@babylonjs/core 5.14.1 → 5.16.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Audio/sound.js +2 -2
- package/Audio/sound.js.map +1 -1
- package/Cameras/Inputs/BaseCameraMouseWheelInput.d.ts +1 -1
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js +8 -2
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.d.ts +0 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +7 -2
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.d.ts +0 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js +7 -2
- package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
- package/Cameras/arcRotateCamera.js +8 -2
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.d.ts +15 -5
- package/Cameras/camera.js +81 -10
- package/Cameras/camera.js.map +1 -1
- package/Cameras/targetCamera.js +5 -0
- package/Cameras/targetCamera.js.map +1 -1
- package/DeviceInput/InputDevices/deviceSourceManager.js +4 -0
- package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
- package/DeviceInput/InputDevices/internalDeviceSourceManager.d.ts +2 -1
- package/DeviceInput/InputDevices/internalDeviceSourceManager.js.map +1 -1
- package/DeviceInput/InputDevices/webDeviceInputSystem.js +2 -4
- package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.cubeTexture.js +3 -3
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.rawTexture.js +3 -3
- package/Engines/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +1 -0
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.js +3 -3
- package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +6 -6
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +4 -4
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/nativeEngine.d.ts +1 -0
- package/Engines/nativeEngine.js +18 -4
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +17 -3
- package/Engines/thinEngine.js +43 -11
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +1 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/Inputs/scene.inputManager.js +5 -1
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Legacy/legacy.js +10 -6
- package/Legacy/legacy.js.map +1 -1
- package/Loading/sceneLoader.js +9 -9
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +2 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/elbowBlock.js +5 -3
- package/Materials/Node/Blocks/elbowBlock.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +4 -4
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrClearCoatConfiguration.d.ts +1 -1
- package/Materials/PBR/pbrClearCoatConfiguration.js +1 -1
- package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
- package/Materials/PBR/pbrIridescenceConfiguration.d.ts +1 -1
- package/Materials/PBR/pbrIridescenceConfiguration.js +1 -1
- package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSheenConfiguration.d.ts +1 -1
- package/Materials/PBR/pbrSheenConfiguration.js +1 -1
- package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/Loaders/basisTextureLoader.js +6 -1
- package/Materials/Textures/Loaders/basisTextureLoader.js.map +1 -1
- package/Materials/Textures/baseTexture.d.ts +1 -1
- package/Materials/Textures/baseTexture.js +2 -2
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/videoTexture.js +4 -1
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/imageProcessingConfiguration.js.map +1 -1
- package/Materials/materialHelper.d.ts +1 -1
- package/Materials/materialHelper.js +6 -6
- package/Materials/materialHelper.js.map +1 -1
- package/Maths/math.color.d.ts +15 -3
- package/Maths/math.color.js +26 -3
- package/Maths/math.color.js.map +1 -1
- package/Meshes/Builders/discBuilder.d.ts +26 -0
- package/Meshes/Builders/discBuilder.js +1 -1
- package/Meshes/Builders/discBuilder.js.map +1 -1
- package/Meshes/geometry.js +2 -2
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/mesh.d.ts +1 -1
- package/Meshes/mesh.js +8 -7
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/transformNode.d.ts +3 -3
- package/Meshes/transformNode.js +2 -2
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/basis.d.ts +8 -0
- package/Misc/basis.js +74 -32
- package/Misc/basis.js.map +1 -1
- package/Misc/screenshotTools.js +3 -0
- package/Misc/screenshotTools.js.map +1 -1
- package/Particles/particleHelper.js +4 -4
- package/Particles/particleHelper.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +0 -2
- package/PostProcesses/volumetricLightScatteringPostProcess.js +22 -15
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +3 -2
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/helperFunctions.js +1 -1
- package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
- package/Shaders/geometry.fragment.js +1 -1
- package/Shaders/geometry.fragment.js.map +1 -1
- package/XR/webXREnterExitUI.js +1 -1
- package/XR/webXREnterExitUI.js.map +1 -1
- package/assetContainer.d.ts +1 -1
- package/assetContainer.js +11 -11
- package/assetContainer.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +6 -6
- package/scene.js +8 -6
- package/scene.js.map +1 -1
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"particleHelper.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Particles/particleHelper.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,KAAK,EAAE,MAAM,eAAe,CAAC;AAEtC,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAE7C,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,OAAO,EAAE,iBAAiB,EAAE,MAAM,qBAAqB,CAAC;AACxD,OAAO,EAAE,iBAAiB,EAAE,MAAM,qBAAqB,CAAC;AACxD,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD;;GAEG;AACH;IAAA;IAgMA,CAAC;IAvLG;;;;;;;OAOG;IACW,4BAAa,GAA3B,UAA4B,OAAyC,EAAE,QAAc,EAAE,KAAa,EAAE,MAAc;QAA7C,yBAAA,EAAA,cAAc;QAAiB,uBAAA,EAAA,cAAc;QAChH,IAAI,MAAuB,CAAC;QAE5B,IAAI,MAAM,EAAE;YACR,MAAM,GAAG,IAAI,iBAAiB,CAAC,gBAAgB,EAAE,EAAE,QAAQ,EAAE,QAAQ,EAAE,EAAE,KAAM,CAAC,CAAC;SACpF;aAAM;YACH,MAAM,GAAG,IAAI,cAAc,CAAC,gBAAgB,EAAE,QAAQ,EAAE,KAAM,CAAC,CAAC;SACnE;QAED,MAAM,CAAC,OAAO,GAAG,OAAO,CAAC;QACzB,MAAM,CAAC,eAAe,GAAG,IAAI,OAAO,CAAC,iDAAiD,EAAE,MAAM,CAAC,QAAQ,EAAE,CAAC,CAAC;QAC3G,MAAM,CAAC,iBAAiB,CAAC,GAAG,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;QAE3C,iBAAiB;QACjB,MAAM,CAAC,MAAM,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAC/C,MAAM,CAAC,MAAM,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAC/C,MAAM,CAAC,SAAS,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAElD,gBAAgB;QAChB,MAAM,CAAC,OAAO,GAAG,GAAG,CAAC;QACrB,MAAM,CAAC,OAAO,GAAG,GAAG,CAAC;QAErB,iBAAiB;QACjB,MAAM,CAAC,YAAY,GAAG,CAAC,CAAC;QACxB,MAAM,CAAC,YAAY,GAAG,CAAC,CAAC;QAExB,eAAe;QACf,MAAM,CAAC,WAAW,GAAG,CAAC,GAAG,EAAE,CAAC;QAE5B,MAAM,CAAC,QAAQ,GAAG,EAAE,CAAC;QAErB,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;;;;;;OAOG;IACW,0BAAW,GAAzB,UAA0B,IAAY,EAAE,KAAsB,EAAE,GAAoB,EAAE,QAAiB;QAAvC,oBAAA,EAAA,WAAoB;QAChF,IAAI,CAAC,KAAK,EAAE;YACR,KAAK,GAAG,WAAW,CAAC,gBAAgB,CAAC;SACxC;QAED,IAAM,KAAK,GAAG,EAAE,CAAC;QAEjB,KAAM,CAAC,eAAe,CAAC,KAAK,CAAC,CAAC;QAE9B,OAAO,IAAI,OAAO,CAAC,UAAC,OAAO,EAAE,MAAM;YAC/B,IAAI,GAAG,IAAI,CAAC,iBAAiB,CAAC,WAAW,EAAE;gBACvC,KAAM,CAAC,kBAAkB,CAAC,KAAK,CAAC,CAAC;gBACjC,OAAO,MAAM,CAAC,4CAA4C,CAAC,CAAC;aAC/D;YAED,KAAK,CAAC,QAAQ,CACV,UAAG,cAAc,CAAC,aAAa,sBAAY,IAAI,UAAO,EACtD,UAAC,IAAI;gBACD,KAAM,CAAC,kBAAkB,CAAC,KAAK,CAAC,CAAC;gBACjC,IAAM,OAAO,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAC;gBAC5C,OAAO,OAAO,CAAC,iBAAiB,CAAC,KAAK,CAAC,OAAO,EAAE,KAAM,EAAE,GAAG,EAAE,QAAQ,CAAC,CAAC,CAAC;YAC5E,CAAC,EACD,SAAS,EACT,SAAS,EACT,SAAS,EACT;gBACI,KAAM,CAAC,kBAAkB,CAAC,KAAK,CAAC,CAAC;gBACjC,OAAO,MAAM,CAAC,2FAAoF,IAAI,cAAW,CAAC,CAAC;YACvH,CAAC,CACJ,CAAC;QACN,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;;;OAKG;IACW,wBAAS,GAAvB,UAAwB,OAA0B;QAC9C,IAAM,GAAG,GAAG,IAAI,iBAAiB,EAAE,CAAC;QAEpC,KAAqB,UAAO,EAAP,mBAAO,EAAP,qBAAO,EAAP,IAAO,EAAE;YAAzB,IAAM,MAAM,gBAAA;YACb,GAAG,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;SAC5B;QAED,OAAO,GAAG,CAAC;IACf,CAAC;IAED;;;;;;;;;OASG;IACW,iCAAkB,GAAhC,UAAiC,IAAsB,EAAE,GAAW,EAAE,KAAY,EAAE,GAAoB,EAAE,OAAoB,EAAE,QAAiB;QAA7D,oBAAA,EAAA,WAAoB;QAAE,wBAAA,EAAA,YAAoB;QAC1H,OAAO,IAAI,OAAO,CAAC,UAAC,OAAO,EAAE,MAAM;YAC/B,IAAM,OAAO,GAAG,IAAI,UAAU,EAAE,CAAC;YACjC,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,EAAE;gBACzC,IAAI,OAAO,CAAC,UAAU,IAAI,CAAC,EAAE;oBACzB,IAAI,OAAO,CAAC,MAAM,IAAI,GAAG,EAAE;wBACvB,IAAM,mBAAmB,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC;wBAC7D,IAAI,MAAM,SAAiB,CAAC;wBAE5B,IAAI,GAAG,EAAE;4BACL,MAAM,GAAG,iBAAiB,CAAC,KAAK,CAAC,mBAAmB,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,QAAQ,CAAC,CAAC;yBAC1F;6BAAM;4BACH,MAAM,GAAG,cAAc,CAAC,KAAK,CAAC,mBAAmB,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,QAAQ,CAAC,CAAC;yBACvF;wBAED,IAAI,IAAI,EAAE;4BACN,MAAM,CAAC,IAAI,GAAG,IAAI,CAAC;yBACtB;wBAED,OAAO,CAAC,MAAM,CAAC,CAAC;qBACnB;yBAAM;wBACH,MAAM,CAAC,oCAAoC,CAAC,CAAC;qBAChD;iBACJ;YACL,CAAC,CAAC,CAAC;YAEH,OAAO,CAAC,IAAI,CAAC,KAAK,EAAE,GAAG,CAAC,CAAC;YACzB,OAAO,CAAC,IAAI,EAAE,CAAC;QACnB,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;;;;;;OAQG;IACW,qCAAsB,GAApC,UAAqC,SAAiB,EAAE,KAAY,EAAE,GAAoB,EAAE,OAAoB,EAAE,QAAiB;QAAnI,iBAiCC;QAjCqE,oBAAA,EAAA,WAAoB;QAAE,wBAAA,EAAA,YAAoB;QAC5G,IAAI,SAAS,KAAK,QAAQ,EAAE;YACxB,IAAM,MAAM,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;YACxC,MAAM,CAAC,KAAK,EAAE,CAAC;YACf,OAAO,OAAO,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;SAClC;QAED,OAAO,IAAI,OAAO,CAAC,UAAC,OAAO,EAAE,MAAM;YAC/B,IAAM,OAAO,GAAG,IAAI,UAAU,EAAE,CAAC;YACjC,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,EAAE;gBACzC,IAAI,OAAO,CAAC,UAAU,IAAI,CAAC,EAAE;oBACzB,IAAI,OAAO,CAAC,MAAM,IAAI,GAAG,EAAE;wBACvB,IAAM,OAAO,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,WAAW,CAAC,CAAC;wBACzE,IAAM,mBAAmB,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,cAAc,CAAC,CAAC;wBAC/D,IAAI,MAAM,SAAiB,CAAC;wBAE5B,IAAI,GAAG,EAAE;4BACL,MAAM,GAAG,iBAAiB,CAAC,KAAK,CAAC,mBAAmB,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,QAAQ,CAAC,CAAC;yBAC1F;6BAAM;4BACH,MAAM,GAAG,cAAc,CAAC,KAAK,CAAC,mBAAmB,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,QAAQ,CAAC,CAAC;yBACvF;wBACD,MAAM,CAAC,SAAS,GAAG,SAAS,CAAC;wBAE7B,OAAO,CAAC,MAAM,CAAC,CAAC;qBACnB;yBAAM;wBACH,MAAM,CAAC,6BAA6B,GAAG,SAAS,CAAC,CAAC;qBACrD;iBACJ;YACL,CAAC,CAAC,CAAC;YAEH,OAAO,CAAC,IAAI,CAAC,KAAK,EAAE,KAAI,CAAC,UAAU,GAAG,GAAG,GAAG,SAAS,CAAC,OAAO,CAAC,IAAI,EAAE,GAAG,CAAC,CAAC,CAAC;YAC1E,OAAO,CAAC,IAAI,EAAE,CAAC;QACnB,CAAC,CAAC,CAAC;IACP,CAAC;IA9LD;;OAEG;IACW,4BAAa,GAAG,iBAAiB,CAAC,aAAa,CAAC;IAE9D,sCAAsC;IACxB,yBAAU,GAAG,SAAS,CAAC,UAAU,CAAC;IAyLpD,qBAAC;CAAA,AAhMD,IAgMC;SAhMY,cAAc","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IParticleSystem } from \"./IParticleSystem\";\r\nimport { GPUParticleSystem } from \"./gpuParticleSystem\";\r\nimport { ParticleSystemSet } from \"./particleSystemSet\";\r\nimport { ParticleSystem } from \"./particleSystem\";\r\nimport { WebRequest } from \"../Misc/webRequest\";\r\nimport { Constants } from \"../Engines/constants\";\r\n/**\r\n * This class is made for on one-liner static method to help creating particle system set.