@babylonjs/core 5.27.0 → 5.27.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (402) hide show
  1. package/Animations/animatable.js +2 -1
  2. package/Animations/animatable.js.map +1 -1
  3. package/Animations/runtimeAnimation.js +1 -1
  4. package/Animations/runtimeAnimation.js.map +1 -1
  5. package/Audio/audioSceneComponent.js +2 -1
  6. package/Audio/audioSceneComponent.js.map +1 -1
  7. package/Audio/sound.js +70 -45
  8. package/Audio/sound.js.map +1 -1
  9. package/Audio/soundTrack.js +12 -6
  10. package/Audio/soundTrack.js.map +1 -1
  11. package/BakedVertexAnimation/bakedVertexAnimationManager.js +2 -1
  12. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  13. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  14. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  15. package/Behaviors/Meshes/followBehavior.js +2 -1
  16. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  17. package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
  18. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  19. package/Bones/bone.js +2 -1
  20. package/Bones/bone.js.map +1 -1
  21. package/Bones/skeleton.js +3 -2
  22. package/Bones/skeleton.js.map +1 -1
  23. package/Cameras/Inputs/BaseCameraPointersInput.js +2 -2
  24. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  25. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +5 -3
  26. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  27. package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
  28. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  29. package/Cameras/Inputs/freeCameraMouseInput.js +2 -2
  30. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  31. package/Cameras/arcRotateCamera.js +2 -1
  32. package/Cameras/arcRotateCamera.js.map +1 -1
  33. package/Cameras/camera.js +6 -4
  34. package/Cameras/camera.js.map +1 -1
  35. package/Compute/computeEffect.js +8 -5
  36. package/Compute/computeEffect.js.map +1 -1
  37. package/Compute/computeShader.js +12 -11
  38. package/Compute/computeShader.js.map +1 -1
  39. package/Culling/Octrees/octreeSceneComponent.js +2 -1
  40. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  41. package/Culling/boundingBox.js +3 -2
  42. package/Culling/boundingBox.js.map +1 -1
  43. package/Culling/ray.js +2 -1
  44. package/Culling/ray.js.map +1 -1
  45. package/Debug/directionalLightFrustumViewer.js +9 -7
  46. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  47. package/Debug/rayHelper.js +2 -1
  48. package/Debug/rayHelper.js.map +1 -1
  49. package/Debug/skeletonViewer.js +29 -24
  50. package/Debug/skeletonViewer.js.map +1 -1
  51. package/DeviceInput/InputDevices/deviceSourceManager.js +5 -3
  52. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  53. package/DeviceInput/internalDeviceSourceManager.js +2 -1
  54. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  55. package/DeviceInput/webDeviceInputSystem.js +12 -9
  56. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  57. package/Engines/Extensions/engine.rawTexture.js +4 -4
  58. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  59. package/Engines/Extensions/engine.readTexture.js +3 -2
  60. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  61. package/Engines/Extensions/engine.views.js +2 -1
  62. package/Engines/Extensions/engine.views.js.map +1 -1
  63. package/Engines/Processors/shaderProcessor.js +11 -6
  64. package/Engines/Processors/shaderProcessor.js.map +1 -1
  65. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +1 -1
  66. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  67. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +2 -1
  68. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  69. package/Engines/WebGPU/Extensions/engine.multiRender.js +2 -1
  70. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  71. package/Engines/WebGPU/Extensions/engine.query.js +4 -2
  72. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  73. package/Engines/WebGPU/Extensions/engine.rawTexture.js +4 -4
  74. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  75. package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -1
  76. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  77. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +3 -2
  78. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  79. package/Engines/WebGPU/Extensions/engine.textureSampler.js +2 -1
  80. package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +1 -1
  81. package/Engines/WebGPU/Extensions/engine.videoTexture.js +2 -1
  82. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  83. package/Engines/WebGPU/webgpuCacheBindGroups.js +7 -6
  84. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  85. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +18 -14
  86. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  87. package/Engines/WebGPU/webgpuCacheSampler.js +4 -3
  88. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  89. package/Engines/WebGPU/webgpuClearQuad.js +3 -2
  90. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  91. package/Engines/WebGPU/webgpuComputePipelineContext.js +2 -1
  92. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  93. package/Engines/WebGPU/webgpuDepthCullingState.js +2 -2
  94. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  95. package/Engines/WebGPU/webgpuDrawContext.js +2 -1
  96. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  97. package/Engines/WebGPU/webgpuHardwareTexture.js +4 -3
  98. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  99. package/Engines/WebGPU/webgpuMaterialContext.js +5 -4
  100. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  101. package/Engines/WebGPU/webgpuOcclusionQuery.js +5 -3
  102. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  103. package/Engines/WebGPU/webgpuPipelineContext.js +4 -2
  104. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  105. package/Engines/WebGPU/webgpuShaderProcessingContext.js +4 -2
  106. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  107. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -1
  108. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  109. package/Engines/WebGPU/webgpuSnapshotRendering.js +3 -2
  110. package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
  111. package/Engines/WebGPU/webgpuStencilStateComposer.js +2 -1
  112. package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
  113. package/Engines/WebGPU/webgpuTextureHelper.js +40 -38
  114. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  115. package/Engines/engine.js +5 -3
  116. package/Engines/engine.js.map +1 -1
  117. package/Engines/nativeEngine.js +7 -5
  118. package/Engines/nativeEngine.js.map +1 -1
  119. package/Engines/renderTargetWrapper.js +14 -9
  120. package/Engines/renderTargetWrapper.js.map +1 -1
  121. package/Engines/thinEngine.js +25 -16
  122. package/Engines/thinEngine.js.map +1 -1
  123. package/Engines/webgpuEngine.js +87 -61
  124. package/Engines/webgpuEngine.js.map +1 -1
  125. package/Gamepads/gamepadManager.js +1 -1
  126. package/Gamepads/gamepadManager.js.map +1 -1
  127. package/Gizmos/axisDragGizmo.js +4 -2
  128. package/Gizmos/axisDragGizmo.js.map +1 -1
  129. package/Gizmos/axisScaleGizmo.js +6 -4
  130. package/Gizmos/axisScaleGizmo.js.map +1 -1
  131. package/Gizmos/gizmo.js +21 -6
  132. package/Gizmos/gizmo.js.map +1 -1
  133. package/Gizmos/gizmoManager.js +3 -2
  134. package/Gizmos/gizmoManager.js.map +1 -1
  135. package/Gizmos/planeDragGizmo.js +4 -2
  136. package/Gizmos/planeDragGizmo.js.map +1 -1
  137. package/Gizmos/planeRotationGizmo.js +4 -2
  138. package/Gizmos/planeRotationGizmo.js.map +1 -1
  139. package/Helpers/videoDome.js +2 -1
  140. package/Helpers/videoDome.js.map +1 -1
  141. package/Layers/effectLayer.js +5 -3
  142. package/Layers/effectLayer.js.map +1 -1
  143. package/Layers/glowLayer.js +4 -3
  144. package/Layers/glowLayer.js.map +1 -1
  145. package/Layers/highlightLayer.js +2 -1
  146. package/Layers/highlightLayer.js.map +1 -1
  147. package/LensFlares/lensFlareSystem.js +2 -1
  148. package/LensFlares/lensFlareSystem.js.map +1 -1
  149. package/Lights/Shadows/cascadedShadowGenerator.js +25 -21
  150. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  151. package/Lights/Shadows/shadowGenerator.js +13 -8
  152. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  153. package/Loading/Plugins/babylonFileLoader.js +2 -1
  154. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  155. package/Loading/sceneLoader.js +1 -1
  156. package/Loading/sceneLoader.js.map +1 -1
  157. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +2 -1
  158. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  159. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +2 -1
  160. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  161. package/Materials/Node/Blocks/Dual/textureBlock.js +10 -6
  162. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  163. package/Materials/Node/Blocks/Fragment/TBNBlock.js +3 -2
  164. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  165. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +2 -1
  166. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  167. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +2 -1
  168. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  169. package/Materials/Node/Blocks/Input/inputBlock.js +2 -1
  170. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  171. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +26 -24
  172. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  173. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +3 -3
  174. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  175. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +48 -44
  176. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  177. package/Materials/Node/Blocks/PBR/reflectionBlock.js +2 -1
  178. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  179. package/Materials/Node/Blocks/PBR/refractionBlock.js +2 -1
  180. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  181. package/Materials/Node/Blocks/PBR/sheenBlock.js +13 -13
  182. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  183. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +27 -26
  184. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  185. package/Materials/Node/Blocks/Vertex/instancesBlock.js +2 -2
  186. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  187. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +6 -6
  188. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  189. package/Materials/Node/Blocks/cloudBlock.js +3 -2
  190. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  191. package/Materials/Node/Blocks/colorMergerBlock.js +5 -4
  192. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  193. package/Materials/Node/Blocks/customBlock.js +4 -3
  194. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  195. package/Materials/Node/Blocks/vectorMergerBlock.js +5 -4
  196. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  197. package/Materials/Node/nodeMaterial.js +7 -6
  198. package/Materials/Node/nodeMaterial.js.map +1 -1
  199. package/Materials/Node/nodeMaterialBlock.js +4 -3
  200. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  201. package/Materials/Node/nodeMaterialDecorator.js +1 -1
  202. package/Materials/Node/nodeMaterialDecorator.js.map +1 -1
  203. package/Materials/PBR/pbrBaseMaterial.js +25 -19
  204. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  205. package/Materials/PBR/pbrClearCoatConfiguration.js +9 -6
  206. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  207. package/Materials/PBR/pbrIridescenceConfiguration.js +7 -4
  208. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  209. package/Materials/PBR/pbrSheenConfiguration.js +7 -4
  210. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  211. package/Materials/Textures/Loaders/envTextureLoader.js +2 -2
  212. package/Materials/Textures/Loaders/envTextureLoader.js.map +1 -1
  213. package/Materials/Textures/Packer/packer.js +14 -13
  214. package/Materials/Textures/Packer/packer.js.map +1 -1
  215. package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +2 -1
  216. package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
  217. package/Materials/Textures/Procedurals/noiseProceduralTexture.js +2 -1
  218. package/Materials/Textures/Procedurals/noiseProceduralTexture.js.map +1 -1
  219. package/Materials/Textures/Procedurals/proceduralTexture.js +7 -4
  220. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  221. package/Materials/Textures/cubeTexture.js +8 -4
  222. package/Materials/Textures/cubeTexture.js.map +1 -1
  223. package/Materials/Textures/hdrCubeTexture.js +4 -2
  224. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  225. package/Materials/Textures/internalTexture.js +4 -2
  226. package/Materials/Textures/internalTexture.js.map +1 -1
  227. package/Materials/Textures/mirrorTexture.js +6 -3
  228. package/Materials/Textures/mirrorTexture.js.map +1 -1
  229. package/Materials/Textures/multiRenderTarget.js +6 -4
  230. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  231. package/Materials/Textures/rawTexture.js +1 -1
