@babylonjs/core 5.25.0 → 5.26.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Audio/audioEngine.js +1 -2
- package/Audio/audioEngine.js.map +1 -1
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +4 -1
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +17 -4
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.js +1 -24
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Culling/Octrees/octreeSceneComponent.js +1 -5
- package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.js +0 -18
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.cubeTexture.js +3 -2
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/engine.js +3 -34
- package/Engines/engine.js.map +1 -1
- package/Engines/thinEngine.js +2 -14
- package/Engines/thinEngine.js.map +1 -1
- package/Gamepads/gamepadManager.js +2 -2
- package/Gamepads/gamepadManager.js.map +1 -1
- package/Layers/layer.d.ts +7 -0
- package/Layers/layer.js +11 -0
- package/Layers/layer.js.map +1 -1
- package/Layers/layerSceneComponent.d.ts +4 -2
- package/Layers/layerSceneComponent.js +27 -11
- package/Layers/layerSceneComponent.js.map +1 -1
- package/Loading/loadingScreen.js +6 -6
- package/Loading/loadingScreen.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +1 -2
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +3 -0
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/thinRenderTargetTexture.js +1 -1
- package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
- package/Materials/Textures/videoTexture.js +2 -2
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/material.js +5 -2
- package/Materials/material.js.map +1 -1
- package/Materials/materialHelper.js +1 -6
- package/Materials/materialHelper.js.map +1 -1
- package/Maths/math.vector.d.ts +47 -10
- package/Maths/math.vector.js +89 -10
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/instancedMesh.js +1 -1
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +1 -1
- package/Meshes/mesh.js +4 -6
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/subMesh.d.ts +2 -0
- package/Meshes/subMesh.js +2 -0
- package/Meshes/subMesh.js.map +1 -1
- package/Misc/tools.d.ts +9 -0
- package/Misc/tools.js +14 -5
- package/Misc/tools.js.map +1 -1
- package/Misc/virtualJoystick.js +0 -1
- package/Misc/virtualJoystick.js.map +1 -1
- package/Particles/IParticleSystem.d.ts +6 -0
- package/Particles/IParticleSystem.js.map +1 -1
- package/Particles/baseParticleSystem.d.ts +8 -0
- package/Particles/baseParticleSystem.js +12 -0
- package/Particles/baseParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +1 -1
- package/Particles/gpuParticleSystem.js +12 -2
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.d.ts +1 -1
- package/Particles/particleSystem.js +17 -2
- package/Particles/particleSystem.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/Rendering/renderingManager.d.ts +11 -0
- package/Rendering/renderingManager.js +55 -9
- package/Rendering/renderingManager.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js +2 -2
- package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
- package/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.js +1 -1
- package/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/vertexColorMixing.js +1 -1
- package/Shaders/ShadersInclude/vertexColorMixing.js.map +1 -1
- package/Shaders/color.fragment.js +3 -2
- package/Shaders/color.fragment.js.map +1 -1
- package/Shaders/color.vertex.js +1 -1
- package/Shaders/color.vertex.js.map +1 -1
- package/Shaders/default.fragment.js +3 -3
- package/Shaders/default.fragment.js.map +1 -1
- package/Shaders/default.vertex.js +1 -1
- package/Shaders/default.vertex.js.map +1 -1
- package/Shaders/gpuRenderParticles.fragment.d.ts +2 -0
- package/Shaders/gpuRenderParticles.fragment.js +8 -1
- package/Shaders/gpuRenderParticles.fragment.js.map +1 -1
- package/Shaders/gpuRenderParticles.vertex.d.ts +2 -0
- package/Shaders/gpuRenderParticles.vertex.js +4 -0
- package/Shaders/gpuRenderParticles.vertex.js.map +1 -1
- package/Shaders/particles.fragment.d.ts +2 -0
- package/Shaders/particles.fragment.js +8 -1
- package/Shaders/particles.fragment.js.map +1 -1
- package/Shaders/particles.vertex.d.ts +2 -0
- package/Shaders/particles.vertex.js +4 -0
- package/Shaders/particles.vertex.js.map +1 -1
- package/Shaders/pbr.vertex.js +1 -1
- package/Shaders/pbr.vertex.js.map +1 -1
- package/Sprites/spriteManager.d.ts +4 -0
- package/Sprites/spriteManager.js +2 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +14 -0
- package/scene.js +37 -12
- package/scene.js.map +1 -1
- package/sceneComponent.d.ts +2 -0
- package/sceneComponent.js +2 -0
- package/sceneComponent.js.map +1 -1
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@@ -291,7 +291,7 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
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_hemisphereSample_uniform(u, v) {
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const phi = v * 2.0 * Math.PI;
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// rejecting samples that are close to tangent plane to avoid z-fighting artifacts
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-
const cosTheta = 1.0 -
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+
const cosTheta = 1.0 - u * 0.85;
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const sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
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return new Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
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}
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@@ -1 +1 @@
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1
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-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { serialize, SerializationHelper } from \"../../../Misc/decorators\";\r\nimport { Vector3, TmpVectors } from \"../../../Maths/math.vector\";\r\nimport { Camera } from \"../../../Cameras/camera\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { DynamicTexture } from \"../../../Materials/Textures/dynamicTexture\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { PassPostProcess } from \"../../../PostProcesses/passPostProcess\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { SSAO2Configuration } from \"../../../Rendering/ssao2Configuration\";\r\nimport type { PrePassRenderer } from \"../../../Rendering/prePassRenderer\";\r\nimport type { GeometryBufferRenderer } from \"../../../Rendering/geometryBufferRenderer\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { Nullable } from \"../../../types\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nimport \"../../../Shaders/ssao2.fragment\";\r\nimport \"../../../Shaders/ssaoCombine.fragment\";\r\n\r\n/**\r\n * Render pipeline to produce ssao effect\r\n */\r\nexport class SSAO2RenderingPipeline extends PostProcessRenderPipeline {\r\n // Members\r\n\r\n /**\r\n * @ignore\r\n * The PassPostProcess id in the pipeline that contains the original scene color\r\n */\r\n public SSAOOriginalSceneColorEffect: string = \"SSAOOriginalSceneColorEffect\";\r\n /**\r\n * @ignore\r\n * The SSAO PostProcess id in the pipeline\r\n */\r\n public SSAORenderEffect: string = \"SSAORenderEffect\";\r\n /**\r\n * @ignore\r\n * The horizontal blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurHRenderEffect: string = \"SSAOBlurHRenderEffect\";\r\n /**\r\n * @ignore\r\n * The vertical blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurVRenderEffect: string = \"SSAOBlurVRenderEffect\";\r\n /**\r\n * @ignore\r\n * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)\r\n */\r\n public SSAOCombineRenderEffect: string = \"SSAOCombineRenderEffect\";\r\n\r\n /**\r\n * The output strength of the SSAO post-process. Default value is 1.0.\r\n */\r\n @serialize()\r\n public totalStrength: number = 1.0;\r\n\r\n /**\r\n * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.\r\n */\r\n @serialize()\r\n public maxZ: number = 100.0;\r\n\r\n /**\r\n * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much\r\n */\r\n @serialize()\r\n public minZAspect: number = 0.2;\r\n\r\n @serialize(\"samples\")\r\n private _samples: number = 8;\r\n /**\r\n * Number of samples used for the SSAO calculations. Default value is 8\r\n */\r\n public set samples(n: number) {\r\n this._samples = n;\r\n this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());\r\n this._sampleSphere = this._generateHemisphere();\r\n }\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n @serialize(\"textureSamples\")\r\n private _textureSamples: number = 1;\r\n /**\r\n * Number of samples to use for antialiasing\r\n */\r\n public set textureSamples(n: number) {\r\n this._textureSamples = n;\r\n\r\n if (this._prePassRenderer) {\r\n this._prePassRenderer.samples = n;\r\n } else {\r\n this._originalColorPostProcess.samples = n;\r\n }\r\n }\r\n public get textureSamples(): number {\r\n return this._textureSamples;\r\n }\r\n\r\n /**\r\n * Force rendering the geometry through geometry buffer\r\n */\r\n private _forceGeometryBuffer: boolean = false;\r\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\r\n if (!this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.geometryBufferRenderer;\r\n }\r\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\r\n if (this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.prePassRenderer;\r\n }\r\n /**\r\n * Ratio object used for SSAO ratio and blur ratio\r\n */\r\n @serialize()\r\n private _ratio: any;\r\n\r\n /**\r\n * Dynamically generated sphere sampler.\r\n */\r\n private _sampleSphere: number[];\r\n\r\n /**\r\n * Blur filter offsets\r\n */\r\n private _samplerOffsets: number[];\r\n\r\n @serialize(\"expensiveBlur\")\r\n private _expensiveBlur: boolean = true;\r\n /**\r\n * If bilateral blur should be used\r\n */\r\n public set expensiveBlur(b: boolean) {\r\n this._blurHPostProcess.updateEffect(\"#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_H\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (b ? \"1\" : \"0\") + \"\\n\", null, [\r\n \"textureSampler\",\r\n \"depthSampler\",\r\n ]);\r\n this._blurVPostProcess.updateEffect(\"#define BILATERAL_BLUR\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (b ? \"1\" : \"0\") + \"\\n\", null, [\"textureSampler\", \"depthSampler\"]);\r\n this._expensiveBlur = b;\r\n }\r\n\r\n public get expensiveBlur(): boolean {\r\n return this._expensiveBlur;\r\n }\r\n\r\n /**\r\n * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0\r\n */\r\n @serialize()\r\n public radius: number = 2.0;\r\n\r\n /**\r\n * The base color of the SSAO post-process\r\n * The final result is \"base + ssao\" between [0, 1]\r\n */\r\n @serialize()\r\n public base: number = 0;\r\n\r\n /**\r\n * Support test.