\r\n */\r\nexport class ParticleHelper {\r\n /**\r\n * Gets or sets base Assets URL\r\n */\r\n public static BaseAssetsUrl = ParticleSystemSet.BaseAssetsUrl;\r\n\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n /**\r\n * Create a default particle system that you can tweak\r\n * @param emitter defines the emitter to use\r\n * @param capacity defines the system capacity (default is 500 particles)\r\n * @param scene defines the hosting scene\r\n * @param useGPU defines if a GPUParticleSystem must be created (default is false)\r\n * @returns the new Particle system\r\n */\r\n public static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity = 500, scene?: Scene, useGPU = false): IParticleSystem {\r\n let system: IParticleSystem;\r\n\r\n if (useGPU) {\r\n system = new GPUParticleSystem(\"default system\", { capacity: capacity }, scene!);\r\n } else {\r\n system = new ParticleSystem(\"default system\", capacity, scene!);\r\n }\r\n\r\n system.emitter = emitter;\r\n system.particleTexture = new Texture(\"https://assets.babylonjs.com/textures/flare.png\", system.getScene());\r\n system.createConeEmitter(0.1, Math.PI / 4);\r\n\r\n // Particle color\r\n system.color1 = new Color4(1.0, 1.0, 1.0, 1.0);\r\n system.color2 = new Color4(1.0, 1.0, 1.0, 1.0);\r\n system.colorDead = new Color4(1.0, 1.0, 1.0, 0.0);\r\n\r\n // Particle Size\r\n system.minSize = 0.1;\r\n system.maxSize = 0.1;\r\n\r\n // Emission speed\r\n system.minEmitPower = 2;\r\n system.maxEmitPower = 2;\r\n\r\n // Update speed\r\n system.updateSpeed = 1 / 60;\r\n\r\n system.emitRate = 30;\r\n\r\n return system;\r\n }\r\n\r\n /**\r\n * This is the main static method (one-liner) of this helper to create different particle systems\r\n * @param type This string represents the type to the particle system to create\r\n * @param scene The scene where the particle system should live\r\n * @param gpu If the system will use gpu\r\n * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)\r\n * @returns the ParticleSystemSet created\r\n */\r\n public static CreateAsync(type: string, scene: Nullable<Scene>, gpu: boolean = false, capacity?: number): Promise<ParticleSystemSet> {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n const token = {};\r\n\r\n scene!._addPendingData(token);\r\n\r\n return new Promise((resolve, reject) => {\r\n if (gpu && !GPUParticleSystem.IsSupported) {\r\n scene!._removePendingData(token);\r\n return reject(\"Particle system with GPU is not supported.\");\r\n }\r\n\r\n Tools.LoadFile(\r\n `${ParticleHelper.BaseAssetsUrl}/systems/${type}.json`,\r\n (data) => {\r\n scene!._removePendingData(token);\r\n const newData = JSON.parse(data.toString());\r\n return resolve(ParticleSystemSet.Parse(newData, scene!, gpu, capacity));\r\n },\r\n undefined,\r\n undefined,\r\n undefined,\r\n () => {\r\n scene!._removePendingData(token);\r\n return reject(`An error occurred with the creation of your particle system. Check if your type '${type}' exists.`);\r\n }\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Static function used to export a particle system to a ParticleSystemSet variable.\r\n * Please note that the emitter shape is not exported\r\n * @param systems defines the particle systems to export\r\n * @returns the created particle system set\r\n */\r\n public static ExportSet(systems: IParticleSystem[]): ParticleSystemSet {\r\n const set = new ParticleSystemSet();\r\n\r\n for (const system of systems) {\r\n set.systems.push(system);\r\n }\r\n\r\n return set;\r\n }\r\n\r\n /**\r\n * Creates a particle system from a snippet saved in a remote file\r\n * @param name defines the name of the particle system to create (can be null or empty to use the one from the json data)\r\n * @param url defines the url to load from\r\n * @param scene defines the hosting scene\r\n * @param gpu If the system will use gpu\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)\r\n * @returns a promise that will resolve to the new particle system\r\n */\r\n public static ParseFromFileAsync(name: Nullable<string>, url: string, scene: Scene, gpu: boolean = false, rootUrl: string = \"\", capacity?: number): Promise<IParticleSystem> {\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const serializationObject = JSON.parse(request.responseText);\r\n let output: IParticleSystem;\r\n\r\n if (gpu) {\r\n output = GPUParticleSystem.Parse(serializationObject, scene, rootUrl, false, capacity);\r\n } else {\r\n output = ParticleSystem.Parse(serializationObject, scene, rootUrl, false, capacity);\r\n }\r\n\r\n if (name) {\r\n output.name = name;\r\n }\r\n\r\n resolve(output);\r\n } else {\r\n reject(\"Unable to load the particle system\");\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", url);\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a particle system from a snippet saved by the particle system editor\r\n * @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)\r\n * @param scene defines the hosting scene\r\n * @param gpu If the system will use gpu\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)\r\n * @returns a promise that will resolve to the new particle system\r\n */\r\n public static CreateFromSnippetAsync(snippetId: string, scene: Scene, gpu: boolean = false, rootUrl: string = \"\", capacity?: number): Promise<IParticleSystem> {\r\n if (snippetId === \"_BLANK\") {\r\n const system = this.CreateDefault(null);\r\n system.start();\r\n return Promise.resolve(system);\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n const serializationObject = JSON.parse(snippet.particleSystem);\r\n let output: IParticleSystem;\r\n\r\n if (gpu) {\r\n output = GPUParticleSystem.Parse(serializationObject, scene, rootUrl, false, capacity);\r\n } else {\r\n output = ParticleSystem.Parse(serializationObject, scene, rootUrl, false, capacity);\r\n }\r\n output.snippetId = snippetId;\r\n\r\n resolve(output);\r\n } else {\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"particleHelper.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Particles/particleHelper.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,KAAK,EAAE,MAAM,eAAe,CAAC;AAEtC,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAE7C,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,OAAO,EAAE,iBAAiB,EAAE,MAAM,qBAAqB,CAAC;AACxD,OAAO,EAAE,iBAAiB,EAAE,MAAM,qBAAqB,CAAC;AACxD,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD;;GAEG;AACH;IAAA;IAgMA,CAAC;IAvLG;;;;;;;OAOG;IACW,4BAAa,GAA3B,UAA4B,OAAyC,EAAE,QAAc,EAAE,KAAa,EAAE,MAAc;QAA7C,yBAAA,EAAA,cAAc;QAAiB,uBAAA,EAAA,cAAc;QAChH,IAAI,MAAuB,CAAC;QAE5B,IAAI,MAAM,EAAE;YACR,MAAM,GAAG,IAAI,iBAAiB,CAAC,gBAAgB,EAAE,EAAE,QAAQ,EAAE,QAAQ,EAAE,EAAE,KAAM,CAAC,CAAC;SACpF;aAAM;YACH,MAAM,GAAG,IAAI,cAAc,CAAC,gBAAgB,EAAE,QAAQ,EAAE,KAAM,CAAC,CAAC;SACnE;QAED,MAAM,CAAC,OAAO,GAAG,OAAO,CAAC;QACzB,MAAM,CAAC,eAAe,GAAG,IAAI,OAAO,CAAC,iDAAiD,EAAE,MAAM,CAAC,QAAQ,EAAE,CAAC,CAAC;QAC3G,MAAM,CAAC,iBAAiB,CAAC,GAAG,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;QAE3C,iBAAiB;QACjB,MAAM,CAAC,MAAM,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAC/C,MAAM,CAAC,MAAM,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAC/C,MAAM,CAAC,SAAS,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAElD,gBAAgB;QAChB,MAAM,CAAC,OAAO,GAAG,GAAG,CAAC;QACrB,MAAM,CAAC,OAAO,GAAG,GAAG,CAAC;QAErB,iBAAiB;QACjB,MAAM,CAAC,YAAY,GAAG,CAAC,CAAC;QACxB,MAAM,CAAC,YAAY,GAAG,CAAC,CAAC;QAExB,eAAe;QACf,MAAM,CAAC,WAAW,GAAG,CAAC,GAAG,EAAE,CAAC;QAE5B,MAAM,CAAC,QAAQ,GAAG,EAAE,CAAC;QAErB,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;;;;;;OAOG;IACW,0BAAW,GAAzB,UAA0B,IAAY,EAAE,KAAsB,EAAE,GAAoB,EAAE,QAAiB;QAAvC,oBAAA,EAAA,WAAoB;QAChF,IAAI,CAAC,KAAK,EAAE;YACR,KAAK,GAAG,WAAW,CAAC,gBAAgB,CAAC;SACxC;QAED,IAAM,KAAK,GAAG,EAAE,CAAC;QAEjB,KAAM,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC;QAE7B,OAAO,IAAI,OAAO,CAAC,UAAC,OAAO,EAAE,MAAM;YAC/B,IAAI,GAAG,IAAI,CAAC,iBAAiB,CAAC,WAAW,EAAE;gBACvC,KAAM,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;gBAChC,OAAO,MAAM,CAAC,4CAA4C,CAAC,CAAC;aAC/D;YAED,KAAK,CAAC,QAAQ,CACV,UAAG,cAAc,CAAC,aAAa,sBAAY,IAAI,UAAO,EACtD,UAAC,IAAI;gBACD,KAAM,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;gBAChC,IAAM,OAAO,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAC;gBAC5C,OAAO,OAAO,CAAC,iBAAiB,CAAC,KAAK,CAAC,OAAO,EAAE,KAAM,EAAE,GAAG,EAAE,QAAQ,CAAC,CAAC,CAAC;YAC5E,CAAC,EACD,SAAS,EACT,SAAS,EACT,SAAS,EACT;gBACI,KAAM,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;gBAChC,OAAO,MAAM,CAAC,2FAAoF,IAAI,cAAW,CAAC,CAAC;YACvH,CAAC,CACJ,CAAC;QACN,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;;;OAKG;IACW,wBAAS,GAAvB,UAAwB,OAA0B;QAC9C,IAAM,GAAG,GAAG,IAAI,iBAAiB,EAAE,CAAC;QAEpC,KAAqB,UAAO,EAAP,mBAAO,EAAP,qBAAO,EAAP,IAAO,EAAE;YAAzB,IAAM,MAAM,gBAAA;YACb,GAAG,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;SAC5B;QAED,OAAO,GAAG,CAAC;IACf,CAAC;IAED;;;;;;;;;OASG;IACW,iCAAkB,GAAhC,UAAiC,IAAsB,EAAE,GAAW,EAAE,KAAY,EAAE,GAAoB,EAAE,OAAoB,EAAE,QAAiB;QAA7D,oBAAA,EAAA,WAAoB;QAAE,wBAAA,EAAA,YAAoB;QAC1H,OAAO,IAAI,OAAO,CAAC,UAAC,OAAO,EAAE,MAAM;YAC/B,IAAM,OAAO,GAAG,IAAI,UAAU,EAAE,CAAC;YACjC,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,EAAE;gBACzC,IAAI,OAAO,CAAC,UAAU,IAAI,CAAC,EAAE;oBACzB,IAAI,OAAO,CAAC,MAAM,IAAI,GAAG,EAAE;wBACvB,IAAM,mBAAmB,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC;wBAC7D,IAAI,MAAM,SAAiB,CAAC;wBAE5B,IAAI,GAAG,EAAE;4BACL,MAAM,GAAG,iBAAiB,CAAC,KAAK,CAAC,mBAAmB,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,QAAQ,CAAC,CAAC;yBAC1F;6BAAM;4BACH,MAAM,GAAG,cAAc,CAAC,KAAK,CAAC,mBAAmB,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,QAAQ,CAAC,CAAC;yBACvF;wBAED,IAAI,IAAI,EAAE;4BACN,MAAM,CAAC,IAAI,GAAG,IAAI,CAAC;yBACtB;wBAED,OAAO,CAAC,MAAM,CAAC,CAAC;qBACnB;yBAAM;wBACH,MAAM,CAAC,oCAAoC,CAAC,CAAC;qBAChD;iBACJ;YACL,CAAC,CAAC,CAAC;YAEH,OAAO,CAAC,IAAI,CAAC,KAAK,EAAE,GAAG,CAAC,CAAC;YACzB,OAAO,CAAC,IAAI,EAAE,CAAC;QACnB,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;;;;;;OAQG;IACW,qCAAsB,GAApC,UAAqC,SAAiB,EAAE,KAAY,EAAE,GAAoB,EAAE,OAAoB,EAAE,QAAiB;QAAnI,iBAiCC;QAjCqE,oBAAA,EAAA,WAAoB;QAAE,wBAAA,EAAA,YAAoB;QAC5G,IAAI,SAAS,KAAK,QAAQ,EAAE;YACxB,IAAM,MAAM,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;YACxC,MAAM,CAAC,KAAK,EAAE,CAAC;YACf,OAAO,OAAO,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;SAClC;QAED,OAAO,IAAI,OAAO,CAAC,UAAC,OAAO,EAAE,MAAM;YAC/B,IAAM,OAAO,GAAG,IAAI,UAAU,EAAE,CAAC;YACjC,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,EAAE;gBACzC,IAAI,OAAO,CAAC,UAAU,IAAI,CAAC,EAAE;oBACzB,IAAI,OAAO,CAAC,MAAM,IAAI,GAAG,EAAE;wBACvB,IAAM,OAAO,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,WAAW,CAAC,CAAC;wBACzE,IAAM,mBAAmB,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,cAAc,CAAC,CAAC;wBAC/D,IAAI,MAAM,SAAiB,CAAC;wBAE5B,IAAI,GAAG,EAAE;4BACL,MAAM,GAAG,iBAAiB,CAAC,KAAK,CAAC,mBAAmB,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,QAAQ,CAAC,CAAC;yBAC1F;6BAAM;4BACH,MAAM,GAAG,cAAc,CAAC,KAAK,CAAC,mBAAmB,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,QAAQ,CAAC,CAAC;yBACvF;wBACD,MAAM,CAAC,SAAS,GAAG,SAAS,CAAC;wBAE7B,OAAO,CAAC,MAAM,CAAC,CAAC;qBACnB;yBAAM;wBACH,MAAM,CAAC,6BAA6B,GAAG,SAAS,CAAC,CAAC;qBACrD;iBACJ;YACL,CAAC,CAAC,CAAC;YAEH,OAAO,CAAC,IAAI,CAAC,KAAK,EAAE,KAAI,CAAC,UAAU,GAAG,GAAG,GAAG,SAAS,CAAC,OAAO,CAAC,IAAI,EAAE,GAAG,CAAC,CAAC,CAAC;YAC1E,OAAO,CAAC,IAAI,EAAE,CAAC;QACnB,CAAC,CAAC,CAAC;IACP,CAAC;IA9LD;;OAEG;IACW,4BAAa,GAAG,iBAAiB,CAAC,aAAa,CAAC;IAE9D,sCAAsC;IACxB,yBAAU,GAAG,SAAS,CAAC,UAAU,CAAC;IAyLpD,qBAAC;CAAA,AAhMD,IAgMC;SAhMY,cAAc","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IParticleSystem } from \"./IParticleSystem\";\r\nimport { GPUParticleSystem } from \"./gpuParticleSystem\";\r\nimport { ParticleSystemSet } from \"./particleSystemSet\";\r\nimport { ParticleSystem } from \"./particleSystem\";\r\nimport { WebRequest } from \"../Misc/webRequest\";\r\nimport { Constants } from \"../Engines/constants\";\r\n/**\r\n * This class is made for on one-liner static method to help creating particle system set.