  232. package/Materials/Textures/rawTexture.js.map +1 -1
  233. package/Materials/Textures/renderTargetTexture.js +26 -15
  234. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  235. package/Materials/Textures/texture.js +16 -13
  236. package/Materials/Textures/texture.js.map +1 -1
  237. package/Materials/Textures/thinRenderTargetTexture.js +4 -2
  238. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  239. package/Materials/Textures/videoTexture.js +3 -3
  240. package/Materials/Textures/videoTexture.js.map +1 -1
  241. package/Materials/drawWrapper.js +4 -2
  242. package/Materials/drawWrapper.js.map +1 -1
  243. package/Materials/effect.js +15 -10
  244. package/Materials/effect.js.map +1 -1
  245. package/Materials/material.d.ts +14 -0
  246. package/Materials/material.detailMapConfiguration.js +2 -1
  247. package/Materials/material.detailMapConfiguration.js.map +1 -1
  248. package/Materials/material.js +35 -3
  249. package/Materials/material.js.map +1 -1
  250. package/Materials/materialDefines.js +6 -5
  251. package/Materials/materialDefines.js.map +1 -1
  252. package/Materials/materialHelper.js +1 -1
  253. package/Materials/materialHelper.js.map +1 -1
  254. package/Materials/materialPluginManager.js +3 -2
  255. package/Materials/materialPluginManager.js.map +1 -1
  256. package/Materials/multiMaterial.js +2 -1
  257. package/Materials/multiMaterial.js.map +1 -1
  258. package/Materials/shaderMaterial.js +12 -9
  259. package/Materials/shaderMaterial.js.map +1 -1
  260. package/Materials/shadowDepthWrapper.js +13 -8
  261. package/Materials/shadowDepthWrapper.js.map +1 -1
  262. package/Materials/standardMaterial.js +12 -10
  263. package/Materials/standardMaterial.js.map +1 -1
  264. package/Materials/uniformBuffer.js +1 -1
  265. package/Materials/uniformBuffer.js.map +1 -1
  266. package/Maths/math.vector.d.ts +7 -6
  267. package/Maths/math.vector.js +10 -8
  268. package/Maths/math.vector.js.map +1 -1
  269. package/Meshes/Builders/groundBuilder.js +1 -1
  270. package/Meshes/Builders/groundBuilder.js.map +1 -1
  271. package/Meshes/abstractMesh.js +8 -5
  272. package/Meshes/abstractMesh.js.map +1 -1
  273. package/Meshes/csg.js +2 -1
  274. package/Meshes/csg.js.map +1 -1
  275. package/Meshes/instancedMesh.js +2 -1
  276. package/Meshes/instancedMesh.js.map +1 -1
  277. package/Meshes/mesh.js +21 -12
  278. package/Meshes/mesh.js.map +1 -1
  279. package/Meshes/mesh.vertexData.js +4 -3
  280. package/Meshes/mesh.vertexData.js.map +1 -1
  281. package/Meshes/subMesh.js +14 -8
  282. package/Meshes/subMesh.js.map +1 -1
  283. package/Meshes/thinInstanceMesh.js +18 -12
  284. package/Meshes/thinInstanceMesh.js.map +1 -1
  285. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +2 -1
  286. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
  287. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js +12 -8
  288. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js.map +1 -1
  289. package/Misc/PerformanceViewer/performanceViewerCollector.js +3 -2
  290. package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
  291. package/Misc/arrayTools.js +1 -1
  292. package/Misc/arrayTools.js.map +1 -1
  293. package/Misc/computePressure.js +9 -6
  294. package/Misc/computePressure.js.map +1 -1
  295. package/Misc/dataStorage.js +1 -1
  296. package/Misc/dataStorage.js.map +1 -1
  297. package/Misc/environmentTextureTools.js +2 -1
  298. package/Misc/environmentTextureTools.js.map +1 -1
  299. package/Misc/fileTools.js +31 -8
  300. package/Misc/fileTools.js.map +1 -1
  301. package/Misc/logger.js +2 -1
  302. package/Misc/logger.js.map +1 -1
  303. package/Misc/minMaxReducer.js +3 -2
  304. package/Misc/minMaxReducer.js.map +1 -1
  305. package/Misc/sceneRecorder.js +1 -1
  306. package/Misc/sceneRecorder.js.map +1 -1
  307. package/Misc/textureTools.js +3 -3
  308. package/Misc/textureTools.js.map +1 -1
  309. package/Misc/timer.js +5 -3
  310. package/Misc/timer.js.map +1 -1
  311. package/Misc/tools.js +4 -4
  312. package/Misc/tools.js.map +1 -1
  313. package/Misc/trajectoryClassifier.js +3 -3
  314. package/Misc/trajectoryClassifier.js.map +1 -1
  315. package/Particles/EmitterTypes/meshParticleEmitter.js +2 -1
  316. package/Particles/EmitterTypes/meshParticleEmitter.js.map +1 -1
  317. package/Particles/computeShaderParticleSystem.js +6 -3
  318. package/Particles/computeShaderParticleSystem.js.map +1 -1
  319. package/Particles/gpuParticleSystem.js +13 -8
  320. package/Particles/gpuParticleSystem.js.map +1 -1
  321. package/Particles/particleSystem.js +22 -14
  322. package/Particles/particleSystem.js.map +1 -1
  323. package/Particles/particleSystemComponent.js +2 -1
  324. package/Particles/particleSystemComponent.js.map +1 -1
  325. package/Particles/pointsCloudSystem.js +7 -4
  326. package/Particles/pointsCloudSystem.js.map +1 -1
  327. package/Particles/solidParticleSystem.js +2 -2
  328. package/Particles/solidParticleSystem.js.map +1 -1
  329. package/Particles/webgl2ParticleSystem.js +2 -1
  330. package/Particles/webgl2ParticleSystem.js.map +1 -1
  331. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +5 -4
  332. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  333. package/PostProcesses/colorCorrectionPostProcess.js +1 -1
  334. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  335. package/PostProcesses/postProcess.js +8 -5
  336. package/PostProcesses/postProcess.js.map +1 -1
  337. package/PostProcesses/postProcessManager.js +6 -4
  338. package/PostProcesses/postProcessManager.js.map +1 -1
  339. package/PostProcesses/screenSpaceReflectionPostProcess.js +1 -1
  340. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  341. package/PostProcesses/volumetricLightScatteringPostProcess.js +7 -4
  342. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  343. package/PostProcesses/vrMultiviewToSingleviewPostProcess.js +1 -1
  344. package/PostProcesses/vrMultiviewToSingleviewPostProcess.js.map +1 -1
  345. package/Probes/reflectionProbe.js +4 -2
  346. package/Probes/reflectionProbe.js.map +1 -1
  347. package/Rendering/boundingBoxRenderer.js +3 -2
  348. package/Rendering/boundingBoxRenderer.js.map +1 -1
  349. package/Rendering/depthPeelingRenderer.d.ts +12 -0
  350. package/Rendering/depthPeelingRenderer.js +30 -6
  351. package/Rendering/depthPeelingRenderer.js.map +1 -1
  352. package/Rendering/depthPeelingSceneComponent.js +4 -2
  353. package/Rendering/depthPeelingSceneComponent.js.map +1 -1
  354. package/Rendering/depthRenderer.js +10 -6
  355. package/Rendering/depthRenderer.js.map +1 -1
  356. package/Rendering/edgesRenderer.js +11 -8
  357. package/Rendering/edgesRenderer.js.map +1 -1
  358. package/Rendering/outlineRenderer.js +2 -2
  359. package/Rendering/outlineRenderer.js.map +1 -1
  360. package/Rendering/prePassRenderer.js +4 -2
  361. package/Rendering/prePassRenderer.js.map +1 -1
  362. package/Shaders/pbr.fragment.js +4 -1
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  364. package/Sprites/spriteManager.js +2 -1
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  366. package/Sprites/spriteRenderer.js +2 -1
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  368. package/States/stencilStateComposer.js +4 -2
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  370. package/XR/features/WebXRAnchorSystem.js +2 -1
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  372. package/XR/features/WebXRControllerMovement.js +7 -6
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  380. package/XR/features/WebXRLayers.js +1 -1
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  382. package/XR/features/WebXRLightEstimation.js +6 -3
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  384. package/XR/features/WebXRMeshDetector.js +2 -1
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  388. package/XR/features/WebXRPlaneDetector.js +2 -1
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  390. package/XR/native/nativeXRFrame.js +2 -1
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  392. package/XR/webXRCamera.js +2 -1
  393. package/XR/webXRCamera.js.map +1 -1
  394. package/XR/webXRExperienceHelper.js +7 -5
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  396. package/XR/webXRInputSource.js +2 -1
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  398. package/XR/webXRSessionManager.js +27 -14
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  400. package/package.json +1 -1
  401. package/scene.js +17 -11
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1
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{ VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { _InstancesBatch } from \"../Meshes/mesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Scene } from \"../scene\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\n\r\nimport \"../Shaders/outline.fragment\";\r\nimport \"../Shaders/outline.vertex\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal */\r\n _outlineRenderer: OutlineRenderer;\r\n\r\n /**\r\n * Gets the outline renderer associated with the scene\r\n * @returns a OutlineRenderer\r\n */\r\n getOutlineRenderer(): OutlineRenderer;\r\n }\r\n}\r\n\r\n/**\r\n * Gets the outline renderer associated with the scene\r\n * @returns a OutlineRenderer\r\n */\r\nScene.prototype.getOutlineRenderer = function (): OutlineRenderer {\r\n if (!this._outlineRenderer) {\r\n this._outlineRenderer = new OutlineRenderer(this);\r\n }\r\n return this._outlineRenderer;\r\n};\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /** @internal (Backing field) */\r\n _renderOutline: boolean;\r\n /**\r\n * Gets or sets a boolean indicating if the outline must be rendered as well\r\n * @see https://www.babylonjs-playground.com/#10WJ5S#3\r\n */\r\n renderOutline: boolean;\r\n\r\n /** @internal (Backing field) */\r\n _renderOverlay: boolean;\r\n /**\r\n * Gets or sets a boolean indicating if the overlay must be rendered as well\r\n * @see https://www.babylonjs-playground.com/#10WJ5S#2\r\n */\r\n renderOverlay: boolean;\r\n }\r\n}\r\n\r\nObject.defineProperty(Mesh.prototype, \"renderOutline\", {\r\n get: function (this: Mesh) {\r\n return this._renderOutline;\r\n },\r\n set: function (this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderOutline = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nObject.defineProperty(Mesh.prototype, \"renderOverlay\", {\r\n get: function (this: Mesh) {\r\n return this._renderOverlay;\r\n },\r\n set: function (this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderOverlay = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * This class is responsible to draw the outline/overlay of meshes.\r\n * It should not be used directly but through the available method on mesh.\r\n */\r\nexport class OutlineRenderer implements ISceneComponent {\r\n /**\r\n * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent\r\n */\r\n private static _StencilReference = 0x04;\r\n /**\r\n * The name of the component. Each component must have a unique name.\r\n */\r\n public name = SceneComponentConstants.NAME_OUTLINERENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Defines a zOffset default Factor to prevent zFighting between the overlay and the mesh.\r\n */\r\n public zOffset = 1;\r\n\r\n /**\r\n * Defines a zOffset default Unit to prevent zFighting between the overlay and the mesh.\r\n */\r\n public zOffsetUnits = 4; // 4 to account for projection a bit by default\r\n\r\n private _engine: Engine;\r\n private _savedDepthWrite: boolean;\r\n private _passIdForDrawWrapper: number[];\r\n\r\n /**\r\n * Instantiates a new outline renderer. (There could be only one per scene).\r\n * @param scene Defines the scene it belongs to\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this._engine = scene.getEngine();\r\n this.scene._addComponent(this);\r\n this._passIdForDrawWrapper = [];\r\n for (let i = 0; i < 4; ++i) {\r\n this._passIdForDrawWrapper[i] = this._engine.createRenderPassId(`Outline Renderer (${i})`);\r\n }\r\n }\r\n\r\n /**\r\n * Register the component to one instance of a scene.\r\n */\r\n public register(): void {\r\n this.scene._beforeRenderingMeshStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);\r\n this.scene._afterRenderingMeshStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do here.\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources.\r\n */\r\n public dispose(): void {\r\n for (let i = 0; i < this._passIdForDrawWrapper.length; ++i) {\r\n this._engine.releaseRenderPassId(this._passIdForDrawWrapper[i]);\r\n }\r\n }\r\n\r\n /**\r\n * Renders the outline in the canvas.\r\n * @param subMesh Defines the sumesh to render\r\n * @param batch Defines the batch of meshes in case of instances\r\n * @param useOverlay Defines if the rendering is for the overlay or the outline\r\n * @param renderPassId Render pass id to use to render the mesh\r\n */\r\n public render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay: boolean = false, renderPassId?: number): void {\r\n renderPassId = renderPassId ?? this._passIdForDrawWrapper[0];\r\n\r\n const scene = this.scene;\r\n const engine = scene.getEngine();\r\n\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || subMesh.getRenderingMesh().hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering, renderPassId)) {\r\n return;\r\n }\r\n\r\n const ownerMesh = subMesh.getMesh();\r\n const replacementMesh = ownerMesh._internalAbstractMeshDataInfo._actAsRegularMesh ? ownerMesh : null;\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = replacementMesh ? replacementMesh : renderingMesh;\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material || !