\r\n */\r\n public static get IsSupported(): boolean {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n return engine._features.supportSSAO2;\r\n }\r\n\r\n private _scene: Scene;\r\n private _randomTexture: DynamicTexture;\r\n private _originalColorPostProcess: PassPostProcess;\r\n private _ssaoPostProcess: PostProcess;\r\n private _blurHPostProcess: PostProcess;\r\n private _blurVPostProcess: PostProcess;\r\n private _ssaoCombinePostProcess: PostProcess;\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * @constructor\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to\r\n * @param forceGeometryBuffer Set to true if you want to use the legacy geometry buffer renderer\r\n * @param textureType The texture type used by the different post processes created by SSAO (default: Constants.TEXTURETYPE_UNSIGNED_INT)\r\n */\r\n constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[], forceGeometryBuffer = false, textureType = Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n super(scene.getEngine(), name);\r\n\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n this._forceGeometryBuffer = forceGeometryBuffer;\r\n\r\n if (!this.isSupported) {\r\n Logger.Error(\"The current engine does not support SSAO 2.\");\r\n return;\r\n }\r\n\r\n const ssaoRatio = this._ratio.ssaoRatio || ratio;\r\n const blurRatio = this._ratio.blurRatio || ratio;\r\n\r\n // Set up assets\r\n if (this._forceGeometryBuffer) {\r\n scene.enableGeometryBufferRenderer();\r\n } else {\r\n scene.enablePrePassRenderer();\r\n }\r\n\r\n this._createRandomTexture();\r\n\r\n this._originalColorPostProcess = new PassPostProcess(\"SSAOOriginalSceneColor\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), undefined, textureType);\r\n this._originalColorPostProcess.samples = this.textureSamples;\r\n this._createSSAOPostProcess(1.0, textureType);\r\n this._createBlurPostProcess(ssaoRatio, blurRatio, textureType);\r\n this._createSSAOCombinePostProcess(blurRatio, textureType);\r\n\r\n // Set up pipeline\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOOriginalSceneColorEffect,\r\n () => {\r\n return this._originalColorPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAORenderEffect,\r\n () => {\r\n return this._ssaoPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurHRenderEffect,\r\n () => {\r\n return this._blurHPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurVRenderEffect,\r\n () => {\r\n return this._blurVPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOCombineRenderEffect,\r\n () => {\r\n return this._ssaoCombinePostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n // Finish\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n if (cameras) {\r\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\r\n }\r\n }\r\n\r\n // Public Methods\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"SSAO2RenderingPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"SSAO2RenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n * @param disableGeometryBufferRenderer\r\n */\r\n public dispose(disableGeometryBufferRenderer: boolean = false): void {\r\n for (let i = 0; i < this._scene.cameras.length; i++) {\r\n const camera = this._scene.cameras[i];\r\n\r\n this._originalColorPostProcess.dispose(camera);\r\n this._ssaoPostProcess.dispose(camera);\r\n this._blurHPostProcess.dispose(camera);\r\n this._blurVPostProcess.dispose(camera);\r\n this._ssaoCombinePostProcess.dispose(camera);\r\n }\r\n\r\n this._randomTexture.dispose();\r\n\r\n if (disableGeometryBufferRenderer) {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\r\n\r\n super.dispose();\r\n }\r\n\r\n // Private Methods\r\n private _createBlurPostProcess(ssaoRatio: number, blurRatio: number, textureType: number): void {\r\n this._samplerOffsets = [];\r\n const expensive = this.expensiveBlur;\r\n\r\n for (let i = -8; i < 8; i++) {\r\n this._samplerOffsets.push(i * 2 + 0.5);\r\n }\r\n\r\n this._blurHPostProcess = new PostProcess(\r\n \"BlurH\",\r\n \"ssao2\",\r\n [\"outSize\", \"samplerOffsets\", \"near\", \"far\", \"radius\"],\r\n [\"depthSampler\"],\r\n ssaoRatio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n \"#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_H\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (expensive ? \"1\" : \"0\") + \"\\n\",\r\n textureType\r\n );\r\n this._blurHPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setFloat(\"outSize\", this._ssaoCombinePostProcess.width > 0 ? this._ssaoCombinePostProcess.width : this._originalColorPostProcess.width);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n effect.setFloat(\"radius\", this.radius);\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n }\r\n effect.setArray(\"samplerOffsets\", this._samplerOffsets);\r\n };\r\n\r\n this._blurVPostProcess = new PostProcess(\r\n \"BlurV\",\r\n \"ssao2\",\r\n [\"outSize\", \"samplerOffsets\", \"near\", \"far\", \"radius\"],\r\n [\"depthSampler\"],\r\n blurRatio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n \"#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_V\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (expensive ? \"1\" : \"0\") + \"\\n\",\r\n textureType\r\n );\r\n this._blurVPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setFloat(\"outSize\", this._ssaoCombinePostProcess.height > 0 ? this._ssaoCombinePostProcess.height : this._originalColorPostProcess.height);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n effect.setFloat(\"radius\", this.radius);\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n }\r\n effect.setArray(\"samplerOffsets\", this._samplerOffsets);\r\n };\r\n\r\n this._blurHPostProcess.samples = this.textureSamples;\r\n this._blurVPostProcess.samples = this.textureSamples;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild() {\r\n super._rebuild();\r\n }\r\n\r\n private _bits = new Uint32Array(1);\r\n\r\n //Van der Corput radical inverse\r\n private _radicalInverse_VdC(i: number) {\r\n this._bits[0] = i;\r\n this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;\r\n this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | (((this._bits[0] & 0xaaaaaaaa) >>> 1) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | (((this._bits[0] & 0xcccccccc) >>> 2) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x0f0f0f0f) << 4) | (((this._bits[0] & 0xf0f0f0f0) >>> 4) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x00ff00ff) << 8) | (((this._bits[0] & 0xff00ff00) >>> 8) >>> 0);\r\n return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296\r\n }\r\n\r\n private _hammersley(i: number, n: number) {\r\n return [i / n, this._radicalInverse_VdC(i)];\r\n }\r\n\r\n private _hemisphereSample_uniform(u: number, v: number): Vector3 {\r\n const phi = v * 2.0 * Math.PI;\r\n // rejecting samples that are close to tangent plane to avoid z-fighting artifacts\r\n const cosTheta = 1.0 - (u * 0.85 + 0.15);\r\n const sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);\r\n return new Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);\r\n }\r\n\r\n private _generateHemisphere(): number[] {\r\n const numSamples = this.samples;\r\n const result = [];\r\n let vector;\r\n\r\n let i = 0;\r\n while (i < numSamples) {\r\n if (numSamples < 16) {\r\n vector = this._hemisphereSample_uniform(Math.random(), Math.random());\r\n } else {\r\n const rand = this._hammersley(i, numSamples);\r\n vector = this._hemisphereSample_uniform(rand[0], rand[1]);\r\n }\r\n\r\n result.push(vector.x, vector.y, vector.z);\r\n i++;\r\n }\r\n\r\n return result;\r\n }\r\n\r\n private _getDefinesForSSAO() {\r\n const defines = \"#define SAMPLES \" + this.samples + \"\\n#define SSAO\";\r\n\r\n return defines;\r\n }\r\n\r\n private static readonly ORTHO_DEPTH_PROJECTION = [1, 0, 0, 0, 1, 0, 0, 0, 1];\r\n\r\n private static readonly PERSPECTIVE_DEPTH_PROJECTION = [0, 0, 0, 0, 0, 0, 1, 1, 1];\r\n\r\n private _createSSAOPostProcess(ratio: number, textureType: number): void {\r\n this._sampleSphere = this._generateHemisphere();\r\n\r\n const defines = this._getDefinesForSSAO();\r\n const samplers = [\"randomSampler\", \"depthSampler\", \"normalSampler\"];\r\n\r\n this._ssaoPostProcess = new PostProcess(\r\n \"ssao2\",\r\n \"ssao2\",\r\n [\r\n \"sampleSphere\",\r\n \"samplesFactor\",\r\n \"randTextureTiles\",\r\n \"totalStrength\",\r\n \"radius\",\r\n \"base\",\r\n \"range\",\r\n \"projection\",\r\n \"near\",\r\n \"far\",\r\n \"texelSize\",\r\n \"xViewport\",\r\n \"yViewport\",\r\n \"maxZ\",\r\n \"minZAspect\",\r\n \"depthProjection\",\r\n ],\r\n samplers,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n defines,\r\n textureType\r\n );\r\n\r\n this._ssaoPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setArray3(\"sampleSphere\", this._sampleSphere);\r\n effect.setFloat(\"randTextureTiles\", 32.0);\r\n effect.setFloat(\"samplesFactor\", 1 / this.samples);\r\n effect.setFloat(\"totalStrength\", this.totalStrength);\r\n effect.setFloat2(\"texelSize\", 1 / this._ssaoPostProcess.width, 1 / this._ssaoPostProcess.height);\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setFloat(\"maxZ\", this.maxZ);\r\n effect.setFloat(\"minZAspect\", this.minZAspect);\r\n effect.setFloat(\"base\", this.base);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n if (this._scene.activeCamera.mode === Camera.PERSPECTIVE_CAMERA) {\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.PERSPECTIVE_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", Math.tan(this._scene.activeCamera.fov / 2) * this._scene.getEngine().getAspectRatio(this._scene.activeCamera, true));\r\n effect.setFloat(\"yViewport\", Math.tan(this._scene.activeCamera.fov / 2));\r\n } else {\r\n const halfWidth = this._scene.getEngine().getRenderWidth() / 2.0;\r\n const halfHeight = this._scene.getEngine().getRenderHeight() / 2.0;\r\n const orthoLeft = this._scene.activeCamera.orthoLeft ?? -halfWidth;\r\n const orthoRight = this._scene.activeCamera.orthoRight ?? halfWidth;\r\n const orthoBottom = this._scene.activeCamera.orthoBottom ?? -halfHeight;\r\n const orthoTop = this._scene.activeCamera.orthoTop ?? halfHeight;\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.ORTHO_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", (orthoRight - orthoLeft) * 0.5);\r\n effect.setFloat(\"yViewport\", (orthoTop - orthoBottom) * 0.5);\r\n }\r\n effect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n effect.setTexture(\"normalSampler\", this._geometryBufferRenderer.getGBuffer().textures[1]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\"normalSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_NORMAL_TEXTURE_TYPE)]);\r\n }\r\n effect.setTexture(\"randomSampler\", this._randomTexture);\r\n };\r\n this._ssaoPostProcess.samples = this.textureSamples;\r\n\r\n if (!this._forceGeometryBuffer) {\r\n this._ssaoPostProcess._prePassEffectConfiguration = new SSAO2Configuration();\r\n }\r\n }\r\n\r\n private _createSSAOCombinePostProcess(ratio: number, textureType: number): void {\r\n this._ssaoCombinePostProcess = new PostProcess(\r\n \"ssaoCombine\",\r\n \"ssaoCombine\",\r\n [],\r\n [\"originalColor\", \"viewport\"],\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n undefined,\r\n textureType\r\n );\r\n\r\n this._ssaoCombinePostProcess.onApply = (effect: Effect) => {\r\n const viewport = this._scene.activeCamera!.viewport;\r\n effect.setVector4(\"viewport\", TmpVectors.