package/DeviceInput/Implementations/webDeviceInputSystem.js +1 -1
- package/DeviceInput/Implementations/webDeviceInputSystem.js.map +1 -1
- package/DeviceInput/deviceInputSystem.js +6 -1
- package/DeviceInput/deviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.multiview.js +17 -6
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.query.js +19 -3
- package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
- package/Engines/WebGPU/webgpuBundleList.d.ts +13 -0
- package/Engines/WebGPU/webgpuBundleList.js +27 -0
- package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.d.ts +4 -0
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +6 -0
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +6 -0
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +27 -0
- package/Engines/WebGPU/webgpuSnapshotRendering.js +107 -0
- package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -0
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +2 -2
- package/Engines/WebGPU/webgpuTextureHelper.js +41 -18
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/constants.d.ts +2 -0
- package/Engines/constants.js +2 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +12 -1
- package/Engines/engine.js +33 -0
- package/Engines/engine.js.map +1 -1
- package/Engines/engineFeatures.d.ts +2 -0
- package/Engines/engineFeatures.js.map +1 -1
- package/Engines/index.d.ts +1 -0
- package/Engines/index.js +1 -0
- package/Engines/index.js.map +1 -1
- package/Engines/nativeEngine.js +1 -0
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +1 -0
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +0 -11
- package/Engines/thinEngine.js +12 -40
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +6 -6
- package/Engines/webgpuEngine.js +26 -67
- package/Engines/webgpuEngine.js.map +1 -1
- package/Helpers/sceneHelpers.d.ts +3 -3
- package/Helpers/sceneHelpers.js +1 -2
- package/Helpers/sceneHelpers.js.map +1 -1
- package/Inputs/scene.inputManager.js +12 -14
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Layers/effectLayer.d.ts +13 -1
- package/Layers/effectLayer.js +115 -65
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/highlightLayer.d.ts +2 -1
- package/Layers/highlightLayer.js +6 -3
- package/Layers/highlightLayer.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.d.ts +1 -0
- package/Lights/Shadows/cascadedShadowGenerator.js +14 -0
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +4 -0
- package/Lights/Shadows/shadowGenerator.js +31 -3
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/light.js +7 -1
- package/Lights/light.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +17 -4
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +1 -0
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +10 -0
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +31 -0
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/index.d.ts +1 -0
- package/Materials/Node/Blocks/Fragment/index.js +1 -0
- package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.d.ts +41 -0
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +130 -0
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -0
- package/Materials/Node/Blocks/Input/inputBlock.js +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.d.ts +1 -0
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +15 -0
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/index.d.ts +1 -0
- package/Materials/Node/Blocks/index.js +1 -0
- package/Materials/Node/Blocks/index.js.map +1 -1
- package/Materials/Node/Blocks/vectorMergerBlock.js +4 -4
- package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/voronoiNoiseBlock.d.ts +39 -0
- package/Materials/Node/Blocks/voronoiNoiseBlock.js +107 -0
- package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -0
- package/Materials/Node/Blocks/worleyNoise3DBlock.d.ts +8 -0
- package/Materials/Node/Blocks/worleyNoise3DBlock.js +34 -2
- package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +1 -0
- package/Materials/Node/nodeMaterial.js +2 -0
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +5 -0
- package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +2 -0
- package/Materials/PBR/pbrBaseMaterial.js +11 -4
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +11 -0
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +18 -3
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.d.ts +9 -0
- package/Materials/Textures/hdrCubeTexture.js +21 -5
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/mirrorTexture.d.ts +2 -0
- package/Materials/Textures/mirrorTexture.js +13 -0
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/imageProcessingConfiguration.d.ts +16 -1
- package/Materials/imageProcessingConfiguration.js +31 -0