\r\n */\r\nexport class ParticleHelper {\r\n /**\r\n * Gets or sets base Assets URL\r\n */\r\n public static BaseAssetsUrl = ParticleSystemSet.BaseAssetsUrl;\r\n\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n /**\r\n * Create a default particle system that you can tweak\r\n * @param emitter defines the emitter to use\r\n * @param capacity defines the system capacity (default is 500 particles)\r\n * @param scene defines the hosting scene\r\n * @param useGPU defines if a GPUParticleSystem must be created (default is false)\r\n * @returns the new Particle system\r\n */\r\n public static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity = 500, scene?: Scene, useGPU = false): IParticleSystem {\r\n let system: IParticleSystem;\r\n\r\n if (useGPU) {\r\n system = new GPUParticleSystem(\"default system\", { capacity: capacity }, scene!);\r\n } else {\r\n system = new ParticleSystem(\"default system\", capacity, scene!);\r\n }\r\n\r\n system.emitter = emitter;\r\n system.particleTexture = new Texture(\"https://assets.babylonjs.com/textures/flare.png\", system.getScene());\r\n system.createConeEmitter(0.1, Math.PI / 4);\r\n\r\n // Particle color\r\n system.color1 = new Color4(1.0, 1.0, 1.0, 1.0);\r\n system.color2 = new Color4(1.0, 1.0, 1.0, 1.0);\r\n system.colorDead = new Color4(1.0, 1.0, 1.0, 0.0);\r\n\r\n // Particle Size\r\n system.minSize = 0.1;\r\n system.maxSize = 0.1;\r\n\r\n // Emission speed\r\n system.minEmitPower = 2;\r\n system.maxEmitPower = 2;\r\n\r\n // Update speed\r\n system.updateSpeed = 1 / 60;\r\n\r\n system.emitRate = 30;\r\n\r\n return system;\r\n }\r\n\r\n /**\r\n * This is the main static method (one-liner) of this helper to create different particle systems\r\n * @param type This string represents the type to the particle system to create\r\n * @param scene The scene where the particle system should live\r\n * @param gpu If the system will use gpu\r\n * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)\r\n * @returns the ParticleSystemSet created\r\n */\r\n public static CreateAsync(type: string, scene: Nullable<Scene>, gpu: boolean = false, capacity?: number): Promise<ParticleSystemSet> {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n const token = {};\r\n\r\n scene!.addPendingData(token);\r\n\r\n return new Promise((resolve, reject) => {\r\n if (gpu && !GPUParticleSystem.IsSupported) {\r\n scene!.removePendingData(token);\r\n return reject(\"Particle system with GPU is not supported.\");\r\n }\r\n\r\n Tools.LoadFile(\r\n `${ParticleHelper.BaseAssetsUrl}/systems/${type}.json`,\r\n (data) => {\r\n scene!.removePendingData(token);\r\n const newData = JSON.parse(data.toString());\r\n return resolve(ParticleSystemSet.Parse(newData, scene!, gpu, capacity));\r\n },\r\n undefined,\r\n undefined,\r\n undefined,\r\n () => {\r\n scene!.removePendingData(token);\r\n return reject(`An error occurred with the creation of your particle system. Check if your type '${type}' exists.`);\r\n }\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Static function used to export a particle system to a ParticleSystemSet variable.\r\n * Please note that the emitter shape is not exported\r\n * @param systems defines the particle systems to export\r\n * @returns the created particle system set\r\n */\r\n public static ExportSet(systems: IParticleSystem[]): ParticleSystemSet {\r\n const set = new ParticleSystemSet();\r\n\r\n for (const system of systems) {\r\n set.systems.push(system);\r\n }\r\n\r\n return set;\r\n }\r\n\r\n /**\r\n * Creates a particle system from a snippet saved in a remote file\r\n * @param name defines the name of the particle system to create (can be null or empty to use the one from the json data)\r\n * @param url defines the url to load from\r\n * @param scene defines the hosting scene\r\n * @param gpu If the system will use gpu\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)\r\n * @returns a promise that will resolve to the new particle system\r\n */\r\n public static ParseFromFileAsync(name: Nullable<string>, url: string, scene: Scene, gpu: boolean = false, rootUrl: string = \"\", capacity?: number): Promise<IParticleSystem> {\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const serializationObject = JSON.parse(request.responseText);\r\n let output: IParticleSystem;\r\n\r\n if (gpu) {\r\n output = GPUParticleSystem.Parse(serializationObject, scene, rootUrl, false, capacity);\r\n } else {\r\n output = ParticleSystem.Parse(serializationObject, scene, rootUrl, false, capacity);\r\n }\r\n\r\n if (name) {\r\n output.name = name;\r\n }\r\n\r\n resolve(output);\r\n } else {\r\n reject(\"Unable to load the particle system\");\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", url);\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a particle system from a snippet saved by the particle system editor\r\n * @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)\r\n * @param scene defines the hosting scene\r\n * @param gpu If the system will use gpu\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)\r\n * @returns a promise that will resolve to the new particle system\r\n */\r\n public static CreateFromSnippetAsync(snippetId: string, scene: Scene, gpu: boolean = false, rootUrl: string = \"\", capacity?: number): Promise<IParticleSystem> {\r\n if (snippetId === \"_BLANK\") {\r\n const system = this.CreateDefault(null);\r\n system.start();\r\n return Promise.resolve(system);\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n const serializationObject = JSON.parse(snippet.particleSystem);\r\n let output: IParticleSystem;\r\n\r\n if (gpu) {\r\n output = GPUParticleSystem.Parse(serializationObject, scene, rootUrl, false, capacity);\r\n } else {\r\n output = ParticleSystem.Parse(serializationObject, scene, rootUrl, false, capacity);\r\n }\r\n output.snippetId = snippetId;\r\n\r\n resolve(output);\r\n } else {\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n}\r\n"]}
|
|
@@ -14,11 +14,9 @@ declare type Engine = import("../Engines/engine").Engine;
|
|
|
14
14
|
* Inspired by https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-13-volumetric-light-scattering-post-process
|
|
15
15
|
*/
|
|
16
16
|
export declare class VolumetricLightScatteringPostProcess extends PostProcess {
|
|
17
|
-
private _volumetricLightScatteringPass;
|
|
18
17
|
private _volumetricLightScatteringRTT;
|
|
19
18
|
private _viewPort;
|
|
20
19
|
private _screenCoordinates;
|
|
21
|
-
private _cachedDefines;
|
|
22
20
|
/**
|
|
23
21
|
* If not undefined, the mesh position is computed from the attached node position
|
|
24
22
|
*/
|
|
@@ -19,7 +19,6 @@ import "../Shaders/volumetricLightScatteringPass.fragment.js";
|
|
|
19
19
|
import { Color4, Color3 } from "../Maths/math.color.js";
|
|
20
20
|
import { Viewport } from "../Maths/math.viewport.js";
|
|
21
21
|
import { RegisterClass } from "../Misc/typeStore.js";
|
|
22
|
-
import { DrawWrapper } from "../Materials/drawWrapper.js";
|
|
23
22
|
/**
|
|
24
23
|
* Inspired by https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-13-volumetric-light-scattering-post-process
|
|
25
24
|
*/
|
|
@@ -81,7 +80,6 @@ var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
|
|
|
81
80
|
_this._viewPort = new Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
|
|
82
81
|
// Configure mesh
|
|
83
82
|
_this.mesh = mesh !== null && mesh !== void 0 ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene);
|
|
84
|
-
_this._volumetricLightScatteringPass = new DrawWrapper(engine);
|
|
85
83
|
// Configure
|
|
86
84
|
_this._createPass(scene, ratio.passRatio || ratio);
|
|
87
85
|
_this.onActivate = function (camera) {
|
|
@@ -124,11 +122,16 @@ var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
|
|
|
124
122
|
return "VolumetricLightScatteringPostProcess";
|
|
125
123
|
};
|
|
126
124
|
VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
|
|
125
|
+
var _a;
|
|
127
126
|
var mesh = subMesh.getMesh();
|
|
128
127
|
// Render this.mesh as default
|
|
129
128
|
if (mesh === this.mesh && mesh.material) {
|
|
130
129
|
return mesh.material.isReady(mesh);
|
|
131
130
|
}
|
|
131
|
+
var renderingMaterial = (_a = mesh._internalAbstractMeshDataInfo._materialForRenderPass) === null || _a === void 0 ? void 0 : _a[this._scene.getEngine().currentRenderPassId];
|
|
132
|
+
if (renderingMaterial) {
|
|
133
|
+
return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);
|
|
134
|
+
}
|
|
132
135
|
var defines = [];
|
|
133
136
|
var attribs = [VertexBuffer.PositionKind];
|
|
134
137
|
var material = subMesh.getMaterial();
|
|
@@ -165,15 +168,16 @@ var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
|
|
|
165
168
|
}
|
|
166
169
|
}
|
|
167
170
|
// Get correct effect
|
|
171
|
+
var drawWrapper = subMesh._getDrawWrapper(undefined, true);
|
|
172
|
+
var cachedDefines = drawWrapper.defines;
|
|
168
173
|
var join = defines.join("\n");
|
|
169
|
-
if (
|
|
170
|
-
|
|
171
|
-
this._volumetricLightScatteringPass.effect = mesh
|
|
174
|
+
if (cachedDefines !== join) {
|
|
175
|
+
drawWrapper.setEffect(mesh
|
|
172
176
|
.getScene()
|
|
173
177
|
.getEngine()
|
|
174
|
-
.createEffect("volumetricLightScatteringPass", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: mesh.numBoneInfluencers });
|
|
178
|
+
.createEffect("volumetricLightScatteringPass", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: mesh.numBoneInfluencers }), join);
|
|
175
179
|
}
|
|
176
|
-
return
|
|
180
|
+
return drawWrapper.effect.isReady();
|
|
177
181
|
};
|
|
178
182
|
/**
|
|
179
183
|
* Sets the new light position for light scattering effect
|
|
@@ -233,6 +237,7 @@ var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
|
|
|
233
237
|
}
|
|
234
238
|
// Custom render function for submeshes
|
|
235
239
|
var renderSubMesh = function (subMesh) {
|
|
240
|
+
var _a;
|
|
236
241
|
var renderingMesh = subMesh.getRenderingMesh();
|
|
237
242
|
var effectiveMesh = subMesh.getEffectiveMesh();
|
|
238
243
|
if (_this._meshExcluded(renderingMesh)) {
|
|
@@ -254,14 +259,13 @@ var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
|
|
|
254
259
|
}
|
|
255
260
|
var hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);
|
|
256
261
|
if (_this._isReady(subMesh, hardwareInstancedRendering)) {
|
|
257
|
-
var
|
|
258
|
-
|
|
259
|
-
|
|
260
|
-
|
|
261
|
-
|
|
262
|
-
|
|
263
|
-
|
|
264
|
-
}
|
|
262
|
+
var renderingMaterial = (_a = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass) === null || _a === void 0 ? void 0 : _a[engine.currentRenderPassId];
|
|
263
|
+
var drawWrapper = subMesh._getDrawWrapper();
|
|
264
|
+
if (renderingMesh === _this.mesh && !drawWrapper) {
|
|
265
|
+
drawWrapper = material._getDrawWrapper();
|
|
266
|
+
}
|
|
267
|
+
if (!drawWrapper) {
|
|
268
|
+
return;
|
|
265
269
|
}
|
|
266
270
|
var effect_1 = drawWrapper.effect;
|
|
267
271
|
engine.enableEffect(drawWrapper);
|
|
@@ -271,6 +275,9 @@ var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
|
|
|
271
275
|
if (renderingMesh === _this.mesh) {
|
|
272
276
|
material.bind(effectiveMesh.getWorldMatrix(), renderingMesh);
|
|
273
277
|
}
|
|
278
|
+
else if (renderingMaterial) {
|
|
279
|
+
renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh, subMesh);
|
|
280
|
+
}
|
|
274
281
|
else {
|
|
275
282
|
effect_1.setMatrix("viewProjection", scene.getTransformMatrix());
|
|
276
283
|
// Alpha test