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));\r\n effect.setTextureFromPostProcessOutput(\"originalColor\", this._originalColorPostProcess);\r\n };\r\n this._ssaoCombinePostProcess.samples = this.textureSamples;\r\n }\r\n\r\n private _createRandomTexture(): void {\r\n const size = 128;\r\n\r\n this._randomTexture = new DynamicTexture(\"SSAORandomTexture\", size, this._scene, false, Texture.TRILINEAR_SAMPLINGMODE);\r\n this._randomTexture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n this._randomTexture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n\r\n const context = this._randomTexture.getContext();\r\n\r\n const rand = (min: number, max: number) => {\r\n return Math.random() * (max - min) + min;\r\n };\r\n\r\n const randVector = Vector3.Zero();\r\n\r\n for (let x = 0; x < size; x++) {\r\n for (let y = 0; y < size; y++) {\r\n randVector.x = rand(0.0, 1.0);\r\n randVector.y = rand(0.0, 1.0);\r\n randVector.z = 0.0;\r\n\r\n randVector.normalize();\r\n\r\n randVector.scaleInPlace(255);\r\n randVector.x = Math.floor(randVector.x);\r\n randVector.y = Math.floor(randVector.y);\r\n\r\n context.fillStyle = \"rgb(\" + randVector.x + \", \" + randVector.y + \", \" + randVector.z + \")\";\r\n context.fillRect(x, y, 1, 1);\r\n }\r\n }\r\n\r\n this._randomTexture.update(false);\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"SSAO2RenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline {\r\n return SerializationHelper.Parse(() => new SSAO2RenderingPipeline(source._name, scene, source._ratio), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SSAO2RenderingPipeline\", SSAO2RenderingPipeline);\r\n"]}
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { serialize, SerializationHelper } from \"../../../Misc/decorators\";\r\nimport { Vector3, TmpVectors } from \"../../../Maths/math.vector\";\r\nimport { Camera } from \"../../../Cameras/camera\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { DynamicTexture } from \"../../../Materials/Textures/dynamicTexture\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { PassPostProcess } from \"../../../PostProcesses/passPostProcess\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { SSAO2Configuration } from \"../../../Rendering/ssao2Configuration\";\r\nimport type { PrePassRenderer } from \"../../../Rendering/prePassRenderer\";\r\nimport type { GeometryBufferRenderer } from \"../../../Rendering/geometryBufferRenderer\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { Nullable } from \"../../../types\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nimport \"../../../Shaders/ssao2.fragment\";\r\nimport \"../../../Shaders/ssaoCombine.fragment\";\r\n\r\n/**\r\n * Render pipeline to produce ssao effect\r\n */\r\nexport class SSAO2RenderingPipeline extends PostProcessRenderPipeline {\r\n // Members\r\n\r\n /**\r\n * @ignore\r\n * The PassPostProcess id in the pipeline that contains the original scene color\r\n */\r\n public SSAOOriginalSceneColorEffect: string = \"SSAOOriginalSceneColorEffect\";\r\n /**\r\n * @ignore\r\n * The SSAO PostProcess id in the pipeline\r\n */\r\n public SSAORenderEffect: string = \"SSAORenderEffect\";\r\n /**\r\n * @ignore\r\n * The horizontal blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurHRenderEffect: string = \"SSAOBlurHRenderEffect\";\r\n /**\r\n * @ignore\r\n * The vertical blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurVRenderEffect: string = \"SSAOBlurVRenderEffect\";\r\n /**\r\n * @ignore\r\n * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)\r\n */\r\n public SSAOCombineRenderEffect: string = \"SSAOCombineRenderEffect\";\r\n\r\n /**\r\n * The output strength of the SSAO post-process. Default value is 1.0.\r\n */\r\n @serialize()\r\n public totalStrength: number = 1.0;\r\n\r\n /**\r\n * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.\r\n */\r\n @serialize()\r\n public maxZ: number = 100.0;\r\n\r\n /**\r\n * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much\r\n */\r\n @serialize()\r\n public minZAspect: number = 0.2;\r\n\r\n @serialize(\"samples\")\r\n private _samples: number = 8;\r\n /**\r\n * Number of samples used for the SSAO calculations. Default value is 8\r\n */\r\n public set samples(n: number) {\r\n this._samples = n;\r\n this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());\r\n this._sampleSphere = this._generateHemisphere();\r\n }\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n @serialize(\"textureSamples\")\r\n private _textureSamples: number = 1;\r\n /**\r\n * Number of samples to use for antialiasing\r\n */\r\n public set textureSamples(n: number) {\r\n this._textureSamples = n;\r\n\r\n if (this._prePassRenderer) {\r\n this._prePassRenderer.samples = n;\r\n } else {\r\n this._originalColorPostProcess.samples = n;\r\n }\r\n }\r\n public get textureSamples(): number {\r\n return this._textureSamples;\r\n }\r\n\r\n /**\r\n * Force rendering the geometry through geometry buffer\r\n */\r\n private _forceGeometryBuffer: boolean = false;\r\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\r\n if (!this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.geometryBufferRenderer;\r\n }\r\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\r\n if (this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.prePassRenderer;\r\n }\r\n /**\r\n * Ratio object used for SSAO ratio and blur ratio\r\n */\r\n @serialize()\r\n private _ratio: any;\r\n\r\n /**\r\n * Dynamically generated sphere sampler.\r\n */\r\n private _sampleSphere: number[];\r\n\r\n /**\r\n * Blur filter offsets\r\n */\r\n private _samplerOffsets: number[];\r\n\r\n @serialize(\"expensiveBlur\")\r\n private _expensiveBlur: boolean = true;\r\n /**\r\n * If bilateral blur should be used\r\n */\r\n public set expensiveBlur(b: boolean) {\r\n this._blurHPostProcess.updateEffect(\"#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_H\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (b ? \"1\" : \"0\") + \"\\n\", null, [\r\n \"textureSampler\",\r\n \"depthSampler\",\r\n ]);\r\n this._blurVPostProcess.updateEffect(\"#define BILATERAL_BLUR\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (b ? \"1\" : \"0\") + \"\\n\", null, [\"textureSampler\", \"depthSampler\"]);\r\n this._expensiveBlur = b;\r\n }\r\n\r\n public get expensiveBlur(): boolean {\r\n return this._expensiveBlur;\r\n }\r\n\r\n /**\r\n * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0\r\n */\r\n @serialize()\r\n public radius: number = 2.0;\r\n\r\n /**\r\n * The base color of the SSAO post-process\r\n * The final result is \"base + ssao\" between [0, 1]\r\n */\r\n @serialize()\r\n public base: number = 0;\r\n\r\n /**\r\n * Support test.\r\n */\r\n public static get IsSupported(): boolean {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n return engine._features.supportSSAO2;\r\n }\r\n\r\n private _scene: Scene;\r\n private _randomTexture: DynamicTexture;\r\n private _originalColorPostProcess: PassPostProcess;\r\n private _ssaoPostProcess: PostProcess;\r\n private _blurHPostProcess: PostProcess;\r\n private _blurVPostProcess: PostProcess;\r\n private _ssaoCombinePostProcess: PostProcess;\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * @constructor\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to\r\n * @param forceGeometryBuffer Set to true if you want to use the legacy geometry buffer renderer\r\n * @param textureType The texture type used by the different post processes created by SSAO (default: Constants.TEXTURETYPE_UNSIGNED_INT)\r\n */\r\n constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[], forceGeometryBuffer = false, textureType = Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n super(scene.getEngine(), name);\r\n\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n this._forceGeometryBuffer = forceGeometryBuffer;\r\n\r\n if (!this.isSupported) {\r\n Logger.Error(\"The current engine does not support SSAO 2.\");\r\n return;\r\n }\r\n\r\n const ssaoRatio = this._ratio.ssaoRatio || ratio;\r\n const blurRatio = this._ratio.blurRatio || ratio;\r\n\r\n // Set up assets\r\n if (this._forceGeometryBuffer) {\r\n scene.enableGeometryBufferRenderer();\r\n } else {\r\n scene.enablePrePassRenderer();\r\n }\r\n\r\n this._createRandomTexture();\r\n\r\n this._originalColorPostProcess = new PassPostProcess(\"SSAOOriginalSceneColor\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), undefined, textureType);\r\n this._originalColorPostProcess.samples = this.textureSamples;\r\n this._createSSAOPostProcess(1.0, textureType);\r\n this._createBlurPostProcess(ssaoRatio, blurRatio, textureType);\r\n this._createSSAOCombinePostProcess(blurRatio, textureType);\r\n\r\n // Set up pipeline\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOOriginalSceneColorEffect,\r\n () => {\r\n return this._originalColorPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAORenderEffect,\r\n () => {\r\n return this._ssaoPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurHRenderEffect,\r\n () => {\r\n return this._blurHPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurVRenderEffect,\r\n () => {\r\n return this._blurVPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOCombineRenderEffect,\r\n () => {\r\n return this._ssaoCombinePostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n // Finish\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n if (cameras) {\r\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\r\n }\r\n }\r\n\r\n // Public Methods\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"SSAO2RenderingPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"SSAO2RenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n * @param disableGeometryBufferRenderer\r\n */\r\n public dispose(disableGeometryBufferRenderer: boolean = false): void {\r\n for (let i = 0; i < this._scene.cameras.length; i++) {\r\n const camera = this._scene.cameras[i];\r\n\r\n this._originalColorPostProcess.dispose(camera);\r\n this._ssaoPostProcess.dispose(camera);\r\n this._blurHPostProcess.dispose(camera);\r\n this._blurVPostProcess.dispose(camera);\r\n this._ssaoCombinePostProcess.dispose(camera);\r\n }\r\n\r\n this._randomTexture.dispose();\r\n\r\n if (disableGeometryBufferRenderer) {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\r\n\r\n super.dispose();\r\n }\r\n\r\n // Private Methods\r\n private _createBlurPostProcess(ssaoRatio: number, blurRatio: number, textureType: number): void {\r\n this._samplerOffsets = [];\r\n const expensive = this.expensiveBlur;\r\n\r\n for (let i = -8; i < 8; i++) {\r\n this._samplerOffsets.push(i * 2 + 0.5);\r\n }\r\n\r\n this._blurHPostProcess = new PostProcess(\r\n \"BlurH\",\r\n \"ssao2\",\r\n [\"outSize\", \"samplerOffsets\", \"near\", \"far\", \"radius\"],\r\n [\"depthSampler\"],\r\n ssaoRatio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n \"#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_H\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (expensive ? \"1\" : \"0\") + \"\\n\",\r\n textureType\r\n );\r\n this._blurHPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setFloat(\"outSize\", this._ssaoCombinePostProcess.width > 0 ? this._ssaoCombinePostProcess.width : this._originalColorPostProcess.width);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n effect.setFloat(\"radius\", this.radius);\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n }\r\n effect.setArray(\"samplerOffsets\", this._samplerOffsets);\r\n };\r\n\r\n this._blurVPostProcess = new PostProcess(\r\n \"BlurV\",\r\n \"ssao2\",\r\n [\"outSize\", \"samplerOffsets\", \"near\", \"far\", \"radius\"],\r\n [\"depthSampler\"],\r\n blurRatio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n \"#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_V\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (expensive ? \"1\" : \"0\") + \"\\n\",\r\n textureType\r\n );\r\n this._blurVPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setFloat(\"outSize\", this._ssaoCombinePostProcess.height > 0 ? this._ssaoCombinePostProcess.height : this._originalColorPostProcess.height);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n effect.setFloat(\"radius\", this.radius);\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n }\r\n effect.setArray(\"samplerOffsets\", this._samplerOffsets);\r\n };\r\n\r\n this._blurHPostProcess.samples = this.textureSamples;\r\n this._blurVPostProcess.samples = this.textureSamples;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild() {\r\n super._rebuild();\r\n }\r\n\r\n private _bits = new Uint32Array(1);\r\n\r\n //Van der Corput radical inverse\r\n private _radicalInverse_VdC(i: number) {\r\n this._bits[0] = i;\r\n this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;\r\n this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | (((this._bits[0] & 0xaaaaaaaa) >>> 1) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | (((this._bits[0] & 0xcccccccc) >>> 2) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x0f0f0f0f) << 4) | (((this._bits[0] & 0xf0f0f0f0) >>> 4) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x00ff00ff) << 8) | (((this._bits[0] & 0xff00ff00) >>> 8) >>> 0);\r\n return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296\r\n }\r\n\r\n private _hammersley(i: number, n: number) {\r\n return [i / n, this._radicalInverse_VdC(i)];\r\n }\r\n\r\n private _hemisphereSample_uniform(u: number, v: number): Vector3 {\r\n const phi = v * 2.0 * Math.PI;\r\n // rejecting samples that are close to tangent plane to avoid z-fighting artifacts\r\n const cosTheta = 1.0 - u * 0.85;\r\n const sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);\r\n return new Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);\r\n }\r\n\r\n private _generateHemisphere(): number[] {\r\n const numSamples = this.samples;\r\n const result = [];\r\n let vector;\r\n\r\n let i = 0;\r\n while (i < numSamples) {\r\n if (numSamples < 16) {\r\n vector = this._hemisphereSample_uniform(Math.random(), Math.random());\r\n } else {\r\n const rand = this._hammersley(i, numSamples);\r\n vector = this._hemisphereSample_uniform(rand[0], rand[1]);\r\n }\r\n\r\n result.push(vector.x, vector.y, vector.z);\r\n i++;\r\n }\r\n\r\n return result;\r\n }\r\n\r\n private _getDefinesForSSAO() {\r\n const defines = \"#define SAMPLES \" + this.samples + \"\\n#define SSAO\";\r\n\r\n return defines;\r\n }\r\n\r\n private static readonly ORTHO_DEPTH_PROJECTION = [1, 0, 0, 0, 1, 0, 0, 0, 1];\r\n\r\n private static readonly PERSPECTIVE_DEPTH_PROJECTION = [0, 0, 0, 0, 0, 0, 1, 1, 1];\r\n\r\n private _createSSAOPostProcess(ratio: number, textureType: number): void {\r\n this._sampleSphere = this._generateHemisphere();\r\n\r\n const defines = this._getDefinesForSSAO();\r\n const samplers = [\"randomSampler\", \"depthSampler\", \"normalSampler\"];\r\n\r\n this._ssaoPostProcess = new PostProcess(\r\n \"ssao2\",\r\n \"ssao2\",\r\n [\r\n \"sampleSphere\",\r\n \"samplesFactor\",\r\n \"randTextureTiles\",\r\n \"totalStrength\",\r\n \"radius\",\r\n \"base\",\r\n \"range\",\r\n \"projection\",\r\n \"near\",\r\n \"far\",\r\n \"texelSize\",\r\n \"xViewport\",\r\n \"yViewport\",\r\n \"maxZ\",\r\n \"minZAspect\",\r\n \"depthProjection\",\r\n ],\r\n samplers,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n defines,\r\n textureType\r\n );\r\n\r\n this._ssaoPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setArray3(\"sampleSphere\", this._sampleSphere);\r\n effect.setFloat(\"randTextureTiles\", 32.0);\r\n effect.setFloat(\"samplesFactor\", 1 / this.samples);\r\n effect.setFloat(\"totalStrength\", this.totalStrength);\r\n effect.setFloat2(\"texelSize\", 1 / this._ssaoPostProcess.width, 1 / this._ssaoPostProcess.height);\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setFloat(\"maxZ\", this.maxZ);\r\n effect.setFloat(\"minZAspect\", this.minZAspect);\r\n effect.setFloat(\"base\", this.base);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n if (this._scene.activeCamera.mode === Camera.PERSPECTIVE_CAMERA) {\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.PERSPECTIVE_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", Math.tan(this._scene.activeCamera.fov / 2) * this._scene.getEngine().getAspectRatio(this._scene.activeCamera, true));\r\n effect.setFloat(\"yViewport\", Math.tan(this._scene.activeCamera.fov / 2));\r\n } else {\r\n const halfWidth = this._scene.getEngine().getRenderWidth() / 2.0;\r\n const halfHeight = this._scene.getEngine().getRenderHeight() / 2.0;\r\n const orthoLeft = this._scene.activeCamera.orthoLeft ?? -halfWidth;\r\n const orthoRight = this._scene.activeCamera.orthoRight ?? halfWidth;\r\n const orthoBottom = this._scene.activeCamera.orthoBottom ?? -halfHeight;\r\n const orthoTop = this._scene.activeCamera.orthoTop ?? halfHeight;\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.ORTHO_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", (orthoRight - orthoLeft) * 0.5);\r\n effect.setFloat(\"yViewport\", (orthoTop - orthoBottom) * 0.5);\r\n }\r\n effect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n effect.setTexture(\"normalSampler\", this._geometryBufferRenderer.getGBuffer().textures[1]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\"normalSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_NORMAL_TEXTURE_TYPE)]);\r\n }\r\n effect.setTexture(\"randomSampler\", this._randomTexture);\r\n };\r\n this._ssaoPostProcess.samples = this.textureSamples;\r\n\r\n if (!this._forceGeometryBuffer) {\r\n this._ssaoPostProcess._prePassEffectConfiguration = new SSAO2Configuration();\r\n }\r\n }\r\n\r\n private _createSSAOCombinePostProcess(ratio: number, textureType: number): void {\r\n this._ssaoCombinePostProcess = new PostProcess(\r\n \"ssaoCombine\",\r\n \"ssaoCombine\",\r\n [],\r\n [\"originalColor\", \"viewport\"],\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n undefined,\r\n textureType\r\n );\r\n\r\n this._ssaoCombinePostProcess.onApply = (effect: Effect) => {\r\n const viewport = this._scene.activeCamera!.viewport;\r\n effect.setVector4(\"viewport\", TmpVectors.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));\r\n effect.setTextureFromPostProcessOutput(\"originalColor\", this._originalColorPostProcess);\r\n };\r\n this._ssaoCombinePostProcess.samples = this.textureSamples;\r\n }\r\n\r\n private _createRandomTexture(): void {\r\n const size = 128;\r\n\r\n this._randomTexture = new DynamicTexture(\"SSAORandomTexture\", size, this._scene, false, Texture.TRILINEAR_SAMPLINGMODE);\r\n this._randomTexture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n this._randomTexture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n\r\n const context = this._randomTexture.getContext();\r\n\r\n const rand = (min: number, max: number) => {\r\n return Math.random() * (max - min) + min;\r\n };\r\n\r\n const randVector = Vector3.Zero();\r\n\r\n for (let x = 0; x < size; x++) {\r\n for (let y = 0; y < size; y++) {\r\n randVector.x = rand(0.0, 1.0);\r\n randVector.y = rand(0.0, 1.0);\r\n randVector.z = 0.0;\r\n\r\n randVector.normalize();\r\n\r\n randVector.scaleInPlace(255);\r\n randVector.x = Math.floor(randVector.x);\r\n randVector.y = Math.floor(randVector.y);\r\n\r\n context.fillStyle = \"rgb(\" + randVector.x + \", \" + randVector.y + \", \" + randVector.z + \")\";\r\n context.fillRect(x, y, 1, 1);\r\n }\r\n }\r\n\r\n this._randomTexture.update(false);\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"SSAO2RenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline {\r\n return SerializationHelper.Parse(() => new SSAO2RenderingPipeline(source._name, scene, source._ratio), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SSAO2RenderingPipeline\", SSAO2RenderingPipeline);\r\n"]}
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@@ -2,6 +2,7 @@ import type { Nullable } from "../types";
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import type { SmartArray } from "../Misc/smartArray";
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import type { ISpriteManager } from "../Sprites/spriteManager";
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import type { IParticleSystem } from "../Particles/IParticleSystem";
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import { RenderingGroup } from "./renderingGroup";
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declare type Scene = import("../scene").Scene;
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declare type Camera = import("../Cameras/camera").Camera;
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declare type Material = import("../Materials/material").Material;
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@@ -72,11 +73,21 @@ export declare class RenderingManager {
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private _customAlphaTestSortCompareFn;
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private _customTransparentSortCompareFn;
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private _renderingGroupInfo;
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private _maintainStateBetweenFrames;
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/**
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* Gets or sets a boolean indicating that the manager will not reset between frames.
