@babylonjs/core 5.0.0-beta.8 → 5.0.0-rc.1

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 (158) hide show
  1. package/Actions/actionEvent.d.ts +3 -4
  2. package/Actions/actionEvent.js.map +1 -1
  3. package/Animations/animation.d.ts +4 -4
  4. package/Animations/animation.js +4 -4
  5. package/Animations/animation.js.map +1 -1
  6. package/Audio/sound.d.ts +12 -6
  7. package/Audio/sound.js +48 -24
  8. package/Audio/sound.js.map +1 -1
  9. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  10. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  11. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +1 -0
  12. package/Cameras/Inputs/BaseCameraPointersInput.js +4 -3
  13. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  14. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +7 -5
  15. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  16. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  17. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  18. package/Cameras/arcRotateCamera.js +3 -3
  19. package/Cameras/arcRotateCamera.js.map +1 -1
  20. package/DeviceInput/Helpers/eventFactory.d.ts +6 -6
  21. package/DeviceInput/Helpers/eventFactory.js +34 -16
  22. package/DeviceInput/Helpers/eventFactory.js.map +1 -1
  23. package/DeviceInput/InputDevices/deviceEnums.d.ts +26 -3
  24. package/DeviceInput/InputDevices/deviceEnums.js +31 -7
  25. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  26. package/DeviceInput/InputDevices/deviceSource.d.ts +11 -3
  27. package/DeviceInput/InputDevices/deviceSource.js.map +1 -1
  28. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +28 -10
  29. package/DeviceInput/InputDevices/deviceSourceManager.js +131 -7
  30. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  31. package/DeviceInput/InputDevices/deviceTypes.d.ts +1 -1
  32. package/DeviceInput/InputDevices/deviceTypes.js.map +1 -1
  33. package/DeviceInput/InputDevices/inputInterfaces.d.ts +3 -28
  34. package/DeviceInput/InputDevices/inputInterfaces.js.map +1 -1
  35. package/DeviceInput/InputDevices/internalDeviceSourceManager.d.ts +15 -30
  36. package/DeviceInput/InputDevices/internalDeviceSourceManager.js +40 -110
  37. package/DeviceInput/InputDevices/internalDeviceSourceManager.js.map +1 -1
  38. package/DeviceInput/InputDevices/nativeDeviceInputSystem.d.ts +3 -2
  39. package/DeviceInput/InputDevices/nativeDeviceInputSystem.js +7 -13
  40. package/DeviceInput/InputDevices/nativeDeviceInputSystem.js.map +1 -1
  41. package/DeviceInput/InputDevices/webDeviceInputSystem.d.ts +11 -8
  42. package/DeviceInput/InputDevices/webDeviceInputSystem.js +116 -110
  43. package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +1 -1
  44. package/Engines/Extensions/engine.query.d.ts +7 -0
  45. package/Engines/Extensions/engine.query.js +12 -0
  46. package/Engines/Extensions/engine.query.js.map +1 -1
  47. package/Engines/Extensions/engine.renderTarget.d.ts +5 -0
  48. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  49. package/Engines/Extensions/engine.views.d.ts +7 -0
  50. package/Engines/Extensions/engine.views.js +12 -0
  51. package/Engines/Extensions/engine.views.js.map +1 -1
  52. package/Engines/engine.d.ts +6 -2
  53. package/Engines/engine.js.map +1 -1
  54. package/Engines/index.d.ts +1 -0
  55. package/Engines/index.js +1 -0
  56. package/Engines/index.js.map +1 -1
  57. package/Engines/nativeEngine.js +12 -11
  58. package/Engines/nativeEngine.js.map +1 -1
  59. package/Engines/thinEngine.js +2 -2
  60. package/Engines/thinEngine.js.map +1 -1
  61. package/Engines/webgpuEngine.js +2 -2
  62. package/Engines/webgpuEngine.js.map +1 -1
  63. package/Events/deviceInputEvents.d.ts +17 -18
  64. package/Events/deviceInputEvents.js.map +1 -1
  65. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  66. package/Helpers/environmentHelper.js +2 -2
  67. package/Helpers/environmentHelper.js.map +1 -1
  68. package/Inputs/scene.inputManager.d.ts +0 -1
  69. package/Inputs/scene.inputManager.js +54 -28
  70. package/Inputs/scene.inputManager.js.map +1 -1
  71. package/Layers/effectLayer.d.ts +1 -0
  72. package/Layers/effectLayer.js +24 -0
  73. package/Layers/effectLayer.js.map +1 -1
  74. package/Loading/sceneLoader.js +4 -3
  75. package/Loading/sceneLoader.js.map +1 -1
  76. package/Materials/Node/Blocks/Dual/textureBlock.d.ts +6 -2
  77. package/Materials/Node/Blocks/Dual/textureBlock.js +50 -8
  78. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  79. package/Materials/PBR/pbrBaseMaterial.js +1 -0
  80. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  81. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +1 -1
  82. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  83. package/Materials/Textures/dynamicTexture.d.ts +1 -1
  84. package/Materials/Textures/dynamicTexture.js.map +1 -1
  85. package/Materials/materialPluginBase.d.ts +5 -0
  86. package/Materials/materialPluginBase.js +5 -0
  87. package/Materials/materialPluginBase.js.map +1 -1
  88. package/Materials/materialPluginEvent.d.ts +1 -0
  89. package/Materials/materialPluginEvent.js.map +1 -1
  90. package/Materials/materialPluginManager.d.ts +1 -0
  91. package/Materials/materialPluginManager.js +20 -15
  92. package/Materials/materialPluginManager.js.map +1 -1
  93. package/Materials/standardMaterial.js +1 -0
  94. package/Materials/standardMaterial.js.map +1 -1
  95. package/Maths/math.vector.d.ts +5 -0
  96. package/Maths/math.vector.js +11 -0
  97. package/Maths/math.vector.js.map +1 -1
  98. package/Meshes/Builders/polygonBuilder.js +2 -1
  99. package/Meshes/Builders/polygonBuilder.js.map +1 -1
  100. package/Meshes/abstractMesh.d.ts +1 -1
  101. package/Meshes/abstractMesh.js.map +1 -1
  102. package/Meshes/instancedMesh.js +7 -4
  103. package/Meshes/instancedMesh.js.map +1 -1
  104. package/Meshes/mesh.js +21 -22
  105. package/Meshes/mesh.js.map +1 -1
  106. package/Meshes/mesh.vertexData.d.ts +2 -2
  107. package/Meshes/mesh.vertexData.js +100 -76
  108. package/Meshes/mesh.vertexData.js.map +1 -1
  109. package/Meshes/transformNode.d.ts +0 -2
  110. package/Meshes/transformNode.js +6 -5
  111. package/Meshes/transformNode.js.map +1 -1
  112. package/Misc/error.d.ts +51 -0
  113. package/Misc/error.js +66 -0
  114. package/Misc/error.js.map +1 -0
  115. package/Misc/fileTools.d.ts +4 -4
  116. package/Misc/fileTools.js +30 -16
  117. package/Misc/fileTools.js.map +1 -1
  118. package/Misc/index.d.ts +1 -0
  119. package/Misc/index.js +1 -0
  120. package/Misc/index.js.map +1 -1
  121. package/Misc/khronosTextureContainer2.d.ts +8 -7
  122. package/Misc/khronosTextureContainer2.js.map +1 -1
  123. package/Misc/videoRecorder.d.ts +1 -1
  124. package/Misc/videoRecorder.js +1 -1
  125. package/Misc/videoRecorder.js.map +1 -1
  126. package/Morph/morphTarget.d.ts +2 -1
  127. package/Morph/morphTarget.js +5 -1
  128. package/Morph/morphTarget.js.map +1 -1
  129. package/Morph/morphTargetManager.js +1 -1
  130. package/Morph/morphTargetManager.js.map +1 -1
  131. package/Particles/particleSystem.d.ts +13 -1
  132. package/Particles/particleSystem.js +27 -1
  133. package/Particles/particleSystem.js.map +1 -1
  134. package/Rendering/prePassRenderer.js +12 -2
  135. package/Rendering/prePassRenderer.js.map +1 -1
  136. package/Rendering/subSurfaceConfiguration.js +1 -1
  137. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  138. package/Rendering/utilityLayerRenderer.js +2 -0
  139. package/Rendering/utilityLayerRenderer.js.map +1 -1
  140. package/Shaders/ShadersInclude/pointCloudVertex.js +1 -1
  141. package/Shaders/ShadersInclude/pointCloudVertex.js.map +1 -1
  142. package/Shaders/background.vertex.js +1 -1
  143. package/Shaders/background.vertex.js.map +1 -1
  144. package/Shaders/pbr.vertex.js +1 -1
  145. package/Shaders/pbr.vertex.js.map +1 -1
  146. package/XR/features/WebXRNearInteraction.js +4 -2
  147. package/XR/features/WebXRNearInteraction.js.map +1 -1
  148. package/XR/webXRSessionManager.js +1 -0
  149. package/XR/webXRSessionManager.js.map +1 -1
  150. package/package.json +4 -4
  151. package/scene.d.ts +1 -10
  152. package/scene.js +20 -39
  153. package/scene.js.map +1 -1
  154. package/types.d.ts +1 -1
  155. package/types.js.map +1 -1
  156. package/Misc/baseError.d.ts +0 -7
  157. package/Misc/baseError.js +0 -18
  158. package/Misc/baseError.js.map +0 -1
@@ -186,7 +186,12 @@ var PrePassRenderer = /** @class */ (function () {
186
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  this._engine.bindAttachments(this._multiRenderAttachments);
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  }
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  else {
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- this._engine.bindAttachments(this._defaultAttachments);
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+ if (this._engine._currentRenderTarget) {
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+ this._engine.bindAttachments(this._defaultAttachments);
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+ }
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+ else {
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+ this._engine.restoreSingleAttachment();
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+ }
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  if (this._geometryBuffer && this.currentRTisSceneRT && !excluded) {
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  this._geometryBuffer.renderList.push(subMesh.getRenderingMesh());
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  }
@@ -265,7 +270,12 @@ var PrePassRenderer = /** @class */ (function () {
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  */
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  PrePassRenderer.prototype.restoreAttachments = function () {
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  if (this.enabled && this._currentTarget.enabled && this._defaultAttachments) {
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- this._engine.bindAttachments(this._defaultAttachments);
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+ if (this._engine._currentRenderTarget) {
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+ this._engine.bindAttachments(this._defaultAttachments);
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+ }
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+ else {
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+ this._engine.restoreSingleAttachment();
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+ }
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  }
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  };
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  /**
@@ -1 +1 @@
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{ PrePassRenderTarget } from \"../Materials/Textures/prePassRenderTarget\";\r\nimport { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\n\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { Nullable } from \"../types\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\n\r\n/**\r\n * Renders a pre pass of the scene\r\n * This means every mesh in the scene will be rendered to a render target texture\r\n * And then this texture will be composited to the rendering canvas with post processes\r\n * It is necessary for effects like subsurface scattering or deferred shading\r\n */\r\nexport class PrePassRenderer {\r\n /** @hidden */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"PrePassRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * To save performance, we can excluded skinned meshes from the prepass\r\n */\r\n public excludedSkinnedMesh: AbstractMesh[] = [];\r\n\r\n /**\r\n * Force material to be excluded from the prepass\r\n * Can be useful when `useGeometryBufferFallback` is set to `true`\r\n * and you don't want a material to show in the effect.\r\n */\r\n public excludedMaterials: Material[] = [];\r\n\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n\r\n /**\r\n * Number of textures in the multi render target texture where the scene is directly rendered\r\n */\r\n public mrtCount: number = 0;\r\n\r\n private _mrtFormats: number[] = [];\r\n private _mrtLayout: number[] = [];\r\n private _mrtNames: string[] = [];\r\n private _textureIndices: number[] = [];\r\n\r\n private _multiRenderAttachments: number[];\r\n private _defaultAttachments: number[];\r\n private _clearAttachments: number[];\r\n\r\n /**\r\n * Returns the index of a texture in the multi render target texture array.\r\n * @param type Texture type\r\n * @return The index\r\n */\r\n public getIndex(type: number): number {\r\n return this._textureIndices[type];\r\n }\r\n\r\n /**\r\n * How many samples are used for MSAA of the scene render target\r\n */\r\n public get samples() {\r\n return this.defaultRT.samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this.defaultRT.samples = n;\r\n }\r\n\r\n private static _textureFormats = [\r\n {\r\n type: 0,\r\n format: 2,\r\n name: \"prePass_Irradiance\",\r\n },\r\n {\r\n type: 1,\r\n format: 2,\r\n name: \"prePass_Position\",\r\n },\r\n {\r\n type: 2,\r\n format: 0,\r\n name: \"prePass_Velocity\",\r\n },\r\n {\r\n type: 3,\r\n format: 0,\r\n name: \"prePass_Reflectivity\",\r\n },\r\n {\r\n type: 4,\r\n format: 2,\r\n name: \"prePass_Color\",\r\n },\r\n {\r\n type: 5,\r\n format: 2,\r\n name: \"prePass_Depth\",\r\n },\r\n {\r\n type: 6,\r\n format: 2,\r\n name: \"prePass_Normal\",\r\n },\r\n {\r\n type: 7,\r\n format: 0,\r\n name: \"prePass_Albedo\",\r\n },\r\n ];\r\n\r\n private _isDirty: boolean = true;\r\n\r\n /**\r\n * The render target where the scene is directly rendered\r\n */\r\n public defaultRT: PrePassRenderTarget;\r\n\r\n /**\r\n * Configuration for prepass effects\r\n */\r\n private _effectConfigurations: PrePassEffectConfiguration[] = [];\r\n\r\n /**\r\n * @return the prepass render target for the rendering pass.