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"volumetricLightScatteringPostProcess.js","sourceRoot":"","sources":["../../../../../lts/core/generated/PostProcesses/volumetricLightScatteringPostProcess.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,kBAAkB,EAAE,SAAS,EAAE,wBAAwB,EAAE,MAAM,oBAAoB,CAAC;AAE7F,OAAO,EAAE,MAAM,EAAE,MAAM,gBAAgB,CAAC;AACxC,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAChE,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AAKtD,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AACjD,OAAO,EAAE,cAAc,EAAE,MAAM,6BAA6B,CAAC;AAC7D,OAAO,EAAE,gBAAgB,EAAE,MAAM,+BAA+B,CAAC;AACjE,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,mBAAmB,EAAE,MAAM,2CAA2C,CAAC;AAChF,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAGjD,OAAO,EAAE,WAAW,EAAE,MAAM,iCAAiC,CAAC;AAE9D,OAAO,yBAAyB,CAAC;AACjC,OAAO,+CAA+C,CAAC;AACvD,OAAO,iDAAiD,CAAC;AACzD,OAAO,mDAAmD,CAAC;AAC3D,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AACrD,OAAO,EAAE,QAAQ,EAAE,MAAM,wBAAwB,CAAC;AAClD,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AAIvD;;GAEG;AACH;IAA0D,wDAAW;IAgFjE;;;;;;;;;;;OAWG;IACH,8CACI,IAAY,EACZ,KAAU,EACV,MAAc,EACd,IAAW,EACX,OAAqB,EACrB,YAAoD,EACpD,MAAe,EACf,QAAkB,EAClB,KAAa;QAJb,wBAAA,EAAA,aAAqB;QACrB,6BAAA,EAAA,eAAuB,OAAO,CAAC,qBAAqB;QANxD,iBAqDC;;gBA1CG,kBACI,IAAI,EACJ,2BAA2B,EAC3B,CAAC,OAAO,EAAE,UAAU,EAAE,QAAQ,EAAE,sBAAsB,EAAE,SAAS,CAAC,EAClE,CAAC,wBAAwB,CAAC,EAC1B,KAAK,CAAC,gBAAgB,IAAI,KAAK,EAC/B,MAAM,EACN,YAAY,EACZ,MAAM,EACN,QAAQ,EACR,sBAAsB,GAAG,OAAO,CACnC;QA7GG,wBAAkB,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;QAQrD;;WAEG;QAEI,wBAAkB,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;QAEpD;;WAEG;QAEI,2BAAqB,GAAY,KAAK,CAAC;QAE9C;;WAEG;QAEI,YAAM,GAAY,IAAI,CAAC;QAqB9B;;WAEG;QAEI,oBAAc,GAAG,IAAI,KAAK,EAAgB,CAAC;QAElD;;WAEG;QAEI,cAAQ,GAAG,GAAG,CAAC;QAEtB;;WAEG;QAEI,WAAK,GAAG,OAAO,CAAC;QAEvB;;WAEG;QAEI,YAAM,GAAG,OAAO,CAAC;QAExB;;WAEG;QAEI,aAAO,GAAG,KAAK,CAAC;QAqCnB,KAAK,GAAG,MAAA,MAAM,aAAN,MAAM,uBAAN,MAAM,CAAE,QAAQ,EAAE,mCAAI,KAAK,CAAC,CAAC,iCAAiC;QAEtE,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAC3B,KAAI,CAAC,SAAS,GAAG,IAAI,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,QAAQ,CAAC,MAAM,CAAC,cAAc,EAAE,EAAE,MAAM,CAAC,eAAe,EAAE,CAAC,CAAC;QAEtG,iBAAiB;QACjB,KAAI,CAAC,IAAI,GAAG,IAAI,aAAJ,IAAI,cAAJ,IAAI,GAAI,oCAAoC,CAAC,iBAAiB,CAAC,+BAA+B,EAAE,KAAK,CAAC,CAAC;QACnH,KAAI,CAAC,8BAA8B,GAAG,IAAI,WAAW,CAAC,MAAM,CAAC,CAAC;QAE9D,YAAY;QACZ,KAAI,CAAC,WAAW,CAAC,KAAK,EAAE,KAAK,CAAC,SAAS,IAAI,KAAK,CAAC,CAAC;QAElD,KAAI,CAAC,UAAU,GAAG,UAAC,MAAc;YAC7B,IAAI,CAAC,KAAI,CAAC,WAAW,EAAE;gBACnB,KAAI,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;aACxB;YAED,KAAI,CAAC,UAAU,GAAG,IAAI,CAAC;QAC3B,CAAC,CAAC;QAEF,KAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,UAAC,MAAc;YACtC,KAAI,CAAC,4BAA4B,CAAQ,KAAK,CAAC,CAAC;YAEhD,MAAM,CAAC,UAAU,CAAC,wBAAwB,EAAE,KAAI,CAAC,6BAA6B,CAAC,CAAC;YAChF,MAAM,CAAC,QAAQ,CAAC,UAAU,EAAE,KAAI,CAAC,QAAQ,CAAC,CAAC;YAC3C,MAAM,CAAC,QAAQ,CAAC,OAAO,EAAE,KAAI,CAAC,KAAK,CAAC,CAAC;YACrC,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,KAAI,CAAC,MAAM,CAAC,CAAC;YACvC,MAAM,CAAC,QAAQ,CAAC,SAAS,EAAE,KAAI,CAAC,OAAO,CAAC,CAAC;YACzC,MAAM,CAAC,UAAU,CAAC,sBAAsB,EAAE,KAAI,CAAC,kBAAkB,CAAC,CAAC;QACvE,CAAC,CAAC,CAAC;;IACP,CAAC;IAxGD,sBAAW,iEAAe;QAJ1B;;;WAGG;aACH;YACI,MAAM,CAAC,IAAI,CAAC,gHAAgH,CAAC,CAAC;YAC9H,OAAO,KAAK,CAAC;QACjB,CAAC;aAED,UAA2B,eAAwB;YAC/C,MAAM,CAAC,IAAI,CAAC,gHAAgH,CAAC,CAAC;QAClI,CAAC;;;OAJA;IAuGD;;;OAGG;IACI,2DAAY,GAAnB;QACI,OAAO,sCAAsC,CAAC;IAClD,CAAC;IAEO,uDAAQ,GAAhB,UAAiB,OAAgB,EAAE,YAAqB;QACpD,IAAM,IAAI,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;QAE/B,8BAA8B;QAC9B,IAAI,IAAI,KAAK,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC,QAAQ,EAAE;YACrC,OAAO,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;SACtC;QAED,IAAM,OAAO,GAAG,EAAE,CAAC;QACnB,IAAM,OAAO,GAAG,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAC5C,IAAM,QAAQ,GAAQ,OAAO,CAAC,WAAW,EAAE,CAAC;QAE5C,aAAa;QACb,IAAI,QAAQ,EAAE;YACV,IAAI,QAAQ,CAAC,gBAAgB,EAAE,EAAE;gBAC7B,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;aACrC;YAED,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,MAAM,CAAC,EAAE;gBACjD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;gBAClC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;aAC/B;YACD,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,OAAO,CAAC,EAAE;gBAClD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;gBACnC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;aAC/B;SACJ;QAED,QAAQ;QACR,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,wBAAwB,EAAE;YAChD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,OAAO,CAAC,IAAI,CAAC,+BAA+B,GAAG,IAAI,CAAC,kBAAkB,CAAC,CAAC;YACxE,OAAO,CAAC,IAAI,CAAC,uBAAuB,GAAG,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;SAChG;aAAM;YACH,OAAO,CAAC,IAAI,CAAC,gCAAgC,CAAC,CAAC;SAClD;QAED,YAAY;QACZ,IAAI,YAAY,EAAE;YACd,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAClC,cAAc,CAAC,0BAA0B,CAAC,OAAO,CAAC,CAAC;YACnD,IAAI,OAAO,CAAC,gBAAgB,EAAE,CAAC,gBAAgB,EAAE;gBAC7C,OAAO,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;aAC1C;SACJ;QAED,qBAAqB;QACrB,IAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAChC,IAAI,IAAI,CAAC,cAAc,KAAK,IAAI,EAAE;YAC9B,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;YAC3B,IAAI,CAAC,8BAA8B,CAAC,MAAM,GAAG,IAAI;iBAC5C,QAAQ,EAAE;iBACV,SAAS,EAAE;iBACX,YAAY,CACT,+BAA+B,EAC/B,OAAO,EACP,CAAC,OAAO,EAAE,QAAQ,EAAE,gBAAgB,EAAE,eAAe,CAAC,EACtD,CAAC,gBAAgB,CAAC,EAClB,IAAI,EACJ,SAAS,EACT,SAAS,EACT,SAAS,EACT,EAAE,2BAA2B,EAAE,IAAI,CAAC,kBAAkB,EAAE,CAC3D,CAAC;SACT;QAED,OAAO,IAAI,CAAC,8BAA8B,CAAC,MAAO,CAAC,OAAO,EAAE,CAAC;IACjE,CAAC;IAED;;;OAGG;IACI,oEAAqB,GAA5B,UAA6B,QAAiB;QAC1C,IAAI,CAAC,kBAAkB,GAAG,QAAQ,CAAC;IACvC,CAAC;IAED;;;OAGG;IACI,oEAAqB,GAA5B;QACI,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAED;;;OAGG;IACI,sDAAO,GAAd,UAAe,MAAc;QACzB,IAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC,mBAAmB,CAAC,OAAO,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;QACnG,IAAI,QAAQ,KAAK,CAAC,CAAC,EAAE;YACjB,MAAM,CAAC,QAAQ,EAAE,CAAC,mBAAmB,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;SAC7D;QAED,IAAI,CAAC,6BAA6B,CAAC,OAAO,EAAE,CAAC;QAC7C,iBAAM,OAAO,YAAC,MAAM,CAAC,CAAC;IAC1B,CAAC;IAED;;;OAGG;IACI,sDAAO,GAAd;QACI,OAAO,IAAI,CAAC,6BAA6B,CAAC;IAC9C,CAAC;IAED,kBAAkB;IACV,4DAAa,GAArB,UAAsB,IAAkB;QACpC,IAAI,IAAI,CAAC,cAAc,CAAC,MAAM,GAAG,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE;YAC5E,OAAO,IAAI,CAAC;SACf;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAEO,0DAAW,GAAnB,UAAoB,KAAY,EAAE,KAAa;QAA/C,iBAqNC;QApNG,IAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,IAAI,CAAC,6BAA6B,GAAG,IAAI,mBAAmB,CACxD,8BAA8B,EAC9B,EAAE,KAAK,EAAE,MAAM,CAAC,cAAc,EAAE,GAAG,KAAK,EAAE,MAAM,EAAE,MAAM,CAAC,eAAe,EAAE,GAAG,KAAK,EAAE,EACpF,KAAK,EACL,KAAK,EACL,IAAI,EACJ,SAAS,CAAC,wBAAwB,CACrC,CAAC;QACF,IAAI,CAAC,6BAA6B,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QACrE,IAAI,CAAC,6BAA6B,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QACrE,IAAI,CAAC,6BAA6B,CAAC,UAAU,GAAG,IAAI,CAAC;QACrD,IAAI,CAAC,6BAA6B,CAAC,eAAe,GAAG,KAAK,CAAC;QAC3D,IAAI,CAAC,6BAA6B,CAAC,oBAAoB,GAAG,IAAI,CAAC;QAE/D,IAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;QAChC,IAAI,MAAM,EAAE;YACR,MAAM,CAAC,mBAAmB,CAAC,IAAI,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;SACvE;aAAM;YACH,KAAK,CAAC,mBAAmB,CAAC,IAAI,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;SACtE;QAED,uCAAuC;QACvC,IAAM,aAAa,GAAG,UAAC,OAAgB;YACnC,IAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;YACjD,IAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;YACjD,IAAI,KAAI,CAAC,aAAa,CAAC,aAAa,CAAC,EAAE;gBACnC,OAAO;aACV;YAED,aAAa,CAAC,6BAA6B,CAAC,qBAAqB,GAAG,KAAK,CAAC;YAE1E,IAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;YAEvC,IAAI,CAAC,QAAQ,EAAE;gBACX,OAAO;aACV;YAED,IAAM,KAAK,GAAG,aAAa,CAAC,QAAQ,EAAE,CAAC;YACvC,IAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;YAEjC,UAAU;YACV,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,eAAe,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,QAAQ,CAAC,aAAa,CAAC,CAAC;YAEnG,qBAAqB;YACrB,IAAM,KAAK,GAAG,aAAa,CAAC,uBAAuB,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,OAAO,CAAC,kBAAkB,EAAE,CAAC,CAAC;YAEjG,IAAI,KAAK,CAAC,UAAU,EAAE;gBAClB,OAAO;aACV;YAED,IAAM,0BAA0B,GAAG,MAAM,CAAC,OAAO,EAAE,CAAC,eAAe,IAAI,CAAC,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,IAAI,IAAI,aAAa,CAAC,gBAAgB,CAAC,CAAC;YAExJ,IAAI,KAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,0BAA0B,CAAC,EAAE;gBACpD,IAAI,WAAW,GAAgB,KAAI,CAAC,8BAA8B,CAAC;gBACnE,IAAI,aAAa,KAAK,KAAI,CAAC,IAAI,EAAE;oBAC7B,IAAI,OAAO,CAAC,MAAM,EAAE;wBAChB,WAAW,GAAG,OAAO,CAAC,YAAY,CAAC;qBACtC;yBAAM;wBACH,WAAW,GAAG,QAAQ,CAAC,eAAe,EAAE,CAAC;qBAC5C;iBACJ;gBAED,IAAM,QAAM,GAAG,WAAW,CAAC,MAAO,CAAC;gBAEnC,MAAM,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;gBACjC,IAAI,CAAC,0BAA0B,EAAE;oBAC7B,aAAa,CAAC,KAAK,CAAC,OAAO,EAAE,QAAM,EAAE,QAAQ,CAAC,QAAQ,CAAC,CAAC;iBAC3D;gBAED,IAAI,aAAa,KAAK,KAAI,CAAC,IAAI,EAAE;oBAC7B,QAAQ,CAAC,IAAI,CAAC,aAAa,CAAC,cAAc,EAAE,EAAE,aAAa,CAAC,CAAC;iBAChE;qBAAM;oBACH,QAAM,CAAC,SAAS,CAAC,gBAAgB,EAAE,KAAK,CAAC,kBAAkB,EAAE,CAAC,CAAC;oBAE/D,aAAa;oBACb,IAAI,QAAQ,IAAI,QAAQ,CAAC,gBAAgB,EAAE,EAAE;wBACzC,IAAM,YAAY,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;wBAEpD,QAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,YAAY,CAAC,CAAC;wBAElD,IAAI,YAAY,EAAE;4BACd,QAAM,CAAC,SAAS,CAAC,eAAe,EAAE,YAAY,CAAC,gBAAgB,EAAE,CAAC,CAAC;yBACtE;qBACJ;oBAED,QAAQ;oBACR,IAAI,aAAa,CAAC,QAAQ,IAAI,aAAa,CAAC,wBAAwB,IAAI,aAAa,CAAC,QAAQ,EAAE;wBAC5F,QAAM,CAAC,WAAW,CAAC,QAAQ,EAAE,aAAa,CAAC,QAAQ,CAAC,oBAAoB,CAAC,aAAa,CAAC,CAAC,CAAC;qBAC5F;iBACJ;gBAED,IAAI,0BAA0B,IAAI,aAAa,CAAC,gBAAgB,EAAE;oBAC9D,QAAM,CAAC,SAAS,CAAC,OAAO,EAAE,aAAa,CAAC,cAAc,EAAE,CAAC,CAAC;iBAC7D;gBAED,OAAO;gBACP,aAAa,CAAC,iBAAiB,CAAC,aAAa,EAAE,OAAO,EAAE,QAAM,EAAE,QAAQ,CAAC,gBAAgB,EAAE,KAAK,EAAE,0BAA0B,EAAE,UAAC,UAAU,EAAE,KAAK;oBAC5I,IAAI,CAAC,UAAU,EAAE;wBACb,QAAM,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;qBACpC;gBACL,CAAC,CAAC,CAAC;aACN;QACL,CAAC,CAAC;QAEF,kCAAkC;QAClC,IAAI,oBAA4B,CAAC;QACjC,IAAM,eAAe,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAEvD,IAAI,CAAC,6BAA6B,CAAC,wBAAwB,CAAC,GAAG,CAAC;YAC5D,oBAAoB,GAAG,KAAK,CAAC,UAAU,CAAC;YACxC,KAAK,CAAC,UAAU,GAAG,eAAe,CAAC;QACvC,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,6BAA6B,CAAC,uBAAuB,CAAC,GAAG,CAAC;YAC3D,KAAK,CAAC,UAAU,GAAG,oBAAoB,CAAC;QAC5C,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,6BAA6B,CAAC,qBAAqB,GAAG,UAAC,IAAkB,EAAE,WAAmB;YAC/F,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,EAAE;gBACtB,OAAO,KAAK,CAAC;aAChB;YACD,IAAI,WAAW,KAAK,CAAC,IAAI,IAAI,CAAC,SAAS,EAAE;gBACrC,+CAA+C;gBAC/C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE;oBAC5C,IAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;oBAClC,IAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;oBACvC,IAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;oBAEjD,IAAI,CAAC,QAAQ,EAAE;wBACX,SAAS;qBACZ;oBAED,IAAM,KAAK,GAAG,aAAa,CAAC,uBAAuB,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,OAAO,CAAC,kBAAkB,EAAE,CAAC,CAAC;oBACjG,IAAM,0BAA0B,GAAG,MAAM,CAAC,OAAO,EAAE,CAAC,eAAe,IAAI,CAAC,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,IAAI,IAAI,aAAa,CAAC,gBAAgB,CAAC,CAAC;oBAExJ,IAAI,CAAC,KAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,0BAA0B,CAAC,EAAE;wBACrD,OAAO,KAAK,CAAC;qBAChB;iBACJ;aACJ;YAED,OAAO,IAAI,CAAC;QAChB,CAAC,CAAC;QAEF,IAAI,CAAC,6BAA6B,CAAC,oBAAoB,GAAG,UACtD,eAAoC,EACpC,kBAAuC,EACvC,oBAAyC,EACzC,kBAAuC;YAEvC,IAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;YACjC,IAAI,KAAa,CAAC;YAElB,IAAI,kBAAkB,CAAC,MAAM,EAAE;gBAC3B,MAAM,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;gBAC5B,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,kBAAkB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;oBACxD,aAAa,CAAC,kBAAkB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;iBACjD;gBACD,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;aAC9B;YAED,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;gBACrD,aAAa,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;aAC9C;YAED,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,kBAAkB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;gBACxD,aAAa,CAAC,kBAAkB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;aACjD;YAED,IAAI,oBAAoB,CAAC,MAAM,EAAE;gBAC7B,kBAAkB;gBAClB,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;oBAC1D,IAAM,OAAO,GAAG,oBAAoB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;oBACjD,IAAM,YAAY,GAAG,OAAO,CAAC,eAAe,EAAE,CAAC;oBAE/C,IAAI,YAAY,IAAI,KAAK,CAAC,YAAY,EAAE;wBACpC,OAAO,CAAC,WAAW,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC,UAAU,CAAC;wBACnD,OAAO,CAAC,iBAAiB,GAAG,YAAY,CAAC,cAAc,CAAC,WAAW,CAAC,QAAQ,CAAC,KAAK,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC,MAAM,EAAE,CAAC;qBACtH;iBACJ;gBAED,IAAM,WAAW,GAAG,oBAAoB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,oBAAoB,CAAC,MAAM,CAAC,CAAC;gBACpF,WAAW,CAAC,IAAI,CAAC,UAAC,CAAC,EAAE,CAAC;oBAClB,oBAAoB;oBACpB,IAAI,CAAC,CAAC,WAAW,GAAG,CAAC,CAAC,WAAW,EAAE;wBAC/B,OAAO,CAAC,CAAC;qBACZ;oBACD,IAAI,CAAC,CAAC,WAAW,GAAG,CAAC,CAAC,WAAW,EAAE;wBAC/B,OAAO,CAAC,CAAC,CAAC;qBACb;oBAED,0BAA0B;oBAC1B,IAAI,CAAC,CAAC,iBAAiB,GAAG,CAAC,CAAC,iBAAiB,EAAE;wBAC3C,OAAO,CAAC,CAAC;qBACZ;oBACD,IAAI,CAAC,CAAC,iBAAiB,GAAG,CAAC,CAAC,iBAAiB,EAAE;wBAC3C,OAAO,CAAC,CAAC,CAAC;qBACb;oBAED,OAAO,CAAC,CAAC;gBACb,CAAC,CAAC,CAAC;gBAEH,oBAAoB;gBACpB,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;gBAC7C,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,WAAW,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;oBACjD,aAAa,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC,CAAC;iBACrC;gBACD,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;aAChD;QACL,CAAC,CAAC;IACN,CAAC;IAEO,2EAA4B,GAApC,UAAqC,KAAY;QAC7C,IAAM,SAAS,GAAG,KAAK,CAAC,kBAAkB,EAAE,CAAC;QAC7C,IAAI,YAAqB,CAAC;QAE1B,IAAI,IAAI,CAAC,qBAAqB,EAAE;YAC5B,YAAY,GAAG,IAAI,CAAC,kBAAkB,CAAC;SAC1C;aAAM,IAAI,IAAI,CAAC,YAAY,EAAE;YAC1B,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC,QAAQ,CAAC;SAC7C;aAAM;YACH,YAAY,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,mBAAmB,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC;SAC1F;QAED,IAAM,GAAG,GAAG,OAAO,CAAC,OAAO,CAAC,YAAY,EAAE,MAAM,CAAC,QAAQ,EAAE,EAAE,SAAS,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;QAExF,IAAI,CAAC,kBAAkB,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,KAAK,CAAC;QACzD,IAAI,CAAC,kBAAkB,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC;QAE1D,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,IAAI,CAAC,kBAAkB,CAAC,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,kBAAkB,CAAC,CAAC,CAAC;SAC/D;IACL,CAAC;IAED,iBAAiB;IACjB;;;;;OAKG;IACW,sDAAiB,GAA/B,UAAgC,IAAY,EAAE,KAAY;QACtD,IAAM,IAAI,GAAG,WAAW,CAAC,IAAI,EAAE,EAAE,IAAI,EAAE,CAAC,EAAE,EAAE,KAAK,CAAC,CAAC;QACnD,IAAI,CAAC,aAAa,GAAG,YAAY,CAAC,iBAAiB,CAAC;QAEpD,IAAM,QAAQ,GAAG,IAAI,gBAAgB,CAAC,IAAI,GAAG,UAAU,EAAE,KAAK,CAAC,CAAC;QAChE,QAAQ,CAAC,aAAa,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE7C,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;QAEzB,OAAO,IAAI,CAAC;IAChB,CAAC;IA7fD;QADC,kBAAkB,EAAE;oFAC+B;IAMpD;QADC,SAAS,EAAE;uFACkC;IAM9C;QADC,SAAS,EAAE;wEACkB;IAM9B;QADC,wBAAwB,EAAE;sEACT;IAmBlB;QADC,SAAS,EAAE;gFACsC;IAMlD;QADC,SAAS,EAAE;0EACU;IAMtB;QADC,SAAS,EAAE;uEACW;IAMvB;QADC,SAAS,EAAE;wEACY;IAMxB;QADC,SAAS,EAAE;yEACW;IAic3B,2CAAC;CAAA,AA/gBD,CAA0D,WAAW,GA+gBpE;SA/gBY,oCAAoC;AAihBjD,aAAa,CAAC,8CAA8C,EAAE,oCAAoC,CAAC,CAAC","sourcesContent":["import { serializeAsVector3, serialize, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Vector2, Vector3, Matrix } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Scene } from \"../scene\";\r\n\r\nimport { CreatePlane } from \"../Meshes/Builders/planeBuilder\";\r\n\r\nimport \"../Shaders/depth.vertex\";\r\nimport \"../Shaders/volumetricLightScattering.fragment\";\r\nimport \"../Shaders/volumetricLightScatteringPass.vertex\";\r\nimport \"../Shaders/volumetricLightScatteringPass.fragment\";\r\nimport { Color4, Color3 } from \"../Maths/math.color\";\r\nimport { Viewport } from \"../Maths/math.viewport\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\n\r\n/**\r\n * Inspired by https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-13-volumetric-light-scattering-post-process\r\n */\r\nexport class VolumetricLightScatteringPostProcess extends PostProcess {\r\n // Members\r\n private _volumetricLightScatteringPass: DrawWrapper;\r\n private _volumetricLightScatteringRTT: RenderTargetTexture;\r\n private _viewPort: Viewport;\r\n private _screenCoordinates: Vector2 = Vector2.Zero();\r\n private _cachedDefines: string;\r\n\r\n /**\r\n * If not undefined, the mesh position is computed from the attached node position\r\n */\r\n public attachedNode: { position: Vector3 };\r\n\r\n /**\r\n * Custom position of the mesh. Used if \"useCustomMeshPosition\" is set to \"true\"\r\n */\r\n @serializeAsVector3()\r\n public customMeshPosition: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)\r\n */\r\n @serialize()\r\n public useCustomMeshPosition: boolean = false;\r\n\r\n /**\r\n * If the post-process should inverse the light scattering direction\r\n */\r\n @serialize()\r\n public invert: boolean = true;\r\n\r\n /**\r\n * The internal mesh used by the post-process\r\n */\r\n @serializeAsMeshReference()\r\n public mesh: Mesh;\r\n\r\n /**\r\n * @hidden\r\n * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\r\n */\r\n public get useDiffuseColor(): boolean {\r\n Logger.Warn(\"VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\");\r\n return false;\r\n }\r\n\r\n public set useDiffuseColor(useDiffuseColor: boolean) {\r\n Logger.Warn(\"VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\");\r\n }\r\n\r\n /**\r\n * Array containing the excluded meshes not rendered in the internal pass\r\n */\r\n @serialize()\r\n public excludedMeshes = new Array<AbstractMesh>();\r\n\r\n /**\r\n * Controls the overall intensity of the post-process\r\n */\r\n @serialize()\r\n public exposure = 0.3;\r\n\r\n /**\r\n * Dissipates each sample's contribution in range [0, 1]\r\n */\r\n @serialize()\r\n public decay = 0.96815;\r\n\r\n /**\r\n * Controls the overall intensity of each sample\r\n */\r\n @serialize()\r\n public weight = 0.58767;\r\n\r\n /**\r\n * Controls the density of each sample\r\n */\r\n @serialize()\r\n public density = 0.926;\r\n\r\n /**\r\n * @constructor\r\n * @param name The post-process name\r\n * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)\r\n * @param camera The camera that the post-process will be attached to\r\n * @param mesh The mesh used to create the light scattering\r\n * @param samples The post-process quality, default 100\r\n * @param samplingMode The post-process filtering mode\r\n * @param engine The babylon engine\r\n * @param reusable If the post-process is reusable\r\n * @param scene The constructor needs a scene reference to initialize internal components. If \"camera\" is null a \"scene\" must be provided\r\n */\r\n constructor(\r\n name: string,\r\n ratio: any,\r\n camera: Camera,\r\n mesh?: Mesh,\r\n samples: number = 100,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n scene?: Scene\r\n ) {\r\n super(\r\n name,\r\n \"volumetricLightScattering\",\r\n [\"decay\", \"exposure\", \"weight\", \"meshPositionOnScreen\", \"density\"],\r\n [\"lightScatteringSampler\"],\r\n ratio.postProcessRatio || ratio,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n \"#define NUM_SAMPLES \" + samples\r\n );\r\n scene = camera?.getScene() ?? scene; // parameter \"scene\" can be null.\r\n\r\n engine = scene.getEngine();\r\n this._viewPort = new Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());\r\n\r\n // Configure mesh\r\n this.mesh = mesh ?? VolumetricLightScatteringPostProcess.CreateDefaultMesh(\"VolumetricLightScatteringMesh\", scene);\r\n this._volumetricLightScatteringPass = new DrawWrapper(engine);\r\n\r\n // Configure\r\n this._createPass(scene, ratio.passRatio || ratio);\r\n\r\n this.onActivate = (camera: Camera) => {\r\n if (!this.isSupported) {\r\n this.dispose(camera);\r\n }\r\n\r\n this.onActivate = null;\r\n };\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n this._updateMeshScreenCoordinates(<Scene>scene);\r\n\r\n effect.setTexture(\"lightScatteringSampler\", this._volumetricLightScatteringRTT);\r\n effect.setFloat(\"exposure\", this.exposure);\r\n effect.setFloat(\"decay\", this.decay);\r\n effect.setFloat(\"weight\", this.weight);\r\n effect.setFloat(\"density\", this.density);\r\n effect.setVector2(\"meshPositionOnScreen\", this._screenCoordinates);\r\n });\r\n }\r\n\r\n /**\r\n * Returns the string \"VolumetricLightScatteringPostProcess\"\r\n * @returns \"VolumetricLightScatteringPostProcess\"\r\n */\r\n public getClassName(): string {\r\n return \"VolumetricLightScatteringPostProcess\";\r\n }\r\n\r\n private _isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const mesh = subMesh.getMesh();\r\n\r\n // Render this.mesh as default\r\n if (mesh === this.mesh && mesh.material) {\r\n return mesh.material.isReady(mesh);\r\n }\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind];\r\n const material: any = subMesh.getMaterial();\r\n\r\n // Alpha test\r\n if (material) {\r\n if (material.needAlphaTesting()) {\r\n defines.push(\"#define ALPHATEST\");\r\n }\r\n\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n\r\n // Bones\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Get correct effect\r\n const join = defines.join(\"\\n\");\r\n if (this._cachedDefines !== join) {\r\n this._cachedDefines = join;\r\n this._volumetricLightScatteringPass.effect = mesh\r\n .getScene()\r\n .getEngine()\r\n .createEffect(\r\n \"volumetricLightScatteringPass\",\r\n attribs,\r\n [\"world\", \"mBones\", \"viewProjection\", \"diffuseMatrix\"],\r\n [\"diffuseSampler\"],\r\n join,\r\n undefined,\r\n undefined,\r\n undefined,\r\n { maxSimultaneousMorphTargets: mesh.numBoneInfluencers }\r\n );\r\n }\r\n\r\n return this._volumetricLightScatteringPass.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Sets the new light position for light scattering effect\r\n * @param position The new custom light position\r\n */\r\n public setCustomMeshPosition(position: Vector3): void {\r\n this.customMeshPosition = position;\r\n }\r\n\r\n /**\r\n * Returns the light position for light scattering effect\r\n * @return Vector3 The custom light position\r\n */\r\n public getCustomMeshPosition(): Vector3 {\r\n return this.customMeshPosition;\r\n }\r\n\r\n /**\r\n * Disposes the internal assets and detaches the post-process from the camera\r\n * @param camera\r\n */\r\n public dispose(camera: Camera): void {\r\n const rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);\r\n if (rttIndex !== -1) {\r\n camera.getScene().customRenderTargets.splice(rttIndex, 1);\r\n }\r\n\r\n this._volumetricLightScatteringRTT.dispose();\r\n super.dispose(camera);\r\n }\r\n\r\n /**\r\n * Returns the render target texture used by the post-process\r\n * @return the render target texture used by the post-process\r\n */\r\n public getPass(): RenderTargetTexture {\r\n return this._volumetricLightScatteringRTT;\r\n }\r\n\r\n // Private methods\r\n private _meshExcluded(mesh: AbstractMesh) {\r\n if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _createPass(scene: Scene, ratio: number): void {\r\n const engine = scene.getEngine();\r\n\r\n this._volumetricLightScatteringRTT = new RenderTargetTexture(\r\n \"volumetricLightScatteringMap\",\r\n { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio },\r\n scene,\r\n false,\r\n true,\r\n Constants.TEXTURETYPE_UNSIGNED_INT\r\n );\r\n this._volumetricLightScatteringRTT.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._volumetricLightScatteringRTT.