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* This means that if a mesh becomes invisible or transparent it will not be visible until this boolean is set to false again.
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* By default, the rendering manager will dispatch all active meshes per frame (moving them to the transparent, opaque or alpha testing lists).
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* By turning this property on, you will accelerate the rendering by keeping all these lists unchanged between frames.
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*/
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get maintainStateBetweenFrames(): boolean;
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set maintainStateBetweenFrames(value: boolean);
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/**
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* Instantiates a new rendering group for a particular scene
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* @param scene Defines the scene the groups belongs to
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*/
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constructor(scene: Scene);
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getRenderingGroup(id: number): RenderingGroup;
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private _clearDepthStencilBuffer;
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/**
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* Renders the entire managed groups. This is used by the scene or the different render targets.
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@@ -25,11 +25,48 @@ export class RenderingManager {
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this._customAlphaTestSortCompareFn = {};
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this._customTransparentSortCompareFn = {};
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this._renderingGroupInfo = new RenderingGroupInfo();
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this._maintainStateBetweenFrames = false;
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this._scene = scene;
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for (let i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
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this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
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}
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}
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/**
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* Gets or sets a boolean indicating that the manager will not reset between frames.
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* This means that if a mesh becomes invisible or transparent it will not be visible until this boolean is set to false again.
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* By default, the rendering manager will dispatch all active meshes per frame (moving them to the transparent, opaque or alpha testing lists).
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* By turning this property on, you will accelerate the rendering by keeping all these lists unchanged between frames.
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+
*/
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get maintainStateBetweenFrames() {
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return this._maintainStateBetweenFrames;
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}
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set maintainStateBetweenFrames(value) {
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if (value === this._maintainStateBetweenFrames) {
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return;
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}
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this._maintainStateBetweenFrames = value;
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// Restore wasDispatched flags when switching to maintainStateBetweenFrames to false
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if (!this._maintainStateBetweenFrames) {
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for (const mesh of this._scene.meshes) {
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if (mesh.subMeshes) {
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for (const subMesh of mesh.subMeshes) {
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subMesh._wasDispatched = false;
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}
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}
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}
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for (const spriteManager of this._scene.spriteManagers) {
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spriteManager._wasDispatched = false;
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}
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for (const particleSystem of this._scene.particleSystems) {
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particleSystem._wasDispatched = false;
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}
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}
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}
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getRenderingGroup(id) {
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const renderingGroupId = id || 0;
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this._prepareRenderingGroup(renderingGroupId);
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return this._renderingGroups[renderingGroupId];
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}
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_clearDepthStencilBuffer(depth = true, stencil = true) {
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if (this._depthStencilBufferAlreadyCleaned) {
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return;
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@@ -88,6 +125,9 @@ export class RenderingManager {
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* @internal
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reset() {
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for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
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@@ -125,18 +165,22 @@ export class RenderingManager {
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* @param spriteManager Define the sprite manager to render
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dispatchSprites(spriteManager) {
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this.getRenderingGroup(spriteManager.renderingGroupId).dispatchSprites(spriteManager);
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}
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/**
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dispatchParticles(particleSystem) {
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}
|
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|
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|
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this.getRenderingGroup(particleSystem.renderingGroupId).dispatchParticles(particleSystem);
|
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|
}
|
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|
/**
|
|
142
186
|
* Add a submesh to the manager in order to render it this frame
|
|
@@ -148,9 +192,11 @@ export class RenderingManager {
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148
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|
if (mesh === undefined) {
|
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149
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|
mesh = subMesh.getMesh();
|
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|
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|
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-
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|
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|
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|
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subMesh._wasDispatched = true;
|
|
199
|
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this.getRenderingGroup(mesh.renderingGroupId).dispatch(subMesh, mesh, material);
|
|
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|
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|
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/**
|
|
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|
* Overrides the default sort function applied in the rendering group to prepare the meshes.
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Nullable } from \"../types\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport type { ISpriteManager } from \"../Sprites/spriteManager\";\r\nimport type { IParticleSystem } from \"../Particles/IParticleSystem\";\r\nimport { RenderingGroup } from \"./renderingGroup\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\ndeclare type Camera = import(\"../Cameras/camera\").Camera;\r\ndeclare type Material = import(\"../Materials/material\").Material;\r\ndeclare type SubMesh = import(\"../Meshes/subMesh\").SubMesh;\r\ndeclare type AbstractMesh = import(\"../Meshes/abstractMesh\").AbstractMesh;\r\n\r\n/**\r\n * Interface describing the different options available in the rendering manager\r\n * regarding Auto Clear between groups.\r\n */\r\nexport interface IRenderingManagerAutoClearSetup {\r\n /**\r\n * Defines whether or not autoclear is enable.\r\n */\r\n autoClear: boolean;\r\n /**\r\n * Defines whether or not to autoclear the depth buffer.\r\n */\r\n depth: boolean;\r\n /**\r\n * Defines whether or not to autoclear the stencil buffer.\r\n */\r\n stencil: boolean;\r\n}\r\n\r\n/**\r\n * This class is used by the onRenderingGroupObservable\r\n */\r\nexport class RenderingGroupInfo {\r\n /**\r\n * The Scene that being rendered\r\n */\r\n scene: Scene;\r\n\r\n /**\r\n * The camera currently used for the rendering pass\r\n */\r\n camera: Nullable<Camera>;\r\n\r\n /**\r\n * The ID of the renderingGroup being processed\r\n */\r\n renderingGroupId: number;\r\n}\r\n\r\n/**\r\n * This is the manager responsible of all the rendering for meshes sprites and particles.\r\n * It is enable to manage the different groups as well as the different necessary sort functions.\r\n * This should not be used directly aside of the few static configurations\r\n */\r\nexport class RenderingManager {\r\n /**\r\n * The max id used for rendering groups (not included)\r\n */\r\n public static MAX_RENDERINGGROUPS = 4;\r\n\r\n /**\r\n * The min id used for rendering groups (included)\r\n */\r\n public static MIN_RENDERINGGROUPS = 0;\r\n\r\n /**\r\n * Used to globally prevent autoclearing scenes.\r\n */\r\n public static AUTOCLEAR = true;\r\n\r\n /**\r\n * @internal\r\n */\r\n public _useSceneAutoClearSetup = false;\r\n\r\n private _scene: Scene;\r\n private _renderingGroups = new Array<RenderingGroup>();\r\n private _depthStencilBufferAlreadyCleaned: boolean;\r\n\r\n private _autoClearDepthStencil: { [id: number]: IRenderingManagerAutoClearSetup } = {};\r\n private _customOpaqueSortCompareFn: { [id: number]: Nullable<(a: SubMesh, b: SubMesh) => number> } = {};\r\n private _customAlphaTestSortCompareFn: { [id: number]: Nullable<(a: SubMesh, b: SubMesh) => number> } = {};\r\n private _customTransparentSortCompareFn: { [id: number]: Nullable<(a: SubMesh, b: SubMesh) => number> } = {};\r\n private _renderingGroupInfo: Nullable<RenderingGroupInfo> = new RenderingGroupInfo();\r\n\r\n /**\r\n * Instantiates a new rendering group for a particular scene\r\n * @param scene Defines the scene the groups belongs to\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n\r\n for (let i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {\r\n this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };\r\n }\r\n }\r\n\r\n private _clearDepthStencilBuffer(depth = true, stencil = true): void {\r\n if (this._depthStencilBufferAlreadyCleaned) {\r\n return;\r\n }\r\n\r\n this._scene.getEngine().clear(null, false, depth, stencil);\r\n this._depthStencilBufferAlreadyCleaned = true;\r\n }\r\n\r\n /**\r\n * Renders the entire managed groups. This is used by the scene or the different render targets.