@babylonjs/core 5.26.0 → 5.27.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (63) hide show
  1. package/Debug/debugLayer.d.ts +3 -3
  2. package/Debug/debugLayer.js +2 -2
  3. package/Debug/debugLayer.js.map +1 -1
  4. package/Engines/thinEngine.js +6 -6
  5. package/Engines/thinEngine.js.map +1 -1
  6. package/Inputs/scene.inputManager.js +1 -1
  7. package/Inputs/scene.inputManager.js.map +1 -1
  8. package/Layers/glowLayer.d.ts +5 -0
  9. package/Layers/glowLayer.js +21 -8
  10. package/Layers/glowLayer.js.map +1 -1
  11. package/Loading/Plugins/babylonFileLoader.js +3 -3
  12. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  13. package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +1 -2
  14. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  15. package/Materials/PBR/pbrAnisotropicConfiguration.js +2 -0
  16. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  17. package/Materials/PBR/pbrClearCoatConfiguration.js +7 -0
  18. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  19. package/Materials/PBR/pbrIridescenceConfiguration.js +2 -0
  20. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  21. package/Materials/PBR/pbrSheenConfiguration.js +3 -0
  22. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  23. package/Materials/PBR/pbrSubSurfaceConfiguration.js +22 -0
  24. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  25. package/Materials/Textures/texture.d.ts +7 -2
  26. package/Materials/Textures/texture.js +33 -28
  27. package/Materials/Textures/texture.js.map +1 -1
  28. package/Maths/math.polar.d.ts +2 -2
  29. package/Maths/math.polar.js +4 -4
  30. package/Maths/math.polar.js.map +1 -1
  31. package/Maths/math.vector.d.ts +62 -1
  32. package/Maths/math.vector.js +62 -1
  33. package/Maths/math.vector.js.map +1 -1
  34. package/Meshes/abstractMesh.d.ts +8 -0
  35. package/Meshes/abstractMesh.js +12 -0
  36. package/Meshes/abstractMesh.js.map +1 -1
  37. package/Meshes/mesh.js +4 -1
  38. package/Meshes/mesh.js.map +1 -1
  39. package/Meshes/transformNode.js +4 -3
  40. package/Meshes/transformNode.js.map +1 -1
  41. package/Misc/screenshotTools.js +2 -12
  42. package/Misc/screenshotTools.js.map +1 -1
  43. package/Misc/tools.d.ts +2 -8
  44. package/Misc/tools.js +2 -2
  45. package/Misc/tools.js.map +1 -1
  46. package/PostProcesses/blackAndWhitePostProcess.d.ts +1 -1
  47. package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
  48. package/PostProcesses/colorCorrectionPostProcess.d.ts +1 -1
  49. package/PostProcesses/colorCorrectionPostProcess.js +2 -1
  50. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  51. package/PostProcesses/refractionPostProcess.d.ts +2 -1
  52. package/PostProcesses/refractionPostProcess.js.map +1 -1
  53. package/PostProcesses/tonemapPostProcess.d.ts +2 -1
  54. package/PostProcesses/tonemapPostProcess.js.map +1 -1
  55. package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +2 -1
  56. package/PostProcesses/volumetricLightScatteringPostProcess.js +1 -1
  57. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  58. package/PostProcesses/vrDistortionCorrectionPostProcess.d.ts +2 -1
  59. package/PostProcesses/vrDistortionCorrectionPostProcess.js.map +1 -1
  60. package/PostProcesses/vrMultiviewToSingleviewPostProcess.d.ts +2 -1
  61. package/PostProcesses/vrMultiviewToSingleviewPostProcess.js +3 -2
  62. package/PostProcesses/vrMultiviewToSingleviewPostProcess.js.map +1 -1
  63. package/package.json +1 -1
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport type { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { BlurPostProcess } from \"../PostProcesses/blurPostProcess\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { PBRMaterial } from \"../Materials/PBR/pbrMaterial\";\r\n\r\nimport \"../Shaders/glowMapMerge.fragment\";\r\nimport \"../Shaders/glowMapMerge.vertex\";\r\nimport \"../Layers/effectLayerSceneComponent\";\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /**\r\n * Return a the first highlight layer of the scene with a given name.\r\n * @param name The name of the highlight layer to look for.\r\n * @returns The highlight layer if found otherwise null.\r\n */\r\n getGlowLayerByName(name: string): Nullable<GlowLayer>;\r\n }\r\n}\r\n\r\nAbstractScene.prototype.getGlowLayerByName = function (name: string): Nullable<GlowLayer> {\r\n for (let index = 0; index < this.effectLayers.length; index++) {\r\n if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {\r\n return (<any>this.effectLayers[index]) as GlowLayer;\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\n/**\r\n * Glow layer options. This helps customizing the behaviour\r\n * of the glow layer.\r\n */\r\nexport interface IGlowLayerOptions {\r\n /**\r\n * Multiplication factor apply to the canvas size to compute the render target size\r\n * used to generated the glowing objects (the smaller the faster).\r\n */\r\n mainTextureRatio: number;\r\n\r\n /**\r\n * Enforces a fixed size texture to ensure resize independent blur.\r\n */\r\n mainTextureFixedSize?: number;\r\n\r\n /**\r\n * How big is the kernel of the blur texture.