\r\n * If we are currently rendering a render target, it returns the PrePassRenderTarget\r\n * associated with that render target. Otherwise, it returns the scene default PrePassRenderTarget\r\n */\r\n public getRenderTarget(): PrePassRenderTarget {\r\n return this._currentTarget;\r\n }\r\n\r\n /**\r\n * @hidden\r\n * Managed by the scene component\r\n * @param prePassRenderTarget\r\n */\r\n public _setRenderTarget(prePassRenderTarget: Nullable<PrePassRenderTarget>): void {\r\n if (prePassRenderTarget) {\r\n this._currentTarget = prePassRenderTarget;\r\n } else {\r\n this._currentTarget = this.defaultRT;\r\n }\r\n this._engine.currentRenderPassId = this._currentTarget.renderPassId;\r\n }\r\n\r\n /**\r\n * Returns true if the currently rendered prePassRenderTarget is the one\r\n * associated with the scene.\r\n */\r\n public get currentRTisSceneRT(): boolean {\r\n return this._currentTarget === this.defaultRT;\r\n }\r\n\r\n private _geometryBuffer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Prevents the PrePassRenderer from using the GeometryBufferRenderer as a fallback\r\n */\r\n public doNotUseGeometryRendererFallback = true;\r\n\r\n private _refreshGeometryBufferRendererLink() {\r\n if (!this.doNotUseGeometryRendererFallback) {\r\n this._geometryBuffer = this._scene.enableGeometryBufferRenderer();\r\n\r\n if (!this._geometryBuffer) {\r\n // Not supported\r\n this.doNotUseGeometryRendererFallback = true;\r\n return;\r\n }\r\n\r\n this._geometryBuffer._linkPrePassRenderer(this);\r\n } else {\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._unlinkPrePassRenderer();\r\n }\r\n this._geometryBuffer = null;\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n }\r\n\r\n private _currentTarget: PrePassRenderTarget;\r\n\r\n /**\r\n * All the render targets generated by prepass\r\n */\r\n public renderTargets: PrePassRenderTarget[] = [];\r\n\r\n private readonly _clearColor = new Color4(0, 0, 0, 0);\r\n\r\n private _enabled: boolean = false;\r\n\r\n private _needsCompositionForThisPass = false;\r\n private _postProcessesSourceForThisPass: Nullable<PostProcess>[];\r\n\r\n /**\r\n * Indicates if the prepass is enabled\r\n */\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n\r\n /**\r\n * Set to true to disable gamma transform in PrePass.\r\n * Can be useful in case you already proceed to gamma transform on a material level\r\n * and your post processes don't need to be in linear color space.\r\n */\r\n public disableGammaTransform = false;\r\n\r\n /**\r\n * Instanciates a prepass renderer\r\n * @param scene The scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n PrePassRenderer._SceneComponentInitialization(this._scene);\r\n this.defaultRT = this._createRenderTarget(\"sceneprePassRT\", null);\r\n this._currentTarget = this.defaultRT;\r\n }\r\n\r\n /**\r\n * Creates a new PrePassRenderTarget\r\n * This should be the only way to instanciate a `PrePassRenderTarget`\r\n * @param name Name of the `PrePassRenderTarget`\r\n * @param renderTargetTexture RenderTarget the `PrePassRenderTarget` will be attached to.\r\n * Can be `null` if the created `PrePassRenderTarget` is attached to the scene (default framebuffer).\r\n * @hidden\r\n */\r\n public _createRenderTarget(name: string, renderTargetTexture: Nullable<RenderTargetTexture>): PrePassRenderTarget {\r\n const rt = new PrePassRenderTarget(name, renderTargetTexture, { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, 0, this._scene, {\r\n generateMipMaps: false,\r\n generateStencilBuffer: this._engine.isStencilEnable,\r\n defaultType: 0,\r\n types: [],\r\n drawOnlyOnFirstAttachmentByDefault: true,\r\n });\r\n\r\n this.renderTargets.push(rt);\r\n\r\n return rt;\r\n }\r\n\r\n /**\r\n * Indicates if rendering a prepass is supported\r\n */\r\n public get isSupported() {\r\n return this._scene.getEngine().getCaps().drawBuffersExtension;\r\n }\r\n\r\n /**\r\n * Sets the proper output textures to draw in the engine.\r\n * @param effect The effect that is drawn. It can be or not be compatible with drawing to several output textures.\r\n * @param subMesh Submesh on which the effect is applied\r\n */\r\n public bindAttachmentsForEffect(effect: Effect, subMesh: SubMesh) {\r\n const material = subMesh.getMaterial();\r\n const isPrePassCapable = material && material.isPrePassCapable;\r\n const excluded = material && this.excludedMaterials.indexOf(material) !== -1;\r\n\r\n if (this.enabled && this._currentTarget.enabled) {\r\n if (effect._multiTarget && isPrePassCapable && !excluded) {\r\n this._engine.bindAttachments(this._multiRenderAttachments);\r\n } else {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n\r\n if (this._geometryBuffer && this.currentRTisSceneRT && !excluded) {\r\n this._geometryBuffer.renderList!.push(subMesh.getRenderingMesh());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _reinitializeAttachments() {\r\n const multiRenderLayout = [];\r\n const clearLayout = [false];\r\n const defaultLayout = [true];\r\n\r\n for (let i = 0; i < this.mrtCount; i++) {\r\n multiRenderLayout.push(true);\r\n\r\n if (i > 0) {\r\n clearLayout.push(true);\r\n defaultLayout.push(false);\r\n }\r\n }\r\n\r\n this._multiRenderAttachments = this._engine.buildTextureLayout(multiRenderLayout);\r\n this._clearAttachments = this._engine.buildTextureLayout(clearLayout);\r\n this._defaultAttachments = this._engine.buildTextureLayout(defaultLayout);\r\n }\r\n\r\n private _resetLayout() {\r\n for (let i = 0; i < PrePassRenderer._textureFormats.length; i++) {\r\n this._textureIndices[PrePassRenderer._textureFormats[i].type] = -1;\r\n }\r\n\r\n this._textureIndices[4] = 0;\r\n this._mrtLayout = [4];\r\n this._mrtFormats = [PrePassRenderer._textureFormats[4].format];\r\n this._mrtNames = [PrePassRenderer._textureFormats[4].name];\r\n this.mrtCount = 1;\r\n }\r\n\r\n private _updateGeometryBufferLayout() {\r\n this._refreshGeometryBufferRendererLink();\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._resetLayout();\r\n\r\n const texturesActivated = [];\r\n\r\n for (let i = 0; i < this._mrtLayout.length; i++) {\r\n texturesActivated.push(false);\r\n }\r\n\r\n this._geometryBuffer._linkInternalTexture(this.defaultRT.getInternalTexture()!);\r\n\r\n const matches = [\r\n {\r\n prePassConstant: 5,\r\n geometryBufferConstant: GeometryBufferRenderer.DEPTH_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: 6,\r\n geometryBufferConstant: GeometryBufferRenderer.NORMAL_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: 1,\r\n geometryBufferConstant: GeometryBufferRenderer.POSITION_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: 3,\r\n geometryBufferConstant: GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: 2,\r\n geometryBufferConstant: GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE,\r\n },\r\n ];\r\n\r\n // replace textures in the geometryBuffer RT\r\n for (let i = 0; i < matches.length; i++) {\r\n const index = this._mrtLayout.indexOf(matches[i].prePassConstant);\r\n if (index !== -1) {\r\n this._geometryBuffer._forceTextureType(matches[i].geometryBufferConstant, index);\r\n texturesActivated[index] = true;\r\n }\r\n }\r\n\r\n this._geometryBuffer._setAttachments(this._engine.buildTextureLayout(texturesActivated));\r\n }\r\n }\r\n\r\n /**\r\n * Restores attachments for single texture draw.\r\n */\r\n public restoreAttachments() {\r\n if (this.enabled && this._currentTarget.enabled && this._defaultAttachments) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n }\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _beforeDraw(camera?: Camera, faceIndex?: number, layer?: number) {\r\n // const previousEnabled = this._enabled && this._currentTarget.enabled;\r\n\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (!this._enabled || !this._currentTarget.enabled) {\r\n return;\r\n }\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer.renderList = [];\r\n }\r\n\r\n this._setupOutputForThisPass(this._currentTarget, camera);\r\n }\r\n\r\n private _prepareFrame(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number, layer?: number) {\r\n if (prePassRenderTarget.renderTargetTexture) {\r\n prePassRenderTarget.renderTargetTexture._prepareFrame(this._scene, faceIndex, layer, prePassRenderTarget.renderTargetTexture.useCameraPostProcesses);\r\n } else if (this._postProcessesSourceForThisPass.length) {\r\n this._scene.postProcessManager._prepareFrame();\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n }\r\n\r\n private _renderPostProcesses(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n let outputTexture = firstPP ? firstPP.inputTexture : prePassRenderTarget.renderTargetTexture ? prePassRenderTarget.renderTargetTexture.renderTarget : null;\r\n\r\n // Build post process chain for this prepass post draw\r\n let postProcessChain = this._currentTarget._beforeCompositionPostProcesses;\r\n\r\n if (this._needsCompositionForThisPass) {\r\n postProcessChain = postProcessChain.concat([this._currentTarget.imageProcessingPostProcess]);\r\n }\r\n\r\n // Activates and renders the chain\r\n if (postProcessChain.length) {\r\n this._scene.postProcessManager._prepareFrame(this._currentTarget.renderTarget?.texture, postProcessChain);\r\n this._scene.postProcessManager.directRender(postProcessChain, outputTexture, false, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _afterDraw(faceIndex?: number, layer?: number) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._prepareFrame(this._currentTarget, faceIndex, layer);\r\n this._renderPostProcesses(this._currentTarget, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Clears the current prepass render target (in the sense of settings pixels to the scene clear color value)\r\n * @hidden\r\n */\r\n public _clear() {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._bindFrameBuffer(this._currentTarget);\r\n\r\n // Clearing other attachment with 0 on all other attachments\r\n this._engine.bindAttachments(this._clearAttachments);\r\n this._engine.clear(this._clearColor, true, false, false);\r\n // Regular clear color with the scene clear color of the 1st attachment\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n }\r\n }\r\n\r\n private _bindFrameBuffer(prePassRenderTarget: PrePassRenderTarget) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._currentTarget._checkSize();\r\n var internalTexture = this._currentTarget.renderTarget;\r\n if (internalTexture) {\r\n this._engine.bindFramebuffer(internalTexture);\r\n }\r\n }\r\n }\r\n\r\n private _setEnabled(enabled: boolean) {\r\n this._enabled = enabled;\r\n }\r\n\r\n private _setRenderTargetEnabled(prePassRenderTarget: PrePassRenderTarget, enabled: boolean) {\r\n prePassRenderTarget.enabled = enabled;\r\n if (!enabled) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Adds an effect configuration to the prepass render target.\r\n * If an effect has already been added, it won't add it twice and will return the configuration\r\n * already present.\r\n * @param cfg the effect configuration\r\n * @return the effect configuration now used by the prepass\r\n */\r\n public addEffectConfiguration(cfg: PrePassEffectConfiguration): PrePassEffectConfiguration {\r\n // Do not add twice\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === cfg.name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n this._effectConfigurations.push(cfg);\r\n return cfg;\r\n }\r\n\r\n private _enable() {\r\n const previousMrtCount = this.mrtCount;\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled) {\r\n this._enableTextures(this._effectConfigurations[i].texturesRequired);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.mrtCount !== previousMrtCount || this.renderTargets[i].count !== this.mrtCount) {\r\n this.renderTargets[i].updateCount(this.mrtCount, { types: this._mrtFormats }, this._mrtNames.concat(\"prePass_DepthBuffer\"));\r\n }\r\n\r\n this.renderTargets[i]._resetPostProcessChain();\r\n\r\n for (let j = 0; j < this._effectConfigurations.length; j++) {\r\n if (this._effectConfigurations[j].enabled) {\r\n // TODO : subsurface scattering has 1 scene-wide effect configuration\r\n // solution : do not stock postProcess on effectConfiguration, but in the prepassRenderTarget (hashmap configuration => postProcess)\r\n // And call createPostProcess whenever the post process does not exist in the RT\r\n if (!this._effectConfigurations[j].postProcess && this._effectConfigurations[j].createPostProcess) {\r\n this._effectConfigurations[j].createPostProcess!();\r\n }\r\n\r\n if (this._effectConfigurations[j].postProcess) {\r\n this.renderTargets[i]._beforeCompositionPostProcesses.push(this._effectConfigurations[j].postProcess!);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._reinitializeAttachments();\r\n this._setEnabled(true);\r\n this._updateGeometryBufferLayout();\r\n }\r\n\r\n private _disable() {\r\n this._setEnabled(false);\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], false);\r\n }\r\n\r\n this._resetLayout();\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n this._effectConfigurations[i].enabled = false;\r\n }\r\n }\r\n\r\n private _getPostProcessesSource(prePassRenderTarget: PrePassRenderTarget, camera?: Camera): Nullable<PostProcess>[] {\r\n if (camera) {\r\n return camera._postProcesses;\r\n } else if (prePassRenderTarget.renderTargetTexture) {\r\n if (prePassRenderTarget.renderTargetTexture.useCameraPostProcesses) {\r\n const camera = prePassRenderTarget.renderTargetTexture.activeCamera ? prePassRenderTarget.renderTargetTexture.activeCamera : this._scene.activeCamera;\r\n return camera ? camera._postProcesses : [];\r\n } else if (prePassRenderTarget.renderTargetTexture.postProcesses) {\r\n return prePassRenderTarget.renderTargetTexture.postProcesses;\r\n } else {\r\n return [];\r\n }\r\n } else {\r\n return this._scene.activeCamera ? this._scene.activeCamera._postProcesses : [];\r\n }\r\n }\r\n\r\n private _setupOutputForThisPass(prePassRenderTarget: PrePassRenderTarget, camera?: Camera) {\r\n // Order is : draw ===> prePassRenderTarget._postProcesses ==> ipp ==> camera._postProcesses\r\n const secondaryCamera = camera && this._scene.activeCameras && !!this._scene.activeCameras.length && this._scene.activeCameras.indexOf(camera) !