\r\n * @internal\r\n */\r\n public render(\r\n customRenderFunction: Nullable<\r\n (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ) => void\r\n >,\r\n activeMeshes: Nullable<AbstractMesh[]>,\r\n renderParticles: boolean,\r\n renderSprites: boolean\r\n ): void {\r\n // Update the observable context (not null as it only goes away on dispose)\r\n const info = this._renderingGroupInfo!;\r\n info.scene = this._scene;\r\n info.camera = this._scene.activeCamera;\r\n\r\n // Dispatch sprites\r\n if (this._scene.spriteManagers && renderSprites) {\r\n for (let index = 0; index < this._scene.spriteManagers.length; index++) {\r\n const manager = this._scene.spriteManagers[index];\r\n this.dispatchSprites(manager);\r\n }\r\n }\r\n\r\n // Render\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;\r\n const renderingGroup = this._renderingGroups[index];\r\n if (!renderingGroup || renderingGroup._empty) {\r\n continue;\r\n }\r\n\r\n const renderingGroupMask = Math.pow(2, index);\r\n info.renderingGroupId = index;\r\n\r\n // Before Observable\r\n this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);\r\n\r\n // Clear depth/stencil if needed\r\n if (RenderingManager.AUTOCLEAR) {\r\n const autoClear = this._useSceneAutoClearSetup ? this._scene.getAutoClearDepthStencilSetup(index) : this._autoClearDepthStencil[index];\r\n\r\n if (autoClear && autoClear.autoClear) {\r\n this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);\r\n }\r\n }\r\n\r\n // Render\r\n for (const step of this._scene._beforeRenderingGroupDrawStage) {\r\n step.action(index);\r\n }\r\n renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);\r\n for (const step of this._scene._afterRenderingGroupDrawStage) {\r\n step.action(index);\r\n }\r\n\r\n // After Observable\r\n this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);\r\n }\r\n }\r\n\r\n /**\r\n * Resets the different information of the group to prepare a new frame\r\n * @internal\r\n */\r\n public reset(): void {\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n const renderingGroup = this._renderingGroups[index];\r\n if (renderingGroup) {\r\n renderingGroup.prepare();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Dispose and release the group and its associated resources.\r\n * @internal\r\n */\r\n public dispose(): void {\r\n this.freeRenderingGroups();\r\n this._renderingGroups.length = 0;\r\n this._renderingGroupInfo = null;\r\n }\r\n\r\n /**\r\n * Clear the info related to rendering groups preventing retention points during dispose.\r\n */\r\n public freeRenderingGroups(): void {\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n const renderingGroup = this._renderingGroups[index];\r\n if (renderingGroup) {\r\n renderingGroup.dispose();\r\n }\r\n }\r\n }\r\n\r\n private _prepareRenderingGroup(renderingGroupId: number): void {\r\n if (this._renderingGroups[renderingGroupId] === undefined) {\r\n this._renderingGroups[renderingGroupId] = new RenderingGroup(\r\n renderingGroupId,\r\n this._scene,\r\n this._customOpaqueSortCompareFn[renderingGroupId],\r\n this._customAlphaTestSortCompareFn[renderingGroupId],\r\n this._customTransparentSortCompareFn[renderingGroupId]\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Add a sprite manager to the rendering manager in order to render it this frame.\r\n * @param spriteManager Define the sprite manager to render\r\n */\r\n public dispatchSprites(spriteManager: ISpriteManager) {\r\n const renderingGroupId = spriteManager.renderingGroupId || 0;\r\n\r\n this._prepareRenderingGroup(renderingGroupId);\r\n\r\n this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);\r\n }\r\n\r\n /**\r\n * Add a particle system to the rendering manager in order to render it this frame.\r\n * @param particleSystem Define the particle system to render\r\n */\r\n public dispatchParticles(particleSystem: IParticleSystem) {\r\n const renderingGroupId = particleSystem.renderingGroupId || 0;\r\n\r\n this._prepareRenderingGroup(renderingGroupId);\r\n\r\n this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);\r\n }\r\n\r\n /**\r\n * Add a submesh to the manager in order to render it this frame\r\n * @param subMesh The submesh to dispatch\r\n * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.\r\n * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.\r\n */\r\n public dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void {\r\n if (mesh === undefined) {\r\n mesh = subMesh.getMesh();\r\n }\r\n const renderingGroupId = mesh.renderingGroupId || 0;\r\n\r\n this._prepareRenderingGroup(renderingGroupId);\r\n\r\n this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);\r\n }\r\n\r\n /**\r\n * Overrides the default sort function applied in the rendering group to prepare the meshes.\r\n * This allowed control for front to back rendering or reversely depending of the special needs.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\r\n * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\r\n * @param transparentSortCompareFn The transparent queue comparison function use to sort.\r\n */\r\n public setRenderingOrder(\r\n renderingGroupId: number,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null\r\n ) {\r\n this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;\r\n this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;\r\n this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;\r\n\r\n if (this._renderingGroups[renderingGroupId]) {\r\n const group = this._renderingGroups[renderingGroupId];\r\n group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];\r\n group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];\r\n group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];\r\n }\r\n }\r\n\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n * @param depth Automatically clears depth between groups if true and autoClear is true.\r\n * @param stencil Automatically clears stencil between groups if true and autoClear is true.\r\n */\r\n public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth = true, stencil = true): void {\r\n this._autoClearDepthStencil[renderingGroupId] = {\r\n autoClear: autoClearDepthStencil,\r\n depth: depth,\r\n stencil: stencil,\r\n };\r\n }\r\n\r\n /**\r\n * Gets the current auto clear configuration for one rendering group of the rendering\r\n * manager.\r\n * @param index the rendering group index to get the information for\r\n * @returns The auto clear setup for the requested rendering group\r\n */\r\n public getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup {\r\n return this._autoClearDepthStencil[index];\r\n }\r\n}\r\n"]}
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1
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type { Nullable } from \"../types\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport type { ISpriteManager } from \"../Sprites/spriteManager\";\r\nimport type { IParticleSystem } from \"../Particles/IParticleSystem\";\r\nimport { RenderingGroup } from \"./renderingGroup\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\ndeclare type Camera = import(\"../Cameras/camera\").Camera;\r\ndeclare type Material = import(\"../Materials/material\").Material;\r\ndeclare type SubMesh = import(\"../Meshes/subMesh\").SubMesh;\r\ndeclare type AbstractMesh = import(\"../Meshes/abstractMesh\").AbstractMesh;\r\n\r\n/**\r\n * Interface describing the different options available in the rendering manager\r\n * regarding Auto Clear between groups.\r\n */\r\nexport interface IRenderingManagerAutoClearSetup {\r\n /**\r\n * Defines whether or not autoclear is enable.\r\n */\r\n autoClear: boolean;\r\n /**\r\n * Defines whether or not to autoclear the depth buffer.\r\n */\r\n depth: boolean;\r\n /**\r\n * Defines whether or not to autoclear the stencil buffer.\r\n */\r\n stencil: boolean;\r\n}\r\n\r\n/**\r\n * This class is used by the onRenderingGroupObservable\r\n */\r\nexport class RenderingGroupInfo {\r\n /**\r\n * The Scene that being rendered\r\n */\r\n scene: Scene;\r\n\r\n /**\r\n * The camera currently used for the rendering pass\r\n */\r\n camera: Nullable<Camera>;\r\n\r\n /**\r\n * The ID of the renderingGroup being processed\r\n */\r\n renderingGroupId: number;\r\n}\r\n\r\n/**\r\n * This is the manager responsible of all the rendering for meshes sprites and particles.\r\n * It is enable to manage the different groups as well as the different necessary sort functions.\r\n * This should not be used directly aside of the few static configurations\r\n */\r\nexport class RenderingManager {\r\n /**\r\n * The max id used for rendering groups (not included)\r\n */\r\n public static MAX_RENDERINGGROUPS = 4;\r\n\r\n /**\r\n * The min id used for rendering groups (included)\r\n */\r\n public static MIN_RENDERINGGROUPS = 0;\r\n\r\n /**\r\n * Used to globally prevent autoclearing scenes.\r\n */\r\n public static AUTOCLEAR = true;\r\n\r\n /**\r\n * @internal\r\n */\r\n public _useSceneAutoClearSetup = false;\r\n\r\n private _scene: Scene;\r\n private _renderingGroups = new Array<RenderingGroup>();\r\n private _depthStencilBufferAlreadyCleaned: boolean;\r\n\r\n private _autoClearDepthStencil: { [id: number]: IRenderingManagerAutoClearSetup } = {};\r\n private _customOpaqueSortCompareFn: { [id: number]: Nullable<(a: SubMesh, b: SubMesh) => number> } = {};\r\n private _customAlphaTestSortCompareFn: { [id: number]: Nullable<(a: SubMesh, b: SubMesh) => number> } = {};\r\n private _customTransparentSortCompareFn: { [id: number]: Nullable<(a: SubMesh, b: SubMesh) => number> } = {};\r\n private _renderingGroupInfo: Nullable<RenderingGroupInfo> = new RenderingGroupInfo();\r\n\r\n private _maintainStateBetweenFrames = false;\r\n /**\r\n * Gets or sets a boolean indicating that the manager will not reset between frames.\r\n * This means that if a mesh becomes invisible or transparent it will not be visible until this boolean is set to false again.\r\n * By default, the rendering manager will dispatch all active meshes per frame (moving them to the transparent, opaque or alpha testing lists).\r\n * By turning this property on, you will accelerate the rendering by keeping all these lists unchanged between frames.