\r\n */\r\n blurKernelSize: number;\r\n\r\n /**\r\n * The camera attached to the layer.\r\n */\r\n camera: Nullable<Camera>;\r\n\r\n /**\r\n * Enable MSAA by choosing the number of samples.\r\n */\r\n mainTextureSamples?: number;\r\n\r\n /**\r\n * The rendering group to draw the layer in.\r\n */\r\n renderingGroupId: number;\r\n\r\n /**\r\n * Forces the merge step to be done in ldr (clamp values > 1)\r\n */\r\n ldrMerge?: boolean;\r\n\r\n /**\r\n * Defines the blend mode used by the merge\r\n */\r\n alphaBlendingMode?: number;\r\n}\r\n\r\n/**\r\n * The glow layer Helps adding a glow effect around the emissive parts of a mesh.\r\n *\r\n * Once instantiated in a scene, by default, all the emissive meshes will glow.\r\n *\r\n * Documentation: https://doc.babylonjs.com/how_to/glow_layer\r\n */\r\nexport class GlowLayer extends EffectLayer {\r\n /**\r\n * Effect Name of the layer.\r\n */\r\n public static readonly EffectName = \"GlowLayer\";\r\n\r\n /**\r\n * The default blur kernel size used for the glow.\r\n */\r\n public static DefaultBlurKernelSize = 32;\r\n\r\n /**\r\n * The default texture size ratio used for the glow.\r\n */\r\n public static DefaultTextureRatio = 0.5;\r\n\r\n /**\r\n * Sets the kernel size of the blur.\r\n */\r\n public set blurKernelSize(value: number) {\r\n this._horizontalBlurPostprocess1.kernel = value;\r\n this._verticalBlurPostprocess1.kernel = value;\r\n this._horizontalBlurPostprocess2.kernel = value;\r\n this._verticalBlurPostprocess2.kernel = value;\r\n }\r\n\r\n /**\r\n * Gets the kernel size of the blur.\r\n */\r\n @serialize()\r\n public get blurKernelSize(): number {\r\n return this._horizontalBlurPostprocess1.kernel;\r\n }\r\n\r\n /**\r\n * Sets the glow intensity.\r\n */\r\n public set intensity(value: number) {\r\n this._intensity = value;\r\n }\r\n\r\n /**\r\n * Gets the glow intensity.\r\n */\r\n @serialize()\r\n public get intensity(): number {\r\n return this._intensity;\r\n }\r\n\r\n @serialize(\"options\")\r\n private _options: IGlowLayerOptions;\r\n\r\n private _intensity: number = 1.0;\r\n private _horizontalBlurPostprocess1: BlurPostProcess;\r\n private _verticalBlurPostprocess1: BlurPostProcess;\r\n private _horizontalBlurPostprocess2: BlurPostProcess;\r\n private _verticalBlurPostprocess2: BlurPostProcess;\r\n private _blurTexture1: RenderTargetTexture;\r\n private _blurTexture2: RenderTargetTexture;\r\n private _postProcesses1: PostProcess[];\r\n private _postProcesses2: PostProcess[];\r\n\r\n private _includedOnlyMeshes: number[] = [];\r\n private _excludedMeshes: number[] = [];\r\n private _meshesUsingTheirOwnMaterials: number[] = [];\r\n\r\n /**\r\n * Callback used to let the user override the color selection on a per mesh basis\r\n */\r\n public customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;\r\n /**\r\n * Callback used to let the user override the texture selection on a per mesh basis\r\n */\r\n public customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;\r\n\r\n /**\r\n * Instantiates a new glow Layer and references it to the scene.\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)\r\n */\r\n constructor(name: string, scene?: Scene, options?: Partial<IGlowLayerOptions>) {\r\n super(name, scene);\r\n this.neutralColor = new Color4(0, 0, 0, 1);\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: GlowLayer.DefaultTextureRatio,\r\n blurKernelSize: 32,\r\n mainTextureFixedSize: undefined,\r\n camera: null,\r\n mainTextureSamples: 1,\r\n renderingGroupId: -1,\r\n ldrMerge: false,\r\n alphaBlendingMode: Constants.ALPHA_ADD,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init({\r\n alphaBlendingMode: this._options.alphaBlendingMode,\r\n camera: this._options.camera,\r\n mainTextureFixedSize: this._options.mainTextureFixedSize,\r\n mainTextureRatio: this._options.mainTextureRatio,\r\n renderingGroupId: this._options.renderingGroupId,\r\n });\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @returns The effect name\r\n */\r\n public getEffectName(): string {\r\n return GlowLayer.EffectName;\r\n }\r\n\r\n /**\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n */\r\n protected _createMergeEffect(): Effect {\r\n let defines = \"#define EMISSIVE \\n\";\r\n if (this._options.ldrMerge) {\r\n defines += \"#define LDR \\n\";\r\n }\r\n\r\n // Effect\r\n return this._engine.createEffect(\"glowMapMerge\", [VertexBuffer.PositionKind], [\"offset\"], [\"textureSampler\", \"textureSampler2\"], defines);\r\n }\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the glow layer.\r\n */\r\n protected _createTextureAndPostProcesses(): void {\r\n let blurTextureWidth = this._mainTextureDesiredSize.width;\r\n let blurTextureHeight = this._mainTextureDesiredSize.height;\r\n blurTextureWidth = this._engine.needPOTTextures ? Engine.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;\r\n blurTextureHeight = this._engine.needPOTTextures ? Engine.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;\r\n\r\n let textureType = 0;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else {\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n this._blurTexture1 = new RenderTargetTexture(\r\n \"GlowLayerBlurRTT\",\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n textureType\r\n );\r\n this._blurTexture1.