== 0;\r\n this._postProcessesSourceForThisPass = this._getPostProcessesSource(prePassRenderTarget, camera);\r\n this._postProcessesSourceForThisPass = this._postProcessesSourceForThisPass.filter((pp) => {\r\n return pp != null;\r\n });\r\n this._scene.autoClear = true;\r\n\r\n const cameraHasImageProcessing = this._hasImageProcessing(this._postProcessesSourceForThisPass);\r\n this._needsCompositionForThisPass = !cameraHasImageProcessing && !this.disableGammaTransform && this._needsImageProcessing() && !secondaryCamera;\r\n\r\n const firstCameraPP = this._getFirstPostProcess(this._postProcessesSourceForThisPass);\r\n const firstPrePassPP = prePassRenderTarget._beforeCompositionPostProcesses && prePassRenderTarget._beforeCompositionPostProcesses[0];\r\n let firstPP = null;\r\n\r\n // Setting the scene-wide post process configuration\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = this._needsCompositionForThisPass || cameraHasImageProcessing;\r\n\r\n // Create composition effect if needed\r\n if (this._needsCompositionForThisPass && !prePassRenderTarget.imageProcessingPostProcess) {\r\n prePassRenderTarget._createCompositionEffect();\r\n }\r\n\r\n // Setting the prePassRenderTarget as input texture of the first PP\r\n if (firstPrePassPP) {\r\n firstPP = firstPrePassPP;\r\n } else if (this._needsCompositionForThisPass) {\r\n firstPP = prePassRenderTarget.imageProcessingPostProcess;\r\n } else if (firstCameraPP) {\r\n firstPP = firstCameraPP;\r\n }\r\n\r\n this._bindFrameBuffer(prePassRenderTarget);\r\n this._linkInternalTexture(prePassRenderTarget, firstPP);\r\n }\r\n\r\n private _linkInternalTexture(prePassRenderTarget: PrePassRenderTarget, postProcess: Nullable<PostProcess>) {\r\n if (postProcess) {\r\n postProcess.autoClear = false;\r\n postProcess.inputTexture = prePassRenderTarget.renderTarget!;\r\n }\r\n\r\n if (prePassRenderTarget._outputPostProcess !== postProcess) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n prePassRenderTarget._outputPostProcess = postProcess;\r\n }\r\n\r\n if (prePassRenderTarget._internalTextureDirty) {\r\n this._updateGeometryBufferLayout();\r\n prePassRenderTarget._internalTextureDirty = false;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _unlinkInternalTexture(prePassRenderTarget: PrePassRenderTarget) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n prePassRenderTarget._outputPostProcess.autoClear = true;\r\n prePassRenderTarget._outputPostProcess.restoreDefaultInputTexture();\r\n prePassRenderTarget._outputPostProcess = null;\r\n }\r\n }\r\n\r\n private _needsImageProcessing(): boolean {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled && this._effectConfigurations[i].needsImageProcessing) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _hasImageProcessing(postProcesses: Nullable<PostProcess>[]): boolean {\r\n let isIPPAlreadyPresent = false;\r\n if (postProcesses) {\r\n for (let i = 0; i < postProcesses.length; i++) {\r\n if (postProcesses[i]?.getClassName() === \"ImageProcessingPostProcess\") {\r\n isIPPAlreadyPresent = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return isIPPAlreadyPresent;\r\n }\r\n\r\n /**\r\n * Internal, gets the first post proces.\r\n * @returns the first post process to be run on this camera.\r\n */\r\n private _getFirstPostProcess(postProcesses: Nullable<PostProcess>[]): Nullable<PostProcess> {\r\n for (var ppIndex = 0; ppIndex < postProcesses.length; ppIndex++) {\r\n if (postProcesses[ppIndex] !== null) {\r\n return postProcesses[ppIndex];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Marks the prepass renderer as dirty, triggering a check if the prepass is necessary for the next rendering.\r\n */\r\n public markAsDirty() {\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Enables a texture on the MultiRenderTarget for prepass\r\n */\r\n private _enableTextures(types: number[]) {\r\n // For velocity : enable storage of previous matrices for instances\r\n this._scene.needsPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < types.length; i++) {\r\n let type = types[i];\r\n\r\n if (this._textureIndices[type] === -1) {\r\n this._textureIndices[type] = this._mrtLayout.length;\r\n this._mrtLayout.push(type);\r\n\r\n this._mrtFormats.push(PrePassRenderer._textureFormats[type].format);\r\n this._mrtNames.push(PrePassRenderer._textureFormats[type].name);\r\n this.mrtCount++;\r\n }\r\n\r\n if (type === 2) {\r\n this._scene.needsPreviousWorldMatrices = true;\r\n }\r\n }\r\n }\r\n\r\n private _update() {\r\n this._disable();\r\n let enablePrePass = false;\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n\r\n if (this._scene._depthPeelingRenderer && this._scene.useOrderIndependentTransparency) {\r\n this._scene._depthPeelingRenderer.setPrePassRenderer(this);\r\n enablePrePass = true;\r\n }\r\n\r\n for (let i = 0; i < this._scene.materials.length; i++) {\r\n if (this._scene.materials[i].setPrePassRenderer(this)) {\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (enablePrePass) {\r\n this._setRenderTargetEnabled(this.defaultRT, true);\r\n }\r\n\r\n let postProcesses;\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.renderTargets[i].renderTargetTexture) {\r\n postProcesses = this._getPostProcessesSource(this.renderTargets[i]);\r\n } else {\r\n const camera = this._scene.activeCamera;\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n postProcesses = camera._postProcesses;\r\n }\r\n\r\n if (!postProcesses) {\r\n continue;\r\n }\r\n\r\n postProcesses = <Nullable<PostProcess[]>>postProcesses.filter((pp) => {\r\n return pp != null;\r\n });\r\n\r\n if (postProcesses) {\r\n for (let j = 0; j < postProcesses.length; j++) {\r\n if (postProcesses[j].setPrePassRenderer(this)) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], true);\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (this._hasImageProcessing(postProcesses)) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n }\r\n }\r\n\r\n this._markAllMaterialsAsPrePassDirty();\r\n this._isDirty = false;\r\n\r\n if (enablePrePass) {\r\n this._enable();\r\n }\r\n }\r\n\r\n private _markAllMaterialsAsPrePassDirty() {\r\n const materials = this._scene.materials;\r\n\r\n for (let i = 0; i < materials.length; i++) {\r\n materials[i].markAsDirty(Material.PrePassDirtyFlag);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the prepass renderer.\r\n */\r\n public dispose() {\r\n for (let i = this.renderTargets.length - 1; i >= 0; i--) {\r\n this.renderTargets[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].dispose) {\r\n this._effectConfigurations[i].dispose!();\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ PrePassRenderTarget } from \"../Materials/Textures/prePassRenderTarget\";\r\nimport { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\n\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { Nullable } from \"../types\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\n\r\n/**\r\n * Renders a pre pass of the scene\r\n * This means every mesh in the scene will be rendered to a render target texture\r\n * And then this texture will be composited to the rendering canvas with post processes\r\n * It is necessary for effects like subsurface scattering or deferred shading\r\n */\r\nexport class PrePassRenderer {\r\n /** @hidden */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"PrePassRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * To save performance, we can excluded skinned meshes from the prepass\r\n */\r\n public excludedSkinnedMesh: AbstractMesh[] = [];\r\n\r\n /**\r\n * Force material to be excluded from the prepass\r\n * Can be useful when `useGeometryBufferFallback` is set to `true`\r\n * and you don't want a material to show in the effect.\r\n */\r\n public excludedMaterials: Material[] = [];\r\n\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n\r\n /**\r\n * Number of textures in the multi render target texture where the scene is directly rendered\r\n */\r\n public mrtCount: number = 0;\r\n\r\n private _mrtFormats: number[] = [];\r\n private _mrtLayout: number[] = [];\r\n private _mrtNames: string[] = [];\r\n private _textureIndices: number[] = [];\r\n\r\n private _multiRenderAttachments: number[];\r\n private _defaultAttachments: number[];\r\n private _clearAttachments: number[];\r\n\r\n /**\r\n * Returns the index of a texture in the multi render target texture array.\r\n * @param type Texture type\r\n * @return The index\r\n */\r\n public getIndex(type: number): number {\r\n return this._textureIndices[type];\r\n }\r\n\r\n /**\r\n * How many samples are used for MSAA of the scene render target\r\n */\r\n public get samples() {\r\n return this.defaultRT.samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this.defaultRT.samples = n;\r\n }\r\n\r\n private static _textureFormats = [\r\n {\r\n type: 0,\r\n format: 2,\r\n name: \"prePass_Irradiance\",\r\n },\r\n {\r\n type: 1,\r\n format: 2,\r\n name: \"prePass_Position\",\r\n },\r\n {\r\n type: 2,\r\n format: 0,\r\n name: \"prePass_Velocity\",\r\n },\r\n {\r\n type: 3,\r\n format: 0,\r\n name: \"prePass_Reflectivity\",\r\n },\r\n {\r\n type: 4,\r\n format: 2,\r\n name: \"prePass_Color\",\r\n },\r\n {\r\n type: 5,\r\n format: 2,\r\n name: \"prePass_Depth\",\r\n },\r\n {\r\n type: 6,\r\n format: 2,\r\n name: \"prePass_Normal\",\r\n },\r\n {\r\n type: 7,\r\n format: 0,\r\n name: \"prePass_Albedo\",\r\n },\r\n ];\r\n\r\n private _isDirty: boolean = true;\r\n\r\n /**\r\n * The render target where the scene is directly rendered\r\n */\r\n public defaultRT: PrePassRenderTarget;\r\n\r\n /**\r\n * Configuration for prepass effects\r\n */\r\n private _effectConfigurations: PrePassEffectConfiguration[] = [];\r\n\r\n /**\r\n * @return the prepass render target for the rendering pass.\r\n * If we are currently rendering a render target, it returns the PrePassRenderTarget\r\n * associated with that render target. Otherwise, it returns the scene default PrePassRenderTarget\r\n */\r\n public getRenderTarget(): PrePassRenderTarget {\r\n return this._currentTarget;\r\n }\r\n\r\n /**\r\n * @hidden\r\n * Managed by the scene component\r\n * @param prePassRenderTarget\r\n */\r\n public _setRenderTarget(prePassRenderTarget: Nullable<PrePassRenderTarget>): void {\r\n if (prePassRenderTarget) {\r\n this._currentTarget = prePassRenderTarget;\r\n } else {\r\n this._currentTarget = this.defaultRT;\r\n }\r\n this._engine.currentRenderPassId = this._currentTarget.renderPassId;\r\n }\r\n\r\n /**\r\n * Returns true if the currently rendered prePassRenderTarget is the one\r\n * associated with the scene.\r\n */\r\n public get currentRTisSceneRT(): boolean {\r\n return this._currentTarget === this.defaultRT;\r\n }\r\n\r\n private _geometryBuffer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Prevents the PrePassRenderer from using the GeometryBufferRenderer as a fallback\r\n */\r\n public doNotUseGeometryRendererFallback = true;\r\n\r\n private _refreshGeometryBufferRendererLink() {\r\n if (!this.doNotUseGeometryRendererFallback) {\r\n this._geometryBuffer = this._scene.enableGeometryBufferRenderer();\r\n\r\n if (!this._geometryBuffer) {\r\n // Not supported\r\n this.doNotUseGeometryRendererFallback = true;\r\n return;\r\n }\r\n\r\n this._geometryBuffer._linkPrePassRenderer(this);\r\n } else {\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._unlinkPrePassRenderer();\r\n }\r\n this._geometryBuffer = null;\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n }\r\n\r\n private _currentTarget: PrePassRenderTarget;\r\n\r\n /**\r\n * All the render targets generated by prepass\r\n */\r\n public renderTargets: PrePassRenderTarget[] = [];\r\n\r\n private readonly _clearColor = new Color4(0, 0, 0, 0);\r\n\r\n private _enabled: boolean = false;\r\n\r\n private _needsCompositionForThisPass = false;\r\n private _postProcessesSourceForThisPass: Nullable<PostProcess>[];\r\n\r\n /**\r\n * Indicates if the prepass is enabled\r\n */\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n\r\n /**\r\n * Set to true to disable gamma transform in PrePass.\r\n * Can be useful in case you already proceed to gamma transform on a material level\r\n * and your post processes don't need to be in linear color space.\r\n */\r\n public disableGammaTransform = false;\r\n\r\n /**\r\n * Instanciates a prepass renderer\r\n * @param scene The scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n PrePassRenderer._SceneComponentInitialization(this._scene);\r\n this.defaultRT = this._createRenderTarget(\"sceneprePassRT\", null);\r\n this._currentTarget = this.defaultRT;\r\n }\r\n\r\n /**\r\n * Creates a new PrePassRenderTarget\r\n * This should be the only way to instanciate a `PrePassRenderTarget`\r\n * @param name Name of the `PrePassRenderTarget`\r\n * @param renderTargetTexture RenderTarget the `PrePassRenderTarget` will be attached to.\r\n * Can be `null` if the created `PrePassRenderTarget` is attached to the scene (default framebuffer).\r\n * @hidden\r\n */\r\n public _createRenderTarget(name: string, renderTargetTexture: Nullable<RenderTargetTexture>): PrePassRenderTarget {\r\n const rt = new PrePassRenderTarget(name, renderTargetTexture, { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, 0, this._scene, {\r\n generateMipMaps: false,\r\n generateStencilBuffer: this._engine.isStencilEnable,\r\n defaultType: 0,\r\n types: [],\r\n drawOnlyOnFirstAttachmentByDefault: true,\r\n });\r\n\r\n this.renderTargets.push(rt);\r\n\r\n return rt;\r\n }\r\n\r\n /**\r\n * Indicates if rendering a prepass is supported\r\n */\r\n public get isSupported() {\r\n return this._scene.getEngine().getCaps().drawBuffersExtension;\r\n }\r\n\r\n /**\r\n * Sets the proper output textures to draw in the engine.