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._volumetricLightScatteringRTT.renderList = null;\r\n this._volumetricLightScatteringRTT.renderParticles = false;\r\n this._volumetricLightScatteringRTT.ignoreCameraViewport = true;\r\n\r\n const camera = this.getCamera();\r\n if (camera) {\r\n camera.customRenderTargets.push(this._volumetricLightScatteringRTT);\r\n } else {\r\n scene.customRenderTargets.push(this._volumetricLightScatteringRTT);\r\n }\r\n\r\n // Custom render function for submeshes\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n if (this._meshExcluded(renderingMesh)) {\r\n return;\r\n }\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n const scene = renderingMesh.getScene();\r\n const engine = scene.getEngine();\r\n\r\n // Culling\r\n engine.setState(material.backFaceCulling, undefined, undefined, undefined, material.cullBackFaces);\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (this._isReady(subMesh, hardwareInstancedRendering)) {\r\n let drawWrapper: DrawWrapper = this._volumetricLightScatteringPass;\r\n if (renderingMesh === this.mesh) {\r\n if (subMesh.effect) {\r\n drawWrapper = subMesh._drawWrapper;\r\n } else {\r\n drawWrapper = material._getDrawWrapper();\r\n }\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (renderingMesh === this.mesh) {\r\n material.bind(effectiveMesh.getWorldMatrix(), renderingMesh);\r\n } else {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Alpha test\r\n if (material && material.needAlphaTesting()) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n\r\n if (alphaTexture) {\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n effect.setMatrices(\"mBones\", renderingMesh.skeleton.getTransformMatrices(renderingMesh));\r\n }\r\n }\r\n\r\n if (hardwareInstancedRendering && renderingMesh.hasThinInstances) {\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, Material.TriangleFillMode, batch, hardwareInstancedRendering, (isInstance, world) => {\r\n if (!isInstance) {\r\n effect.setMatrix(\"world\", world);\r\n }\r\n });\r\n }\r\n };\r\n\r\n // Render target texture callbacks\r\n let savedSceneClearColor: Color4;\r\n const sceneClearColor = new Color4(0.0, 0.0, 0.0, 1.0);\r\n\r\n this._volumetricLightScatteringRTT.onBeforeRenderObservable.add((): void => {\r\n savedSceneClearColor = scene.clearColor;\r\n scene.clearColor = sceneClearColor;\r\n });\r\n\r\n this._volumetricLightScatteringRTT.onAfterRenderObservable.add((): void => {\r\n scene.clearColor = savedSceneClearColor;\r\n });\r\n\r\n this._volumetricLightScatteringRTT.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number) => {\r\n if (!mesh.isReady(false)) {\r\n return false;\r\n }\r\n if (refreshRate === 0 && mesh.subMeshes) {\r\n // full check: check that the effects are ready\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n if (!material) {\r\n continue;\r\n }\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (!this._isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n this._volumetricLightScatteringRTT.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n const engine = scene.getEngine();\r\n let index: number;\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (transparentSubMeshes.length) {\r\n // Sort sub meshes\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n const submesh = transparentSubMeshes.data[index];\r\n const boundingInfo = submesh.getBoundingInfo();\r\n\r\n if (boundingInfo && scene.activeCamera) {\r\n submesh._alphaIndex = submesh.getMesh().alphaIndex;\r\n submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();\r\n }\r\n }\r\n\r\n const sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);\r\n sortedArray.sort((a, b) => {\r\n // Alpha index first\r\n if (a._alphaIndex > b._alphaIndex) {\r\n return 1;\r\n }\r\n if (a._alphaIndex < b._alphaIndex) {\r\n return -1;\r\n }\r\n\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return 1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return -1;\r\n }\r\n\r\n return 0;\r\n });\r\n\r\n // Render sub meshes\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n for (index = 0; index < sortedArray.length; index++) {\r\n renderSubMesh(sortedArray[index]);\r\n }\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n };\r\n }\r\n\r\n private _updateMeshScreenCoordinates(scene: Scene): void {\r\n const transform = scene.getTransformMatrix();\r\n let meshPosition: Vector3;\r\n\r\n if (this.useCustomMeshPosition) {\r\n meshPosition = this.customMeshPosition;\r\n } else if (this.attachedNode) {\r\n meshPosition = this.attachedNode.position;\r\n } else {\r\n meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;\r\n }\r\n\r\n const pos = Vector3.Project(meshPosition, Matrix.Identity(), transform, this._viewPort);\r\n\r\n this._screenCoordinates.x = pos.x / this._viewPort.width;\r\n this._screenCoordinates.y = pos.y / this._viewPort.height;\r\n\r\n if (this.invert) {\r\n this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;\r\n }\r\n }\r\n\r\n // Static methods\r\n /**\r\n * Creates a default mesh for the Volumeric Light Scattering post-process\r\n * @param name The mesh name\r\n * @param scene The scene where to create the mesh\r\n * @return the default mesh\r\n */\r\n public static CreateDefaultMesh(name: string, scene: Scene): Mesh {\r\n const mesh = CreatePlane(name, { size: 1 }, scene);\r\n mesh.billboardMode = AbstractMesh.BILLBOARDMODE_ALL;\r\n\r\n const material = new StandardMaterial(name + \"Material\", scene);\r\n material.emissiveColor = new Color3(1, 1, 1);\r\n\r\n mesh.material = material;\r\n\r\n return mesh;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.VolumetricLightScatteringPostProcess\", VolumetricLightScatteringPostProcess);\r\n"]}
|
|
1
|
+
{"version":3,"file":"volumetricLightScatteringPostProcess.js","sourceRoot":"","sources":["../../../../../lts/core/generated/PostProcesses/volumetricLightScatteringPostProcess.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,kBAAkB,EAAE,SAAS,EAAE,wBAAwB,EAAE,MAAM,oBAAoB,CAAC;AAE7F,OAAO,EAAE,MAAM,EAAE,MAAM,gBAAgB,CAAC;AACxC,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAChE,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AAKtD,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AACjD,OAAO,EAAE,cAAc,EAAE,MAAM,6BAA6B,CAAC;AAC7D,OAAO,EAAE,gBAAgB,EAAE,MAAM,+BAA+B,CAAC;AACjE,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,mBAAmB,EAAE,MAAM,2CAA2C,CAAC;AAChF,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAGjD,OAAO,EAAE,WAAW,EAAE,MAAM,iCAAiC,CAAC;AAE9D,OAAO,yBAAyB,CAAC;AACjC,OAAO,+CAA+C,CAAC;AACvD,OAAO,iDAAiD,CAAC;AACzD,OAAO,mDAAmD,CAAC;AAC3D,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AACrD,OAAO,EAAE,QAAQ,EAAE,MAAM,wBAAwB,CAAC;AAClD,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAIlD;;GAEG;AACH;IAA0D,wDAAW;IA8EjE;;;;;;;;;;;OAWG;IACH,8CACI,IAAY,EACZ,KAAU,EACV,MAAc,EACd,IAAW,EACX,OAAqB,EACrB,YAAoD,EACpD,MAAe,EACf,QAAkB,EAClB,KAAa;QAJb,wBAAA,EAAA,aAAqB;QACrB,6BAAA,EAAA,eAAuB,OAAO,CAAC,qBAAqB;QANxD,iBAoDC;;gBAzCG,kBACI,IAAI,EACJ,2BAA2B,EAC3B,CAAC,OAAO,EAAE,UAAU,EAAE,QAAQ,EAAE,sBAAsB,EAAE,SAAS,CAAC,EAClE,CAAC,wBAAwB,CAAC,EAC1B,KAAK,CAAC,gBAAgB,IAAI,KAAK,EAC/B,MAAM,EACN,YAAY,EACZ,MAAM,EACN,QAAQ,EACR,sBAAsB,GAAG,OAAO,CACnC;QA5GG,wBAAkB,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;QAOrD;;WAEG;QAEI,wBAAkB,GAAY,OAAO,CAAC,IAAI,EAAE,CAAC;QAEpD;;WAEG;QAEI,2BAAqB,GAAY,KAAK,CAAC;QAE9C;;WAEG;QAEI,YAAM,GAAY,IAAI,CAAC;QAqB9B;;WAEG;QAEI,oBAAc,GAAG,IAAI,KAAK,EAAgB,CAAC;QAElD;;WAEG;QAEI,cAAQ,GAAG,GAAG,CAAC;QAEtB;;WAEG;QAEI,WAAK,GAAG,OAAO,CAAC;QAEvB;;WAEG;QAEI,YAAM,GAAG,OAAO,CAAC;QAExB;;WAEG;QAEI,aAAO,GAAG,KAAK,CAAC;QAqCnB,KAAK,GAAG,MAAA,MAAM,aAAN,MAAM,uBAAN,MAAM,CAAE,QAAQ,EAAE,mCAAI,KAAK,CAAC,CAAC,iCAAiC;QAEtE,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAC3B,KAAI,CAAC,SAAS,GAAG,IAAI,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,QAAQ,CAAC,MAAM,CAAC,cAAc,EAAE,EAAE,MAAM,CAAC,eAAe,EAAE,CAAC,CAAC;QAEtG,iBAAiB;QACjB,KAAI,CAAC,IAAI,GAAG,IAAI,aAAJ,IAAI,cAAJ,IAAI,GAAI,oCAAoC,CAAC,iBAAiB,CAAC,+BAA+B,EAAE,KAAK,CAAC,CAAC;QAEnH,YAAY;QACZ,KAAI,CAAC,WAAW,CAAC,KAAK,EAAE,KAAK,CAAC,SAAS,IAAI,KAAK,CAAC,CAAC;QAElD,KAAI,CAAC,UAAU,GAAG,UAAC,MAAc;YAC7B,IAAI,CAAC,KAAI,CAAC,WAAW,EAAE;gBACnB,KAAI,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;aACxB;YAED,KAAI,CAAC,UAAU,GAAG,IAAI,CAAC;QAC3B,CAAC,CAAC;QAEF,KAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,UAAC,MAAc;YACtC,KAAI,CAAC,4BAA4B,CAAQ,KAAK,CAAC,CAAC;YAEhD,MAAM,CAAC,UAAU,CAAC,wBAAwB,EAAE,KAAI,CAAC,6BAA6B,CAAC,CAAC;YAChF,MAAM,CAAC,QAAQ,CAAC,UAAU,EAAE,KAAI,CAAC,QAAQ,CAAC,CAAC;YAC3C,MAAM,CAAC,QAAQ,CAAC,OAAO,EAAE,KAAI,CAAC,KAAK,CAAC,CAAC;YACrC,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,KAAI,CAAC,MAAM,CAAC,CAAC;YACvC,MAAM,CAAC,QAAQ,CAAC,SAAS,EAAE,KAAI,CAAC,OAAO,CAAC,CAAC;YACzC,MAAM,CAAC,UAAU,CAAC,sBAAsB,EAAE,KAAI,CAAC,kBAAkB,CAAC,CAAC;QACvE,CAAC,CAAC,CAAC;;IACP,CAAC;IAvGD,sBAAW,iEAAe;QAJ1B;;;WAGG;aACH;YACI,MAAM,CAAC,IAAI,CAAC,gHAAgH,CAAC,CAAC;YAC9H,OAAO,KAAK,CAAC;QACjB,CAAC;aAED,UAA2B,eAAwB;YAC/C,MAAM,CAAC,IAAI,CAAC,gHAAgH,CAAC,CAAC;QAClI,CAAC;;;OAJA;IAsGD;;;OAGG;IACI,2DAAY,GAAnB;QACI,OAAO,sCAAsC,CAAC;IAClD,CAAC;IAEO,uDAAQ,GAAhB,UAAiB,OAAgB,EAAE,YAAqB;;QACpD,IAAM,IAAI,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;QAE/B,8BAA8B;QAC9B,IAAI,IAAI,KAAK,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC,QAAQ,EAAE;YACrC,OAAO,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;SACtC;QAED,IAAM,iBAAiB,GAAG,MAAA,IAAI,CAAC,6BAA6B,CAAC,sBAAsB,0CAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,mBAAmB,CAAC,CAAC;QAEnI,IAAI,iBAAiB,EAAE;YACnB,OAAO,iBAAiB,CAAC,iBAAiB,CAAC,IAAI,EAAE,OAAO,EAAE,YAAY,CAAC,CAAC;SAC3E;QAED,IAAM,OAAO,GAAG,EAAE,CAAC;QACnB,IAAM,OAAO,GAAG,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAC5C,IAAM,QAAQ,GAAQ,OAAO,CAAC,WAAW,EAAE,CAAC;QAE5C,aAAa;QACb,IAAI,QAAQ,EAAE;YACV,IAAI,QAAQ,CAAC,gBAAgB,EAAE,EAAE;gBAC7B,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;aACrC;YAED,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,MAAM,CAAC,EAAE;gBACjD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;gBAClC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;aAC/B;YACD,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,OAAO,CAAC,EAAE;gBAClD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;gBACnC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;aAC/B;SACJ;QAED,QAAQ;QACR,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,wBAAwB,EAAE;YAChD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,OAAO,CAAC,IAAI,CAAC,+BAA+B,GAAG,IAAI,CAAC,kBAAkB,CAAC,CAAC;YACxE,OAAO,CAAC,IAAI,CAAC,uBAAuB,GAAG,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;SAChG;aAAM;YACH,OAAO,CAAC,IAAI,CAAC,gCAAgC,CAAC,CAAC;SAClD;QAED,YAAY;QACZ,IAAI,YAAY,EAAE;YACd,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAClC,cAAc,CAAC,0BAA0B,CAAC,OAAO,CAAC,CAAC;YACnD,IAAI,OAAO,CAAC,gBAAgB,EAAE,CAAC,gBAAgB,EAAE;gBAC7C,OAAO,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;aAC1C;SACJ;QAED,qBAAqB;QACrB,IAAM,WAAW,GAAG,OAAO,CAAC,eAAe,CAAC,SAAS,EAAE,IAAI,CAAE,CAAC;QAC9D,IAAM,aAAa,GAAG,WAAW,CAAC,OAAO,CAAC;QAC1C,IAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAChC,IAAI,aAAa,KAAK,IAAI,EAAE;YACxB,WAAW,CAAC,SAAS,CACjB,IAAI;iBACC,QAAQ,EAAE;iBACV,SAAS,EAAE;iBACX,YAAY,CACT,+BAA+B,EAC/B,OAAO,EACP,CAAC,OAAO,EAAE,QAAQ,EAAE,gBAAgB,EAAE,eAAe,CAAC,EACtD,CAAC,gBAAgB,CAAC,EAClB,IAAI,EACJ,SAAS,EACT,SAAS,EACT,SAAS,EACT,EAAE,2BAA2B,EAAE,IAAI,CAAC,kBAAkB,EAAE,CAC3D,EACL,IAAI,CACP,CAAC;SACL;QAED,OAAO,WAAW,CAAC,MAAO,CAAC,OAAO,EAAE,CAAC;IACzC,CAAC;IAED;;;OAGG;IACI,oEAAqB,GAA5B,UAA6B,QAAiB;QAC1C,IAAI,CAAC,kBAAkB,GAAG,QAAQ,CAAC;IACvC,CAAC;IAED;;;OAGG;IACI,oEAAqB,GAA5B;QACI,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAED;;;OAGG;IACI,sDAAO,GAAd,UAAe,MAAc;QACzB,IAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC,mBAAmB,CAAC,OAAO,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;QACnG,IAAI,QAAQ,KAAK,CAAC,CAAC,EAAE;YACjB,MAAM,CAAC,QAAQ,EAAE,CAAC,mBAAmB,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;SAC7D;QAED,IAAI,CAAC,6BAA6B,CAAC,OAAO,EAAE,CAAC;QAC7C,iBAAM,OAAO,YAAC,MAAM,CAAC,CAAC;IAC1B,CAAC;IAED;;;OAGG;IACI,sDAAO,GAAd;QACI,OAAO,IAAI,CAAC,6BAA6B,CAAC;IAC9C,CAAC;IAED,kBAAkB;IACV,4DAAa,GAArB,UAAsB,IAAkB;QACpC,IAAI,IAAI,CAAC,cAAc,CAAC,MAAM,GAAG,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE;YAC5E,OAAO,IAAI,CAAC;SACf;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAEO,0DAAW,GAAnB,UAAoB,KAAY,EAAE,KAAa;QAA/C,iBAyNC;QAxNG,IAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,IAAI,CAAC,6BAA6B,GAAG,IAAI,mBAAmB,CACxD,8BAA8B,EAC9B,EAAE,KAAK,EAAE,MAAM,CAAC,cAAc,EAAE,GAAG,KAAK,EAAE,MAAM,EAAE,MAAM,CAAC,eAAe,EAAE,GAAG,KAAK,EAAE,EACpF,KAAK,EACL,KAAK,EACL,IAAI,EACJ,SAAS,CAAC,wBAAwB,CACrC,CAAC;QACF,IAAI,CAAC,6BAA6B,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QACrE,IAAI,CAAC,6BAA6B,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QACrE,IAAI,CAAC,6BAA6B,CAAC,UAAU,GAAG,IAAI,CAAC;QACrD,IAAI,CAAC