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture1.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture1.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._blurTexture1.renderParticles = false;\r\n this._blurTexture1.ignoreCameraViewport = true;\r\n\r\n const blurTextureWidth2 = Math.floor(blurTextureWidth / 2);\r\n const blurTextureHeight2 = Math.floor(blurTextureHeight / 2);\r\n\r\n this._blurTexture2 = new RenderTargetTexture(\r\n \"GlowLayerBlurRTT2\",\r\n {\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2,\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n textureType\r\n );\r\n this._blurTexture2.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture2.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture2.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._blurTexture2.renderParticles = false;\r\n this._blurTexture2.ignoreCameraViewport = true;\r\n\r\n this._textures = [this._blurTexture1, this._blurTexture2];\r\n\r\n this._horizontalBlurPostprocess1 = new BlurPostProcess(\r\n \"GlowLayerHBP1\",\r\n new Vector2(1.0, 0),\r\n this._options.blurKernelSize / 2,\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n textureType\r\n );\r\n this._horizontalBlurPostprocess1.width = blurTextureWidth;\r\n this._horizontalBlurPostprocess1.height = blurTextureHeight;\r\n this._horizontalBlurPostprocess1.externalTextureSamplerBinding = true;\r\n this._horizontalBlurPostprocess1.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._verticalBlurPostprocess1 = new BlurPostProcess(\r\n \"GlowLayerVBP1\",\r\n new Vector2(0, 1.0),\r\n this._options.blurKernelSize / 2,\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n textureType\r\n );\r\n\r\n this._horizontalBlurPostprocess2 = new BlurPostProcess(\r\n \"GlowLayerHBP2\",\r\n new Vector2(1.0, 0),\r\n this._options.blurKernelSize / 2,\r\n {\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2,\r\n },\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n textureType\r\n );\r\n this._horizontalBlurPostprocess2.width = blurTextureWidth2;\r\n this._horizontalBlurPostprocess2.height = blurTextureHeight2;\r\n this._horizontalBlurPostprocess2.externalTextureSamplerBinding = true;\r\n this._horizontalBlurPostprocess2.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._blurTexture1);\r\n });\r\n\r\n this._verticalBlurPostprocess2 = new BlurPostProcess(\r\n \"GlowLayerVBP2\",\r\n new Vector2(0, 1.0),\r\n this._options.blurKernelSize / 2,\r\n {\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2,\r\n },\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n textureType\r\n );\r\n\r\n this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];\r\n this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];\r\n this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];\r\n\r\n this._mainTexture.samples = this._options.mainTextureSamples!;\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n const internalTexture = this._blurTexture1.renderTarget;\r\n if (internalTexture) {\r\n this._scene.postProcessManager.directRender(this._postProcesses1, internalTexture, true);\r\n\r\n const internalTexture2 = this._blurTexture2.renderTarget;\r\n if (internalTexture2) {\r\n this._scene.postProcessManager.directRender(this._postProcesses2, internalTexture2, true);\r\n }\r\n this._engine.unBindFramebuffer(internalTexture2 ?? internalTexture, true);\r\n }\r\n });\r\n\r\n // Prevent autoClear.\r\n this._postProcesses.map((pp) => {\r\n pp.autoClear = false;\r\n });\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @returns true if ready otherwise, false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const material = subMesh.getMaterial();\r\n const mesh = subMesh.getRenderingMesh();\r\n\r\n if (!material || !mesh) {\r\n return false;\r\n }\r\n\r\n const emissiveTexture = (<any>material).emissiveTexture;\r\n return super._isReady(subMesh, useInstances, emissiveTexture);\r\n }\r\n\r\n /**\r\n * Returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n */\r\n public needStencil(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh can be rendered, otherwise false.\r\n * @param mesh The mesh to render\r\n * @param material The material used on the mesh\r\n * @returns true if it can be rendered otherwise false\r\n */\r\n protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n */\r\n protected _internalRender(effect: Effect): void {\r\n // Texture\r\n effect.setTexture(\"textureSampler\", this._blurTexture1);\r\n effect.setTexture(\"textureSampler2\", this._blurTexture2);\r\n effect.setFloat(\"offset\", this._intensity);\r\n\r\n // Cache\r\n const engine = this._engine;\r\n const previousStencilBuffer = engine.getStencilBuffer();\r\n\r\n // Draw order\r\n engine.setStencilBuffer(false);\r\n\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n\r\n // Draw order\r\n engine.setStencilBuffer(previousStencilBuffer);\r\n }\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n * @param mesh\r\n * @param subMesh\r\n * @param material\r\n */\r\n protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void {\r\n let textureLevel = 1.0;\r\n\r\n if (this.customEmissiveTextureSelector) {\r\n this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);\r\n } else {\r\n if (material) {\r\n this._emissiveTextureAndColor.texture = (<any>material).emissiveTexture;\r\n if (this._emissiveTextureAndColor.texture) {\r\n textureLevel = this._emissiveTextureAndColor.texture.level;\r\n }\r\n } else {\r\n this._emissiveTextureAndColor.texture = null;\r\n }\r\n }\r\n\r\n if (this.customEmissiveColorSelector) {\r\n this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);\r\n } else {\r\n if ((<any>material).emissiveColor) {\r\n const emissiveIntensity = (<PBRMaterial>material).emissiveIntensity ?? 