\r\n * @param effect The effect that is drawn. It can be or not be compatible with drawing to several output textures.\r\n * @param subMesh Submesh on which the effect is applied\r\n */\r\n public bindAttachmentsForEffect(effect: Effect, subMesh: SubMesh) {\r\n const material = subMesh.getMaterial();\r\n const isPrePassCapable = material && material.isPrePassCapable;\r\n const excluded = material && this.excludedMaterials.indexOf(material) !== -1;\r\n\r\n if (this.enabled && this._currentTarget.enabled) {\r\n if (effect._multiTarget && isPrePassCapable && !excluded) {\r\n this._engine.bindAttachments(this._multiRenderAttachments);\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n\r\n if (this._geometryBuffer && this.currentRTisSceneRT && !excluded) {\r\n this._geometryBuffer.renderList!.push(subMesh.getRenderingMesh());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _reinitializeAttachments() {\r\n const multiRenderLayout = [];\r\n const clearLayout = [false];\r\n const defaultLayout = [true];\r\n\r\n for (let i = 0; i < this.mrtCount; i++) {\r\n multiRenderLayout.push(true);\r\n\r\n if (i > 0) {\r\n clearLayout.push(true);\r\n defaultLayout.push(false);\r\n }\r\n }\r\n\r\n this._multiRenderAttachments = this._engine.buildTextureLayout(multiRenderLayout);\r\n this._clearAttachments = this._engine.buildTextureLayout(clearLayout);\r\n this._defaultAttachments = this._engine.buildTextureLayout(defaultLayout);\r\n }\r\n\r\n private _resetLayout() {\r\n for (let i = 0; i < PrePassRenderer._textureFormats.length; i++) {\r\n this._textureIndices[PrePassRenderer._textureFormats[i].type] = -1;\r\n }\r\n\r\n this._textureIndices[4] = 0;\r\n this._mrtLayout = [4];\r\n this._mrtFormats = [PrePassRenderer._textureFormats[4].format];\r\n this._mrtNames = [PrePassRenderer._textureFormats[4].name];\r\n this.mrtCount = 1;\r\n }\r\n\r\n private _updateGeometryBufferLayout() {\r\n this._refreshGeometryBufferRendererLink();\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._resetLayout();\r\n\r\n const texturesActivated = [];\r\n\r\n for (let i = 0; i < this._mrtLayout.length; i++) {\r\n texturesActivated.push(false);\r\n }\r\n\r\n this._geometryBuffer._linkInternalTexture(this.defaultRT.getInternalTexture()!);\r\n\r\n const matches = [\r\n {\r\n prePassConstant: 5,\r\n geometryBufferConstant: GeometryBufferRenderer.DEPTH_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: 6,\r\n geometryBufferConstant: GeometryBufferRenderer.NORMAL_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: 1,\r\n geometryBufferConstant: GeometryBufferRenderer.POSITION_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: 3,\r\n geometryBufferConstant: GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: 2,\r\n geometryBufferConstant: GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE,\r\n },\r\n ];\r\n\r\n // replace textures in the geometryBuffer RT\r\n for (let i = 0; i < matches.length; i++) {\r\n const index = this._mrtLayout.indexOf(matches[i].prePassConstant);\r\n if (index !== -1) {\r\n this._geometryBuffer._forceTextureType(matches[i].geometryBufferConstant, index);\r\n texturesActivated[index] = true;\r\n }\r\n }\r\n\r\n this._geometryBuffer._setAttachments(this._engine.buildTextureLayout(texturesActivated));\r\n }\r\n }\r\n\r\n /**\r\n * Restores attachments for single texture draw.\r\n */\r\n public restoreAttachments() {\r\n if (this.enabled && this._currentTarget.enabled && this._defaultAttachments) {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _beforeDraw(camera?: Camera, faceIndex?: number, layer?: number) {\r\n // const previousEnabled = this._enabled && this._currentTarget.enabled;\r\n\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (!this._enabled || !this._currentTarget.enabled) {\r\n return;\r\n }\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer.renderList = [];\r\n }\r\n\r\n this._setupOutputForThisPass(this._currentTarget, camera);\r\n }\r\n\r\n private _prepareFrame(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number, layer?: number) {\r\n if (prePassRenderTarget.renderTargetTexture) {\r\n prePassRenderTarget.renderTargetTexture._prepareFrame(this._scene, faceIndex, layer, prePassRenderTarget.renderTargetTexture.useCameraPostProcesses);\r\n } else if (this._postProcessesSourceForThisPass.length) {\r\n this._scene.postProcessManager._prepareFrame();\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n }\r\n\r\n private _renderPostProcesses(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n let outputTexture = firstPP ? firstPP.inputTexture : prePassRenderTarget.renderTargetTexture ? prePassRenderTarget.renderTargetTexture.renderTarget : null;\r\n\r\n // Build post process chain for this prepass post draw\r\n let postProcessChain = this._currentTarget._beforeCompositionPostProcesses;\r\n\r\n if (this._needsCompositionForThisPass) {\r\n postProcessChain = postProcessChain.concat([this._currentTarget.imageProcessingPostProcess]);\r\n }\r\n\r\n // Activates and renders the chain\r\n if (postProcessChain.length) {\r\n this._scene.postProcessManager._prepareFrame(this._currentTarget.renderTarget?.texture, postProcessChain);\r\n this._scene.postProcessManager.directRender(postProcessChain, outputTexture, false, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _afterDraw(faceIndex?: number, layer?: number) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._prepareFrame(this._currentTarget, faceIndex, layer);\r\n this._renderPostProcesses(this._currentTarget, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Clears the current prepass render target (in the sense of settings pixels to the scene clear color value)\r\n * @hidden\r\n */\r\n public _clear() {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._bindFrameBuffer(this._currentTarget);\r\n\r\n // Clearing other attachment with 0 on all other attachments\r\n this._engine.bindAttachments(this._clearAttachments);\r\n this._engine.clear(this._clearColor, true, false, false);\r\n // Regular clear color with the scene clear color of the 1st attachment\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n }\r\n }\r\n\r\n private _bindFrameBuffer(prePassRenderTarget: PrePassRenderTarget) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._currentTarget._checkSize();\r\n var internalTexture = this._currentTarget.renderTarget;\r\n if (internalTexture) {\r\n this._engine.bindFramebuffer(internalTexture);\r\n }\r\n }\r\n }\r\n\r\n private _setEnabled(enabled: boolean) {\r\n this._enabled = enabled;\r\n }\r\n\r\n private _setRenderTargetEnabled(prePassRenderTarget: PrePassRenderTarget, enabled: boolean) {\r\n prePassRenderTarget.enabled = enabled;\r\n if (!enabled) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Adds an effect configuration to the prepass render target.\r\n * If an effect has already been added, it won't add it twice and will return the configuration\r\n * already present.\r\n * @param cfg the effect configuration\r\n * @return the effect configuration now used by the prepass\r\n */\r\n public addEffectConfiguration(cfg: PrePassEffectConfiguration): PrePassEffectConfiguration {\r\n // Do not add twice\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === cfg.name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n this._effectConfigurations.push(cfg);\r\n return cfg;\r\n }\r\n\r\n private _enable() {\r\n const previousMrtCount = this.mrtCount;\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled) {\r\n this._enableTextures(this._effectConfigurations[i].texturesRequired);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.mrtCount !== previousMrtCount || this.renderTargets[i].count !== this.mrtCount) {\r\n this.renderTargets[i].updateCount(this.mrtCount, { types: this._mrtFormats }, this._mrtNames.concat(\"prePass_DepthBuffer\"));\r\n }\r\n\r\n this.renderTargets[i]._resetPostProcessChain();\r\n\r\n for (let j = 0; j < this._effectConfigurations.length; j++) {\r\n if (this._effectConfigurations[j].enabled) {\r\n // TODO : subsurface scattering has 1 scene-wide effect configuration\r\n // solution : do not stock postProcess on effectConfiguration, but in the prepassRenderTarget (hashmap configuration => postProcess)\r\n // And call createPostProcess whenever the post process does not exist in the RT\r\n if (!this._effectConfigurations[j].postProcess && this._effectConfigurations[j].createPostProcess) {\r\n this._effectConfigurations[j].createPostProcess!();\r\n }\r\n\r\n if (this._effectConfigurations[j].postProcess) {\r\n this.renderTargets[i]._beforeCompositionPostProcesses.push(this._effectConfigurations[j].postProcess!);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._reinitializeAttachments();\r\n this._setEnabled(true);\r\n this._updateGeometryBufferLayout();\r\n }\r\n\r\n private _disable() {\r\n this._setEnabled(false);\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], false);\r\n }\r\n\r\n this._resetLayout();\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n this._effectConfigurations[i].enabled = false;\r\n }\r\n }\r\n\r\n private _getPostProcessesSource(prePassRenderTarget: PrePassRenderTarget, camera?: Camera): Nullable<PostProcess>[] {\r\n if (camera) {\r\n return camera._postProcesses;\r\n } else if (prePassRenderTarget.renderTargetTexture) {\r\n if (prePassRenderTarget.renderTargetTexture.useCameraPostProcesses) {\r\n const camera = prePassRenderTarget.renderTargetTexture.activeCamera ? prePassRenderTarget.renderTargetTexture.activeCamera : this._scene.activeCamera;\r\n return camera ? camera._postProcesses : [];\r\n } else if (prePassRenderTarget.renderTargetTexture.postProcesses) {\r\n return prePassRenderTarget.renderTargetTexture.postProcesses;\r\n } else {\r\n return [];\r\n }\r\n } else {\r\n return this._scene.activeCamera ? this._scene.activeCamera._postProcesses : [];\r\n }\r\n }\r\n\r\n private _setupOutputForThisPass(prePassRenderTarget: PrePassRenderTarget, camera?: Camera) {\r\n // Order is : draw ===> prePassRenderTarget._postProcesses ==> ipp ==> camera._postProcesses\r\n const secondaryCamera = camera && this._scene.activeCameras && !!this._scene.activeCameras.length && this._scene.activeCameras.indexOf(camera) !== 0;\r\n this._postProcessesSourceForThisPass = this._getPostProcessesSource(prePassRenderTarget, camera);\r\n this._postProcessesSourceForThisPass = this._postProcessesSourceForThisPass.filter((pp) => {\r\n return pp != null;\r\n });\r\n this._scene.autoClear = true;\r\n\r\n const cameraHasImageProcessing = this._hasImageProcessing(this._postProcessesSourceForThisPass);\r\n this._needsCompositionForThisPass = !cameraHasImageProcessing && !this.disableGammaTransform && this._needsImageProcessing() && !secondaryCamera;\r\n\r\n const firstCameraPP = this._getFirstPostProcess(this._postProcessesSourceForThisPass);\r\n const firstPrePassPP = prePassRenderTarget._beforeCompositionPostProcesses && prePassRenderTarget._beforeCompositionPostProcesses[0];\r\n let firstPP = null;\r\n\r\n // Setting the scene-wide post process configuration\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = this._needsCompositionForThisPass || cameraHasImageProcessing;\r\n\r\n // Create composition effect if needed\r\n if (this._needsCompositionForThisPass && !prePassRenderTarget.imageProcessingPostProcess) {\r\n prePassRenderTarget._createCompositionEffect();\r\n }\r\n\r\n // Setting the prePassRenderTarget as input texture of the first PP\r\n if (firstPrePassPP) {\r\n firstPP = firstPrePassPP;\r\n } else if (this._needsCompositionForThisPass) {\r\n firstPP = prePassRenderTarget.imageProcessingPostProcess;\r\n } else if (firstCameraPP) {\r\n firstPP = firstCameraPP;\r\n }\r\n\r\n this._bindFrameBuffer(prePassRenderTarget);\r\n this._linkInternalTexture(prePassRenderTarget, firstPP);\r\n }\r\n\r\n private _linkInternalTexture(prePassRenderTarget: PrePassRenderTarget, postProcess: Nullable<PostProcess>) {\r\n if (postProcess) {\r\n postProcess.autoClear = false;\r\n postProcess.inputTexture = prePassRenderTarget.renderTarget!;\r\n }\r\n\r\n if (prePassRenderTarget._outputPostProcess !== postProcess) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n prePassRenderTarget._outputPostProcess = postProcess;\r\n }\r\n\r\n if (prePassRenderTarget._internalTextureDirty) {\r\n this._updateGeometryBufferLayout();\r\n prePassRenderTarget._internalTextureDirty = false;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _unlinkInternalTexture(prePassRenderTarget: PrePassRenderTarget) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n prePassRenderTarget._outputPostProcess.autoClear = true;\r\n prePassRenderTarget._outputPostProcess.restoreDefaultInputTexture();\r\n prePassRenderTarget._outputPostProcess = null;\r\n }\r\n }\r\n\r\n private _needsImageProcessing(): boolean {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled && this._effectConfigurations[i].needsImageProcessing) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _hasImageProcessing(postProcesses: Nullable<PostProcess>[]): boolean {\r\n let isIPPAlreadyPresent = false;\r\n if (postProcesses) {\r\n for (let i = 0; i < postProcesses.length; i++) {\r\n if (postProcesses[i]?.getClassName() === \"ImageProcessingPostProcess\") {\r\n isIPPAlreadyPresent = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return isIPPAlreadyPresent;\r\n }\r\n\r\n /**\r\n * Internal, gets the first post proces.\r\n * @returns the first post process to be run on this camera.\r\n */\r\n private _getFirstPostProcess(postProcesses: Nullable<PostProcess>[]): Nullable<PostProcess> {\r\n for (var ppIndex = 0; ppIndex < postProcesses.length; ppIndex++) {\r\n if (postProcesses[ppIndex] !