\r\n */\r\n public get maintainStateBetweenFrames() {\r\n return this._maintainStateBetweenFrames;\r\n }\r\n\r\n public set maintainStateBetweenFrames(value: boolean) {\r\n if (value === this._maintainStateBetweenFrames) {\r\n return;\r\n }\r\n\r\n this._maintainStateBetweenFrames = value;\r\n\r\n // Restore wasDispatched flags when switching to maintainStateBetweenFrames to false\r\n if (!this._maintainStateBetweenFrames) {\r\n for (const mesh of this._scene.meshes) {\r\n if (mesh.subMeshes) {\r\n for (const subMesh of mesh.subMeshes) {\r\n subMesh._wasDispatched = false;\r\n }\r\n }\r\n }\r\n\r\n for (const spriteManager of this._scene.spriteManagers) {\r\n spriteManager._wasDispatched = false;\r\n }\r\n\r\n for (const particleSystem of this._scene.particleSystems) {\r\n particleSystem._wasDispatched = false;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates a new rendering group for a particular scene\r\n * @param scene Defines the scene the groups belongs to\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n\r\n for (let i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {\r\n this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };\r\n }\r\n }\r\n\r\n public getRenderingGroup(id: number) {\r\n const renderingGroupId = id || 0;\r\n\r\n this._prepareRenderingGroup(renderingGroupId);\r\n\r\n return this._renderingGroups[renderingGroupId];\r\n }\r\n\r\n private _clearDepthStencilBuffer(depth = true, stencil = true): void {\r\n if (this._depthStencilBufferAlreadyCleaned) {\r\n return;\r\n }\r\n\r\n this._scene.getEngine().clear(null, false, depth, stencil);\r\n this._depthStencilBufferAlreadyCleaned = true;\r\n }\r\n\r\n /**\r\n * Renders the entire managed groups. This is used by the scene or the different render targets.\r\n * @internal\r\n */\r\n public render(\r\n customRenderFunction: Nullable<\r\n (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ) => void\r\n >,\r\n activeMeshes: Nullable<AbstractMesh[]>,\r\n renderParticles: boolean,\r\n renderSprites: boolean\r\n ): void {\r\n // Update the observable context (not null as it only goes away on dispose)\r\n const info = this._renderingGroupInfo!;\r\n info.scene = this._scene;\r\n info.camera = this._scene.activeCamera;\r\n\r\n // Dispatch sprites\r\n if (this._scene.spriteManagers && renderSprites) {\r\n for (let index = 0; index < this._scene.spriteManagers.length; index++) {\r\n const manager = this._scene.spriteManagers[index];\r\n this.dispatchSprites(manager);\r\n }\r\n }\r\n\r\n // Render\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;\r\n const renderingGroup = this._renderingGroups[index];\r\n if (!renderingGroup || renderingGroup._empty) {\r\n continue;\r\n }\r\n\r\n const renderingGroupMask = Math.pow(2, index);\r\n info.renderingGroupId = index;\r\n\r\n // Before Observable\r\n this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);\r\n\r\n // Clear depth/stencil if needed\r\n if (RenderingManager.AUTOCLEAR) {\r\n const autoClear = this._useSceneAutoClearSetup ? this._scene.getAutoClearDepthStencilSetup(index) : this._autoClearDepthStencil[index];\r\n\r\n if (autoClear && autoClear.autoClear) {\r\n this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);\r\n }\r\n }\r\n\r\n // Render\r\n for (const step of this._scene._beforeRenderingGroupDrawStage) {\r\n step.action(index);\r\n }\r\n renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);\r\n for (const step of this._scene._afterRenderingGroupDrawStage) {\r\n step.action(index);\r\n }\r\n\r\n // After Observable\r\n this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);\r\n }\r\n }\r\n\r\n /**\r\n * Resets the different information of the group to prepare a new frame\r\n * @internal\r\n */\r\n public reset(): void {\r\n if (this.maintainStateBetweenFrames) {\r\n return;\r\n }\r\n\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n const renderingGroup = this._renderingGroups[index];\r\n if (renderingGroup) {\r\n renderingGroup.prepare();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Dispose and release the group and its associated resources.\r\n * @internal\r\n */\r\n public dispose(): void {\r\n this.freeRenderingGroups();\r\n this._renderingGroups.length = 0;\r\n this._renderingGroupInfo = null;\r\n }\r\n\r\n /**\r\n * Clear the info related to rendering groups preventing retention points during dispose.\r\n */\r\n public freeRenderingGroups(): void {\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n const renderingGroup = this._renderingGroups[index];\r\n if (renderingGroup) {\r\n renderingGroup.dispose();\r\n }\r\n }\r\n }\r\n\r\n private _prepareRenderingGroup(renderingGroupId: number): void {\r\n if (this._renderingGroups[renderingGroupId] === undefined) {\r\n this._renderingGroups[renderingGroupId] = new RenderingGroup(\r\n renderingGroupId,\r\n this._scene,\r\n this._customOpaqueSortCompareFn[renderingGroupId],\r\n this._customAlphaTestSortCompareFn[renderingGroupId],\r\n this._customTransparentSortCompareFn[renderingGroupId]\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Add a sprite manager to the rendering manager in order to render it this frame.\r\n * @param spriteManager Define the sprite manager to render\r\n */\r\n public dispatchSprites(spriteManager: ISpriteManager) {\r\n if (this.maintainStateBetweenFrames && spriteManager._wasDispatched) {\r\n return;\r\n }\r\n spriteManager._wasDispatched = true;\r\n this.getRenderingGroup(spriteManager.renderingGroupId).dispatchSprites(spriteManager);\r\n }\r\n\r\n /**\r\n * Add a particle system to the rendering manager in order to render it this frame.\r\n * @param particleSystem Define the particle system to render\r\n */\r\n public dispatchParticles(particleSystem: IParticleSystem) {\r\n if (this.maintainStateBetweenFrames && particleSystem._wasDispatched) {\r\n return;\r\n }\r\n particleSystem._wasDispatched = true;\r\n this.getRenderingGroup(particleSystem.renderingGroupId).dispatchParticles(particleSystem);\r\n }\r\n\r\n /**\r\n * Add a submesh to the manager in order to render it this frame\r\n * @param subMesh The submesh to dispatch\r\n * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.\r\n * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.\r\n */\r\n public dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void {\r\n if (mesh === undefined) {\r\n mesh = subMesh.getMesh();\r\n }\r\n if (this.maintainStateBetweenFrames && subMesh._wasDispatched) {\r\n return;\r\n }\r\n subMesh._wasDispatched = true;\r\n this.getRenderingGroup(mesh.renderingGroupId).dispatch(subMesh, mesh, material);\r\n }\r\n\r\n /**\r\n * Overrides the default sort function applied in the rendering group to prepare the meshes.\r\n * This allowed control for front to back rendering or reversely depending of the special needs.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\r\n * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\r\n * @param transparentSortCompareFn The transparent queue comparison function use to sort.\r\n */\r\n public setRenderingOrder(\r\n renderingGroupId: number,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null\r\n ) {\r\n this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;\r\n this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;\r\n this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;\r\n\r\n if (this._renderingGroups[renderingGroupId]) {\r\n const group = this._renderingGroups[renderingGroupId];\r\n group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];\r\n group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];\r\n group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];\r\n }\r\n }\r\n\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n * @param depth Automatically clears depth between groups if true and autoClear is true.\r\n * @param stencil Automatically clears stencil between groups if true and autoClear is true.\r\n */\r\n public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth = true, stencil = true): void {\r\n this._autoClearDepthStencil[renderingGroupId] = {\r\n autoClear: autoClearDepthStencil,\r\n depth: depth,\r\n stencil: stencil,\r\n };\r\n }\r\n\r\n /**\r\n * Gets the current auto clear configuration for one rendering group of the rendering\r\n * manager.\r\n * @param index the rendering group index to get the information for\r\n * @returns The auto clear setup for the requested rendering group\r\n */\r\n public getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup {\r\n return this._autoClearDepthStencil[index];\r\n }\r\n}\r\n"]}
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@@ -15,7 +15,7 @@ alpha*=albedoTexture.a;
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surfaceAlbedo*=toLinearSpace(albedoTexture.rgb);
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surfaceAlbedo*=albedoTexture.rgb;
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surfaceAlbedo*=albedoInfos.y;
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#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)
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#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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surfaceAlbedo*=vColor.rgb;
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#ifdef DETAIL
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float detailAlbedo=2.0*mix(0.5,detailColor.r,vDetailInfos.y);
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@@ -25,7 +25,7 @@ float detailAlbedo=2.0*mix(0.5,detailColor.r,vDetailInfos.y);
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alpha=getLuminance(opacityMap.rgb);
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alpha*=opacityMap.a;
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alpha*=vOpacityInfos.y;
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#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)
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#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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alpha*=vColor.a;
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#if !defined(SS_LINKREFRACTIONTOTRANSPARENCY) && !defined(ALPHAFRESNEL)
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#ifdef ALPHATEST
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@@ -1 +1 @@
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-
{"version":3,"file":"pbrBlockAlbedoOpacity.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockAlbedoOpacity\";\nconst shader = `struct albedoOpacityOutParams\r{\rvec3 surfaceAlbedo;\rfloat alpha;\r};\r#define pbr_inline\nvoid albedoOpacityBlock(\rin vec4 vAlbedoColor,\r#ifdef ALBEDO\nin vec4 albedoTexture,\rin vec2 albedoInfos,\r#endif\n#ifdef OPACITY\nin vec4 opacityMap,\rin vec2 vOpacityInfos,\r#endif\n#ifdef DETAIL\nin vec4 detailColor,\rin vec4 vDetailInfos,\r#endif\nout albedoOpacityOutParams outParams\r)\r{\rvec3 surfaceAlbedo=vAlbedoColor.rgb;\rfloat alpha=vAlbedoColor.a;\r#ifdef ALBEDO\n#if defined(ALPHAFROMALBEDO) || defined(ALPHATEST)\nalpha*=albedoTexture.a;\r#endif\n#ifdef GAMMAALBEDO\nsurfaceAlbedo*=toLinearSpace(albedoTexture.rgb);\r#else\nsurfaceAlbedo*=albedoTexture.rgb;\r#endif\nsurfaceAlbedo*=albedoInfos.y;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nsurfaceAlbedo*=vColor.rgb;\r#endif\n#ifdef DETAIL\nfloat detailAlbedo=2.0*mix(0.5,detailColor.r,vDetailInfos.y);\rsurfaceAlbedo.rgb=surfaceAlbedo.rgb*detailAlbedo*detailAlbedo; \r#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALBEDO\n#ifdef OPACITY\n#ifdef OPACITYRGB\nalpha=getLuminance(opacityMap.rgb);\r#else\nalpha*=opacityMap.a;\r#endif\nalpha*=vOpacityInfos.y;\r#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)\nalpha*=vColor.a;\r#endif\n#if !defined(SS_LINKREFRACTIONTOTRANSPARENCY) && !defined(ALPHAFRESNEL)\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\rdiscard;\r#ifndef ALPHABLEND\nalpha=1.0;\r#endif\n#endif\n#endif\noutParams.surfaceAlbedo=surfaceAlbedo;\routParams.alpha=alpha;\r}\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockAlbedoOpacity = { name, shader };\n"]}