1;\r\n textureLevel *= emissiveIntensity;\r\n this._emissiveTextureAndColor.color.set(\r\n (<any>material).emissiveColor.r * textureLevel,\r\n (<any>material).emissiveColor.g * textureLevel,\r\n (<any>material).emissiveColor.b * textureLevel,\r\n material.alpha\r\n );\r\n } else {\r\n this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n protected _shouldRenderMesh(mesh: Mesh): boolean {\r\n return this.hasMesh(mesh);\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n protected _addCustomEffectDefines(defines: string[]): void {\r\n defines.push(\"#define GLOW\");\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to exclude from the glow layer\r\n */\r\n public addExcludedMesh(mesh: Mesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: Mesh): void {\r\n const index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Add a mesh in the inclusion list to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to include in the glow layer\r\n */\r\n public addIncludedOnlyMesh(mesh: Mesh): void {\r\n if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._includedOnlyMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to remove\r\n */\r\n public removeIncludedOnlyMesh(mesh: Mesh): void {\r\n const index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._includedOnlyMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be used in the glow layer\r\n * @param mesh The mesh to test\r\n * @returns true if the mesh will be highlighted by the current glow layer\r\n */\r\n public hasMesh(mesh: AbstractMesh): boolean {\r\n if (!super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\r\n // Included Mesh\r\n if (this._includedOnlyMeshes.length) {\r\n return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;\r\n }\r\n\r\n // Excluded Mesh\r\n if (this._excludedMeshes.length) {\r\n return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Defines whether the current material of the mesh should be use to render the effect.\r\n * @param mesh defines the current mesh to render\r\n */\r\n protected _useMeshMaterial(mesh: AbstractMesh): boolean {\r\n if (this._meshesUsingTheirOwnMaterials.length == 0) {\r\n return false;\r\n }\r\n return this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId) > -1;\r\n }\r\n\r\n /**\r\n * Add a mesh to be rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to use its material\r\n */\r\n public referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void {\r\n mesh.resetDrawCache(this._mainTexture.renderPassId);\r\n\r\n this._meshesUsingTheirOwnMaterials.push(mesh.uniqueId);\r\n\r\n mesh.onDisposeObservable.add(() => {\r\n this._disposeMesh(mesh as Mesh);\r\n });\r\n }\r\n\r\n /**\r\n * Remove a mesh from being rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to not use its material\r\n */\r\n public unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void {\r\n let index = this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId);\r\n while (index >= 0) {\r\n this._meshesUsingTheirOwnMaterials.splice(index, 1);\r\n index = this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId);\r\n }\r\n mesh.resetDrawCache(this._mainTexture.renderPassId);\r\n }\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n * @internal\r\n */\r\n public _disposeMesh(mesh: Mesh): void {\r\n this.removeIncludedOnlyMesh(mesh);\r\n this.removeExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public getClassName(): string {\r\n return \"GlowLayer\";\r\n }\r\n\r\n /**\r\n * Serializes this glow layer\r\n * @returns a serialized glow layer object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.GlowLayer\";\r\n\r\n let index;\r\n\r\n // Included meshes\r\n serializationObject.includedMeshes = [];\r\n\r\n if (this._includedOnlyMeshes.length) {\r\n for (index = 0; index < this._includedOnlyMeshes.length; index++) {\r\n const mesh = this._scene.getMeshByUniqueId(this._includedOnlyMeshes[index]);\r\n if (mesh) {\r\n serializationObject.includedMeshes.push(mesh.id);\r\n }\r\n }\r\n }\r\n\r\n // Excluded meshes\r\n serializationObject.excludedMeshes = [];\r\n\r\n if (this._excludedMeshes.length) {\r\n for (index = 0; index < this._excludedMeshes.length; index++) {\r\n const mesh = this._scene.getMeshByUniqueId(this._excludedMeshes[index]);\r\n if (mesh) {\r\n serializationObject.excludedMeshes.push(mesh.id);\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Glow Layer from parsed glow layer data\r\n * @param parsedGlowLayer defines glow layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the glow layer information\r\n * @returns a parsed Glow Layer\r\n */\r\n public static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer {\r\n const gl = SerializationHelper.Parse(() => new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options), parsedGlowLayer, scene, rootUrl);\r\n let index;\r\n\r\n // Excluded meshes\r\n for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {\r\n const mesh = scene.getMeshById(parsedGlowLayer.excludedMeshes[index]);\r\n if (mesh) {\r\n gl.addExcludedMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n // Included meshes\r\n for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {\r\n const mesh = scene.getMeshById(parsedGlowLayer.includedMeshes[index]);\r\n if (mesh) {\r\n gl.addIncludedOnlyMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n return gl;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GlowLayer\", GlowLayer);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport type { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { BlurPostProcess } from \"../PostProcesses/blurPostProcess\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { PBRMaterial } from \"../Materials/PBR/pbrMaterial\";\r\n\r\nimport \"../Shaders/glowMapMerge.fragment\";\r\nimport \"../Shaders/glowMapMerge.vertex\";\r\nimport \"../Layers/effectLayerSceneComponent\";\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /**\r\n * Return a the first highlight layer of the scene with a given name.\r\n * @param name The name of the highlight layer to look for.\r\n * @returns The highlight layer if found otherwise null.\r\n */\r\n getGlowLayerByName(name: string): Nullable<GlowLayer>;\r\n }\r\n}\r\n\r\nAbstractScene.prototype.getGlowLayerByName = function (name: string): Nullable<GlowLayer> {\r\n for (let index = 0; index < this.effectLayers.length; index++) {\r\n if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {\r\n return (<any>this.effectLayers[index]) as GlowLayer;\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\n/**\r\n * Glow layer options. This helps customizing the behaviour\r\n * of the glow layer.\r\n */\r\nexport interface IGlowLayerOptions {\r\n /**\r\n * Multiplication factor apply to the canvas size to compute the render target size\r\n * used to generated the glowing objects (the smaller the faster).\r\n */\r\n mainTextureRatio: number;\r\n\r\n /**\r\n * Enforces a fixed size texture to ensure resize independent blur.\r\n */\r\n mainTextureFixedSize?: number;\r\n\r\n /**\r\n * How big is the kernel of the blur texture.\r\n */\r\n blurKernelSize: number;\r\n\r\n /**\r\n * The camera attached to the layer.\r\n */\r\n camera: Nullable<Camera>;\r\n\r\n /**\r\n * Enable MSAA by choosing the number of samples.\r\n */\r\n mainTextureSamples?: number;\r\n\r\n /**\r\n * The rendering group to draw the layer in.\r\n */\r\n renderingGroupId: number;\r\n\r\n /**\r\n * Forces the merge step to be done in ldr (clamp values > 1)\r\n */\r\n ldrMerge?: boolean;\r\n\r\n /**\r\n * Defines the blend mode used by the merge\r\n */\r\n alphaBlendingMode?: number;\r\n}\r\n\r\n/**\r\n * The glow layer Helps adding a glow effect around the emissive parts of a mesh.\r\n *\r\n * Once instantiated in a scene, by default, all the emissive meshes will glow.\r\n *\r\n * Documentation: https://doc.babylonjs.com/how_to/glow_layer\r\n */\r\nexport class GlowLayer extends EffectLayer {\r\n /**\r\n * Effect Name of the layer.\r\n */\r\n public static readonly EffectName = \"GlowLayer\";\r\n\r\n /**\r\n * The default blur kernel size used for the glow.\r\n */\r\n public static DefaultBlurKernelSize = 32;\r\n\r\n /**\r\n * The default texture size ratio used for the glow.\r\n */\r\n public static DefaultTextureRatio = 0.5;\r\n\r\n /**\r\n * Sets the kernel size of the blur.\r\n */\r\n public set blurKernelSize(value: number) {\r\n if (value === this._options.blurKernelSize) {\r\n return;\r\n }\r\n\r\n this._options.blurKernelSize = value;\r\n\r\n const effectiveKernel = this._getEffectiveBlurKernelSize();\r\n this._horizontalBlurPostprocess1.kernel = effectiveKernel;\r\n this._verticalBlurPostprocess1.kernel = effectiveKernel;\r\n this._horizontalBlurPostprocess2.kernel = effectiveKernel;\r\n this._verticalBlurPostprocess2.kernel = effectiveKernel;\r\n }\r\n\r\n /**\r\n * Gets the kernel size of the blur.\r\n */\r\n @serialize()\r\n public get blurKernelSize(): number {\r\n return this._horizontalBlurPostprocess1.kernel;\r\n }\r\n\r\n /**\r\n * Sets the glow intensity.\r\n */\r\n public set intensity(value: number) {\r\n this._intensity = value;\r\n }\r\n\r\n /**\r\n * Gets the glow intensity.