== null) {\r\n return postProcesses[ppIndex];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Marks the prepass renderer as dirty, triggering a check if the prepass is necessary for the next rendering.\r\n */\r\n public markAsDirty() {\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Enables a texture on the MultiRenderTarget for prepass\r\n */\r\n private _enableTextures(types: number[]) {\r\n // For velocity : enable storage of previous matrices for instances\r\n this._scene.needsPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < types.length; i++) {\r\n let type = types[i];\r\n\r\n if (this._textureIndices[type] === -1) {\r\n this._textureIndices[type] = this._mrtLayout.length;\r\n this._mrtLayout.push(type);\r\n\r\n this._mrtFormats.push(PrePassRenderer._textureFormats[type].format);\r\n this._mrtNames.push(PrePassRenderer._textureFormats[type].name);\r\n this.mrtCount++;\r\n }\r\n\r\n if (type === 2) {\r\n this._scene.needsPreviousWorldMatrices = true;\r\n }\r\n }\r\n }\r\n\r\n private _update() {\r\n this._disable();\r\n let enablePrePass = false;\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n\r\n if (this._scene._depthPeelingRenderer && this._scene.useOrderIndependentTransparency) {\r\n this._scene._depthPeelingRenderer.setPrePassRenderer(this);\r\n enablePrePass = true;\r\n }\r\n\r\n for (let i = 0; i < this._scene.materials.length; i++) {\r\n if (this._scene.materials[i].setPrePassRenderer(this)) {\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (enablePrePass) {\r\n this._setRenderTargetEnabled(this.defaultRT, true);\r\n }\r\n\r\n let postProcesses;\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.renderTargets[i].renderTargetTexture) {\r\n postProcesses = this._getPostProcessesSource(this.renderTargets[i]);\r\n } else {\r\n const camera = this._scene.activeCamera;\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n postProcesses = camera._postProcesses;\r\n }\r\n\r\n if (!postProcesses) {\r\n continue;\r\n }\r\n\r\n postProcesses = <Nullable<PostProcess[]>>postProcesses.filter((pp) => {\r\n return pp != null;\r\n });\r\n\r\n if (postProcesses) {\r\n for (let j = 0; j < postProcesses.length; j++) {\r\n if (postProcesses[j].setPrePassRenderer(this)) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], true);\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (this._hasImageProcessing(postProcesses)) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n }\r\n }\r\n\r\n this._markAllMaterialsAsPrePassDirty();\r\n this._isDirty = false;\r\n\r\n if (enablePrePass) {\r\n this._enable();\r\n }\r\n }\r\n\r\n private _markAllMaterialsAsPrePassDirty() {\r\n const materials = this._scene.materials;\r\n\r\n for (let i = 0; i < materials.length; i++) {\r\n materials[i].markAsDirty(Material.PrePassDirtyFlag);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the prepass renderer.\r\n */\r\n public dispose() {\r\n for (let i = this.renderTargets.length - 1; i >= 0; i--) {\r\n this.renderTargets[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].dispose) {\r\n this._effectConfigurations[i].dispose!();\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -172,7 +172,7 @@ var SubSurfaceConfiguration = /** @class */ (function () {
172
172
  };
173
173
  /** @hidden */
174
174
  SubSurfaceConfiguration._SceneComponentInitialization = function (_) {
175
- throw _WarnImport("PrePassRendererSceneComponent");
175
+ throw _WarnImport("SubSurfaceSceneComponent");
176
176
  };
177
177
  return SubSurfaceConfiguration;
178
178
  }());
@@ -1 +1 @@
1
- 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{ Logger } from \"../Misc/logger\";\r\nimport { Scene } from \"../scene\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { SubSurfaceScatteringPostProcess } from \"../PostProcesses/subSurfaceScatteringPostProcess\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport { _WarnImport } from '../Misc/devTools';\r\n\r\n\r\n/**\r\n * Contains all parameters needed for the prepass to perform\r\n * screen space subsurface scattering\r\n */\r\nexport class SubSurfaceConfiguration implements PrePassEffectConfiguration {\r\n /** @hidden */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"PrePassRendererSceneComponent\");\r\n }\r\n\r\n private _ssDiffusionS: number[] = [];\r\n private _ssFilterRadii: number[] = [];\r\n private _ssDiffusionD: number[] = [];\r\n\r\n /**\r\n * Post process to attach for screen space subsurface scattering\r\n */\r\n public postProcess: SubSurfaceScatteringPostProcess;\r\n\r\n /**\r\n * Diffusion profile color for subsurface scattering\r\n */\r\n public get ssDiffusionS() {\r\n return this._ssDiffusionS;\r\n }\r\n\r\n /**\r\n * Diffusion profile max color channel value for subsurface scattering\r\n */\r\n public get ssDiffusionD() {\r\n return this._ssDiffusionD;\r\n }\r\n\r\n /**\r\n * Diffusion profile filter radius for subsurface scattering\r\n */\r\n public get ssFilterRadii() {\r\n return this._ssFilterRadii;\r\n }\r\n\r\n /**\r\n * Is subsurface enabled\r\n */\r\n public enabled = false;\r\n\r\n /**\r\n * Does the output of this prepass need to go through imageprocessing\r\n */\r\n public needsImageProcessing = true;\r\n\r\n /**\r\n * Name of the configuration\r\n */\r\n public name = SceneComponentConstants.NAME_SUBSURFACE;\r\n\r\n /**\r\n * Diffusion profile colors for subsurface scattering\r\n * You can add one diffusion color using `addDiffusionProfile` on `scene.prePassRenderer`\r\n * See ...\r\n * Note that you can only store up to 5 of them\r\n */\r\n public ssDiffusionProfileColors: Color3[] = [];\r\n\r\n /**\r\n * Defines the ratio real world => scene units.\r\n * Used for subsurface scattering\r\n */\r\n public metersPerUnit: number = 1;\r\n\r\n /**\r\n * Textures that should be present in the MRT for this effect to work\r\n */\r\n public readonly texturesRequired: number[] = [\r\n 5,\r\n 7,\r\n 4,\r\n 0,\r\n ];\r\n\r\n private _scene: Scene;\r\n\r\n /**\r\n * Builds a subsurface configuration object\r\n * @param scene The scene\r\n */\r\n constructor(scene: Scene) {\r\n // Adding default diffusion profile\r\n this.addDiffusionProfile(new Color3(1, 1, 1));\r\n this._scene = scene;\r\n\r\n SubSurfaceConfiguration._SceneComponentInitialization(this._scene);\r\n }\r\n\r\n /**\r\n * Adds a new diffusion profile.\r\n * Useful for more realistic subsurface scattering on diverse materials.\r\n * @param color The color of the diffusion profile. Should be the average color of the material.\r\n * @return The index of the diffusion profile for the material subsurface configuration\r\n */\r\n public addDiffusionProfile(color: Color3): number {\r\n if (this.ssDiffusionD.length >= 5) {\r\n // We only suppport 5 diffusion profiles\r\n Logger.Error(\"You already reached the maximum number of diffusion profiles.\");\r\n return 0; // default profile\r\n }\r\n\r\n // Do not add doubles\r\n for (let i = 0; i < this._ssDiffusionS.length / 3; i++) {\r\n if (this._ssDiffusionS[i * 3] === color.r &&\r\n this._ssDiffusionS[i * 3 + 1] === color.g &&\r\n this._ssDiffusionS[i * 3 + 2] === color.b) {\r\n return i;\r\n }\r\n }\r\n\r\n this._ssDiffusionS.push(color.r, color.b, color.g);\r\n this._ssDiffusionD.push(Math.max(Math.max(color.r, color.b), color.g));\r\n this._ssFilterRadii.push(this.getDiffusionProfileParameters(color));\r\n this.ssDiffusionProfileColors.push(color);\r\n\r\n return this._ssDiffusionD.length - 1;\r\n }\r\n\r\n /**\r\n * Creates the sss post process\r\n * @return The created post process\r\n */\r\n public createPostProcess(): SubSurfaceScatteringPostProcess {\r\n this.postProcess = new SubSurfaceScatteringPostProcess(\"subSurfaceScattering\", this._scene, 1, null, undefined, this._scene.getEngine());\r\n this.postProcess.autoClear = false;\r\n\r\n return this.postProcess;\r\n }\r\n\r\n /**\r\n * Deletes all diffusion profiles.\r\n * Note that in order to render subsurface scattering, you should have at least 1 diffusion profile.\r\n */\r\n public clearAllDiffusionProfiles() {\r\n this._ssDiffusionD = [];\r\n this._ssDiffusionS = [];\r\n this._ssFilterRadii = [];\r\n this.ssDiffusionProfileColors = [];\r\n }\r\n\r\n /**\r\n * Disposes this object\r\n */\r\n public dispose() {\r\n this.clearAllDiffusionProfiles();\r\n if (this.postProcess) {\r\n this.postProcess.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * @hidden\r\n * https://zero-radiance.github.io/post/sampling-diffusion/\r\n *\r\n * Importance sample the normalized diffuse reflectance profile for the computed value of 's'.\r\n * ------------------------------------------------------------------------------------\r\n * R[r, phi, s] = s * (Exp[-r * s] + Exp[-r * s / 3]) / (8 * Pi * r)\r\n * PDF[r, phi, s] = r * R[r, phi, s]\r\n * CDF[r, s] = 1 - 1/4 * Exp[-r * s] - 3/4 * Exp[-r * s / 3]\r\n * ------------------------------------------------------------------------------------\r\n * We importance sample the color channel with the widest scattering distance.\r\n */\r\n public getDiffusionProfileParameters(color: Color3) {\r\n const cdf = 0.997;\r\n const maxScatteringDistance = Math.max(color.r, color.g, color.b);\r\n\r\n return this._sampleBurleyDiffusionProfile(cdf, maxScatteringDistance);\r\n }\r\n\r\n /**\r\n * Performs sampling of a Normalized Burley diffusion profile in polar coordinates.\r\n * 'u' is the random number (the value of the CDF): [0, 1).\r\n * rcp(s) = 1 / ShapeParam = ScatteringDistance.\r\n * Returns the sampled radial distance, s.t. (u = 0 -> r = 0) and (u = 1 -> r = Inf).\r\n */\r\n private _sampleBurleyDiffusionProfile(u: number, rcpS: number) {\r\n u = 1 - u; // Convert CDF to CCDF\r\n\r\n let g = 1 + (4 * u) * (2 * u + Math.sqrt(1 + (4 * u) * u));\r\n let n = Math.pow(g, -1.0 / 3.0); // g^(-1/3)\r\n let p = (g * n) * n; // g^(+1/3)\r\n let c = 1 + p + n; // 1 + g^(+1/3) + g^(-1/3)\r\n let x = 3 * Math.log(c / (4 * u));\r\n\r\n return x * rcpS;\r\n }\r\n}"]}
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{ Logger } from \"../Misc/logger\";\r\nimport { Scene } from \"../scene\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { SubSurfaceScatteringPostProcess } from \"../PostProcesses/subSurfaceScatteringPostProcess\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport { _WarnImport } from '../Misc/devTools';\r\n\r\n\r\n/**\r\n * Contains all parameters needed for the prepass to perform\r\n * screen space subsurface scattering\r\n */\r\nexport class SubSurfaceConfiguration implements PrePassEffectConfiguration {\r\n /** @hidden */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"SubSurfaceSceneComponent\");\r\n }\r\n\r\n private _ssDiffusionS: number[] = [];\r\n private _ssFilterRadii: number[] = [];\r\n private _ssDiffusionD: number[] = [];\r\n\r\n /**\r\n * Post process to attach for screen space subsurface scattering\r\n */\r\n public postProcess: SubSurfaceScatteringPostProcess;\r\n\r\n /**\r\n * Diffusion profile color for subsurface scattering\r\n */\r\n public get ssDiffusionS() {\r\n return this._ssDiffusionS;\r\n }\r\n\r\n /**\r\n * Diffusion profile max color channel value for subsurface scattering\r\n */\r\n public get ssDiffusionD() {\r\n return this._ssDiffusionD;\r\n }\r\n\r\n /**\r\n * Diffusion profile filter radius for subsurface scattering\r\n */\r\n public get ssFilterRadii() {\r\n return this._ssFilterRadii;\r\n }\r\n\r\n /**\r\n * Is subsurface enabled\r\n */\r\n public enabled = false;\r\n\r\n /**\r\n * Does the output of this prepass need to go through imageprocessing\r\n */\r\n public needsImageProcessing = true;\r\n\r\n /**\r\n * Name of the configuration\r\n */\r\n public name = SceneComponentConstants.NAME_SUBSURFACE;\r\n\r\n /**\r\n * Diffusion profile colors for subsurface scattering\r\n * You can add one diffusion color using `addDiffusionProfile` on `scene.prePassRenderer`\r\n * See ...\r\n * Note that you can only store up to 5 of them\r\n */\r\n public ssDiffusionProfileColors: Color3[] = [];\r\n\r\n /**\r\n * Defines the ratio real world => scene units.\r\n * Used for subsurface scattering\r\n */\r\n public metersPerUnit: number = 1;\r\n\r\n /**\r\n * Textures that should be present in the MRT for this effect to work\r\n */\r\n public readonly texturesRequired: number[] = [\r\n 5,\r\n 7,\r\n 4,\r\n 0,\r\n ];\r\n\r\n private _scene: Scene;\r\n\r\n /**\r\n * Builds a subsurface configuration object\r\n * @param scene The scene\r\n */\r\n constructor(scene: Scene) {\r\n // Adding default diffusion profile\r\n this.addDiffusionProfile(new Color3(1, 1, 1));\r\n this._scene = scene;\r\n\r\n SubSurfaceConfiguration._SceneComponentInitialization(this._scene);\r\n }\r\n\r\n /**\r\n * Adds a new diffusion profile.\r\n * Useful for more realistic subsurface scattering on diverse materials.\r\n * @param color The color of the diffusion profile. Should be the average color of the material.\r\n * @return The index of the diffusion profile for the material subsurface configuration\r\n */\r\n public addDiffusionProfile(color: Color3): number {\r\n if (this.ssDiffusionD.length >= 5) {\r\n // We only suppport 5 diffusion profiles\r\n Logger.Error(\"You already reached the maximum number of diffusion profiles.\");\r\n return 0; // default profile\r\n }\r\n\r\n // Do not add doubles\r\n for (let i = 0; i < this._ssDiffusionS.length / 3; i++) {\r\n if (this._ssDiffusionS[i * 3] === color.r &&\r\n this._ssDiffusionS[i * 3 + 1] === color.g &&\r\n this._ssDiffusionS[i * 3 + 2] === color.b) {\r\n return i;\r\n }\r\n }\r\n\r\n this._ssDiffusionS.push(color.r, color.b, color.g);\r\n this._ssDiffusionD.push(Math.max(Math.max(color.r, color.b), color.g));\r\n this._ssFilterRadii.push(this.getDiffusionProfileParameters(color));\r\n this.ssDiffusionProfileColors.push(color);\r\n\r\n return this._ssDiffusionD.length - 1;\r\n }\r\n\r\n /**\r\n * Creates the sss post process\r\n * @return The created post process\r\n */\r\n public createPostProcess(): SubSurfaceScatteringPostProcess {\r\n this.postProcess = new SubSurfaceScatteringPostProcess(\"subSurfaceScattering\", this._scene, 1, null, undefined, this._scene.getEngine());\r\n this.postProcess.autoClear = false;\r\n\r\n return this.postProcess;\r\n }\r\n\r\n /**\r\n * Deletes all diffusion profiles.