,6BAA6B,CAAC,eAAe,GAAG,KAAK,CAAC;QAC3D,IAAI,CAAC,6BAA6B,CAAC,oBAAoB,GAAG,IAAI,CAAC;QAE/D,IAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;QAChC,IAAI,MAAM,EAAE;YACR,MAAM,CAAC,mBAAmB,CAAC,IAAI,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;SACvE;aAAM;YACH,KAAK,CAAC,mBAAmB,CAAC,IAAI,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;SACtE;QAED,uCAAuC;QACvC,IAAM,aAAa,GAAG,UAAC,OAAgB;;YACnC,IAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;YACjD,IAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;YACjD,IAAI,KAAI,CAAC,aAAa,CAAC,aAAa,CAAC,EAAE;gBACnC,OAAO;aACV;YAED,aAAa,CAAC,6BAA6B,CAAC,qBAAqB,GAAG,KAAK,CAAC;YAE1E,IAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;YAEvC,IAAI,CAAC,QAAQ,EAAE;gBACX,OAAO;aACV;YAED,IAAM,KAAK,GAAG,aAAa,CAAC,QAAQ,EAAE,CAAC;YACvC,IAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;YAEjC,UAAU;YACV,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,eAAe,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,QAAQ,CAAC,aAAa,CAAC,CAAC;YAEnG,qBAAqB;YACrB,IAAM,KAAK,GAAG,aAAa,CAAC,uBAAuB,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,OAAO,CAAC,kBAAkB,EAAE,CAAC,CAAC;YAEjG,IAAI,KAAK,CAAC,UAAU,EAAE;gBAClB,OAAO;aACV;YAED,IAAM,0BAA0B,GAAG,MAAM,CAAC,OAAO,EAAE,CAAC,eAAe,IAAI,CAAC,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,IAAI,IAAI,aAAa,CAAC,gBAAgB,CAAC,CAAC;YAExJ,IAAI,KAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,0BAA0B,CAAC,EAAE;gBACpD,IAAM,iBAAiB,GAAG,MAAA,aAAa,CAAC,6BAA6B,CAAC,sBAAsB,0CAAG,MAAM,CAAC,mBAAmB,CAAC,CAAC;gBAE3H,IAAI,WAAW,GAAG,OAAO,CAAC,eAAe,EAAE,CAAC;gBAC5C,IAAI,aAAa,KAAK,KAAI,CAAC,IAAI,IAAI,CAAC,WAAW,EAAE;oBAC7C,WAAW,GAAG,QAAQ,CAAC,eAAe,EAAE,CAAC;iBAC5C;gBAED,IAAI,CAAC,WAAW,EAAE;oBACd,OAAO;iBACV;gBAED,IAAM,QAAM,GAAG,WAAW,CAAC,MAAO,CAAC;gBAEnC,MAAM,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;gBACjC,IAAI,CAAC,0BAA0B,EAAE;oBAC7B,aAAa,CAAC,KAAK,CAAC,OAAO,EAAE,QAAM,EAAE,QAAQ,CAAC,QAAQ,CAAC,CAAC;iBAC3D;gBAED,IAAI,aAAa,KAAK,KAAI,CAAC,IAAI,EAAE;oBAC7B,QAAQ,CAAC,IAAI,CAAC,aAAa,CAAC,cAAc,EAAE,EAAE,aAAa,CAAC,CAAC;iBAChE;qBAAM,IAAI,iBAAiB,EAAE;oBAC1B,iBAAiB,CAAC,cAAc,CAAC,aAAa,CAAC,cAAc,EAAE,EAAE,aAAqB,EAAE,OAAO,CAAC,CAAC;iBACpG;qBAAM;oBACH,QAAM,CAAC,SAAS,CAAC,gBAAgB,EAAE,KAAK,CAAC,kBAAkB,EAAE,CAAC,CAAC;oBAE/D,aAAa;oBACb,IAAI,QAAQ,IAAI,QAAQ,CAAC,gBAAgB,EAAE,EAAE;wBACzC,IAAM,YAAY,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;wBAEpD,QAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,YAAY,CAAC,CAAC;wBAElD,IAAI,YAAY,EAAE;4BACd,QAAM,CAAC,SAAS,CAAC,eAAe,EAAE,YAAY,CAAC,gBAAgB,EAAE,CAAC,CAAC;yBACtE;qBACJ;oBAED,QAAQ;oBACR,IAAI,aAAa,CAAC,QAAQ,IAAI,aAAa,CAAC,wBAAwB,IAAI,aAAa,CAAC,QAAQ,EAAE;wBAC5F,QAAM,CAAC,WAAW,CAAC,QAAQ,EAAE,aAAa,CAAC,QAAQ,CAAC,oBAAoB,CAAC,aAAa,CAAC,CAAC,CAAC;qBAC5F;iBACJ;gBAED,IAAI,0BAA0B,IAAI,aAAa,CAAC,gBAAgB,EAAE;oBAC9D,QAAM,CAAC,SAAS,CAAC,OAAO,EAAE,aAAa,CAAC,cAAc,EAAE,CAAC,CAAC;iBAC7D;gBAED,OAAO;gBACP,aAAa,CAAC,iBAAiB,CAAC,aAAa,EAAE,OAAO,EAAE,QAAM,EAAE,QAAQ,CAAC,gBAAgB,EAAE,KAAK,EAAE,0BAA0B,EAAE,UAAC,UAAU,EAAE,KAAK;oBAC5I,IAAI,CAAC,UAAU,EAAE;wBACb,QAAM,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;qBACpC;gBACL,CAAC,CAAC,CAAC;aACN;QACL,CAAC,CAAC;QAEF,kCAAkC;QAClC,IAAI,oBAA4B,CAAC;QACjC,IAAM,eAAe,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAEvD,IAAI,CAAC,6BAA6B,CAAC,wBAAwB,CAAC,GAAG,CAAC;YAC5D,oBAAoB,GAAG,KAAK,CAAC,UAAU,CAAC;YACxC,KAAK,CAAC,UAAU,GAAG,eAAe,CAAC;QACvC,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,6BAA6B,CAAC,uBAAuB,CAAC,GAAG,CAAC;YAC3D,KAAK,CAAC,UAAU,GAAG,oBAAoB,CAAC;QAC5C,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,6BAA6B,CAAC,qBAAqB,GAAG,UAAC,IAAkB,EAAE,WAAmB;YAC/F,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,EAAE;gBACtB,OAAO,KAAK,CAAC;aAChB;YACD,IAAI,WAAW,KAAK,CAAC,IAAI,IAAI,CAAC,SAAS,EAAE;gBACrC,+CAA+C;gBAC/C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE;oBAC5C,IAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;oBAClC,IAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;oBACvC,IAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;oBAEjD,IAAI,CAAC,QAAQ,EAAE;wBACX,SAAS;qBACZ;oBAED,IAAM,KAAK,GAAG,aAAa,CAAC,uBAAuB,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,OAAO,CAAC,kBAAkB,EAAE,CAAC,CAAC;oBACjG,IAAM,0BAA0B,GAAG,MAAM,CAAC,OAAO,EAAE,CAAC,eAAe,IAAI,CAAC,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,IAAI,IAAI,aAAa,CAAC,gBAAgB,CAAC,CAAC;oBAExJ,IAAI,CAAC,KAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,0BAA0B,CAAC,EAAE;wBACrD,OAAO,KAAK,CAAC;qBAChB;iBACJ;aACJ;YAED,OAAO,IAAI,CAAC;QAChB,CAAC,CAAC;QAEF,IAAI,CAAC,6BAA6B,CAAC,oBAAoB,GAAG,UACtD,eAAoC,EACpC,kBAAuC,EACvC,oBAAyC,EACzC,kBAAuC;YAEvC,IAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;YACjC,IAAI,KAAa,CAAC;YAElB,IAAI,kBAAkB,CAAC,MAAM,EAAE;gBAC3B,MAAM,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;gBAC5B,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,kBAAkB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;oBACxD,aAAa,CAAC,kBAAkB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;iBACjD;gBACD,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;aAC9B;YAED,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;gBACrD,aAAa,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;aAC9C;YAED,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,kBAAkB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;gBACxD,aAAa,CAAC,kBAAkB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;aACjD;YAED,IAAI,oBAAoB,CAAC,MAAM,EAAE;gBAC7B,kBAAkB;gBAClB,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;oBAC1D,IAAM,OAAO,GAAG,oBAAoB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;oBACjD,IAAM,YAAY,GAAG,OAAO,CAAC,eAAe,EAAE,CAAC;oBAE/C,IAAI,YAAY,IAAI,KAAK,CAAC,YAAY,EAAE;wBACpC,OAAO,CAAC,WAAW,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC,UAAU,CAAC;wBACnD,OAAO,CAAC,iBAAiB,GAAG,YAAY,CAAC,cAAc,CAAC,WAAW,CAAC,QAAQ,CAAC,KAAK,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC,MAAM,EAAE,CAAC;qBACtH;iBACJ;gBAED,IAAM,WAAW,GAAG,oBAAoB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,oBAAoB,CAAC,MAAM,CAAC,CAAC;gBACpF,WAAW,CAAC,IAAI,CAAC,UAAC,CAAC,EAAE,CAAC;oBAClB,oBAAoB;oBACpB,IAAI,CAAC,CAAC,WAAW,GAAG,CAAC,CAAC,WAAW,EAAE;wBAC/B,OAAO,CAAC,CAAC;qBACZ;oBACD,IAAI,CAAC,CAAC,WAAW,GAAG,CAAC,CAAC,WAAW,EAAE;wBAC/B,OAAO,CAAC,CAAC,CAAC;qBACb;oBAED,0BAA0B;oBAC1B,IAAI,CAAC,CAAC,iBAAiB,GAAG,CAAC,CAAC,iBAAiB,EAAE;wBAC3C,OAAO,CAAC,CAAC;qBACZ;oBACD,IAAI,CAAC,CAAC,iBAAiB,GAAG,CAAC,CAAC,iBAAiB,EAAE;wBAC3C,OAAO,CAAC,CAAC,CAAC;qBACb;oBAED,OAAO,CAAC,CAAC;gBACb,CAAC,CAAC,CAAC;gBAEH,oBAAoB;gBACpB,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;gBAC7C,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,WAAW,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;oBACjD,aAAa,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC,CAAC;iBACrC;gBACD,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;aAChD;QACL,CAAC,CAAC;IACN,CAAC;IAEO,2EAA4B,GAApC,UAAqC,KAAY;QAC7C,IAAM,SAAS,GAAG,KAAK,CAAC,kBAAkB,EAAE,CAAC;QAC7C,IAAI,YAAqB,CAAC;QAE1B,IAAI,IAAI,CAAC,qBAAqB,EAAE;YAC5B,YAAY,GAAG,IAAI,CAAC,kBAAkB,CAAC;SAC1C;aAAM,IAAI,IAAI,CAAC,YAAY,EAAE;YAC1B,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC,QAAQ,CAAC;SAC7C;aAAM;YACH,YAAY,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,mBAAmB,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC;SAC1F;QAED,IAAM,GAAG,GAAG,OAAO,CAAC,OAAO,CAAC,YAAY,EAAE,MAAM,CAAC,QAAQ,EAAE,EAAE,SAAS,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;QAExF,IAAI,CAAC,kBAAkB,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,KAAK,CAAC;QACzD,IAAI,CAAC,kBAAkB,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC;QAE1D,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,IAAI,CAAC,kBAAkB,CAAC,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,kBAAkB,CAAC,CAAC,CAAC;SAC/D;IACL,CAAC;IAED,iBAAiB;IACjB;;;;;OAKG;IACW,sDAAiB,GAA/B,UAAgC,IAAY,EAAE,KAAY;QACtD,IAAM,IAAI,GAAG,WAAW,CAAC,IAAI,EAAE,EAAE,IAAI,EAAE,CAAC,EAAE,EAAE,KAAK,CAAC,CAAC;QACnD,IAAI,CAAC,aAAa,GAAG,YAAY,CAAC,iBAAiB,CAAC;QAEpD,IAAM,QAAQ,GAAG,IAAI,gBAAgB,CAAC,IAAI,GAAG,UAAU,EAAE,KAAK,CAAC,CAAC;QAChE,QAAQ,CAAC,aAAa,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE7C,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;QAEzB,OAAO,IAAI,CAAC;IAChB,CAAC;IA1gBD;QADC,kBAAkB,EAAE;oFAC+B;IAMpD;QADC,SAAS,EAAE;uFACkC;IAM9C;QADC,SAAS,EAAE;wEACkB;IAM9B;QADC,wBAAwB,EAAE;sEACT;IAmBlB;QADC,SAAS,EAAE;gFACsC;IAMlD;QADC,SAAS,EAAE;0EACU;IAMtB;QADC,SAAS,EAAE;uEACW;IAMvB;QADC,SAAS,EAAE;wEACY;IAMxB;QADC,SAAS,EAAE;yEACW;IA8c3B,2CAAC;CAAA,AA1hBD,CAA0D,WAAW,GA0hBpE;SA1hBY,oCAAoC;AA4hBjD,aAAa,CAAC,8CAA8C,EAAE,oCAAoC,CAAC,CAAC","sourcesContent":["import { serializeAsVector3, serialize, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Vector2, Vector3, Matrix } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Scene } from \"../scene\";\r\n\r\nimport { CreatePlane } from \"../Meshes/Builders/planeBuilder\";\r\n\r\nimport \"../Shaders/depth.vertex\";\r\nimport \"../Shaders/volumetricLightScattering.fragment\";\r\nimport \"../Shaders/volumetricLightScatteringPass.vertex\";\r\nimport \"../Shaders/volumetricLightScatteringPass.fragment\";\r\nimport { Color4, Color3 } from \"../Maths/math.color\";\r\nimport { Viewport } from \"../Maths/math.viewport\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\n\r\n/**\r\n * Inspired by https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-13-volumetric-light-scattering-post-process\r\n */\r\nexport class VolumetricLightScatteringPostProcess extends PostProcess {\r\n // Members\r\n private _volumetricLightScatteringRTT: RenderTargetTexture;\r\n private _viewPort: Viewport;\r\n private _screenCoordinates: Vector2 = Vector2.Zero();\r\n\r\n /**\r\n * If not undefined, the mesh position is computed from the attached node position\r\n */\r\n public attachedNode: { position: Vector3 };\r\n\r\n /**\r\n * Custom position of the mesh. Used if \"useCustomMeshPosition\" is set to \"true\"\r\n */\r\n @serializeAsVector3()\r\n public customMeshPosition: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)\r\n */\r\n @serialize()\r\n public useCustomMeshPosition: boolean = false;\r\n\r\n /**\r\n * If the post-process should inverse the light scattering direction\r\n */\r\n @serialize()\r\n public invert: boolean = true;\r\n\r\n /**\r\n * The internal mesh used by the post-process\r\n */\r\n @serializeAsMeshReference()\r\n public mesh: Mesh;\r\n\r\n /**\r\n * @hidden\r\n * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\r\n */\r\n public get useDiffuseColor(): boolean {\r\n Logger.Warn(\"VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\");\r\n return false;\r\n }\r\n\r\n public set useDiffuseColor(useDiffuseColor: boolean) {\r\n Logger.Warn(\"VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\");\r\n }\r\n\r\n /**\r\n * Array containing the excluded meshes not rendered in the internal pass\r\n */\r\n @serialize()\r\n public excludedMeshes = new Array<AbstractMesh>();\r\n\r\n /**\r\n * Controls the overall intensity of the post-process\r\n */\r\n @serialize()\r\n public exposure = 0.3;\r\n\r\n /**\r\n * Dissipates each sample's contribution in range [0, 1]\r\n */\r\n @serialize()\r\n public decay = 0.96815;\r\n\r\n /**\r\n * Controls the overall intensity of each sample\r\n */\r\n @serialize()\r\n public weight = 0.58767;\r\n\r\n /**\r\n * Controls the density of each sample\r\n */\r\n @serialize()\r\n public density = 0.926;\r\n\r\n /**\r\n * @constructor\r\n * @param name The post-process name\r\n * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)\r\n * @param camera The camera that the post-process will be attached to\r\n * @param mesh The mesh used to create the light scattering\r\n * @param samples The post-process quality, default 100\r\n * @param samplingMode The post-process filtering mode\r\n * @param engine The babylon engine\r\n * @param reusable If the post-process is reusable\r\n * @param scene The constructor needs a scene reference to initialize internal components. If \"camera\" is null a \"scene\" must be provided\r\n */\r\n constructor(\r\n name: string,\r\n ratio: any,\r\n camera: Camera,\r\n mesh?: Mesh,\r\n samples: number = 100,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n scene?: Scene\r\n ) {\r\n super(\r\n name,\r\n \"volumetricLightScattering\",\r\n [\"decay\", \"exposure\", \"weight\", \"meshPositionOnScreen\", \"density\"],\r\n [\"lightScatteringSampler\"],\r\n ratio.postProcessRatio || ratio,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n \"#define NUM_SAMPLES \" + samples\r\n );\r\n scene = camera?.getScene() ?? scene; // parameter \"scene\" can be null.