\r\n */\r\n @serialize()\r\n public get intensity(): number {\r\n return this._intensity;\r\n }\r\n\r\n @serialize(\"options\")\r\n private _options: IGlowLayerOptions;\r\n\r\n private _intensity: number = 1.0;\r\n private _horizontalBlurPostprocess1: BlurPostProcess;\r\n private _verticalBlurPostprocess1: BlurPostProcess;\r\n private _horizontalBlurPostprocess2: BlurPostProcess;\r\n private _verticalBlurPostprocess2: BlurPostProcess;\r\n private _blurTexture1: RenderTargetTexture;\r\n private _blurTexture2: RenderTargetTexture;\r\n private _postProcesses1: PostProcess[];\r\n private _postProcesses2: PostProcess[];\r\n\r\n private _includedOnlyMeshes: number[] = [];\r\n private _excludedMeshes: number[] = [];\r\n private _meshesUsingTheirOwnMaterials: number[] = [];\r\n\r\n /**\r\n * Callback used to let the user override the color selection on a per mesh basis\r\n */\r\n public customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;\r\n /**\r\n * Callback used to let the user override the texture selection on a per mesh basis\r\n */\r\n public customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;\r\n\r\n /**\r\n * Instantiates a new glow Layer and references it to the scene.\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)\r\n */\r\n constructor(name: string, scene?: Scene, options?: Partial<IGlowLayerOptions>) {\r\n super(name, scene);\r\n this.neutralColor = new Color4(0, 0, 0, 1);\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: GlowLayer.DefaultTextureRatio,\r\n blurKernelSize: 32,\r\n mainTextureFixedSize: undefined,\r\n camera: null,\r\n mainTextureSamples: 1,\r\n renderingGroupId: -1,\r\n ldrMerge: false,\r\n alphaBlendingMode: Constants.ALPHA_ADD,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init({\r\n alphaBlendingMode: this._options.alphaBlendingMode,\r\n camera: this._options.camera,\r\n mainTextureFixedSize: this._options.mainTextureFixedSize,\r\n mainTextureRatio: this._options.mainTextureRatio,\r\n renderingGroupId: this._options.renderingGroupId,\r\n });\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @returns The effect name\r\n */\r\n public getEffectName(): string {\r\n return GlowLayer.EffectName;\r\n }\r\n\r\n /**\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n */\r\n protected _createMergeEffect(): Effect {\r\n let defines = \"#define EMISSIVE \\n\";\r\n if (this._options.ldrMerge) {\r\n defines += \"#define LDR \\n\";\r\n }\r\n\r\n // Effect\r\n return this._engine.createEffect(\"glowMapMerge\", [VertexBuffer.PositionKind], [\"offset\"], [\"textureSampler\", \"textureSampler2\"], defines);\r\n }\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the glow layer.\r\n */\r\n protected _createTextureAndPostProcesses(): void {\r\n let blurTextureWidth = this._mainTextureDesiredSize.width;\r\n let blurTextureHeight = this._mainTextureDesiredSize.height;\r\n blurTextureWidth = this._engine.needPOTTextures ? Engine.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;\r\n blurTextureHeight = this._engine.needPOTTextures ? Engine.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;\r\n\r\n let textureType = 0;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else {\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n this._blurTexture1 = new RenderTargetTexture(\r\n \"GlowLayerBlurRTT\",\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n textureType\r\n );\r\n this._blurTexture1.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture1.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture1.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._blurTexture1.renderParticles = false;\r\n this._blurTexture1.ignoreCameraViewport = true;\r\n\r\n const blurTextureWidth2 = Math.floor(blurTextureWidth / 2);\r\n const blurTextureHeight2 = Math.floor(blurTextureHeight / 2);\r\n\r\n this._blurTexture2 = new RenderTargetTexture(\r\n \"GlowLayerBlurRTT2\",\r\n {\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2,\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n textureType\r\n );\r\n this._blurTexture2.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture2.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture2.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._blurTexture2.renderParticles = false;\r\n this._blurTexture2.ignoreCameraViewport = true;\r\n\r\n this._textures = [this._blurTexture1, this._blurTexture2];\r\n\r\n const effectiveKernel = this._getEffectiveBlurKernelSize();\r\n this._horizontalBlurPostprocess1 = new BlurPostProcess(\r\n \"GlowLayerHBP1\",\r\n new Vector2(1.0, 0),\r\n effectiveKernel,\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n textureType\r\n );\r\n this._horizontalBlurPostprocess1.width = blurTextureWidth;\r\n this._horizontalBlurPostprocess1.height = blurTextureHeight;\r\n this._horizontalBlurPostprocess1.externalTextureSamplerBinding = true;\r\n this._horizontalBlurPostprocess1.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._verticalBlurPostprocess1 = new BlurPostProcess(\r\n \"GlowLayerVBP1\",\r\n new Vector2(0, 1.0),\r\n effectiveKernel,\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n textureType\r\n );\r\n\r\n this._horizontalBlurPostprocess2 = new BlurPostProcess(\r\n \"GlowLayerHBP2\",\r\n new Vector2(1.0, 0),\r\n effectiveKernel,\r\n {\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2,\r\n },\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n textureType\r\n );\r\n this._horizontalBlurPostprocess2.width = blurTextureWidth2;\r\n this._horizontalBlurPostprocess2.height = blurTextureHeight2;\r\n this._horizontalBlurPostprocess2.externalTextureSamplerBinding = true;\r\n this._horizontalBlurPostprocess2.