\r\n * Note that in order to render subsurface scattering, you should have at least 1 diffusion profile.\r\n */\r\n public clearAllDiffusionProfiles() {\r\n this._ssDiffusionD = [];\r\n this._ssDiffusionS = [];\r\n this._ssFilterRadii = [];\r\n this.ssDiffusionProfileColors = [];\r\n }\r\n\r\n /**\r\n * Disposes this object\r\n */\r\n public dispose() {\r\n this.clearAllDiffusionProfiles();\r\n if (this.postProcess) {\r\n this.postProcess.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * @hidden\r\n * https://zero-radiance.github.io/post/sampling-diffusion/\r\n *\r\n * Importance sample the normalized diffuse reflectance profile for the computed value of 's'.\r\n * ------------------------------------------------------------------------------------\r\n * R[r, phi, s] = s * (Exp[-r * s] + Exp[-r * s / 3]) / (8 * Pi * r)\r\n * PDF[r, phi, s] = r * R[r, phi, s]\r\n * CDF[r, s] = 1 - 1/4 * Exp[-r * s] - 3/4 * Exp[-r * s / 3]\r\n * ------------------------------------------------------------------------------------\r\n * We importance sample the color channel with the widest scattering distance.\r\n */\r\n public getDiffusionProfileParameters(color: Color3) {\r\n const cdf = 0.997;\r\n const maxScatteringDistance = Math.max(color.r, color.g, color.b);\r\n\r\n return this._sampleBurleyDiffusionProfile(cdf, maxScatteringDistance);\r\n }\r\n\r\n /**\r\n * Performs sampling of a Normalized Burley diffusion profile in polar coordinates.\r\n * 'u' is the random number (the value of the CDF): [0, 1).\r\n * rcp(s) = 1 / ShapeParam = ScatteringDistance.\r\n * Returns the sampled radial distance, s.t. (u = 0 -> r = 0) and (u = 1 -> r = Inf).\r\n */\r\n private _sampleBurleyDiffusionProfile(u: number, rcpS: number) {\r\n u = 1 - u; // Convert CDF to CCDF\r\n\r\n let g = 1 + (4 * u) * (2 * u + Math.sqrt(1 + (4 * u) * u));\r\n let n = Math.pow(g, -1.0 / 3.0); // g^(-1/3)\r\n let p = (g * n) * n; // g^(+1/3)\r\n let c = 1 + p + n; // 1 + g^(+1/3) + g^(-1/3)\r\n let x = 3 * Math.log(c / (4 * u));\r\n\r\n return x * rcpS;\r\n }\r\n}\r\n"]}
@@ -53,6 +53,8 @@ var UtilityLayerRenderer = /** @class */ (function () {
53
53
  this.utilityLayerScene = new Scene(originalScene.getEngine(), { virtual: true });
54
54
  this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
55
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  this.utilityLayerScene._allowPostProcessClearColor = false;
56
+ // Deactivate post processes
57
+ this.utilityLayerScene.postProcessesEnabled = false;
56
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  // Detach controls on utility scene, events will be fired by logic below to handle picking priority
57
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  this.utilityLayerScene.detachControl();
58
60
  if (handleEvents) {
@@ -1 +1 @@
1
- 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{ IDisposable, Scene } from \"../scene\";\r\nimport { Nullable } from \"../types\";\r\nimport { Observable, Observer } from \"../Misc/observable\";\r\nimport { PointerInfoPre, PointerInfo, PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { HemisphericLight } from \"../Lights/hemisphericLight\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\n\r\n/**\r\n * Renders a layer on top of an existing scene\r\n */\r\nexport class UtilityLayerRenderer implements IDisposable {\r\n private _pointerCaptures: { [pointerId: number]: boolean } = {};\r\n private _lastPointerEvents: { [pointerId: number]: boolean } = {};\r\n /** @hidden */\r\n public static _DefaultUtilityLayer: Nullable<UtilityLayerRenderer> = null;\r\n /** @hidden */\r\n public static _DefaultKeepDepthUtilityLayer: Nullable<UtilityLayerRenderer> = null;\r\n private _sharedGizmoLight: Nullable<HemisphericLight> = null;\r\n\r\n private _renderCamera: Nullable<Camera> = null;\r\n\r\n /**\r\n * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)\r\n * @param getRigParentIfPossible if the current active camera is a rig camera, should its parent camera be returned\r\n * @returns the camera that is used when rendering the utility layer\r\n */\r\n public getRenderCamera(getRigParentIfPossible?: boolean) {\r\n if (this._renderCamera) {\r\n return this._renderCamera;\r\n } else {\r\n let activeCam: Camera;\r\n if (this.originalScene.activeCameras && this.originalScene.activeCameras.length > 1) {\r\n activeCam = this.originalScene.activeCameras[this.originalScene.activeCameras.length - 1];\r\n } else {\r\n activeCam = <Camera>this.originalScene.activeCamera!;\r\n }\r\n\r\n if (getRigParentIfPossible && activeCam && activeCam.isRigCamera) {\r\n return activeCam.rigParent!;\r\n }\r\n return activeCam;\r\n }\r\n }\r\n /**\r\n * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)\r\n * @param cam the camera that should be used when rendering the utility layer\r\n */\r\n public setRenderCamera(cam: Nullable<Camera>) {\r\n this._renderCamera = cam;\r\n }\r\n\r\n /**\r\n * @hidden\r\n * Light which used by gizmos to get light shading\r\n */\r\n public _getSharedGizmoLight(): HemisphericLight {\r\n if (!this._sharedGizmoLight) {\r\n this._sharedGizmoLight = new HemisphericLight(\"shared gizmo light\", new Vector3(0, 1, 0), this.utilityLayerScene);\r\n this._sharedGizmoLight.intensity = 2;\r\n this._sharedGizmoLight.groundColor = Color3.Gray();\r\n }\r\n return this._sharedGizmoLight;\r\n }\r\n\r\n /**\r\n * If the picking should be done on the utility layer prior to the actual scene (Default: true)\r\n */\r\n public pickUtilitySceneFirst = true;\r\n /**\r\n * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)\r\n */\r\n public static get DefaultUtilityLayer(): UtilityLayerRenderer {\r\n if (UtilityLayerRenderer._DefaultUtilityLayer == null) {\r\n return UtilityLayerRenderer._CreateDefaultUtilityLayerFromScene(EngineStore.LastCreatedScene!);\r\n }\r\n\r\n return UtilityLayerRenderer._DefaultUtilityLayer;\r\n }\r\n\r\n /**\r\n * Creates an utility layer, and set it as a default utility layer\r\n * @param scene associated scene\r\n * @hidden\r\n */\r\n public static _CreateDefaultUtilityLayerFromScene(scene: Scene): UtilityLayerRenderer {\r\n UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(scene);\r\n UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(() => {\r\n UtilityLayerRenderer._DefaultUtilityLayer = null;\r\n });\r\n\r\n return UtilityLayerRenderer._DefaultUtilityLayer;\r\n }\r\n /**\r\n * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)\r\n */\r\n public static get DefaultKeepDepthUtilityLayer(): UtilityLayerRenderer {\r\n if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {\r\n UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(EngineStore.LastCreatedScene!);\r\n UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;\r\n UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(() => {\r\n UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;\r\n });\r\n }\r\n return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;\r\n }\r\n\r\n /**\r\n * The scene that is rendered on top of the original scene\r\n */\r\n public utilityLayerScene: Scene;\r\n\r\n /**\r\n * If the utility layer should automatically be rendered on top of existing scene\r\n */\r\n public shouldRender: boolean = true;\r\n /**\r\n * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene\r\n */\r\n public onlyCheckPointerDownEvents = true;\r\n\r\n /**\r\n * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)\r\n */\r\n public processAllEvents = false;\r\n\r\n /**\r\n * Set to false to disable picking\r\n */\r\n public pickingEnabled = true;\r\n\r\n /**\r\n * Observable raised when the pointer moves from the utility layer scene to the main scene\r\n */\r\n public onPointerOutObservable = new Observable<number>();\r\n\r\n /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */\r\n public mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;\r\n\r\n private _afterRenderObserver: Nullable<Observer<Camera>>;\r\n private _sceneDisposeObserver: Nullable<Observer<Scene>>;\r\n private _originalPointerObserver: Nullable<Observer<PointerInfoPre>>;\r\n /**\r\n * Instantiates a UtilityLayerRenderer\r\n * @param originalScene the original scene that will be rendered on top of\r\n * @param handleEvents boolean indicating if the utility layer should handle events\r\n */\r\n constructor(\r\n /** the original scene that will be rendered on top of */\r\n public originalScene: Scene,\r\n handleEvents: boolean = true\r\n ) {\r\n // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app\r\n this.utilityLayerScene = new Scene(originalScene.getEngine(), { virtual: true });\r\n this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;\r\n this.utilityLayerScene._allowPostProcessClearColor = false;\r\n\r\n // Detach controls on utility scene, events will be fired by logic below to handle picking priority\r\n this.utilityLayerScene.detachControl();\r\n\r\n if (handleEvents) {\r\n this._originalPointerObserver = originalScene.onPrePointerObservable.add((prePointerInfo, eventState) => {\r\n if (!this.utilityLayerScene.activeCamera) {\r\n return;\r\n }\r\n if (!this.pickingEnabled) {\r\n return;\r\n }\r\n\r\n if (!this.processAllEvents) {\r\n if (\r\n prePointerInfo.type !== PointerEventTypes.POINTERMOVE &&\r\n prePointerInfo.type !== PointerEventTypes.POINTERUP &&\r\n prePointerInfo.type !== PointerEventTypes.POINTERDOWN &&\r\n prePointerInfo.type !== PointerEventTypes.POINTERDOUBLETAP\r\n ) {\r\n return;\r\n }\r\n }\r\n this.utilityLayerScene.pointerX = originalScene.pointerX;\r\n this.utilityLayerScene.pointerY = originalScene.pointerY;\r\n let pointerEvent = <PointerEvent>prePointerInfo.event;\r\n if (originalScene!.isPointerCaptured(pointerEvent.pointerId)) {\r\n this._pointerCaptures[pointerEvent.pointerId] = false;\r\n return;\r\n }\r\n\r\n let getNearPickDataForScene = (scene: Scene) => {\r\n let scenePick = null;\r\n\r\n if (prePointerInfo.nearInteractionPickingInfo) {\r\n if (prePointerInfo.nearInteractionPickingInfo.pickedMesh!.getScene() == scene) {\r\n scenePick = prePointerInfo.nearInteractionPickingInfo;\r\n }\r\n else {\r\n scenePick = new PickingInfo();\r\n }\r\n } else {\r\n let previousActiveCamera: Nullable<Camera> = null;\r\n // If a camera is set for rendering with this layer\r\n // it will also be used for the ray computation\r\n // To preserve back compat and because scene.pick always use activeCamera\r\n // it's substituted temporarily and a new scenePick is forced.\r\n // otherwise, the ray with previously active camera is always used.\r\n // It's set back to previous activeCamera after operation.\r\n if (this._renderCamera) {\r\n previousActiveCamera = scene._activeCamera;\r\n scene._activeCamera = this._renderCamera;\r\n prePointerInfo.ray = null;\r\n }\r\n scenePick = prePointerInfo.ray\r\n ? scene.pickWithRay(prePointerInfo.ray)\r\n : scene.pick(originalScene.pointerX, originalScene.pointerY);\r\n if (previousActiveCamera) {\r\n scene._activeCamera = previousActiveCamera;\r\n }\r\n }\r\n\r\n return scenePick;\r\n };\r\n\r\n let utilityScenePick = getNearPickDataForScene(this.utilityLayerScene);\r\n\r\n if (!prePointerInfo.ray && utilityScenePick) {\r\n prePointerInfo.ray = utilityScenePick.ray;\r\n }\r\n\r\n // always fire the prepointer oversvable\r\n this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);\r\n\r\n // allow every non pointer down event to flow to the utility layer\r\n if (this.onlyCheckPointerDownEvents && prePointerInfo.type != PointerEventTypes.POINTERDOWN) {\r\n if (!prePointerInfo.skipOnPointerObservable) {\r\n this.utilityLayerScene.onPointerObservable.notifyObservers(\r\n new PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick),\r\n prePointerInfo.type\r\n );\r\n }\r\n if (prePointerInfo.type === PointerEventTypes.POINTERUP && this._pointerCaptures[pointerEvent.pointerId]) {\r\n this._pointerCaptures[pointerEvent.pointerId] = false;\r\n }\r\n return;\r\n }\r\n\r\n if (this.utilityLayerScene.autoClearDepthAndStencil || this.pickUtilitySceneFirst) {\r\n // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene\r\n if (utilityScenePick && utilityScenePick.hit) {\r\n if (!prePointerInfo.skipOnPointerObservable) {\r\n this.utilityLayerScene.onPointerObservable.notifyObservers(\r\n new PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick),\r\n prePointerInfo.type\r\n );\r\n }\r\n prePointerInfo.skipOnPointerObservable = true;\r\n }\r\n } else {\r\n let originalScenePick = getNearPickDataForScene(originalScene);\r\n let pointerEvent = <PointerEvent>prePointerInfo.event;\r\n\r\n // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray\r\n if (originalScenePick && utilityScenePick) {\r\n // No pick in utility scene\r\n if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {\r\n if (this.mainSceneTrackerPredicate && this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {\r\n // We touched an utility mesh present in the main scene\r\n this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent);\r\n prePointerInfo.skipOnPointerObservable = true;\r\n } else if (prePointerInfo.type === PointerEventTypes.POINTERDOWN) {\r\n this._pointerCaptures[pointerEvent.pointerId] = true;\r\n } else if (prePointerInfo.type === PointerEventTypes.POINTERMOVE || prePointerInfo.type === PointerEventTypes.POINTERUP) {\r\n if (this._lastPointerEvents[pointerEvent.pointerId]) {\r\n // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete\r\n this.onPointerOutObservable.notifyObservers(pointerEvent.pointerId);\r\n delete this._lastPointerEvents[pointerEvent.pointerId];\r\n }\r\n this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent);\r\n }\r\n } else if (!this._pointerCaptures[pointerEvent.