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n const drawWrapper = subMesh._getDrawWrapper(renderPassId)!;\r\n const effect = DrawWrapper.GetEffect(drawWrapper)!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n\r\n // Logarithmic depth\r\n if ((<any>material).useLogarithmicDepth) {\r\n effect.setFloat(\"logarithmicDepthConstant\", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));\r\n }\r\n\r\n effect.setFloat(\"offset\", useOverlay ? 0 : renderingMesh.outlineWidth);\r\n effect.setColor4(\"color\", useOverlay ? renderingMesh.overlayColor : renderingMesh.outlineColor, useOverlay ? renderingMesh.overlayAlpha : material.alpha);\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n effect.setMatrices(\"mBones\", renderingMesh.skeleton.getTransformMatrices(renderingMesh));\r\n }\r\n\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, effect);\r\n\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n // Alpha test\r\n if (material && material.needAlphaTesting()) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(effect, scene);\r\n\r\n engine.setZOffset(-this.zOffset);\r\n engine.setZOffsetUnits(-this.zOffsetUnits);\r\n\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) => {\r\n effect.setMatrix(\"world\", world);\r\n });\r\n\r\n engine.setZOffset(0);\r\n engine.setZOffsetUnits(0);\r\n }\r\n\r\n /**\r\n * Returns whether or not the outline renderer is ready for a given submesh.\r\n * All the dependencies e.g. submeshes, texture, effect... mus be ready\r\n * @param subMesh Defines the submesh to check readiness for\r\n * @param useInstances Defines whether wee are trying to render instances or not\r\n * @param renderPassId Render pass id to use to render the mesh\r\n * @returns true if ready otherwise false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean, renderPassId?: number): boolean {\r\n renderPassId = renderPassId ?? this._passIdForDrawWrapper[0];\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n\r\n const mesh = subMesh.getMesh();\r\n const material = subMesh.getMaterial();\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (material) {\r\n // Alpha test\r\n if (material.needAlphaTesting()) {\r\n defines.push(\"#define ALPHATEST\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n //Logarithmic depth\r\n if ((<any>material).useLogarithmicDepth) {\r\n defines.push(\"#define LOGARITHMICDEPTH\");\r\n }\r\n }\r\n // Bones\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const morphTargetManager = (mesh as Mesh).morphTargetManager;\r\n let numMorphInfluencers = 0;\r\n if (morphTargetManager) {\r\n if (morphTargetManager.numInfluencers > 0) {\r\n numMorphInfluencers = morphTargetManager.numInfluencers;\r\n\r\n defines.push(\"#define MORPHTARGETS\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + numMorphInfluencers);\r\n\r\n if (morphTargetManager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, numMorphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Clip planes\r\n if (scene.clipPlane) {\r\n defines.push(\"#define CLIPPLANE\");\r\n }\r\n\r\n if (scene.clipPlane2) {\r\n defines.push(\"#define CLIPPLANE2\");\r\n }\r\n\r\n if (scene.clipPlane3) {\r\n defines.push(\"#define CLIPPLANE3\");\r\n }\r\n\r\n if (scene.clipPlane4) {\r\n defines.push(\"#define CLIPPLANE4\");\r\n }\r\n\r\n if (scene.clipPlane5) {\r\n defines.push(\"#define CLIPPLANE5\");\r\n }\r\n\r\n if (scene.clipPlane6) {\r\n defines.push(\"#define CLIPPLANE6\");\r\n }\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(renderPassId, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n\r\n if (cachedDefines !== join) {\r\n drawWrapper.setEffect(\r\n this.scene\r\n .getEngine()\r\n .createEffect(\r\n \"outline\",\r\n attribs,\r\n [\r\n \"world\",\r\n \"mBones\",\r\n \"viewProjection\",\r\n \"diffuseMatrix\",\r\n \"offset\",\r\n \"color\",\r\n \"logarithmicDepthConstant\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"vClipPlane\",\r\n \"vClipPlane2\",\r\n \"vClipPlane3\",\r\n \"vClipPlane4\",\r\n \"vClipPlane5\",\r\n \"vClipPlane6\",\r\n ],\r\n [\"diffuseSampler\", \"morphTargets\"],\r\n join,\r\n undefined,\r\n undefined,\r\n undefined,\r\n { maxSimultaneousMorphTargets: numMorphInfluencers }\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n private _beforeRenderingMesh(mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch): void {\r\n // Outline - step 1\r\n this._savedDepthWrite = this._engine.getDepthWrite();\r\n if (mesh.renderOutline) {\r\n const material = subMesh.getMaterial();\r\n if (material && material.needAlphaBlendingForMesh(mesh)) {\r\n this._engine.cacheStencilState();\r\n // Draw only to stencil buffer for the original mesh\r\n // The resulting stencil buffer will be used so the outline is not visible inside the mesh when the mesh is transparent\r\n this._engine.setDepthWrite(false);\r\n this._engine.setColorWrite(false);\r\n this._engine.setStencilBuffer(true);\r\n this._engine.setStencilOperationPass(Constants.REPLACE);\r\n this._engine.setStencilFunction(Constants.ALWAYS);\r\n this._engine.setStencilMask(OutlineRenderer._StencilReference);\r\n this._engine.setStencilFunctionReference(OutlineRenderer._StencilReference);\r\n this._engine.stencilStateComposer.useStencilGlobalOnly = true;\r\n this.render(subMesh, batch, /* This sets offset to 0 */ true, this._passIdForDrawWrapper[1]);\r\n\r\n this._engine.setColorWrite(true);\r\n this._engine.setStencilFunction(Constants.NOTEQUAL);\r\n }\r\n\r\n // Draw the outline using the above stencil if needed to avoid drawing within the mesh\r\n this._engine.setDepthWrite(false);\r\n this.render(subMesh, batch, false, this._passIdForDrawWrapper[0]);\r\n this._engine.setDepthWrite(this._savedDepthWrite);\r\n\r\n if (material && material.needAlphaBlendingForMesh(mesh)) {\r\n this._engine.stencilStateComposer.useStencilGlobalOnly = false;\r\n this._engine.restoreStencilState();\r\n }\r\n }\r\n }\r\n\r\n private _afterRenderingMesh(mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch): void {\r\n // Overlay\r\n if (mesh.renderOverlay) {\r\n const currentMode = this._engine.getAlphaMode();\r\n const alphaBlendState = this._engine.alphaState.alphaBlend;\r\n this._engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n this.render(subMesh, batch, true, this._passIdForDrawWrapper[3]);\r\n this._engine.setAlphaMode(currentMode);\r\n this._engine.setDepthWrite(this._savedDepthWrite);\r\n this._engine.alphaState.alphaBlend = alphaBlendState;\r\n }\r\n\r\n // Outline - step 2\r\n if (mesh.renderOutline && this._savedDepthWrite) {\r\n this._engine.setDepthWrite(true);\r\n this._engine.setColorWrite(false);\r\n this.render(subMesh, batch, false, this._passIdForDrawWrapper[2]);\r\n this._engine.setColorWrite(true);\r\n }\r\n }\r\n}\r\n"]}
1
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{ VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { _InstancesBatch } from \"../Meshes/mesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Scene } from \"../scene\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\n\r\nimport \"../Shaders/outline.fragment\";\r\nimport \"../Shaders/outline.vertex\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal */\r\n _outlineRenderer: OutlineRenderer;\r\n\r\n /**\r\n * Gets the outline renderer associated with the scene\r\n * @returns a OutlineRenderer\r\n */\r\n getOutlineRenderer(): OutlineRenderer;\r\n }\r\n}\r\n\r\n/**\r\n * Gets the outline renderer associated with the scene\r\n * @returns a OutlineRenderer\r\n */\r\nScene.prototype.getOutlineRenderer = function (): OutlineRenderer {\r\n if (!this._outlineRenderer) {\r\n this._outlineRenderer = new OutlineRenderer(this);\r\n }\r\n return this._outlineRenderer;\r\n};\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /** @internal (Backing field) */\r\n _renderOutline: boolean;\r\n /**\r\n * Gets or sets a boolean indicating if the outline must be rendered as well\r\n * @see https://www.babylonjs-playground.com/#10WJ5S#3\r\n */\r\n renderOutline: boolean;\r\n\r\n /** @internal (Backing field) */\r\n _renderOverlay: boolean;\r\n /**\r\n * Gets or sets a boolean indicating if the overlay must be rendered as well\r\n * @see https://www.babylonjs-playground.com/#10WJ5S#2\r\n */\r\n renderOverlay: boolean;\r\n }\r\n}\r\n\r\nObject.defineProperty(Mesh.prototype, \"renderOutline\", {\r\n get: function (this: Mesh) {\r\n return this._renderOutline;\r\n },\r\n set: function (this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderOutline = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nObject.defineProperty(Mesh.prototype, \"renderOverlay\", {\r\n get: function (this: Mesh) {\r\n return this._renderOverlay;\r\n },\r\n set: function (this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderOverlay = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * This class is responsible to draw the outline/overlay of meshes.\r\n * It should not be used directly but through the available method on mesh.\r\n */\r\nexport class OutlineRenderer implements ISceneComponent {\r\n /**\r\n * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent\r\n */\r\n private static _StencilReference = 0x04;\r\n /**\r\n * The name of the component. Each component must have a unique name.\r\n */\r\n public name = SceneComponentConstants.NAME_OUTLINERENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Defines a zOffset default Factor to prevent zFighting between the overlay and the mesh.\r\n */\r\n public zOffset = 1;\r\n\r\n /**\r\n * Defines a zOffset default Unit to prevent zFighting between the overlay and the mesh.\r\n */\r\n public zOffsetUnits = 4; // 4 to account for projection a bit by default\r\n\r\n private _engine: Engine;\r\n private _savedDepthWrite: boolean;\r\n private _passIdForDrawWrapper: number[];\r\n\r\n /**\r\n * Instantiates a new outline renderer. (There could be only one per scene).\r\n * @param scene Defines the scene it belongs to\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this._engine = scene.getEngine();\r\n this.scene._addComponent(this);\r\n this._passIdForDrawWrapper = [];\r\n for (let i = 0; i < 4; ++i) {\r\n this._passIdForDrawWrapper[i] = this._engine.createRenderPassId(`Outline Renderer (${i})`);\r\n }\r\n }\r\n\r\n /**\r\n * Register the component to one instance of a scene.\r\n */\r\n public register(): void {\r\n this.scene._beforeRenderingMeshStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);\r\n this.scene._afterRenderingMeshStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do here.\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources.\r\n */\r\n public dispose(): void {\r\n for (let i = 0; i < this._passIdForDrawWrapper.length; ++i) {\r\n this._engine.releaseRenderPassId(this._passIdForDrawWrapper[i]);\r\n }\r\n }\r\n\r\n /**\r\n * Renders the outline in the canvas.\r\n * @param subMesh Defines the sumesh to render\r\n * @param batch Defines the batch of meshes in case of instances\r\n * @param useOverlay Defines if the rendering is for the overlay or the outline\r\n * @param renderPassId Render pass id to use to render the mesh\r\n */\r\n public render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay: boolean = false, renderPassId?: number): void {\r\n renderPassId = renderPassId ?? this._passIdForDrawWrapper[0];\r\n\r\n const scene = this.scene;\r\n const engine = scene.getEngine();\r\n\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || subMesh.getRenderingMesh().hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering, renderPassId)) {\r\n return;\r\n }\r\n\r\n const ownerMesh = subMesh.getMesh();\r\n const replacementMesh = ownerMesh._internalAbstractMeshDataInfo._actAsRegularMesh ? ownerMesh : null;\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = replacementMesh ? replacementMesh : renderingMesh;\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material || !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n const drawWrapper = subMesh._getDrawWrapper(renderPassId)!;\r\n const effect = DrawWrapper.GetEffect(drawWrapper)!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n\r\n // Logarithmic depth\r\n if ((<any>material).useLogarithmicDepth) {\r\n effect.setFloat(\"logarithmicDepthConstant\", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));\r\n }\r\n\r\n effect.setFloat(\"offset\", useOverlay ? 0 : renderingMesh.outlineWidth);\r\n effect.setColor4(\"color\", useOverlay ? renderingMesh.overlayColor : renderingMesh.outlineColor, useOverlay ? renderingMesh.overlayAlpha : material.alpha);\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n effect.setMatrices(\"mBones\", renderingMesh.skeleton.getTransformMatrices(renderingMesh));\r\n }\r\n\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, effect);\r\n\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n // Alpha test\r\n if (material && material.needAlphaTesting()) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(effect, scene);\r\n\r\n engine.setZOffset(-this.zOffset);\r\n engine.setZOffsetUnits(-this.zOffsetUnits);\r\n\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) => {\r\n effect.setMatrix(\"world\", world);\r\n });\r\n\r\n engine.setZOffset(0);\r\n engine.setZOffsetUnits(0);\r\n }\r\n\r\n /**\r\n * Returns whether or not the outline renderer is ready for a given submesh.