- package/Materials/imageProcessingConfiguration.js.map +1 -1
- package/Materials/materialHelper.d.ts +15 -1
- package/Materials/materialHelper.js +40 -3
- package/Materials/materialHelper.js.map +1 -1
- package/Materials/pushMaterial.d.ts +2 -2
- package/Materials/pushMaterial.js +7 -3
- package/Materials/pushMaterial.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +6 -5
- package/Materials/shaderMaterial.js +58 -28
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/shadowDepthWrapper.js +7 -7
- package/Materials/shadowDepthWrapper.js.map +1 -1
- package/Materials/standardMaterial.d.ts +2 -0
- package/Materials/standardMaterial.js +11 -1
- package/Materials/standardMaterial.js.map +1 -1
- package/Materials/uniformBuffer.js +1 -2
- package/Materials/uniformBuffer.js.map +1 -1
- package/Maths/math.color.d.ts +20 -0
- package/Maths/math.color.js +45 -2
- package/Maths/math.color.js.map +1 -1
- package/Maths/math.vector.d.ts +2 -1
- package/Maths/math.vector.js +14 -3
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/boxBuilder.d.ts +1 -1
- package/Meshes/Builders/boxBuilder.js +1 -0
- package/Meshes/Builders/boxBuilder.js.map +1 -1
- package/Meshes/Builders/cylinderBuilder.d.ts +17 -17
- package/Meshes/Builders/cylinderBuilder.js +1 -0
- package/Meshes/Builders/cylinderBuilder.js.map +1 -1
- package/Meshes/Builders/discBuilder.d.ts +1 -1
- package/Meshes/Builders/discBuilder.js +1 -0
- package/Meshes/Builders/discBuilder.js.map +1 -1
- package/Meshes/Builders/groundBuilder.d.ts +8 -8
- package/Meshes/Builders/groundBuilder.js +2 -0
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/Builders/hemisphereBuilder.d.ts +4 -4
- package/Meshes/Builders/hemisphereBuilder.js +1 -0
- package/Meshes/Builders/hemisphereBuilder.js.map +1 -1
- package/Meshes/Builders/icoSphereBuilder.d.ts +1 -1
- package/Meshes/Builders/icoSphereBuilder.js +1 -0
- package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
- package/Meshes/Builders/planeBuilder.d.ts +1 -1
- package/Meshes/Builders/planeBuilder.js +1 -0
- package/Meshes/Builders/planeBuilder.js.map +1 -1
- package/Meshes/Builders/polyhedronBuilder.d.ts +1 -1
- package/Meshes/Builders/polyhedronBuilder.js +1 -0
- package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
- package/Meshes/Builders/sphereBuilder.d.ts +1 -1
- package/Meshes/Builders/sphereBuilder.js +1 -0
- package/Meshes/Builders/sphereBuilder.js.map +1 -1
- package/Meshes/Builders/torusBuilder.d.ts +8 -8
- package/Meshes/Builders/torusBuilder.js +1 -0
- package/Meshes/Builders/torusBuilder.js.map +1 -1
- package/Meshes/Builders/torusKnotBuilder.d.ts +11 -11
- package/Meshes/Builders/torusKnotBuilder.js +1 -0
- package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +22 -2
- package/Meshes/abstractMesh.js +55 -6
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/geometry.d.ts +3 -0
- package/Meshes/geometry.js +13 -5
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/linesMesh.d.ts +0 -2
- package/Meshes/linesMesh.js +3 -35
- package/Meshes/linesMesh.js.map +1 -1
- package/Meshes/mesh.js +4 -4
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/thinInstanceMesh.js +6 -5
- package/Meshes/thinInstanceMesh.js.map +1 -1
- package/Meshes/transformNode.d.ts +8 -8
- package/Meshes/transformNode.js +25 -17
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/basis.d.ts +2 -2
- package/Misc/basis.js +19 -4
- package/Misc/basis.js.map +1 -1
- package/Misc/sceneSerializer.js +0 -3
- package/Misc/sceneSerializer.js.map +1 -1
- package/Misc/tools.d.ts +2 -4
- package/Misc/tools.js +6 -10
- package/Misc/tools.js.map +1 -1
- package/Particles/particleSystem.js +19 -16
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/solidParticleSystem.js +29 -5
- package/Particles/solidParticleSystem.js.map +1 -1
- package/Physics/Plugins/ammoJSPlugin.js +10 -8
- package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
- package/PostProcesses/imageProcessingPostProcess.js +1 -0
- package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
- package/Probes/reflectionProbe.d.ts +2 -0
- package/Probes/reflectionProbe.js +21 -0
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/boundingBoxRenderer.d.ts +3 -0
- package/Rendering/boundingBoxRenderer.js +49 -14
- package/Rendering/boundingBoxRenderer.js.map +1 -1
- package/Rendering/depthRenderer.d.ts +1 -1
- package/Rendering/depthRenderer.js +2 -2
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/edgesRenderer.js +3 -1
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.d.ts +0 -2
- package/Rendering/geometryBufferRenderer.js +13 -10
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/bakedVertexAnimation.d.ts +5 -0