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._blurTexture1);\r\n });\r\n\r\n this._verticalBlurPostprocess2 = new BlurPostProcess(\r\n \"GlowLayerVBP2\",\r\n new Vector2(0, 1.0),\r\n effectiveKernel,\r\n {\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2,\r\n },\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n textureType\r\n );\r\n\r\n this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];\r\n this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];\r\n this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];\r\n\r\n this._mainTexture.samples = this._options.mainTextureSamples!;\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n const internalTexture = this._blurTexture1.renderTarget;\r\n if (internalTexture) {\r\n this._scene.postProcessManager.directRender(this._postProcesses1, internalTexture, true);\r\n\r\n const internalTexture2 = this._blurTexture2.renderTarget;\r\n if (internalTexture2) {\r\n this._scene.postProcessManager.directRender(this._postProcesses2, internalTexture2, true);\r\n }\r\n this._engine.unBindFramebuffer(internalTexture2 ?? internalTexture, true);\r\n }\r\n });\r\n\r\n // Prevent autoClear.\r\n this._postProcesses.map((pp) => {\r\n pp.autoClear = false;\r\n });\r\n }\r\n\r\n /**\r\n * @returns The blur kernel size used by the glow.\r\n * Note: The value passed in the options is divided by 2 for back compatibility.\r\n */\r\n private _getEffectiveBlurKernelSize() {\r\n return this._options.blurKernelSize / 2;\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @returns true if ready otherwise, false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const material = subMesh.getMaterial();\r\n const mesh = subMesh.getRenderingMesh();\r\n\r\n if (!material || !mesh) {\r\n return false;\r\n }\r\n\r\n const emissiveTexture = (<any>material).emissiveTexture;\r\n return super._isReady(subMesh, useInstances, emissiveTexture);\r\n }\r\n\r\n /**\r\n * Returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n */\r\n public needStencil(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh can be rendered, otherwise false.\r\n * @param mesh The mesh to render\r\n * @param material The material used on the mesh\r\n * @returns true if it can be rendered otherwise false\r\n */\r\n protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n */\r\n protected _internalRender(effect: Effect): void {\r\n // Texture\r\n effect.setTexture(\"textureSampler\", this._blurTexture1);\r\n effect.setTexture(\"textureSampler2\", this._blurTexture2);\r\n effect.setFloat(\"offset\", this._intensity);\r\n\r\n // Cache\r\n const engine = this._engine;\r\n const previousStencilBuffer = engine.getStencilBuffer();\r\n\r\n // Draw order\r\n engine.setStencilBuffer(false);\r\n\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n\r\n // Draw order\r\n engine.setStencilBuffer(previousStencilBuffer);\r\n }\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n * @param mesh\r\n * @param subMesh\r\n * @param material\r\n */\r\n protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void {\r\n let textureLevel = 1.0;\r\n\r\n if (this.customEmissiveTextureSelector) {\r\n this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);\r\n } else {\r\n if (material) {\r\n this._emissiveTextureAndColor.texture = (<any>material).emissiveTexture;\r\n if (this._emissiveTextureAndColor.texture) {\r\n textureLevel = this._emissiveTextureAndColor.texture.level;\r\n }\r\n } else {\r\n this._emissiveTextureAndColor.texture = null;\r\n }\r\n }\r\n\r\n if (this.customEmissiveColorSelector) {\r\n this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);\r\n } else {\r\n if ((<any>material).emissiveColor) {\r\n const emissiveIntensity = (<PBRMaterial>material).emissiveIntensity ?? 1;\r\n textureLevel *= emissiveIntensity;\r\n this._emissiveTextureAndColor.color.set(\r\n (<any>material).emissiveColor.r * textureLevel,\r\n (<any>material).emissiveColor.g * textureLevel,\r\n (<any>material).emissiveColor.b * textureLevel,\r\n material.alpha\r\n );\r\n } else {\r\n this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n protected _shouldRenderMesh(mesh: Mesh): boolean {\r\n return this.hasMesh(mesh);\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n protected _addCustomEffectDefines(defines: string[]): void {\r\n defines.push(\"#define GLOW\");\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to exclude from the glow layer\r\n */\r\n public addExcludedMesh(mesh: Mesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: Mesh): void {\r\n const index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Add a mesh in the inclusion list to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to include in the glow layer\r\n */\r\n public addIncludedOnlyMesh(mesh: Mesh): void {\r\n if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._includedOnlyMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to remove\r\n */\r\n public removeIncludedOnlyMesh(mesh: Mesh): void {\r\n const index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._includedOnlyMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be used in the glow layer\r\n * @param mesh The mesh to test\r\n * @returns true if the mesh will be highlighted by the current glow layer\r\n */\r\n public hasMesh(mesh: AbstractMesh): boolean {\r\n if (!super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\r\n // Included Mesh\r\n if (this._includedOnlyMeshes.length) {\r\n return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;\r\n }\r\n\r\n // Excluded Mesh\r\n if (this._excludedMeshes.length) {\r\n return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Defines whether the current material of the mesh should be use to render the effect.