\r\n * All the dependencies e.g. submeshes, texture, effect... mus be ready\r\n * @param subMesh Defines the submesh to check readiness for\r\n * @param useInstances Defines whether wee are trying to render instances or not\r\n * @param renderPassId Render pass id to use to render the mesh\r\n * @returns true if ready otherwise false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean, renderPassId?: number): boolean {\r\n renderPassId = renderPassId ?? this._passIdForDrawWrapper[0];\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n\r\n const mesh = subMesh.getMesh();\r\n const material = subMesh.getMaterial();\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (material) {\r\n // Alpha test\r\n if (material.needAlphaTesting()) {\r\n defines.push(\"#define ALPHATEST\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n //Logarithmic depth\r\n if ((<any>material).useLogarithmicDepth) {\r\n defines.push(\"#define LOGARITHMICDEPTH\");\r\n }\r\n }\r\n // Bones\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const morphTargetManager = (mesh as Mesh).morphTargetManager;\r\n let numMorphInfluencers = 0;\r\n if (morphTargetManager) {\r\n if (morphTargetManager.numInfluencers > 0) {\r\n numMorphInfluencers = morphTargetManager.numInfluencers;\r\n\r\n defines.push(\"#define MORPHTARGETS\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + numMorphInfluencers);\r\n\r\n if (morphTargetManager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, numMorphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Clip planes\r\n if (scene.clipPlane) {\r\n defines.push(\"#define CLIPPLANE\");\r\n }\r\n\r\n if (scene.clipPlane2) {\r\n defines.push(\"#define CLIPPLANE2\");\r\n }\r\n\r\n if (scene.clipPlane3) {\r\n defines.push(\"#define CLIPPLANE3\");\r\n }\r\n\r\n if (scene.clipPlane4) {\r\n defines.push(\"#define CLIPPLANE4\");\r\n }\r\n\r\n if (scene.clipPlane5) {\r\n defines.push(\"#define CLIPPLANE5\");\r\n }\r\n\r\n if (scene.clipPlane6) {\r\n defines.push(\"#define CLIPPLANE6\");\r\n }\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(renderPassId, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n\r\n if (cachedDefines !== join) {\r\n drawWrapper.setEffect(\r\n this.scene\r\n .getEngine()\r\n .createEffect(\r\n \"outline\",\r\n attribs,\r\n [\r\n \"world\",\r\n \"mBones\",\r\n \"viewProjection\",\r\n \"diffuseMatrix\",\r\n \"offset\",\r\n \"color\",\r\n \"logarithmicDepthConstant\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"vClipPlane\",\r\n \"vClipPlane2\",\r\n \"vClipPlane3\",\r\n \"vClipPlane4\",\r\n \"vClipPlane5\",\r\n \"vClipPlane6\",\r\n ],\r\n [\"diffuseSampler\", \"morphTargets\"],\r\n join,\r\n undefined,\r\n undefined,\r\n undefined,\r\n { maxSimultaneousMorphTargets: numMorphInfluencers }\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n private _beforeRenderingMesh(mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch): void {\r\n // Outline - step 1\r\n this._savedDepthWrite = this._engine.getDepthWrite();\r\n if (mesh.renderOutline) {\r\n const material = subMesh.getMaterial();\r\n if (material && material.needAlphaBlendingForMesh(mesh)) {\r\n this._engine.cacheStencilState();\r\n // Draw only to stencil buffer for the original mesh\r\n // The resulting stencil buffer will be used so the outline is not visible inside the mesh when the mesh is transparent\r\n this._engine.setDepthWrite(false);\r\n this._engine.setColorWrite(false);\r\n this._engine.setStencilBuffer(true);\r\n this._engine.setStencilOperationPass(Constants.REPLACE);\r\n this._engine.setStencilFunction(Constants.ALWAYS);\r\n this._engine.setStencilMask(OutlineRenderer._StencilReference);\r\n this._engine.setStencilFunctionReference(OutlineRenderer._StencilReference);\r\n this._engine.stencilStateComposer.useStencilGlobalOnly = true;\r\n this.render(subMesh, batch, /* This sets offset to 0 */ true, this._passIdForDrawWrapper[1]);\r\n\r\n this._engine.setColorWrite(true);\r\n this._engine.setStencilFunction(Constants.NOTEQUAL);\r\n }\r\n\r\n // Draw the outline using the above stencil if needed to avoid drawing within the mesh\r\n this._engine.setDepthWrite(false);\r\n this.render(subMesh, batch, false, this._passIdForDrawWrapper[0]);\r\n this._engine.setDepthWrite(this._savedDepthWrite);\r\n\r\n if (material && material.needAlphaBlendingForMesh(mesh)) {\r\n this._engine.stencilStateComposer.useStencilGlobalOnly = false;\r\n this._engine.restoreStencilState();\r\n }\r\n }\r\n }\r\n\r\n private _afterRenderingMesh(mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch): void {\r\n // Overlay\r\n if (mesh.renderOverlay) {\r\n const currentMode = this._engine.getAlphaMode();\r\n const alphaBlendState = this._engine.alphaState.alphaBlend;\r\n this._engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n this.render(subMesh, batch, true, this._passIdForDrawWrapper[3]);\r\n this._engine.setAlphaMode(currentMode);\r\n this._engine.setDepthWrite(this._savedDepthWrite);\r\n this._engine.alphaState.alphaBlend = alphaBlendState;\r\n }\r\n\r\n // Outline - step 2\r\n if (mesh.renderOutline && this._savedDepthWrite) {\r\n this._engine.setDepthWrite(true);\r\n this._engine.setColorWrite(false);\r\n this.render(subMesh, batch, false, this._passIdForDrawWrapper[2]);\r\n this._engine.setColorWrite(true);\r\n }\r\n }\r\n}\r\n"]}
@@ -307,6 +307,7 @@ export class PrePassRenderer {
307
307
  return true;
308
308
  }
309
309
  _renderPostProcesses(prePassRenderTarget, faceIndex) {
310
+ var _a;
310
311
  const firstPP = this._postProcessesSourceForThisPass[0];
311
312
  const outputTexture = firstPP ? firstPP.inputTexture : prePassRenderTarget.renderTargetTexture ? prePassRenderTarget.renderTargetTexture.renderTarget : null;
312
313
  // Build post process chain for this prepass post draw
@@ -316,7 +317,7 @@ export class PrePassRenderer {
316
317
  }
317
318
  // Activates and renders the chain
318
319
  if (postProcessChain.length) {
319
- this._scene.postProcessManager._prepareFrame(this._currentTarget.renderTarget?.texture, postProcessChain);
320
+ this._scene.postProcessManager._prepareFrame((_a = this._currentTarget.renderTarget) === null || _a === void 0 ? void 0 : _a.texture, postProcessChain);
320
321
  this._scene.postProcessManager.directRender(postProcessChain, outputTexture, false, faceIndex);
321
322
  }
322
323
  }
@@ -506,10 +507,11 @@ export class PrePassRenderer {
506
507
  return false;
507
508
  }
508
509
  _hasImageProcessing(postProcesses) {
510
+ var _a;
509
511
  let isIPPAlreadyPresent = false;
510
512
  if (postProcesses) {
511
513
  for (let i = 0; i < postProcesses.length; i++) {
512
- if (postProcesses[i]?.getClassName() === "ImageProcessingPostProcess") {
514
+ if (((_a = postProcesses[i]) === null || _a === void 0 ? void 0 : _a.getClassName()) === "ImageProcessingPostProcess") {
513
515
  isIPPAlreadyPresent = true;
514
516
  break;
515
517
  }
@@ -1 +1 @@
1
- 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{ PrePassRenderTarget } from \"../Materials/Textures/prePassRenderTarget\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Material } from \"../Materials/material\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\n\r\n/**\r\n * Renders a pre pass of the scene\r\n * This means every mesh in the scene will be rendered to a render target texture\r\n * And then this texture will be composited to the rendering canvas with post processes\r\n * It is necessary for effects like subsurface scattering or deferred shading\r\n */\r\nexport class PrePassRenderer {\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"PrePassRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * To save performance, we can excluded skinned meshes from the prepass\r\n */\r\n public excludedSkinnedMesh: AbstractMesh[] = [];\r\n\r\n /**\r\n * Force material to be excluded from the prepass\r\n * Can be useful when `useGeometryBufferFallback` is set to `true`\r\n * and you don't want a material to show in the effect.\r\n */\r\n public excludedMaterials: Material[] = [];\r\n\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n\r\n /**\r\n * Number of textures in the multi render target texture where the scene is directly rendered\r\n */\r\n public mrtCount: number = 0;\r\n\r\n private _mrtFormats: number[] = [];\r\n private _mrtLayout: number[] = [];\r\n private _mrtNames: string[] = [];\r\n private _textureIndices: number[] = [];\r\n\r\n private _multiRenderAttachments: number[];\r\n private _defaultAttachments: number[];\r\n private _clearAttachments: number[];\r\n\r\n /**\r\n * Returns the index of a texture in the multi render target texture array.\r\n * @param type Texture type\r\n * @returns The index\r\n */\r\n public getIndex(type: number): number {\r\n return this._textureIndices[type];\r\n }\r\n\r\n /**\r\n * How many samples are used for MSAA of the scene render target\r\n */\r\n public get samples() {\r\n return this.defaultRT.samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this.defaultRT.samples = n;\r\n }\r\n\r\n private static _TextureFormats = [\r\n {\r\n type: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n format: Constants.TEXTURETYPE_HALF_FLOAT,\r\n name: \"prePass_Irradiance\",\r\n },\r\n {\r\n type: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n format: Constants.TEXTURETYPE_HALF_FLOAT,\r\n name: \"prePass_Position\",\r\n },\r\n {\r\n type: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n format: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n name: \"prePass_Velocity\",\r\n },\r\n {\r\n type: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n format: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n name: \"prePass_Reflectivity\",\r\n },\r\n {\r\n type: Constants.PREPASS_COLOR_TEXTURE_TYPE,\r\n format: Constants.TEXTURETYPE_HALF_FLOAT,\r\n name: \"prePass_Color\",\r\n },\r\n {\r\n type: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n format: Constants.TEXTURETYPE_HALF_FLOAT,\r\n name: \"prePass_Depth\",\r\n },\r\n {\r\n type: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n format: Constants.TEXTURETYPE_HALF_FLOAT,\r\n name: \"prePass_Normal\",\r\n },\r\n {\r\n type: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n format: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n name: \"prePass_Albedo\",\r\n },\r\n ];\r\n\r\n private _isDirty: boolean = true;\r\n\r\n /**\r\n * The render target where the scene is directly rendered\r\n */\r\n public defaultRT: PrePassRenderTarget;\r\n\r\n /**\r\n * Configuration for prepass effects\r\n */\r\n private _effectConfigurations: PrePassEffectConfiguration[] = [];\r\n\r\n /**\r\n * @returns the prepass render target for the rendering pass.\r\n * If we are currently rendering a render target, it returns the PrePassRenderTarget\r\n * associated with that render target. Otherwise, it returns the scene default PrePassRenderTarget\r\n */\r\n public getRenderTarget(): PrePassRenderTarget {\r\n return this._currentTarget;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Managed by the scene component\r\n * @param prePassRenderTarget\r\n */\r\n public _setRenderTarget(prePassRenderTarget: Nullable<PrePassRenderTarget>): void {\r\n if (prePassRenderTarget) {\r\n this._currentTarget = prePassRenderTarget;\r\n } else {\r\n this._currentTarget = this.defaultRT;\r\n this._engine.currentRenderPassId = this._currentTarget.renderPassId;\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if the currently rendered prePassRenderTarget is the one\r\n * associated with the scene.\r\n */\r\n public get currentRTisSceneRT(): boolean {\r\n return this._currentTarget === this.defaultRT;\r\n }\r\n\r\n private _geometryBuffer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Prevents the PrePassRenderer from using the GeometryBufferRenderer as a fallback\r\n */\r\n public doNotUseGeometryRendererFallback = true;\r\n\r\n private _refreshGeometryBufferRendererLink() {\r\n if (!this.doNotUseGeometryRendererFallback) {\r\n this._geometryBuffer = this._scene.enableGeometryBufferRenderer();\r\n\r\n if (!this._geometryBuffer) {\r\n // Not supported\r\n this.doNotUseGeometryRendererFallback = true;\r\n return;\r\n }\r\n\r\n this._geometryBuffer._linkPrePassRenderer(this);\r\n } else {\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._unlinkPrePassRenderer();\r\n }\r\n this._geometryBuffer = null;\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n }\r\n\r\n private _currentTarget: PrePassRenderTarget;\r\n\r\n /**\r\n * All the render targets generated by prepass\r\n */\r\n public renderTargets: PrePassRenderTarget[] = [];\r\n\r\n private readonly _clearColor = new Color4(0, 0, 0, 0);\r\n\r\n private _enabled: boolean = false;\r\n\r\n private _needsCompositionForThisPass = false;\r\n private _postProcessesSourceForThisPass: Nullable<PostProcess>[];\r\n\r\n /**\r\n * Indicates if the prepass is enabled\r\n */\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n\r\n /**\r\n * Set to true to disable gamma transform in PrePass.