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{"version":3,"file":"pbrBlockAlbedoOpacity.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockAlbedoOpacity\";\nconst shader = `struct albedoOpacityOutParams\r{\rvec3 surfaceAlbedo;\rfloat alpha;\r};\r#define pbr_inline\nvoid albedoOpacityBlock(\rin vec4 vAlbedoColor,\r#ifdef ALBEDO\nin vec4 albedoTexture,\rin vec2 albedoInfos,\r#endif\n#ifdef OPACITY\nin vec4 opacityMap,\rin vec2 vOpacityInfos,\r#endif\n#ifdef DETAIL\nin vec4 detailColor,\rin vec4 vDetailInfos,\r#endif\nout albedoOpacityOutParams outParams\r)\r{\rvec3 surfaceAlbedo=vAlbedoColor.rgb;\rfloat alpha=vAlbedoColor.a;\r#ifdef ALBEDO\n#if defined(ALPHAFROMALBEDO) || defined(ALPHATEST)\nalpha*=albedoTexture.a;\r#endif\n#ifdef GAMMAALBEDO\nsurfaceAlbedo*=toLinearSpace(albedoTexture.rgb);\r#else\nsurfaceAlbedo*=albedoTexture.rgb;\r#endif\nsurfaceAlbedo*=albedoInfos.y;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nsurfaceAlbedo*=vColor.rgb;\r#endif\n#ifdef DETAIL\nfloat detailAlbedo=2.0*mix(0.5,detailColor.r,vDetailInfos.y);\rsurfaceAlbedo.rgb=surfaceAlbedo.rgb*detailAlbedo*detailAlbedo; \r#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALBEDO\n#ifdef OPACITY\n#ifdef OPACITYRGB\nalpha=getLuminance(opacityMap.rgb);\r#else\nalpha*=opacityMap.a;\r#endif\nalpha*=vOpacityInfos.y;\r#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\r#endif\n#if !defined(SS_LINKREFRACTIONTOTRANSPARENCY) && !defined(ALPHAFRESNEL)\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\rdiscard;\r#ifndef ALPHABLEND\nalpha=1.0;\r#endif\n#endif\n#endif\noutParams.surfaceAlbedo=surfaceAlbedo;\routParams.alpha=alpha;\r}\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockAlbedoOpacity = { name, shader };\n"]}
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@@ -9,7 +9,7 @@ varying vec4 vClipSpacePosition;
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varying vec3 vNormalW;
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varying vec3 vEnvironmentIrradiance;
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#endif
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12
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-
#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)
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+
#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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varying vec4 vColor;
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`;
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15
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// Sideeffect
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"pbrFragmentExtraDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,4BAA4B,CAAC;AAEpC,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;CAcd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./mainUVVaryingDeclaration\";\n\nconst name = \"pbrFragmentExtraDeclaration\";\nconst shader = `varying vec3 vPositionW;\r#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\r#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef NORMAL\nvarying vec3 vNormalW;\r#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\r#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrFragmentExtraDeclaration = { name, shader };\n"]}
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1
|
+
{"version":3,"file":"pbrFragmentExtraDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,4BAA4B,CAAC;AAEpC,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;CAcd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./mainUVVaryingDeclaration\";\n\nconst name = \"pbrFragmentExtraDeclaration\";\nconst shader = `varying vec3 vPositionW;\r#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\r#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef NORMAL\nvarying vec3 vNormalW;\r#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\r#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrFragmentExtraDeclaration = { name, shader };\n"]}
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@@ -1,7 +1,7 @@
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1
1
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// Do not edit.
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2
2
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import { ShaderStore } from "../../Engines/shaderStore.js";
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3
3
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const name = "vertexColorMixing";
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4
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-
const shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)
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4
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+
const shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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5
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vColor=vec4(1.0);
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6
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#ifdef VERTEXALPHA
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vColor*=color;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"vertexColorMixing.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/vertexColorMixing.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;CAad,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"vertexColorMixing\";\nconst shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvColor=vec4(1.0);\r#ifdef VERTEXCOLOR\n#ifdef VERTEXALPHA\nvColor*=color;\r#else\nvColor.rgb*=color.rgb;\r#endif\n#endif\n#ifdef INSTANCESCOLOR\nvColor*=instanceColor;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const vertexColorMixing = { name, shader };\n"]}
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1
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+
{"version":3,"file":"vertexColorMixing.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/vertexColorMixing.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;CAad,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"vertexColorMixing\";\nconst shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvColor=vec4(1.0);\r#ifdef VERTEXCOLOR\n#ifdef VERTEXALPHA\nvColor*=color;\r#else\nvColor.rgb*=color.rgb;\r#endif\n#endif\n#ifdef INSTANCESCOLOR\nvColor*=instanceColor;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const vertexColorMixing = { name, shader };\n"]}
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@@ -3,14 +3,15 @@ import { ShaderStore } from "../Engines/shaderStore.js";
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3
3
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import "./ShadersInclude/clipPlaneFragmentDeclaration.js";
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4
4
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import "./ShadersInclude/clipPlaneFragment.js";
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5
5
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const name = "colorPixelShader";
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6
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-
const shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)
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6
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+
const shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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7
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+
#define VERTEXCOLOR
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varying vec4 vColor;
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uniform vec4 color;
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#include<clipPlaneFragmentDeclaration>
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#define CUSTOM_FRAGMENT_DEFINITIONS
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void main(void) {
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#include<clipPlaneFragment>
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-
#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)
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14
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+
#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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gl_FragColor=vColor;
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gl_FragColor=color;
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#define CUSTOM_FRAGMENT_MAIN_END
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"color.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/color.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG
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1
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+
{"version":3,"file":"color.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/color.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;EAiBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"colorPixelShader\";\nconst shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\n#define VERTEXCOLOR\nvarying vec4 vColor;\r#else\nuniform vec4 color;\r#endif\n#include<clipPlaneFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\ngl_FragColor=vColor;\r#else\ngl_FragColor=color;\r#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const colorPixelShader = { name, shader };\n"]}
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package/Shaders/color.vertex.js
CHANGED
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@@ -18,7 +18,7 @@ attribute vec4 color;
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#include<instancesDeclaration>
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uniform mat4 viewProjection;
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uniform mat4 viewProjectionR;
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21
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-
#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)
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21
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+
#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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varying vec4 vColor;
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#define CUSTOM_VERTEX_DEFINITIONS
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void main(void) {
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"color.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/color.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\n\nconst name = \"colorVertexShader\";\nconst shader = `attribute vec3 position;\r#ifdef VERTEXCOLOR\nattribute vec4 color;\r#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\r#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\r#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\r#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {\rgl_Position=viewProjection*worldPos;\r} else {\rgl_Position=viewProjectionR*worldPos;\r}\r#else\ngl_Position=viewProjection*worldPos;\r#endif\n#include<clipPlaneVertex>\n#include<vertexColorMixing>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const colorVertexShader = { name, shader };\n"]}
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1
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+
{"version":3,"file":"color.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/color.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\n\nconst name = \"colorVertexShader\";\nconst shader = `attribute vec3 position;\r#ifdef VERTEXCOLOR\nattribute vec4 color;\r#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\r#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\r#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\r#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {\rgl_Position=viewProjection*worldPos;\r} else {\rgl_Position=viewProjectionR*worldPos;\r}\r#else\ngl_Position=viewProjection*worldPos;\r#endif\n#include<clipPlaneVertex>\n#include<vertexColorMixing>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const colorVertexShader = { name, shader };\n"]}
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