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {\r\n // We pick something in utility scene or the pick in utility is closer than the one in main scene\r\n this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent);\r\n // If a previous utility layer set this, do not unset this\r\n if (!prePointerInfo.skipOnPointerObservable) {\r\n prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;\r\n }\r\n } else if (!this._pointerCaptures[pointerEvent.pointerId] && utilityScenePick.distance > originalScenePick.distance) {\r\n // We have a pick in both scenes but main is closer than utility\r\n\r\n // We touched an utility mesh present in the main scene\r\n if (this.mainSceneTrackerPredicate && this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {\r\n this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent);\r\n prePointerInfo.skipOnPointerObservable = true;\r\n } else if (prePointerInfo.type === PointerEventTypes.POINTERMOVE || prePointerInfo.type === PointerEventTypes.POINTERUP) {\r\n if (this._lastPointerEvents[pointerEvent.pointerId]) {\r\n // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete\r\n this.onPointerOutObservable.notifyObservers(pointerEvent.pointerId);\r\n delete this._lastPointerEvents[pointerEvent.pointerId];\r\n }\r\n this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent);\r\n }\r\n }\r\n\r\n if (prePointerInfo.type === PointerEventTypes.POINTERUP && this._pointerCaptures[pointerEvent.pointerId]) {\r\n this._pointerCaptures[pointerEvent.pointerId] = false;\r\n }\r\n }\r\n }\r\n });\r\n\r\n // As a newly added utility layer will be rendered over the screen last, it's pointer events should be processed first\r\n if (this._originalPointerObserver) {\r\n originalScene.onPrePointerObservable.makeObserverTopPriority(this._originalPointerObserver);\r\n }\r\n }\r\n\r\n // Render directly on top of existing scene without clearing\r\n this.utilityLayerScene.autoClear = false;\r\n\r\n this._afterRenderObserver = this.originalScene.onAfterCameraRenderObservable.add((camera) => {\r\n // Only render when the render camera finishes rendering\r\n if (this.shouldRender && camera == this.getRenderCamera()) {\r\n if (camera.outputRenderTarget && camera.isRigCamera) {\r\n // clear depth for the utility layer to render correctly\r\n this.originalScene.getEngine().clear(null, false, true, false);\r\n }\r\n this.render();\r\n }\r\n });\r\n\r\n this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n\r\n this._updateCamera();\r\n }\r\n\r\n private _notifyObservers(prePointerInfo: PointerInfoPre, pickInfo: PickingInfo, pointerEvent: PointerEvent) {\r\n if (!prePointerInfo.skipOnPointerObservable) {\r\n this.utilityLayerScene.onPointerObservable.notifyObservers(new PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo), prePointerInfo.type);\r\n this._lastPointerEvents[pointerEvent.pointerId] = true;\r\n }\r\n }\r\n\r\n /**\r\n * Renders the utility layers scene on top of the original scene\r\n */\r\n public render() {\r\n this._updateCamera();\r\n if (this.utilityLayerScene.activeCamera) {\r\n // Set the camera's scene to utility layers scene\r\n var oldScene = this.utilityLayerScene.activeCamera.getScene();\r\n var camera = this.utilityLayerScene.activeCamera;\r\n camera._scene = this.utilityLayerScene;\r\n if (camera.leftCamera) {\r\n camera.leftCamera._scene = this.utilityLayerScene;\r\n }\r\n if (camera.rightCamera) {\r\n camera.rightCamera._scene = this.utilityLayerScene;\r\n }\r\n\r\n this.utilityLayerScene.render(false);\r\n\r\n // Reset camera's scene back to original\r\n camera._scene = oldScene;\r\n if (camera.leftCamera) {\r\n camera.leftCamera._scene = oldScene;\r\n }\r\n if (camera.rightCamera) {\r\n camera.rightCamera._scene = oldScene;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the renderer\r\n */\r\n public dispose() {\r\n this.onPointerOutObservable.clear();\r\n\r\n if (this._afterRenderObserver) {\r\n this.originalScene.onAfterCameraRenderObservable.remove(this._afterRenderObserver);\r\n }\r\n if (this._sceneDisposeObserver) {\r\n this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);\r\n }\r\n if (this._originalPointerObserver) {\r\n this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);\r\n }\r\n this.utilityLayerScene.dispose();\r\n }\r\n\r\n private _updateCamera() {\r\n this.utilityLayerScene.cameraToUseForPointers = this.getRenderCamera();\r\n this.utilityLayerScene.activeCamera = this.getRenderCamera();\r\n }\r\n}\r\n"]}
1
+ 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{ IDisposable, Scene } from \"../scene\";\r\nimport { Nullable } from \"../types\";\r\nimport { Observable, Observer } from \"../Misc/observable\";\r\nimport { PointerInfoPre, PointerInfo, PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { HemisphericLight } from \"../Lights/hemisphericLight\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { IPointerEvent } from \"../Events/deviceInputEvents\";\r\n\r\n/**\r\n * Renders a layer on top of an existing scene\r\n */\r\nexport class UtilityLayerRenderer implements IDisposable {\r\n private _pointerCaptures: { [pointerId: number]: boolean } = {};\r\n private _lastPointerEvents: { [pointerId: number]: boolean } = {};\r\n /** @hidden */\r\n public static _DefaultUtilityLayer: Nullable<UtilityLayerRenderer> = null;\r\n /** @hidden */\r\n public static _DefaultKeepDepthUtilityLayer: Nullable<UtilityLayerRenderer> = null;\r\n private _sharedGizmoLight: Nullable<HemisphericLight> = null;\r\n\r\n private _renderCamera: Nullable<Camera> = null;\r\n\r\n /**\r\n * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)\r\n * @param getRigParentIfPossible if the current active camera is a rig camera, should its parent camera be returned\r\n * @returns the camera that is used when rendering the utility layer\r\n */\r\n public getRenderCamera(getRigParentIfPossible?: boolean) {\r\n if (this._renderCamera) {\r\n return this._renderCamera;\r\n } else {\r\n let activeCam: Camera;\r\n if (this.originalScene.activeCameras && this.originalScene.activeCameras.length > 1) {\r\n activeCam = this.originalScene.activeCameras[this.originalScene.activeCameras.length - 1];\r\n } else {\r\n activeCam = <Camera>this.originalScene.activeCamera!;\r\n }\r\n\r\n if (getRigParentIfPossible && activeCam && activeCam.isRigCamera) {\r\n return activeCam.rigParent!;\r\n }\r\n return activeCam;\r\n }\r\n }\r\n /**\r\n * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)\r\n * @param cam the camera that should be used when rendering the utility layer\r\n */\r\n public setRenderCamera(cam: Nullable<Camera>) {\r\n this._renderCamera = cam;\r\n }\r\n\r\n /**\r\n * @hidden\r\n * Light which used by gizmos to get light shading\r\n */\r\n public _getSharedGizmoLight(): HemisphericLight {\r\n if (!this._sharedGizmoLight) {\r\n this._sharedGizmoLight = new HemisphericLight(\"shared gizmo light\", new Vector3(0, 1, 0), this.utilityLayerScene);\r\n this._sharedGizmoLight.intensity = 2;\r\n this._sharedGizmoLight.groundColor = Color3.Gray();\r\n }\r\n return this._sharedGizmoLight;\r\n }\r\n\r\n /**\r\n * If the picking should be done on the utility layer prior to the actual scene (Default: true)\r\n */\r\n public pickUtilitySceneFirst = true;\r\n /**\r\n * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)\r\n */\r\n public static get DefaultUtilityLayer(): UtilityLayerRenderer {\r\n if (UtilityLayerRenderer._DefaultUtilityLayer == null) {\r\n return UtilityLayerRenderer._CreateDefaultUtilityLayerFromScene(EngineStore.LastCreatedScene!);\r\n }\r\n\r\n return UtilityLayerRenderer._DefaultUtilityLayer;\r\n }\r\n\r\n /**\r\n * Creates an utility layer, and set it as a default utility layer\r\n * @param scene associated scene\r\n * @hidden\r\n */\r\n public static _CreateDefaultUtilityLayerFromScene(scene: Scene): UtilityLayerRenderer {\r\n UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(scene);\r\n UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(() => {\r\n UtilityLayerRenderer._DefaultUtilityLayer = null;\r\n });\r\n\r\n return UtilityLayerRenderer._DefaultUtilityLayer;\r\n }\r\n /**\r\n * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)\r\n */\r\n public static get DefaultKeepDepthUtilityLayer(): UtilityLayerRenderer {\r\n if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {\r\n UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(EngineStore.LastCreatedScene!);\r\n UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;\r\n UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(() => {\r\n UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;\r\n });\r\n }\r\n return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;\r\n }\r\n\r\n /**\r\n * The scene that is rendered on top of the original scene\r\n */\r\n public utilityLayerScene: Scene;\r\n\r\n /**\r\n * If the utility layer should automatically be rendered on top of existing scene\r\n */\r\n public shouldRender: boolean = true;\r\n /**\r\n * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene\r\n */\r\n public onlyCheckPointerDownEvents = true;\r\n\r\n /**\r\n * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)\r\n */\r\n public processAllEvents = false;\r\n\r\n /**\r\n * Set to false to disable picking\r\n */\r\n public pickingEnabled = true;\r\n\r\n /**\r\n * Observable raised when the pointer moves from the utility layer scene to the main scene\r\n */\r\n public onPointerOutObservable = new Observable<number>();\r\n\r\n /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */\r\n public mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;\r\n\r\n private _afterRenderObserver: Nullable<Observer<Camera>>;\r\n private _sceneDisposeObserver: Nullable<Observer<Scene>>;\r\n private _originalPointerObserver: Nullable<Observer<PointerInfoPre>>;\r\n /**\r\n * Instantiates a UtilityLayerRenderer\r\n * @param originalScene the original scene that will be rendered on top of\r\n * @param handleEvents boolean indicating if the utility layer should handle events\r\n */\r\n constructor(\r\n /** the original scene that will be rendered on top of */\r\n public originalScene: Scene,\r\n handleEvents: boolean = true\r\n ) {\r\n // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app\r\n this.utilityLayerScene = new Scene(originalScene.getEngine(), { virtual: true });\r\n this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;\r\n this.utilityLayerScene._allowPostProcessClearColor = false;\r\n\r\n // Deactivate post processes\r\n this.utilityLayerScene.postProcessesEnabled = false;\r\n\r\n // Detach controls on utility scene, events will be fired by logic below to handle picking priority\r\n this.utilityLayerScene.detachControl();\r\n\r\n if (handleEvents) {\r\n this._originalPointerObserver = originalScene.onPrePointerObservable.add((prePointerInfo, eventState) => {\r\n if (!this.utilityLayerScene.activeCamera) {\r\n return;\r\n }\r\n if (!this.pickingEnabled) {\r\n return;\r\n }\r\n\r\n if (!this.processAllEvents) {\r\n if (\r\n prePointerInfo.type !== PointerEventTypes.POINTERMOVE &&\r\n prePointerInfo.type !== PointerEventTypes.POINTERUP &&\r\n prePointerInfo.type !== PointerEventTypes.POINTERDOWN &&\r\n prePointerInfo.type !== PointerEventTypes.POINTERDOUBLETAP\r\n ) {\r\n return;\r\n }\r\n }\r\n this.utilityLayerScene.pointerX = originalScene.pointerX;\r\n this.utilityLayerScene.pointerY = originalScene.pointerY;\r\n let pointerEvent = <IPointerEvent>prePointerInfo.event;\r\n if (originalScene!.isPointerCaptured(pointerEvent.pointerId)) {\r\n this._pointerCaptures[pointerEvent.pointerId] = false;\r\n return;\r\n }\r\n\r\n let getNearPickDataForScene = (scene: Scene) => {\r\n let scenePick = null;\r\n\r\n if (prePointerInfo.nearInteractionPickingInfo) {\r\n if (prePointerInfo.nearInteractionPickingInfo.pickedMesh!.getScene() == scene) {\r\n scenePick = prePointerInfo.nearInteractionPickingInfo;\r\n }\r\n else {\r\n scenePick = new PickingInfo();\r\n }\r\n } else {\r\n let previousActiveCamera: Nullable<Camera> = null;\r\n // If a camera is set for rendering with this layer\r\n // it will also be used for the ray computation\r\n // To preserve back compat and because scene.pick always use activeCamera\r\n // it's substituted temporarily and a new scenePick is forced.\r\n // otherwise, the ray with previously active camera is always used.\r\n // It's set back to previous activeCamera after operation.