\r\n * Can be useful in case you already proceed to gamma transform on a material level\r\n * and your post processes don't need to be in linear color space.\r\n */\r\n public disableGammaTransform = false;\r\n\r\n /**\r\n * Instantiates a prepass renderer\r\n * @param scene The scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n PrePassRenderer._SceneComponentInitialization(this._scene);\r\n this.defaultRT = this._createRenderTarget(\"sceneprePassRT\", null);\r\n this._currentTarget = this.defaultRT;\r\n }\r\n\r\n /**\r\n * Creates a new PrePassRenderTarget\r\n * This should be the only way to instantiate a `PrePassRenderTarget`\r\n * @param name Name of the `PrePassRenderTarget`\r\n * @param renderTargetTexture RenderTarget the `PrePassRenderTarget` will be attached to.\r\n * Can be `null` if the created `PrePassRenderTarget` is attached to the scene (default framebuffer).\r\n * @internal\r\n */\r\n public _createRenderTarget(name: string, renderTargetTexture: Nullable<RenderTargetTexture>): PrePassRenderTarget {\r\n const rt = new PrePassRenderTarget(name, renderTargetTexture, { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, 0, this._scene, {\r\n generateMipMaps: false,\r\n generateStencilBuffer: this._engine.isStencilEnable,\r\n defaultType: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n types: [],\r\n drawOnlyOnFirstAttachmentByDefault: true,\r\n });\r\n\r\n this.renderTargets.push(rt);\r\n\r\n return rt;\r\n }\r\n\r\n /**\r\n * Indicates if rendering a prepass is supported\r\n */\r\n public get isSupported() {\r\n return this._scene.getEngine().getCaps().drawBuffersExtension;\r\n }\r\n\r\n /**\r\n * Sets the proper output textures to draw in the engine.\r\n * @param effect The effect that is drawn. It can be or not be compatible with drawing to several output textures.\r\n * @param subMesh Submesh on which the effect is applied\r\n */\r\n public bindAttachmentsForEffect(effect: Effect, subMesh: SubMesh) {\r\n const material = subMesh.getMaterial();\r\n const isPrePassCapable = material && material.isPrePassCapable;\r\n const excluded = material && this.excludedMaterials.indexOf(material) !== -1;\r\n\r\n if (this.enabled && this._currentTarget.enabled) {\r\n if (effect._multiTarget && isPrePassCapable && !excluded) {\r\n this._engine.bindAttachments(this._multiRenderAttachments);\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n\r\n if (this._geometryBuffer && this.currentRTisSceneRT && !excluded) {\r\n this._geometryBuffer.renderList!.push(subMesh.getRenderingMesh());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _reinitializeAttachments() {\r\n const multiRenderLayout = [];\r\n const clearLayout = [false];\r\n const defaultLayout = [true];\r\n\r\n for (let i = 0; i < this.mrtCount; i++) {\r\n multiRenderLayout.push(true);\r\n\r\n if (i > 0) {\r\n clearLayout.push(true);\r\n defaultLayout.push(false);\r\n }\r\n }\r\n\r\n this._multiRenderAttachments = this._engine.buildTextureLayout(multiRenderLayout);\r\n this._clearAttachments = this._engine.buildTextureLayout(clearLayout);\r\n this._defaultAttachments = this._engine.buildTextureLayout(defaultLayout);\r\n }\r\n\r\n private _resetLayout() {\r\n for (let i = 0; i < PrePassRenderer._TextureFormats.length; i++) {\r\n this._textureIndices[PrePassRenderer._TextureFormats[i].type] = -1;\r\n }\r\n\r\n this._textureIndices[Constants.PREPASS_COLOR_TEXTURE_TYPE] = 0;\r\n this._mrtLayout = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n this._mrtFormats = [PrePassRenderer._TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].format];\r\n this._mrtNames = [PrePassRenderer._TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].name];\r\n this.mrtCount = 1;\r\n }\r\n\r\n private _updateGeometryBufferLayout() {\r\n this._refreshGeometryBufferRendererLink();\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._resetLayout();\r\n\r\n const texturesActivated = [];\r\n\r\n for (let i = 0; i < this._mrtLayout.length; i++) {\r\n texturesActivated.push(false);\r\n }\r\n\r\n this._geometryBuffer._linkInternalTexture(this.defaultRT.getInternalTexture()!);\r\n\r\n const matches = [\r\n {\r\n prePassConstant: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.DEPTH_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.NORMAL_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.POSITION_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE,\r\n },\r\n ];\r\n\r\n // replace textures in the geometryBuffer RT\r\n for (let i = 0; i < matches.length; i++) {\r\n const index = this._mrtLayout.indexOf(matches[i].prePassConstant);\r\n if (index !== -1) {\r\n this._geometryBuffer._forceTextureType(matches[i].geometryBufferConstant, index);\r\n texturesActivated[index] = true;\r\n }\r\n }\r\n\r\n this._geometryBuffer._setAttachments(this._engine.buildTextureLayout(texturesActivated));\r\n }\r\n }\r\n\r\n /**\r\n * Restores attachments for single texture draw.\r\n */\r\n public restoreAttachments() {\r\n if (this.enabled && this._currentTarget.enabled && this._defaultAttachments) {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public _beforeDraw(camera?: Camera, faceIndex?: number, layer?: number) {\r\n // const previousEnabled = this._enabled && this._currentTarget.enabled;\r\n\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (!this._enabled || !this._currentTarget.enabled) {\r\n return;\r\n }\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer.renderList = [];\r\n }\r\n\r\n this._setupOutputForThisPass(this._currentTarget, camera);\r\n }\r\n\r\n private _prepareFrame(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number, layer?: number) {\r\n if (prePassRenderTarget.renderTargetTexture) {\r\n prePassRenderTarget.renderTargetTexture._prepareFrame(this._scene, faceIndex, layer, prePassRenderTarget.renderTargetTexture.useCameraPostProcesses);\r\n } else if (this._postProcessesSourceForThisPass.length) {\r\n this._scene.postProcessManager._prepareFrame();\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an intermediary texture between prepass and postprocesses. This texture\r\n * will be used as input for post processes\r\n * @param rt\r\n * @returns true if there are postprocesses that will use this texture,\r\n * false if there is no postprocesses - and the function has no effect\r\n */\r\n public setCustomOutput(rt: RenderTargetTexture) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n if (!firstPP) {\r\n return false;\r\n }\r\n\r\n firstPP.inputTexture = rt.renderTarget!;\r\n\r\n return true;\r\n }\r\n\r\n private _renderPostProcesses(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n const outputTexture = firstPP ? firstPP.inputTexture : prePassRenderTarget.renderTargetTexture ? prePassRenderTarget.renderTargetTexture.renderTarget : null;\r\n\r\n // Build post process chain for this prepass post draw\r\n let postProcessChain = this._currentTarget._beforeCompositionPostProcesses;\r\n\r\n if (this._needsCompositionForThisPass) {\r\n postProcessChain = postProcessChain.concat([this._currentTarget.imageProcessingPostProcess]);\r\n }\r\n\r\n // Activates and renders the chain\r\n if (postProcessChain.length) {\r\n this._scene.postProcessManager._prepareFrame(this._currentTarget.renderTarget?.texture, postProcessChain);\r\n this._scene.postProcessManager.directRender(postProcessChain, outputTexture, false, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _afterDraw(faceIndex?: number, layer?: number) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._prepareFrame(this._currentTarget, faceIndex, layer);\r\n this._renderPostProcesses(this._currentTarget, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Clears the current prepass render target (in the sense of settings pixels to the scene clear color value)\r\n * @internal\r\n */\r\n public _clear() {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._bindFrameBuffer(this._currentTarget);\r\n\r\n // Clearing other attachment with 0 on all other attachments\r\n this._engine.bindAttachments(this._clearAttachments);\r\n this._engine.clear(this._clearColor, true, false, false);\r\n // Regular clear color with the scene clear color of the 1st attachment\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _bindFrameBuffer(prePassRenderTarget: PrePassRenderTarget) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._currentTarget._checkSize();\r\n const internalTexture = this._currentTarget.renderTarget;\r\n if (internalTexture) {\r\n this._engine.bindFramebuffer(internalTexture);\r\n }\r\n }\r\n }\r\n\r\n private _setEnabled(enabled: boolean) {\r\n this._enabled = enabled;\r\n }\r\n\r\n private _setRenderTargetEnabled(prePassRenderTarget: PrePassRenderTarget, enabled: boolean) {\r\n prePassRenderTarget.enabled = enabled;\r\n if (!enabled) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Adds an effect configuration to the prepass render target.\r\n * If an effect has already been added, it won't add it twice and will return the configuration\r\n * already present.\r\n * @param cfg the effect configuration\r\n * @returns the effect configuration now used by the prepass\r\n */\r\n public addEffectConfiguration(cfg: PrePassEffectConfiguration): PrePassEffectConfiguration {\r\n // Do not add twice\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === cfg.name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n this._effectConfigurations.push(cfg);\r\n return cfg;\r\n }\r\n\r\n private _enable() {\r\n const previousMrtCount = this.mrtCount;\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled) {\r\n this._enableTextures(this._effectConfigurations[i].texturesRequired);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.mrtCount !== previousMrtCount || this.renderTargets[i].count !== this.mrtCount) {\r\n this.renderTargets[i].updateCount(this.mrtCount, { types: this._mrtFormats }, this._mrtNames.concat(\"prePass_DepthBuffer\"));\r\n }\r\n\r\n this.renderTargets[i]._resetPostProcessChain();\r\n\r\n for (let j = 0; j < this._effectConfigurations.length; j++) {\r\n if (this._effectConfigurations[j].enabled) {\r\n // TODO : subsurface scattering has 1 scene-wide effect configuration\r\n // solution : do not stock postProcess on effectConfiguration, but in the prepassRenderTarget (hashmap configuration => postProcess)\r\n // And call createPostProcess whenever the post process does not exist in the RT\r\n if (!this._effectConfigurations[j].postProcess && this._effectConfigurations[j].createPostProcess) {\r\n this._effectConfigurations[j].createPostProcess!();\r\n }\r\n\r\n if (this._effectConfigurations[j].postProcess) {\r\n this.renderTargets[i]._beforeCompositionPostProcesses.push(this._effectConfigurations[j].postProcess!);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._reinitializeAttachments();\r\n this._setEnabled(true);\r\n this._updateGeometryBufferLayout();\r\n }\r\n\r\n private _disable() {\r\n this._setEnabled(false);\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], false);\r\n }\r\n\r\n this._resetLayout();\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n this._effectConfigurations[i].enabled = false;\r\n }\r\n }\r\n\r\n private _getPostProcessesSource(prePassRenderTarget: PrePassRenderTarget, camera?: Camera): Nullable<PostProcess>[] {\r\n if (camera) {\r\n return camera._postProcesses;\r\n } else if (prePassRenderTarget.renderTargetTexture) {\r\n if (prePassRenderTarget.renderTargetTexture.useCameraPostProcesses) {\r\n const camera = prePassRenderTarget.renderTargetTexture.activeCamera ? prePassRenderTarget.renderTargetTexture.activeCamera : this._scene.activeCamera;\r\n return camera ? camera._postProcesses : [];\r\n } else if (prePassRenderTarget.renderTargetTexture.postProcesses) {\r\n return prePassRenderTarget.renderTargetTexture.postProcesses;\r\n } else {\r\n return [];\r\n }\r\n } else {\r\n return this._scene.activeCamera ? this._scene.activeCamera._postProcesses : [];\r\n }\r\n }\r\n\r\n private _setupOutputForThisPass(prePassRenderTarget: PrePassRenderTarget, camera?: Camera) {\r\n // Order is : draw ===> prePassRenderTarget._postProcesses ==> ipp ==> camera._postProcesses\r\n const secondaryCamera = camera && this._scene.activeCameras && !!this._scene.activeCameras.length && this._scene.activeCameras.indexOf(camera) !