\r\n\r\n engine = scene.getEngine();\r\n this._viewPort = new Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());\r\n\r\n // Configure mesh\r\n this.mesh = mesh ?? VolumetricLightScatteringPostProcess.CreateDefaultMesh(\"VolumetricLightScatteringMesh\", scene);\r\n\r\n // Configure\r\n this._createPass(scene, ratio.passRatio || ratio);\r\n\r\n this.onActivate = (camera: Camera) => {\r\n if (!this.isSupported) {\r\n this.dispose(camera);\r\n }\r\n\r\n this.onActivate = null;\r\n };\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n this._updateMeshScreenCoordinates(<Scene>scene);\r\n\r\n effect.setTexture(\"lightScatteringSampler\", this._volumetricLightScatteringRTT);\r\n effect.setFloat(\"exposure\", this.exposure);\r\n effect.setFloat(\"decay\", this.decay);\r\n effect.setFloat(\"weight\", this.weight);\r\n effect.setFloat(\"density\", this.density);\r\n effect.setVector2(\"meshPositionOnScreen\", this._screenCoordinates);\r\n });\r\n }\r\n\r\n /**\r\n * Returns the string \"VolumetricLightScatteringPostProcess\"\r\n * @returns \"VolumetricLightScatteringPostProcess\"\r\n */\r\n public getClassName(): string {\r\n return \"VolumetricLightScatteringPostProcess\";\r\n }\r\n\r\n private _isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const mesh = subMesh.getMesh();\r\n\r\n // Render this.mesh as default\r\n if (mesh === this.mesh && mesh.material) {\r\n return mesh.material.isReady(mesh);\r\n }\r\n\r\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[this._scene.getEngine().currentRenderPassId];\r\n\r\n if (renderingMaterial) {\r\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\r\n }\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind];\r\n const material: any = subMesh.getMaterial();\r\n\r\n // Alpha test\r\n if (material) {\r\n if (material.needAlphaTesting()) {\r\n defines.push(\"#define ALPHATEST\");\r\n }\r\n\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n\r\n // Bones\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n drawWrapper.setEffect(\r\n mesh\r\n .getScene()\r\n .getEngine()\r\n .createEffect(\r\n \"volumetricLightScatteringPass\",\r\n attribs,\r\n [\"world\", \"mBones\", \"viewProjection\", \"diffuseMatrix\"],\r\n [\"diffuseSampler\"],\r\n join,\r\n undefined,\r\n undefined,\r\n undefined,\r\n { maxSimultaneousMorphTargets: mesh.numBoneInfluencers }\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Sets the new light position for light scattering effect\r\n * @param position The new custom light position\r\n */\r\n public setCustomMeshPosition(position: Vector3): void {\r\n this.customMeshPosition = position;\r\n }\r\n\r\n /**\r\n * Returns the light position for light scattering effect\r\n * @return Vector3 The custom light position\r\n */\r\n public getCustomMeshPosition(): Vector3 {\r\n return this.customMeshPosition;\r\n }\r\n\r\n /**\r\n * Disposes the internal assets and detaches the post-process from the camera\r\n * @param camera\r\n */\r\n public dispose(camera: Camera): void {\r\n const rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);\r\n if (rttIndex !== -1) {\r\n camera.getScene().customRenderTargets.splice(rttIndex, 1);\r\n }\r\n\r\n this._volumetricLightScatteringRTT.dispose();\r\n super.dispose(camera);\r\n }\r\n\r\n /**\r\n * Returns the render target texture used by the post-process\r\n * @return the render target texture used by the post-process\r\n */\r\n public getPass(): RenderTargetTexture {\r\n return this._volumetricLightScatteringRTT;\r\n }\r\n\r\n // Private methods\r\n private _meshExcluded(mesh: AbstractMesh) {\r\n if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _createPass(scene: Scene, ratio: number): void {\r\n const engine = scene.getEngine();\r\n\r\n this._volumetricLightScatteringRTT = new RenderTargetTexture(\r\n \"volumetricLightScatteringMap\",\r\n { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio },\r\n scene,\r\n false,\r\n true,\r\n Constants.TEXTURETYPE_UNSIGNED_INT\r\n );\r\n this._volumetricLightScatteringRTT.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._volumetricLightScatteringRTT.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._volumetricLightScatteringRTT.renderList = null;\r\n this._volumetricLightScatteringRTT.renderParticles = false;\r\n this._volumetricLightScatteringRTT.ignoreCameraViewport = true;\r\n\r\n const camera = this.getCamera();\r\n if (camera) {\r\n camera.customRenderTargets.push(this._volumetricLightScatteringRTT);\r\n } else {\r\n scene.customRenderTargets.push(this._volumetricLightScatteringRTT);\r\n }\r\n\r\n // Custom render function for submeshes\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n if (this._meshExcluded(renderingMesh)) {\r\n return;\r\n }\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n const scene = renderingMesh.getScene();\r\n const engine = scene.getEngine();\r\n\r\n // Culling\r\n engine.setState(material.backFaceCulling, undefined, undefined, undefined, material.cullBackFaces);\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (this._isReady(subMesh, hardwareInstancedRendering)) {\r\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n let drawWrapper = subMesh._getDrawWrapper();\r\n if (renderingMesh === this.mesh && !drawWrapper) {\r\n drawWrapper = material._getDrawWrapper();\r\n }\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (renderingMesh === this.mesh) {\r\n material.bind(effectiveMesh.getWorldMatrix(), renderingMesh);\r\n } else if (renderingMaterial) {\r\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\r\n } else {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Alpha test\r\n if (material && material.needAlphaTesting()) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n\r\n if (alphaTexture) {\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n effect.setMatrices(\"mBones\", renderingMesh.skeleton.getTransformMatrices(renderingMesh));\r\n }\r\n }\r\n\r\n if (hardwareInstancedRendering && renderingMesh.hasThinInstances) {\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, Material.TriangleFillMode, batch, hardwareInstancedRendering, (isInstance, world) => {\r\n if (!isInstance) {\r\n effect.setMatrix(\"world\", world);\r\n }\r\n });\r\n }\r\n };\r\n\r\n // Render target texture callbacks\r\n let savedSceneClearColor: Color4;\r\n const sceneClearColor = new Color4(0.0, 0.0, 0.0, 1.0);\r\n\r\n this._volumetricLightScatteringRTT.onBeforeRenderObservable.add((): void => {\r\n savedSceneClearColor = scene.clearColor;\r\n scene.clearColor = sceneClearColor;\r\n });\r\n\r\n this._volumetricLightScatteringRTT.onAfterRenderObservable.add((): void => {\r\n scene.clearColor = savedSceneClearColor;\r\n });\r\n\r\n this._volumetricLightScatteringRTT.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number) => {\r\n if (!mesh.isReady(false)) {\r\n return false;\r\n }\r\n if (refreshRate === 0 && mesh.subMeshes) {\r\n // full check: check that the effects are ready\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n if (!material) {\r\n continue;\r\n }\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (!this._isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n this._volumetricLightScatteringRTT.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n const engine = scene.getEngine();\r\n let index: number;\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (transparentSubMeshes.length) {\r\n // Sort sub meshes\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n const submesh = transparentSubMeshes.data[index];\r\n const boundingInfo = submesh.getBoundingInfo();\r\n\r\n if (boundingInfo && scene.activeCamera) {\r\n submesh._alphaIndex = submesh.getMesh().alphaIndex;\r\n submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();\r\n }\r\n }\r\n\r\n const sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);\r\n sortedArray.sort((a, b) => {\r\n // Alpha index first\r\n if (a._alphaIndex > b._alphaIndex) {\r\n return 1;\r\n }\r\n if (a._alphaIndex < b._alphaIndex) {\r\n return -1;\r\n }\r\n\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return 1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return -1;\r\n }\r\n\r\n return 0;\r\n });\r\n\r\n // Render sub meshes\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n for (index = 0; index < sortedArray.length; index++) {\r\n renderSubMesh(sortedArray[index]);\r\n }\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n };\r\n }\r\n\r\n private _updateMeshScreenCoordinates(scene: Scene): void {\r\n const transform = scene.getTransformMatrix();\r\n let meshPosition: Vector3;\r\n\r\n if (this.useCustomMeshPosition) {\r\n meshPosition = this.customMeshPosition;\r\n } else if (this.attachedNode) {\r\n meshPosition = this.attachedNode.position;\r\n } else {\r\n meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;\r\n }\r\n\r\n const pos = Vector3.Project(meshPosition, Matrix.Identity(), transform, this._viewPort);\r\n\r\n this._screenCoordinates.x = pos.x / this._viewPort.width;\r\n this._screenCoordinates.y = pos.y / this._viewPort.height;\r\n\r\n if (this.invert) {\r\n this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;\r\n }\r\n }\r\n\r\n // Static methods\r\n /**\r\n * Creates a default mesh for the Volumeric Light Scattering post-process\r\n * @param name The mesh name\r\n * @param scene The scene where to create the mesh\r\n * @return the default mesh\r\n */\r\n public static CreateDefaultMesh(name: string, scene: Scene): Mesh {\r\n const mesh = CreatePlane(name, { size: 1 }, scene);\r\n mesh.billboardMode = AbstractMesh.BILLBOARDMODE_ALL;\r\n\r\n const material = new StandardMaterial(name + \"Material\", scene);\r\n material.emissiveColor = new Color3(1, 1, 1);\r\n\r\n mesh.material = material;\r\n\r\n return mesh;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.VolumetricLightScatteringPostProcess\", VolumetricLightScatteringPostProcess);\r\n"]}
|
|
@@ -503,11 +503,12 @@ var GeometryBufferRenderer = /** @class */ (function () {
|
|
|
503
503
|
defines.push("#define RENDER_TARGET_COUNT " + this._multiRenderTarget.textures.length);
|
|
504
504
|
}
|
|
505
505
|
// Get correct effect
|
|
506
|
+
var engine = this._scene.getEngine();
|
|
506
507
|
var drawWrapper = subMesh._getDrawWrapper(undefined, true);
|
|
507
508
|
var cachedDefines = drawWrapper.defines;
|
|
508
509
|
var join = defines.join("\n");
|
|
509
510
|
if (cachedDefines !== join) {
|
|
510
|
-
drawWrapper.setEffect(
|
|
511
|
+
drawWrapper.setEffect(engine.createEffect("geometry", {
|
|
511
512
|
attributes: attribs,
|
|
512
513
|
uniformsNames: [
|
|
513
514
|
"world",
|
|
@@ -538,7 +539,7 @@ var GeometryBufferRenderer = /** @class */ (function () {
|
|
|
538
539
|
onError: null,
|
|
539
540
|
uniformBuffersNames: ["Scene"],
|
|
540
541
|
indexParameters: { buffersCount: this._multiRenderTarget.textures.length - 1, maxSimultaneousMorphTargets: numMorphInfluencers },
|
|
541
|
-
},
|
|
542
|
+
}, engine), join);
|
|
542
543
|
}
|
|
543
544
|
return drawWrapper.effect.isReady();
|
|
544
545
|
};
|