- package/Shaders/ShadersInclude/bakedVertexAnimation.js +7 -0
- package/Shaders/ShadersInclude/bakedVertexAnimation.js.map +1 -0
- package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.d.ts +5 -0
- package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js +7 -0
- package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -0
- package/Shaders/ShadersInclude/bonesDeclaration.js +1 -1
- package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/bonesVertex.js +1 -1
- package/Shaders/ShadersInclude/bonesVertex.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockImageProcessing.js +1 -1
- package/Shaders/ShadersInclude/pbrBlockImageProcessing.js.map +1 -1
- package/Shaders/background.fragment.js +1 -1
- package/Shaders/background.fragment.js.map +1 -1
- package/Shaders/background.vertex.d.ts +2 -0
- package/Shaders/background.vertex.js +3 -1
- package/Shaders/background.vertex.js.map +1 -1
- package/Shaders/color.vertex.d.ts +2 -0
- package/Shaders/color.vertex.js +3 -1
- package/Shaders/color.vertex.js.map +1 -1
- package/Shaders/default.vertex.d.ts +2 -0
- package/Shaders/default.vertex.js +3 -1
- package/Shaders/default.vertex.js.map +1 -1
- package/Shaders/depth.vertex.d.ts +2 -0
- package/Shaders/depth.vertex.js +3 -1
- package/Shaders/depth.vertex.js.map +1 -1
- package/Shaders/geometry.vertex.d.ts +2 -0
- package/Shaders/geometry.vertex.js +3 -1
- package/Shaders/geometry.vertex.js.map +1 -1
- package/Shaders/glowMapGeneration.vertex.d.ts +2 -0
- package/Shaders/glowMapGeneration.vertex.js +3 -1
- package/Shaders/glowMapGeneration.vertex.js.map +1 -1
- package/Shaders/outline.vertex.d.ts +2 -0
- package/Shaders/outline.vertex.js +3 -1
- package/Shaders/outline.vertex.js.map +1 -1
- package/Shaders/pbr.vertex.d.ts +2 -0
- package/Shaders/pbr.vertex.js +3 -1
- package/Shaders/pbr.vertex.js.map +1 -1
- package/Shaders/shadowMap.vertex.d.ts +2 -0
- package/Shaders/shadowMap.vertex.js +3 -1
- package/Shaders/shadowMap.vertex.js.map +1 -1
- package/Shaders/volumetricLightScatteringPass.vertex.d.ts +2 -0
- package/Shaders/volumetricLightScatteringPass.vertex.js +3 -1
- package/Shaders/volumetricLightScatteringPass.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js +7 -0
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js +7 -0
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesVertex.js +1 -1
- package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js +7 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js +7 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js +7 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js +7 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -0
- package/XR/features/WebXRNearInteraction.d.ts +1 -0
- package/XR/features/WebXRNearInteraction.js +2 -0
- package/XR/features/WebXRNearInteraction.js.map +1 -1
- package/index.d.ts +1 -0
- package/index.js +1 -0
- package/index.js.map +1 -1
- package/node.d.ts +30 -1
- package/node.js +12 -0
- package/node.js.map +1 -1
- package/package.json +43 -1
- package/scene.d.ts +10 -0
- package/scene.js +27 -0
- package/scene.js.map +1 -1
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{ 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);"]}
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1
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+
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{ 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 protected _numInternalDraws(): number {\r\n return 2; // we need two rendering, one for the inner glow and the other for the outer glow\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, renderIndex: number): 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 && renderIndex === 0) { // the outer glow is rendered the first time _internalRender is called, so when renderIndex == 0 (and only if outerGlow is enabled)\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 && renderIndex === 1) { // the inner glow is rendered the second time _internalRender is called, so when renderIndex == 1 (and only if innerGlow is enabled)\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);"]}
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@@ -222,6 +222,7 @@ export declare class CascadedShadowGenerator extends ShadowGenerator {
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private _computeMatrices;
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private _computeFrustumInWorldSpace;
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protected _recreateSceneUBOs(): void;
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/**
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*/