== 0;\r\n this._postProcessesSourceForThisPass = this._getPostProcessesSource(prePassRenderTarget, camera);\r\n this._postProcessesSourceForThisPass = this._postProcessesSourceForThisPass.filter((pp) => {\r\n return pp != null;\r\n });\r\n this._scene.autoClear = true;\r\n\r\n const cameraHasImageProcessing = this._hasImageProcessing(this._postProcessesSourceForThisPass);\r\n this._needsCompositionForThisPass = !cameraHasImageProcessing && !this.disableGammaTransform && this._needsImageProcessing() && !secondaryCamera;\r\n\r\n const firstCameraPP = this._getFirstPostProcess(this._postProcessesSourceForThisPass);\r\n const firstPrePassPP = prePassRenderTarget._beforeCompositionPostProcesses && prePassRenderTarget._beforeCompositionPostProcesses[0];\r\n let firstPP = null;\r\n\r\n // Setting the scene-wide post process configuration\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = this._needsCompositionForThisPass || cameraHasImageProcessing;\r\n\r\n // Create composition effect if needed\r\n if (this._needsCompositionForThisPass && !prePassRenderTarget.imageProcessingPostProcess) {\r\n prePassRenderTarget._createCompositionEffect();\r\n }\r\n\r\n // Setting the prePassRenderTarget as input texture of the first PP\r\n if (firstPrePassPP) {\r\n firstPP = firstPrePassPP;\r\n } else if (this._needsCompositionForThisPass) {\r\n firstPP = prePassRenderTarget.imageProcessingPostProcess;\r\n } else if (firstCameraPP) {\r\n firstPP = firstCameraPP;\r\n }\r\n\r\n this._bindFrameBuffer(prePassRenderTarget);\r\n this._linkInternalTexture(prePassRenderTarget, firstPP);\r\n }\r\n\r\n private _linkInternalTexture(prePassRenderTarget: PrePassRenderTarget, postProcess: Nullable<PostProcess>) {\r\n if (postProcess) {\r\n postProcess.autoClear = false;\r\n postProcess.inputTexture = prePassRenderTarget.renderTarget!;\r\n }\r\n\r\n if (prePassRenderTarget._outputPostProcess !== postProcess) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n prePassRenderTarget._outputPostProcess = postProcess;\r\n }\r\n\r\n if (prePassRenderTarget._internalTextureDirty) {\r\n this._updateGeometryBufferLayout();\r\n prePassRenderTarget._internalTextureDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _unlinkInternalTexture(prePassRenderTarget: PrePassRenderTarget) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n prePassRenderTarget._outputPostProcess.autoClear = true;\r\n prePassRenderTarget._outputPostProcess.restoreDefaultInputTexture();\r\n prePassRenderTarget._outputPostProcess = null;\r\n }\r\n }\r\n\r\n private _needsImageProcessing(): boolean {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled && this._effectConfigurations[i].needsImageProcessing) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _hasImageProcessing(postProcesses: Nullable<PostProcess>[]): boolean {\r\n let isIPPAlreadyPresent = false;\r\n if (postProcesses) {\r\n for (let i = 0; i < postProcesses.length; i++) {\r\n if (postProcesses[i]?.getClassName() === \"ImageProcessingPostProcess\") {\r\n isIPPAlreadyPresent = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return isIPPAlreadyPresent;\r\n }\r\n\r\n /**\r\n * Internal, gets the first post proces.\r\n * @param postProcesses\r\n * @returns the first post process to be run on this camera.\r\n */\r\n private _getFirstPostProcess(postProcesses: Nullable<PostProcess>[]): Nullable<PostProcess> {\r\n for (let ppIndex = 0; ppIndex < postProcesses.length; ppIndex++) {\r\n if (postProcesses[ppIndex] !== null) {\r\n return postProcesses[ppIndex];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Marks the prepass renderer as dirty, triggering a check if the prepass is necessary for the next rendering.\r\n */\r\n public markAsDirty() {\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Enables a texture on the MultiRenderTarget for prepass\r\n * @param types\r\n */\r\n private _enableTextures(types: number[]) {\r\n // For velocity : enable storage of previous matrices for instances\r\n this._scene.needsPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < types.length; i++) {\r\n const type = types[i];\r\n\r\n if (this._textureIndices[type] === -1) {\r\n this._textureIndices[type] = this._mrtLayout.length;\r\n this._mrtLayout.push(type);\r\n\r\n this._mrtFormats.push(PrePassRenderer._TextureFormats[type].format);\r\n this._mrtNames.push(PrePassRenderer._TextureFormats[type].name);\r\n this.mrtCount++;\r\n }\r\n\r\n if (type === Constants.PREPASS_VELOCITY_TEXTURE_TYPE) {\r\n this._scene.needsPreviousWorldMatrices = true;\r\n }\r\n }\r\n }\r\n\r\n private _update() {\r\n this._disable();\r\n let enablePrePass = false;\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n\r\n if (this._scene._depthPeelingRenderer && this._scene.useOrderIndependentTransparency) {\r\n this._scene._depthPeelingRenderer.setPrePassRenderer(this);\r\n enablePrePass = true;\r\n }\r\n\r\n for (let i = 0; i < this._scene.materials.length; i++) {\r\n if (this._scene.materials[i].setPrePassRenderer(this)) {\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (enablePrePass) {\r\n this._setRenderTargetEnabled(this.defaultRT, true);\r\n }\r\n\r\n let postProcesses;\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.renderTargets[i].renderTargetTexture) {\r\n postProcesses = this._getPostProcessesSource(this.renderTargets[i]);\r\n } else {\r\n const camera = this._scene.activeCamera;\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n postProcesses = camera._postProcesses;\r\n }\r\n\r\n if (!postProcesses) {\r\n continue;\r\n }\r\n\r\n postProcesses = <Nullable<PostProcess[]>>postProcesses.filter((pp) => {\r\n return pp != null;\r\n });\r\n\r\n if (postProcesses) {\r\n for (let j = 0; j < postProcesses.length; j++) {\r\n if (postProcesses[j].setPrePassRenderer(this)) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], true);\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (this._hasImageProcessing(postProcesses)) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n }\r\n }\r\n\r\n this._markAllMaterialsAsPrePassDirty();\r\n this._isDirty = false;\r\n\r\n if (enablePrePass) {\r\n this._enable();\r\n }\r\n }\r\n\r\n private _markAllMaterialsAsPrePassDirty() {\r\n const materials = this._scene.materials;\r\n\r\n for (let i = 0; i < materials.length; i++) {\r\n materials[i].markAsDirty(Material.PrePassDirtyFlag);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the prepass renderer.\r\n */\r\n public dispose() {\r\n for (let i = this.renderTargets.length - 1; i >= 0; i--) {\r\n this.renderTargets[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].dispose) {\r\n this._effectConfigurations[i].dispose!();\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
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{ PrePassRenderTarget } from \"../Materials/Textures/prePassRenderTarget\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Material } from \"../Materials/material\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\n\r\n/**\r\n * Renders a pre pass of the scene\r\n * This means every mesh in the scene will be rendered to a render target texture\r\n * And then this texture will be composited to the rendering canvas with post processes\r\n * It is necessary for effects like subsurface scattering or deferred shading\r\n */\r\nexport class PrePassRenderer {\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"PrePassRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * To save performance, we can excluded skinned meshes from the prepass\r\n */\r\n public excludedSkinnedMesh: AbstractMesh[] = [];\r\n\r\n /**\r\n * Force material to be excluded from the prepass\r\n * Can be useful when `useGeometryBufferFallback` is set to `true`\r\n * and you don't want a material to show in the effect.\r\n */\r\n public excludedMaterials: Material[] = [];\r\n\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n\r\n /**\r\n * Number of textures in the multi render target texture where the scene is directly rendered\r\n */\r\n public mrtCount: number = 0;\r\n\r\n private _mrtFormats: number[] = [];\r\n private _mrtLayout: number[] = [];\r\n private _mrtNames: string[] = [];\r\n private _textureIndices: number[] = [];\r\n\r\n private _multiRenderAttachments: number[];\r\n private _defaultAttachments: number[];\r\n private _clearAttachments: number[];\r\n\r\n /**\r\n * Returns the index of a texture in the multi render target texture array.\r\n * @param type Texture type\r\n * @returns The index\r\n */\r\n public getIndex(type: number): number {\r\n return this._textureIndices[type];\r\n }\r\n\r\n /**\r\n * How many samples are used for MSAA of the scene render target\r\n */\r\n public get samples() {\r\n return this.defaultRT.samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this.defaultRT.samples = n;\r\n }\r\n\r\n private static _TextureFormats = [\r\n {\r\n type: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n format: Constants.TEXTURETYPE_HALF_FLOAT,\r\n name: \"prePass_Irradiance\",\r\n },\r\n {\r\n type: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n format: Constants.TEXTURETYPE_HALF_FLOAT,\r\n name: \"prePass_Position\",\r\n },\r\n {\r\n type: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n format: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n name: \"prePass_Velocity\",\r\n },\r\n {\r\n type: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n format: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n name: \"prePass_Reflectivity\",\r\n },\r\n {\r\n type: Constants.PREPASS_COLOR_TEXTURE_TYPE,\r\n format: Constants.TEXTURETYPE_HALF_FLOAT,\r\n name: \"prePass_Color\",\r\n },\r\n {\r\n type: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n format: Constants.TEXTURETYPE_HALF_FLOAT,\r\n name: \"prePass_Depth\",\r\n },\r\n {\r\n type: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n format: Constants.TEXTURETYPE_HALF_FLOAT,\r\n name: \"prePass_Normal\",\r\n },\r\n {\r\n type: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n format: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n name: \"prePass_Albedo\",\r\n },\r\n ];\r\n\r\n private _isDirty: boolean = true;\r\n\r\n /**\r\n * The render target where the scene is directly rendered\r\n */\r\n public defaultRT: PrePassRenderTarget;\r\n\r\n /**\r\n * Configuration for prepass effects\r\n */\r\n private _effectConfigurations: PrePassEffectConfiguration[] = [];\r\n\r\n /**\r\n * @returns the prepass render target for the rendering pass.\r\n * If we are currently rendering a render target, it returns the PrePassRenderTarget\r\n * associated with that render target. Otherwise, it returns the scene default PrePassRenderTarget\r\n */\r\n public getRenderTarget(): PrePassRenderTarget {\r\n return this._currentTarget;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Managed by the scene component\r\n * @param prePassRenderTarget\r\n */\r\n public _setRenderTarget(prePassRenderTarget: Nullable<PrePassRenderTarget>): void {\r\n if (prePassRenderTarget) {\r\n this._currentTarget = prePassRenderTarget;\r\n } else {\r\n this._currentTarget = this.defaultRT;\r\n this._engine.currentRenderPassId = this._currentTarget.renderPassId;\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if the currently rendered prePassRenderTarget is the one\r\n * associated with the scene.\r\n */\r\n public get currentRTisSceneRT(): boolean {\r\n return this._currentTarget === this.defaultRT;\r\n }\r\n\r\n private _geometryBuffer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Prevents the PrePassRenderer from using the GeometryBufferRenderer as a fallback\r\n */\r\n public doNotUseGeometryRendererFallback = true;\r\n\r\n private _refreshGeometryBufferRendererLink() {\r\n if (!this.doNotUseGeometryRendererFallback) {\r\n this._geometryBuffer = this._scene.enableGeometryBufferRenderer();\r\n\r\n if (!this._geometryBuffer) {\r\n // Not supported\r\n this.doNotUseGeometryRendererFallback = true;\r\n return;\r\n }\r\n\r\n this._geometryBuffer._linkPrePassRenderer(this);\r\n } else {\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._unlinkPrePassRenderer();\r\n }\r\n this._geometryBuffer = null;\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n }\r\n\r\n private _currentTarget: PrePassRenderTarget;\r\n\r\n /**\r\n * All the render targets generated by prepass\r\n */\r\n public renderTargets: PrePassRenderTarget[] = [];\r\n\r\n private readonly _clearColor = new Color4(0, 0, 0, 0);\r\n\r\n private _enabled: boolean = false;\r\n\r\n private _needsCompositionForThisPass = false;\r\n private _postProcessesSourceForThisPass: Nullable<PostProcess>[];\r\n\r\n /**\r\n * Indicates if the prepass is enabled\r\n */\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n\r\n /**\r\n * Set to true to disable gamma transform in PrePass.\r\n * Can be useful in case you already proceed to gamma transform on a material level\r\n * and your post processes don't need to be in linear color space.\r\n */\r\n public disableGammaTransform = false;\r\n\r\n /**\r\n * Instantiates a prepass renderer\r\n * @param scene The scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n PrePassRenderer._SceneComponentInitialization(this._scene);\r\n this.defaultRT = this._createRenderTarget(\"sceneprePassRT\", null);\r\n this._currentTarget = this.defaultRT;\r\n }\r\n\r\n /**\r\n * Creates a new PrePassRenderTarget\r\n * This should be the only way to instantiate a `PrePassRenderTarget`\r\n * @param name Name of the `PrePassRenderTarget`\r\n * @param renderTargetTexture RenderTarget the `PrePassRenderTarget` will be attached to.\r\n * Can be `null` if the created `PrePassRenderTarget` is attached to the scene (default framebuffer).