\r\n if (this._renderCamera) {\r\n previousActiveCamera = scene._activeCamera;\r\n scene._activeCamera = this._renderCamera;\r\n prePointerInfo.ray = null;\r\n }\r\n scenePick = prePointerInfo.ray\r\n ? scene.pickWithRay(prePointerInfo.ray)\r\n : scene.pick(originalScene.pointerX, originalScene.pointerY);\r\n if (previousActiveCamera) {\r\n scene._activeCamera = previousActiveCamera;\r\n }\r\n }\r\n\r\n return scenePick;\r\n };\r\n\r\n let utilityScenePick = getNearPickDataForScene(this.utilityLayerScene);\r\n\r\n if (!prePointerInfo.ray && utilityScenePick) {\r\n prePointerInfo.ray = utilityScenePick.ray;\r\n }\r\n\r\n // always fire the prepointer oversvable\r\n this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);\r\n\r\n // allow every non pointer down event to flow to the utility layer\r\n if (this.onlyCheckPointerDownEvents && prePointerInfo.type != PointerEventTypes.POINTERDOWN) {\r\n if (!prePointerInfo.skipOnPointerObservable) {\r\n this.utilityLayerScene.onPointerObservable.notifyObservers(\r\n new PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick),\r\n prePointerInfo.type\r\n );\r\n }\r\n if (prePointerInfo.type === PointerEventTypes.POINTERUP && this._pointerCaptures[pointerEvent.pointerId]) {\r\n this._pointerCaptures[pointerEvent.pointerId] = false;\r\n }\r\n return;\r\n }\r\n\r\n if (this.utilityLayerScene.autoClearDepthAndStencil || this.pickUtilitySceneFirst) {\r\n // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene\r\n if (utilityScenePick && utilityScenePick.hit) {\r\n if (!prePointerInfo.skipOnPointerObservable) {\r\n this.utilityLayerScene.onPointerObservable.notifyObservers(\r\n new PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick),\r\n prePointerInfo.type\r\n );\r\n }\r\n prePointerInfo.skipOnPointerObservable = true;\r\n }\r\n } else {\r\n let originalScenePick = getNearPickDataForScene(originalScene);\r\n let pointerEvent = <IPointerEvent>prePointerInfo.event;\r\n\r\n // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray\r\n if (originalScenePick && utilityScenePick) {\r\n // No pick in utility scene\r\n if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {\r\n if (this.mainSceneTrackerPredicate && this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {\r\n // We touched an utility mesh present in the main scene\r\n this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent);\r\n prePointerInfo.skipOnPointerObservable = true;\r\n } else if (prePointerInfo.type === PointerEventTypes.POINTERDOWN) {\r\n this._pointerCaptures[pointerEvent.pointerId] = true;\r\n } else if (prePointerInfo.type === PointerEventTypes.POINTERMOVE || prePointerInfo.type === PointerEventTypes.POINTERUP) {\r\n if (this._lastPointerEvents[pointerEvent.pointerId]) {\r\n // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete\r\n this.onPointerOutObservable.notifyObservers(pointerEvent.pointerId);\r\n delete this._lastPointerEvents[pointerEvent.pointerId];\r\n }\r\n this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent);\r\n }\r\n } else if (!this._pointerCaptures[pointerEvent.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {\r\n // We pick something in utility scene or the pick in utility is closer than the one in main scene\r\n this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent);\r\n // If a previous utility layer set this, do not unset this\r\n if (!prePointerInfo.skipOnPointerObservable) {\r\n prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;\r\n }\r\n } else if (!this._pointerCaptures[pointerEvent.pointerId] && utilityScenePick.distance > originalScenePick.distance) {\r\n // We have a pick in both scenes but main is closer than utility\r\n\r\n // We touched an utility mesh present in the main scene\r\n if (this.mainSceneTrackerPredicate && this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {\r\n this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent);\r\n prePointerInfo.skipOnPointerObservable = true;\r\n } else if (prePointerInfo.type === PointerEventTypes.POINTERMOVE || prePointerInfo.type === PointerEventTypes.POINTERUP) {\r\n if (this._lastPointerEvents[pointerEvent.pointerId]) {\r\n // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete\r\n this.onPointerOutObservable.notifyObservers(pointerEvent.pointerId);\r\n delete this._lastPointerEvents[pointerEvent.pointerId];\r\n }\r\n this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent);\r\n }\r\n }\r\n\r\n if (prePointerInfo.type === PointerEventTypes.POINTERUP && this._pointerCaptures[pointerEvent.pointerId]) {\r\n this._pointerCaptures[pointerEvent.pointerId] = false;\r\n }\r\n }\r\n }\r\n });\r\n\r\n // As a newly added utility layer will be rendered over the screen last, it's pointer events should be processed first\r\n if (this._originalPointerObserver) {\r\n originalScene.onPrePointerObservable.makeObserverTopPriority(this._originalPointerObserver);\r\n }\r\n }\r\n\r\n // Render directly on top of existing scene without clearing\r\n this.utilityLayerScene.autoClear = false;\r\n\r\n this._afterRenderObserver = this.originalScene.onAfterCameraRenderObservable.add((camera) => {\r\n // Only render when the render camera finishes rendering\r\n if (this.shouldRender && camera == this.getRenderCamera()) {\r\n if (camera.outputRenderTarget && camera.isRigCamera) {\r\n // clear depth for the utility layer to render correctly\r\n this.originalScene.getEngine().clear(null, false, true, false);\r\n }\r\n this.render();\r\n }\r\n });\r\n\r\n this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n\r\n this._updateCamera();\r\n }\r\n\r\n private _notifyObservers(prePointerInfo: PointerInfoPre, pickInfo: PickingInfo, pointerEvent: IPointerEvent) {\r\n if (!prePointerInfo.skipOnPointerObservable) {\r\n this.utilityLayerScene.onPointerObservable.notifyObservers(new PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo), prePointerInfo.type);\r\n this._lastPointerEvents[pointerEvent.pointerId] = true;\r\n }\r\n }\r\n\r\n /**\r\n * Renders the utility layers scene on top of the original scene\r\n */\r\n public render() {\r\n this._updateCamera();\r\n if (this.utilityLayerScene.activeCamera) {\r\n // Set the camera's scene to utility layers scene\r\n var oldScene = this.utilityLayerScene.activeCamera.getScene();\r\n var camera = this.utilityLayerScene.activeCamera;\r\n camera._scene = this.utilityLayerScene;\r\n if (camera.leftCamera) {\r\n camera.leftCamera._scene = this.utilityLayerScene;\r\n }\r\n if (camera.rightCamera) {\r\n camera.rightCamera._scene = this.utilityLayerScene;\r\n }\r\n\r\n this.utilityLayerScene.render(false);\r\n\r\n // Reset camera's scene back to original\r\n camera._scene = oldScene;\r\n if (camera.leftCamera) {\r\n camera.leftCamera._scene = oldScene;\r\n }\r\n if (camera.rightCamera) {\r\n camera.rightCamera._scene = oldScene;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the renderer\r\n */\r\n public dispose() {\r\n this.onPointerOutObservable.clear();\r\n\r\n if (this._afterRenderObserver) {\r\n this.originalScene.onAfterCameraRenderObservable.remove(this._afterRenderObserver);\r\n }\r\n if (this._sceneDisposeObserver) {\r\n this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);\r\n }\r\n if (this._originalPointerObserver) {\r\n this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);\r\n }\r\n this.utilityLayerScene.dispose();\r\n }\r\n\r\n private _updateCamera() {\r\n this.utilityLayerScene.cameraToUseForPointers = this.getRenderCamera();\r\n this.utilityLayerScene.activeCamera = this.getRenderCamera();\r\n }\r\n}\r\n"]}
@@ -1,6 +1,6 @@
1
1
  import { ShaderStore } from "../../Engines/shaderStore.js";
2
2
  var name = 'pointCloudVertex';
3
- var shader = "#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif";
3
+ var shader = "#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif";
4
4
  ShaderStore.IncludesShadersStore[name] = shader;
5
5
  /** @hidden */
6
6
  export var pointCloudVertex = { name: name, shader: shader };
@@ -1 +1 @@
1
- {"version":3,"file":"pointCloudVertex.js","sourceRoot":"","sources":["../../../../sourceES6/core/Shaders/ShadersInclude/pointCloudVertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAI,IAAI,GAAG,kBAAkB,CAAC;AAC9B,IAAI,MAAM,GAAG,mDAEN,CAAC;AAER,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAI,gBAAgB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"../../Engines/shaderStore\";\n\nlet name = 'pointCloudVertex';\nlet shader = `#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif`;\n\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pointCloudVertex = { name, shader };\n"]}
1
+ {"version":3,"file":"pointCloudVertex.js","sourceRoot":"","sources":["../../../../sourceES6/core/Shaders/ShadersInclude/pointCloudVertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAI,IAAI,GAAG,kBAAkB,CAAC;AAC9B,IAAI,MAAM,GAAG,6EAEN,CAAC;AAER,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAI,gBAAgB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"../../Engines/shaderStore\";\n\nlet name = 'pointCloudVertex';\nlet shader = `#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif`;\n\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pointCloudVertex = { name, shader };\n"]}
@@ -16,7 +16,7 @@ import "./ShadersInclude/clipPlaneVertex.js";
16
16
  import "./ShadersInclude/fogVertex.js";
17
17
  import "./ShadersInclude/shadowsVertex.js";
18
18
  var name = 'backgroundVertexShader';
19
- var shader = "precision highp float;\n#include<__decl__backgroundVertex>\n#include<helperFunctions>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n\n#include<instancesDeclaration>\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=position;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR == 0u) {\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n} else {\ngl_Position=viewProjectionR*finalWorld*vec4(position,1.0);\n}\n#else\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#endif\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normal);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(position,0.0)));\n#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nmat3 screenToWorld=inverseMat3(mat3(finalWorld*viewProjection));\nvec3 segment=mix(vDirectionW,screenToWorld*vec3(0.0,0.0,1.0),abs(fFovMultiplier-1.0));\nif (fFovMultiplier<=1.0) {\nvDirectionW=normalize(segment);\n} else {\nvDirectionW=normalize(vDirectionW+(vDirectionW-segment));\n}\n#endif\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
19
+ var shader = "precision highp float;\n#include<__decl__backgroundVertex>\n#include<helperFunctions>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n\n#include<instancesDeclaration>\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=position;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR == 0u) {\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n} else {\ngl_Position=viewProjectionR*finalWorld*vec4(position,1.0);\n}\n#else\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#endif\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normal);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(position,0.0)));\n#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nmat3 screenToWorld=inverseMat3(mat3(finalWorld*viewProjection));\nvec3 segment=mix(vDirectionW,screenToWorld*vec3(0.0,0.0,1.0),abs(fFovMultiplier-1.0));\nif (fFovMultiplier<=1.0) {\nvDirectionW=normalize(segment);\n} else {\nvDirectionW=normalize(vDirectionW+(vDirectionW-segment));\n}\n#endif\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
20
20
  ShaderStore.ShadersStore[name] = shader;
21
21
  /** @hidden */
22
22
  export var backgroundVertexShader = { name: name, shader: shader };
@@ -1 +1 @@
1
- {"version":3,"file":"background.vertex.js","sourceRoot":"","sources":["../../../sourceES6/core/Shaders/background.vertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,8CAA8C,CAAC;AACtD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AAExC,IAAI,IAAI,GAAG,wBAAwB,CAAC;AACpC,IAAI,MAAM,GAAG,2uFAsHZ,CAAC;AAEF,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,sBAAsB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/backgroundVertexDeclaration\";\nimport \"./ShadersInclude/backgroundUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\n\nlet name = 'backgroundVertexShader';\nlet shader = `precision highp float;\n#include<__decl__backgroundVertex>\n#include<helperFunctions>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n\n#include<instancesDeclaration>\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=position;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR == 0u) {\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n} else {\ngl_Position=viewProjectionR*finalWorld*vec4(position,1.0);\n}\n#else\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#endif\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normal);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(position,0.0)));\n#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nmat3 screenToWorld=inverseMat3(mat3(finalWorld*viewProjection));\nvec3 segment=mix(vDirectionW,screenToWorld*vec3(0.0,0.0,1.0),abs(fFovMultiplier-1.0));\nif (fFovMultiplier<=1.0) {\nvDirectionW=normalize(segment);\n} else {\nvDirectionW=normalize(vDirectionW+(vDirectionW-segment));\n}\n#endif\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var backgroundVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"background.vertex.js","sourceRoot":"","sources":["../../../sourceES6/core/Shaders/background.vertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,8CAA8C,CAAC;AACtD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AAExC,IAAI,IAAI,GAAG,wBAAwB,CAAC;AACpC,IAAI,MAAM,GAAG,qwFAsHZ,CAAC;AAEF,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,sBAAsB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/backgroundVertexDeclaration\";\nimport \"./ShadersInclude/backgroundUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\n\nlet name = 'backgroundVertexShader';\nlet shader = `precision highp float;\n#include<__decl__backgroundVertex>\n#include<helperFunctions>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n\n#include<instancesDeclaration>\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=position;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR == 0u) {\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n} else {\ngl_Position=viewProjectionR*finalWorld*vec4(position,1.0);\n}\n#else\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#endif\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normal);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(position,0.0)));\n#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nmat3 screenToWorld=inverseMat3(mat3(finalWorld*viewProjection));\nvec3 segment=mix(vDirectionW,screenToWorld*vec3(0.0,0.0,1.0),abs(fFovMultiplier-1.0));\nif (fFovMultiplier<=1.0) {\nvDirectionW=normalize(segment);\n} else {\nvDirectionW=normalize(vDirectionW+(vDirectionW-segment));\n}\n#endif\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var backgroundVertexShader = { name, shader };\n"]}