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@@ -62,6 +62,7 @@ var CascadedShadowGenerator = /** @class */ (function (_super) {
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}
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this._numCascades = value;
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this.recreateShadowMap();
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this._recreateSceneUBOs();
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},
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enumerable: false,
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configurable: true
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@@ -540,6 +541,14 @@ var CascadedShadowGenerator = /** @class */ (function (_super) {
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}
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}
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};
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CascadedShadowGenerator.prototype._recreateSceneUBOs = function () {
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this._disposeSceneUBOs();
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if (this._sceneUBOs) {
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for (var i = 0; i < this._numCascades; ++i) {
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this._sceneUBOs.push(this._scene.createSceneUniformBuffer("Scene for CSM Shadow Generator (light \"" + this._light.name + "\" cascade #" + i + ")"));
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}
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}
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};
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Object.defineProperty(CascadedShadowGenerator, "IsSupported", {
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/**
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@@ -574,6 +583,7 @@ var CascadedShadowGenerator = /** @class */ (function (_super) {
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this._cascadeBlendPercentage = (_t = this._cascadeBlendPercentage) !== null && _t !== void 0 ? _t : 0.1;
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this._lambda = (_u = this._lambda) !== null && _u !== void 0 ? _u : 0.5;
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this._autoCalcDepthBounds = (_v = this._autoCalcDepthBounds) !== null && _v !== void 0 ? _v : false;
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+
this._recreateSceneUBOs();
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_super.prototype._initializeGenerator.call(this);
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};
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CascadedShadowGenerator.prototype._createTargetRenderTexture = function () {
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@@ -623,6 +633,9 @@ var CascadedShadowGenerator = /** @class */ (function (_super) {
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this._shadowMap.onBeforeBindObservable.clear();
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this._shadowMap.onBeforeRenderObservable.clear();
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this._shadowMap.onBeforeRenderObservable.add(function (layer) {
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if (_this._sceneUBOs) {
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+
_this._scene.setSceneUniformBuffer(_this._sceneUBOs[layer]);
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}
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_this._currentLayer = layer;
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if (_this._filter === ShadowGenerator.FILTER_PCF) {
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engine.setColorWrite(false);
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@@ -635,6 +648,7 @@ var CascadedShadowGenerator = /** @class */ (function (_super) {
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});
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this._shadowMap.onBeforeBindObservable.add(function () {
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var _a;
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+
_this._currentSceneUBO = _this._scene.getSceneUniformBuffer();
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(_a = engine._debugPushGroup) === null || _a === void 0 ? void 0 : _a.call(engine, "cascaded shadow map generation for pass id " + engine.currentRenderPassId, 1);
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if (_this._breaksAreDirty) {
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_this._splitFrustum();
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