\r\n * @internal\r\n */\r\n public _createRenderTarget(name: string, renderTargetTexture: Nullable<RenderTargetTexture>): PrePassRenderTarget {\r\n const rt = new PrePassRenderTarget(name, renderTargetTexture, { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, 0, this._scene, {\r\n generateMipMaps: false,\r\n generateStencilBuffer: this._engine.isStencilEnable,\r\n defaultType: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n types: [],\r\n drawOnlyOnFirstAttachmentByDefault: true,\r\n });\r\n\r\n this.renderTargets.push(rt);\r\n\r\n return rt;\r\n }\r\n\r\n /**\r\n * Indicates if rendering a prepass is supported\r\n */\r\n public get isSupported() {\r\n return this._scene.getEngine().getCaps().drawBuffersExtension;\r\n }\r\n\r\n /**\r\n * Sets the proper output textures to draw in the engine.\r\n * @param effect The effect that is drawn. It can be or not be compatible with drawing to several output textures.\r\n * @param subMesh Submesh on which the effect is applied\r\n */\r\n public bindAttachmentsForEffect(effect: Effect, subMesh: SubMesh) {\r\n const material = subMesh.getMaterial();\r\n const isPrePassCapable = material && material.isPrePassCapable;\r\n const excluded = material && this.excludedMaterials.indexOf(material) !== -1;\r\n\r\n if (this.enabled && this._currentTarget.enabled) {\r\n if (effect._multiTarget && isPrePassCapable && !excluded) {\r\n this._engine.bindAttachments(this._multiRenderAttachments);\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n\r\n if (this._geometryBuffer && this.currentRTisSceneRT && !excluded) {\r\n this._geometryBuffer.renderList!.push(subMesh.getRenderingMesh());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _reinitializeAttachments() {\r\n const multiRenderLayout = [];\r\n const clearLayout = [false];\r\n const defaultLayout = [true];\r\n\r\n for (let i = 0; i < this.mrtCount; i++) {\r\n multiRenderLayout.push(true);\r\n\r\n if (i > 0) {\r\n clearLayout.push(true);\r\n defaultLayout.push(false);\r\n }\r\n }\r\n\r\n this._multiRenderAttachments = this._engine.buildTextureLayout(multiRenderLayout);\r\n this._clearAttachments = this._engine.buildTextureLayout(clearLayout);\r\n this._defaultAttachments = this._engine.buildTextureLayout(defaultLayout);\r\n }\r\n\r\n private _resetLayout() {\r\n for (let i = 0; i < PrePassRenderer._TextureFormats.length; i++) {\r\n this._textureIndices[PrePassRenderer._TextureFormats[i].type] = -1;\r\n }\r\n\r\n this._textureIndices[Constants.PREPASS_COLOR_TEXTURE_TYPE] = 0;\r\n this._mrtLayout = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n this._mrtFormats = [PrePassRenderer._TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].format];\r\n this._mrtNames = [PrePassRenderer._TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].name];\r\n this.mrtCount = 1;\r\n }\r\n\r\n private _updateGeometryBufferLayout() {\r\n this._refreshGeometryBufferRendererLink();\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._resetLayout();\r\n\r\n const texturesActivated = [];\r\n\r\n for (let i = 0; i < this._mrtLayout.length; i++) {\r\n texturesActivated.push(false);\r\n }\r\n\r\n this._geometryBuffer._linkInternalTexture(this.defaultRT.getInternalTexture()!);\r\n\r\n const matches = [\r\n {\r\n prePassConstant: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.DEPTH_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.NORMAL_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.POSITION_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE,\r\n },\r\n ];\r\n\r\n // replace textures in the geometryBuffer RT\r\n for (let i = 0; i < matches.length; i++) {\r\n const index = this._mrtLayout.indexOf(matches[i].prePassConstant);\r\n if (index !== -1) {\r\n this._geometryBuffer._forceTextureType(matches[i].geometryBufferConstant, index);\r\n texturesActivated[index] = true;\r\n }\r\n }\r\n\r\n this._geometryBuffer._setAttachments(this._engine.buildTextureLayout(texturesActivated));\r\n }\r\n }\r\n\r\n /**\r\n * Restores attachments for single texture draw.\r\n */\r\n public restoreAttachments() {\r\n if (this.enabled && this._currentTarget.enabled && this._defaultAttachments) {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public _beforeDraw(camera?: Camera, faceIndex?: number, layer?: number) {\r\n // const previousEnabled = this._enabled && this._currentTarget.enabled;\r\n\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (!this._enabled || !this._currentTarget.enabled) {\r\n return;\r\n }\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer.renderList = [];\r\n }\r\n\r\n this._setupOutputForThisPass(this._currentTarget, camera);\r\n }\r\n\r\n private _prepareFrame(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number, layer?: number) {\r\n if (prePassRenderTarget.renderTargetTexture) {\r\n prePassRenderTarget.renderTargetTexture._prepareFrame(this._scene, faceIndex, layer, prePassRenderTarget.renderTargetTexture.useCameraPostProcesses);\r\n } else if (this._postProcessesSourceForThisPass.length) {\r\n this._scene.postProcessManager._prepareFrame();\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an intermediary texture between prepass and postprocesses. This texture\r\n * will be used as input for post processes\r\n * @param rt\r\n * @returns true if there are postprocesses that will use this texture,\r\n * false if there is no postprocesses - and the function has no effect\r\n */\r\n public setCustomOutput(rt: RenderTargetTexture) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n if (!firstPP) {\r\n return false;\r\n }\r\n\r\n firstPP.inputTexture = rt.renderTarget!;\r\n\r\n return true;\r\n }\r\n\r\n private _renderPostProcesses(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n const outputTexture = firstPP ? firstPP.inputTexture : prePassRenderTarget.renderTargetTexture ? prePassRenderTarget.renderTargetTexture.renderTarget : null;\r\n\r\n // Build post process chain for this prepass post draw\r\n let postProcessChain = this._currentTarget._beforeCompositionPostProcesses;\r\n\r\n if (this._needsCompositionForThisPass) {\r\n postProcessChain = postProcessChain.concat([this._currentTarget.imageProcessingPostProcess]);\r\n }\r\n\r\n // Activates and renders the chain\r\n if (postProcessChain.length) {\r\n this._scene.postProcessManager._prepareFrame(this._currentTarget.renderTarget?.texture, postProcessChain);\r\n this._scene.postProcessManager.directRender(postProcessChain, outputTexture, false, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _afterDraw(faceIndex?: number, layer?: number) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._prepareFrame(this._currentTarget, faceIndex, layer);\r\n this._renderPostProcesses(this._currentTarget, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Clears the current prepass render target (in the sense of settings pixels to the scene clear color value)\r\n * @internal\r\n */\r\n public _clear() {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._bindFrameBuffer(this._currentTarget);\r\n\r\n // Clearing other attachment with 0 on all other attachments\r\n this._engine.bindAttachments(this._clearAttachments);\r\n this._engine.clear(this._clearColor, true, false, false);\r\n // Regular clear color with the scene clear color of the 1st attachment\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _bindFrameBuffer(prePassRenderTarget: PrePassRenderTarget) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._currentTarget._checkSize();\r\n const internalTexture = this._currentTarget.renderTarget;\r\n if (internalTexture) {\r\n this._engine.bindFramebuffer(internalTexture);\r\n }\r\n }\r\n }\r\n\r\n private _setEnabled(enabled: boolean) {\r\n this._enabled = enabled;\r\n }\r\n\r\n private _setRenderTargetEnabled(prePassRenderTarget: PrePassRenderTarget, enabled: boolean) {\r\n prePassRenderTarget.enabled = enabled;\r\n if (!enabled) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Adds an effect configuration to the prepass render target.\r\n * If an effect has already been added, it won't add it twice and will return the configuration\r\n * already present.\r\n * @param cfg the effect configuration\r\n * @returns the effect configuration now used by the prepass\r\n */\r\n public addEffectConfiguration(cfg: PrePassEffectConfiguration): PrePassEffectConfiguration {\r\n // Do not add twice\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === cfg.name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n this._effectConfigurations.push(cfg);\r\n return cfg;\r\n }\r\n\r\n private _enable() {\r\n const previousMrtCount = this.mrtCount;\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled) {\r\n this._enableTextures(this._effectConfigurations[i].texturesRequired);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.mrtCount !== previousMrtCount || this.renderTargets[i].count !== this.mrtCount) {\r\n this.renderTargets[i].updateCount(this.mrtCount, { types: this._mrtFormats }, this._mrtNames.concat(\"prePass_DepthBuffer\"));\r\n }\r\n\r\n this.renderTargets[i]._resetPostProcessChain();\r\n\r\n for (let j = 0; j < this._effectConfigurations.length; j++) {\r\n if (this._effectConfigurations[j].enabled) {\r\n // TODO : subsurface scattering has 1 scene-wide effect configuration\r\n // solution : do not stock postProcess on effectConfiguration, but in the prepassRenderTarget (hashmap configuration => postProcess)\r\n // And call createPostProcess whenever the post process does not exist in the RT\r\n if (!this._effectConfigurations[j].postProcess && this._effectConfigurations[j].createPostProcess) {\r\n this._effectConfigurations[j].createPostProcess!();\r\n }\r\n\r\n if (this._effectConfigurations[j].postProcess) {\r\n this.renderTargets[i]._beforeCompositionPostProcesses.push(this._effectConfigurations[j].postProcess!);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._reinitializeAttachments();\r\n this._setEnabled(true);\r\n this._updateGeometryBufferLayout();\r\n }\r\n\r\n private _disable() {\r\n this._setEnabled(false);\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], false);\r\n }\r\n\r\n this._resetLayout();\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n this._effectConfigurations[i].enabled = false;\r\n }\r\n }\r\n\r\n private _getPostProcessesSource(prePassRenderTarget: PrePassRenderTarget, camera?: Camera): Nullable<PostProcess>[] {\r\n if (camera) {\r\n return camera._postProcesses;\r\n } else if (prePassRenderTarget.renderTargetTexture) {\r\n if (prePassRenderTarget.renderTargetTexture.useCameraPostProcesses) {\r\n const camera = prePassRenderTarget.renderTargetTexture.activeCamera ? prePassRenderTarget.renderTargetTexture.activeCamera : this._scene.activeCamera;\r\n return camera ? camera._postProcesses : [];\r\n } else if (prePassRenderTarget.renderTargetTexture.postProcesses) {\r\n return prePassRenderTarget.renderTargetTexture.postProcesses;\r\n } else {\r\n return [];\r\n }\r\n } else {\r\n return this._scene.activeCamera ? this._scene.activeCamera._postProcesses : [];\r\n }\r\n }\r\n\r\n private _setupOutputForThisPass(prePassRenderTarget: PrePassRenderTarget, camera?: Camera) {\r\n // Order is : draw ===> prePassRenderTarget._postProcesses ==> ipp ==> camera._postProcesses\r\n const secondaryCamera = camera && this._scene.activeCameras && !!this._scene.activeCameras.length && this._scene.activeCameras.indexOf(camera) !== 0;\r\n this._postProcessesSourceForThisPass = this._getPostProcessesSource(prePassRenderTarget, camera);\r\n this._postProcessesSourceForThisPass = this._postProcessesSourceForThisPass.filter((pp) => {\r\n return pp != null;\r\n });\r\n this._scene.autoClear = true;\r\n\r\n const cameraHasImageProcessing = this._hasImageProcessing(this._postProcessesSourceForThisPass);\r\n this._needsCompositionForThisPass = !cameraHasImageProcessing && !this.disableGammaTransform && this._needsImageProcessing() && !secondaryCamera;\r\n\r\n const firstCameraPP = this._getFirstPostProcess(this._postProcessesSourceForThisPass);\r\n const firstPrePassPP = prePassRenderTarget._beforeCompositionPostProcesses && prePassRenderTarget._beforeCompositionPostProcesses[0];\r\n let firstPP = null;\r\n\r\n // Setting the scene-wide post process configuration\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = this._needsCompositionForThisPass || cameraHasImageProcessing;\r\n\r\n // Create composition effect if needed\r\n if (this._needsCompositionForThisPass && !prePassRenderTarget.imageProcessingPostProcess) {\r\n prePassRenderTarget._createCompositionEffect();\r\n }\r\n\r\n // Setting the prePassRenderTarget as input texture of the first PP\r\n if (firstPrePassPP) {\r\n firstPP = firstPrePassPP;\r\n } else if (this._needsCompositionForThisPass) {\r\n firstPP = prePassRenderTarget.imageProcessingPostProcess;\r\n } else if (firstCameraPP) {\r\n firstPP = firstCameraPP;\r\n }\r\n\r\n this._bindFrameBuffer(prePassRenderTarget);\r\n this._linkInternalTexture(prePassRenderTarget, firstPP);\r\n }\r\n\r\n private _linkInternalTexture(prePassRenderTarget: PrePassRenderTarget, postProcess: Nullable<PostProcess>) {\r\n if (postProcess) {\r\n postProcess.autoClear = false;\r\n postProcess.inputTexture = prePassRenderTarget.renderTarget!;\r\n }\r\n\r\n if (prePassRenderTarget._outputPostProcess !