\r\n * @param mesh defines the current mesh to render\r\n */\r\n protected _useMeshMaterial(mesh: AbstractMesh): boolean {\r\n if (this._meshesUsingTheirOwnMaterials.length == 0) {\r\n return false;\r\n }\r\n return this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId) > -1;\r\n }\r\n\r\n /**\r\n * Add a mesh to be rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to use its material\r\n */\r\n public referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void {\r\n mesh.resetDrawCache(this._mainTexture.renderPassId);\r\n\r\n this._meshesUsingTheirOwnMaterials.push(mesh.uniqueId);\r\n\r\n mesh.onDisposeObservable.add(() => {\r\n this._disposeMesh(mesh as Mesh);\r\n });\r\n }\r\n\r\n /**\r\n * Remove a mesh from being rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to not use its material\r\n */\r\n public unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void {\r\n let index = this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId);\r\n while (index >= 0) {\r\n this._meshesUsingTheirOwnMaterials.splice(index, 1);\r\n index = this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId);\r\n }\r\n mesh.resetDrawCache(this._mainTexture.renderPassId);\r\n }\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n * @internal\r\n */\r\n public _disposeMesh(mesh: Mesh): void {\r\n this.removeIncludedOnlyMesh(mesh);\r\n this.removeExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public getClassName(): string {\r\n return \"GlowLayer\";\r\n }\r\n\r\n /**\r\n * Serializes this glow layer\r\n * @returns a serialized glow layer object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.GlowLayer\";\r\n\r\n let index;\r\n\r\n // Included meshes\r\n serializationObject.includedMeshes = [];\r\n\r\n if (this._includedOnlyMeshes.length) {\r\n for (index = 0; index < this._includedOnlyMeshes.length; index++) {\r\n const mesh = this._scene.getMeshByUniqueId(this._includedOnlyMeshes[index]);\r\n if (mesh) {\r\n serializationObject.includedMeshes.push(mesh.id);\r\n }\r\n }\r\n }\r\n\r\n // Excluded meshes\r\n serializationObject.excludedMeshes = [];\r\n\r\n if (this._excludedMeshes.length) {\r\n for (index = 0; index < this._excludedMeshes.length; index++) {\r\n const mesh = this._scene.getMeshByUniqueId(this._excludedMeshes[index]);\r\n if (mesh) {\r\n serializationObject.excludedMeshes.push(mesh.id);\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Glow Layer from parsed glow layer data\r\n * @param parsedGlowLayer defines glow layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the glow layer information\r\n * @returns a parsed Glow Layer\r\n */\r\n public static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer {\r\n const gl = SerializationHelper.Parse(() => new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options), parsedGlowLayer, scene, rootUrl);\r\n let index;\r\n\r\n // Excluded meshes\r\n for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {\r\n const mesh = scene.getMeshById(parsedGlowLayer.excludedMeshes[index]);\r\n if (mesh) {\r\n gl.addExcludedMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n // Included meshes\r\n for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {\r\n const mesh = scene.getMeshById(parsedGlowLayer.includedMeshes[index]);\r\n if (mesh) {\r\n gl.addIncludedOnlyMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n return gl;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GlowLayer\", GlowLayer);\r\n"]}
@@ -853,13 +853,13 @@ SceneLoader.RegisterPlugin({
853
853
  //Physics
854
854
  if (parsedData.physicsEnabled) {
855
855
  let physicsPlugin;
856
- if (parsedData.physicsEngine === "cannon") {
856
+ if (parsedData.physicsEngine === "cannon" || parsedData.physicsEngine === CannonJSPlugin.name) {
857
857
  physicsPlugin = new CannonJSPlugin(undefined, undefined, BabylonFileLoaderConfiguration.LoaderInjectedPhysicsEngine);
858
858
  }
859
- else if (parsedData.physicsEngine === "oimo") {
859
+ else if (parsedData.physicsEngine === "oimo" || parsedData.physicsEngine === OimoJSPlugin.name) {
860
860
  physicsPlugin = new OimoJSPlugin(undefined, BabylonFileLoaderConfiguration.LoaderInjectedPhysicsEngine);
861
861
  }
862
- else if (parsedData.physicsEngine === "ammo") {
862
+ else if (parsedData.physicsEngine === "ammo" || parsedData.physicsEngine === AmmoJSPlugin.name) {
863
863
  physicsPlugin = new AmmoJSPlugin(undefined, BabylonFileLoaderConfiguration.LoaderInjectedPhysicsEngine, undefined);
864
864
  }
865
865
  log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";