== postProcess) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n prePassRenderTarget._outputPostProcess = postProcess;\r\n }\r\n\r\n if (prePassRenderTarget._internalTextureDirty) {\r\n this._updateGeometryBufferLayout();\r\n prePassRenderTarget._internalTextureDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _unlinkInternalTexture(prePassRenderTarget: PrePassRenderTarget) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n prePassRenderTarget._outputPostProcess.autoClear = true;\r\n prePassRenderTarget._outputPostProcess.restoreDefaultInputTexture();\r\n prePassRenderTarget._outputPostProcess = null;\r\n }\r\n }\r\n\r\n private _needsImageProcessing(): boolean {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled && this._effectConfigurations[i].needsImageProcessing) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _hasImageProcessing(postProcesses: Nullable<PostProcess>[]): boolean {\r\n let isIPPAlreadyPresent = false;\r\n if (postProcesses) {\r\n for (let i = 0; i < postProcesses.length; i++) {\r\n if (postProcesses[i]?.getClassName() === \"ImageProcessingPostProcess\") {\r\n isIPPAlreadyPresent = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return isIPPAlreadyPresent;\r\n }\r\n\r\n /**\r\n * Internal, gets the first post proces.\r\n * @param postProcesses\r\n * @returns the first post process to be run on this camera.\r\n */\r\n private _getFirstPostProcess(postProcesses: Nullable<PostProcess>[]): Nullable<PostProcess> {\r\n for (let ppIndex = 0; ppIndex < postProcesses.length; ppIndex++) {\r\n if (postProcesses[ppIndex] !== null) {\r\n return postProcesses[ppIndex];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Marks the prepass renderer as dirty, triggering a check if the prepass is necessary for the next rendering.\r\n */\r\n public markAsDirty() {\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Enables a texture on the MultiRenderTarget for prepass\r\n * @param types\r\n */\r\n private _enableTextures(types: number[]) {\r\n // For velocity : enable storage of previous matrices for instances\r\n this._scene.needsPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < types.length; i++) {\r\n const type = types[i];\r\n\r\n if (this._textureIndices[type] === -1) {\r\n this._textureIndices[type] = this._mrtLayout.length;\r\n this._mrtLayout.push(type);\r\n\r\n this._mrtFormats.push(PrePassRenderer._TextureFormats[type].format);\r\n this._mrtNames.push(PrePassRenderer._TextureFormats[type].name);\r\n this.mrtCount++;\r\n }\r\n\r\n if (type === Constants.PREPASS_VELOCITY_TEXTURE_TYPE) {\r\n this._scene.needsPreviousWorldMatrices = true;\r\n }\r\n }\r\n }\r\n\r\n private _update() {\r\n this._disable();\r\n let enablePrePass = false;\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n\r\n if (this._scene._depthPeelingRenderer && this._scene.useOrderIndependentTransparency) {\r\n this._scene._depthPeelingRenderer.setPrePassRenderer(this);\r\n enablePrePass = true;\r\n }\r\n\r\n for (let i = 0; i < this._scene.materials.length; i++) {\r\n if (this._scene.materials[i].setPrePassRenderer(this)) {\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (enablePrePass) {\r\n this._setRenderTargetEnabled(this.defaultRT, true);\r\n }\r\n\r\n let postProcesses;\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.renderTargets[i].renderTargetTexture) {\r\n postProcesses = this._getPostProcessesSource(this.renderTargets[i]);\r\n } else {\r\n const camera = this._scene.activeCamera;\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n postProcesses = camera._postProcesses;\r\n }\r\n\r\n if (!postProcesses) {\r\n continue;\r\n }\r\n\r\n postProcesses = <Nullable<PostProcess[]>>postProcesses.filter((pp) => {\r\n return pp != null;\r\n });\r\n\r\n if (postProcesses) {\r\n for (let j = 0; j < postProcesses.length; j++) {\r\n if (postProcesses[j].setPrePassRenderer(this)) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], true);\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (this._hasImageProcessing(postProcesses)) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n }\r\n }\r\n\r\n this._markAllMaterialsAsPrePassDirty();\r\n this._isDirty = false;\r\n\r\n if (enablePrePass) {\r\n this._enable();\r\n }\r\n }\r\n\r\n private _markAllMaterialsAsPrePassDirty() {\r\n const materials = this._scene.materials;\r\n\r\n for (let i = 0; i < materials.length; i++) {\r\n materials[i].markAsDirty(Material.PrePassDirtyFlag);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the prepass renderer.\r\n */\r\n public dispose() {\r\n for (let i = this.renderTargets.length - 1; i >= 0; i--) {\r\n this.renderTargets[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].dispose) {\r\n this._effectConfigurations[i].dispose!();\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -376,7 +376,10 @@ gl_FragData[PREPASS_NORMAL_INDEX]=vec4((view*vec4(normalW,0.0)).rgb,writeGeometr
376
376
  #ifdef PREPASS_ALBEDO_SQRT
377
377
  gl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqAlbedo,writeGeometryInfo);
378
378
  #ifdef PREPASS_REFLECTIVITY
379
- gl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toGammaSpace(specularEnvironmentR0),microSurface)*writeGeometryInfo;
379
+ #ifndef UNLIT
380
+ gl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toGammaSpace(specularEnvironmentR0),microSurface)*writeGeometryInfo;
381
+ gl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4( 0.0,0.0,0.0,1.0 )*writeGeometryInfo;
382
+ #endif
380
383
  #endif
381
384
  #if !defined(PREPASS) || defined(WEBGL2)
382
385
  gl_FragColor=finalColor;
@@ -1 +1 @@
1
- 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrFragmentDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockIridescence\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"pbrPixelShader\";\nconst shader = `#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\r#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__pbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockIridescence>\n#include<pbrBlockSubSurface>\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nalbedoOpacityOutParams albedoOpacityOut;\r#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\r#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\r#endif\nalbedoOpacityBlock(\rvAlbedoColor,\r#ifdef ALBEDO\nalbedoTexture,\rvAlbedoInfos,\r#endif\n#ifdef OPACITY\nopacityMap,\rvOpacityInfos,\r#endif\n#ifdef DETAIL\ndetailColor,\rvDetailInfos,\r#endif\nalbedoOpacityOut\r);\rvec3 surfaceAlbedo=albedoOpacityOut.surfaceAlbedo;\rfloat alpha=albedoOpacityOut.alpha;\r#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nambientOcclusionOutParams aoOut;\r#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb;\r#endif\nambientOcclusionBlock(\r#ifdef AMBIENT\nambientOcclusionColorMap,\rvAmbientInfos,\r#endif\naoOut\r);\r#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\r#else\nvec3 baseColor=surfaceAlbedo;\rreflectivityOutParams reflectivityOut;\r#if defined(REFLECTIVITY)\nvec4 surfaceMetallicOrReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\rvec4 baseReflectivity=surfaceMetallicOrReflectivityColorMap;\r#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpace(surfaceMetallicOrReflectivityColorMap);\r#endif\nsurfaceMetallicOrReflectivityColorMap.rgb*=vReflectivityInfos.y;\r#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\r#endif\n#ifdef METALLICWORKFLOW\nvec4 metallicReflectanceFactors=vMetallicReflectanceFactors;\r#ifdef REFLECTANCE\nvec4 reflectanceFactorsMap=texture2D(reflectanceSampler,vReflectanceUV+uvOffset);\r#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpace(reflectanceFactorsMap);\r#endif\nmetallicReflectanceFactors.rgb*=reflectanceFactorsMap.rgb;\r#endif\n#ifdef METALLIC_REFLECTANCE\nvec4 metallicReflectanceFactorsMap=texture2D(metallicReflectanceSampler,vMetallicReflectanceUV+uvOffset);\r#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpace(metallicReflectanceFactorsMap);\r#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors.rgb*=metallicReflectanceFactorsMap.rgb;\r#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\r#endif\n#endif\nreflectivityBlock(\rvReflectivityColor,\r#ifdef METALLICWORKFLOW\nsurfaceAlbedo,\rmetallicReflectanceFactors,\r#endif\n#ifdef REFLECTIVITY\nvReflectivityInfos,\rsurfaceMetallicOrReflectivityColorMap,\r#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor,\r#endif\n#ifdef MICROSURFACEMAP\nmicroSurfaceTexel,\r#endif\n#ifdef DETAIL\ndetailColor,\rvDetailInfos,\r#endif\nreflectivityOut\r);\rfloat microSurface=reflectivityOut.microSurface;\rfloat roughness=reflectivityOut.roughness;\r#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\r#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\r#endif\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nalphaFresnelOutParams alphaFresnelOut;\ralphaFresnelBlock(\rnormalW,\rviewDirectionW,\ralpha,\rmicroSurface,\ralphaFresnelOut\r);\ralpha=alphaFresnelOut.alpha;\r#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nanisotropicOutParams anisotropicOut;\r#ifdef ANISOTROPIC_TEXTURE\nvec3 anisotropyMapData=texture2D(anisotropySampler,vAnisotropyUV+uvOffset).rgb*vAnisotropyInfos.y;\r#endif\nanisotropicBlock(\rvAnisotropy,\r#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\r#endif\nTBN,\rnormalW,\rviewDirectionW,\ranisotropicOut\r);\r#endif\n#ifdef REFLECTION\nreflectionOutParams reflectionOut;\r#ifndef USE_CUSTOM_REFLECTION\nreflectionBlock(\rvPositionW,\rnormalW,\ralphaG,\rvReflectionMicrosurfaceInfos,\rvReflectionInfos,\rvReflectionColor,\r#ifdef ANISOTROPIC\nanisotropicOut,\r#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nNdotVUnclamped,\r#endif\n#ifdef LINEARSPECULARREFLECTION\nroughness,\r#endif\nreflectionSampler,\r#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nvEnvironmentIrradiance,\r#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nreflectionMatrix,\r#endif\n#endif\n#ifdef USEIRRADIANCEMAP\nirradianceSampler,\r#endif\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\rreflectionSamplerHigh,\r#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\r#endif\nreflectionOut\r);\r#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nsheenOutParams sheenOut;\r#ifdef SHEEN_TEXTURE\nvec4 sheenMapData=texture2D(sheenSampler,vSheenUV+uvOffset);\r#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 sheenMapRoughnessData=texture2D(sheenRoughnessSampler,vSheenRoughnessUV+uvOffset)*vSheenInfos.w;\r#endif\nsheenBlock(\rvSheenColor,\r#ifdef SHEEN_ROUGHNESS\nvSheenRoughness,\r#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nsheenMapRoughnessData,\r#endif\n#endif\nroughness,\r#ifdef SHEEN_TEXTURE\nsheenMapData,\rvSheenInfos.y,\r#endif\nreflectance,\r#ifdef SHEEN_LINKWITHALBEDO\nbaseColor,\rsurfaceAlbedo,\r#endif\n#ifdef ENVIRONMENTBRDF\nNdotV,\renvironmentBrdf,\r#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nAARoughnessFactors,\rvReflectionMicrosurfaceInfos,\rvReflectionInfos,\rvReflectionColor,\rvLightingIntensity,\rreflectionSampler,\rreflectionOut.reflectionCoords,\rNdotVUnclamped,\r#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\rreflectionSamplerHigh,\r#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\r#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\nseo,\r#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\neho,\r#endif\n#endif\nsheenOut\r);\r#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\r#endif\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData=texture2D(clearCoatSampler,vClearCoatUV+uvOffset).rg*vClearCoatInfos.y;\r#endif\n#endif\n#ifdef IRIDESCENCE\niridescenceOutParams iridescenceOut;\r#ifdef IRIDESCENCE_TEXTURE\nvec2 iridescenceMapData=texture2D(iridescenceSampler,vIridescenceUV+uvOffset).rg*vIridescenceInfos.y;\r#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvec2 iridescenceThicknessMapData=texture2D(iridescenceThicknessSampler,vIridescenceThicknessUV+uvOffset).rg*vIridescenceInfos.w;\r#endif\niridescenceBlock(\rvIridescenceParams,\rNdotV,\rspecularEnvironmentR0,\r#ifdef IRIDESCENCE_TEXTURE\niridescenceMapData,\r#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\niridescenceThicknessMapData,\r#endif\n#ifdef CLEARCOAT\nNdotVUnclamped,\r#ifdef CLEARCOAT_TEXTURE\nclearCoatMapData,\r#endif\n#endif\niridescenceOut\r);\rfloat iridescenceIntensity=iridescenceOut.iridescenceIntensity;\rspecularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\r#endif\nclearcoatOutParams clearcoatOut;\r#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 clearCoatMapRoughnessData=texture2D(clearCoatRoughnessSampler,vClearCoatRoughnessUV+uvOffset)*vClearCoatInfos.w;\r#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData=texture2D(clearCoatTintSampler,vClearCoatTintUV+uvOffset);\r#endif\n#ifdef CLEARCOAT_BUMP\nvec4 clearCoatBumpMapData=texture2D(clearCoatBumpSampler,vClearCoatBumpUV+uvOffset);\r#endif\nclearcoatBlock(\rvPositionW,\rgeometricNormalW,\rviewDirectionW,\rvClearCoatParams,\r#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nclearCoatMapRoughnessData,\r#endif\nspecularEnvironmentR0,\r#ifdef CLEARCOAT_TEXTURE\nclearCoatMapData,\r#endif\n#ifdef CLEARCOAT_TINT\nvClearCoatTintParams,\rclearCoatColorAtDistance,\rvClearCoatRefractionParams,\r#ifdef CLEARCOAT_TINT_TEXTURE\nclearCoatTintMapData,\r#endif\n#endif\n#ifdef CLEARCOAT_BUMP\nvClearCoatBumpInfos,\rclearCoatBumpMapData,\rvClearCoatBumpUV,\r#if defined(TANGENT) && defined(NORMAL)\nvTBN,\r#else\nvClearCoatTangentSpaceParams,\r#endif\n#ifdef OBJECTSPACE_NORMALMAP\nnormalMatrix,\r#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nfaceNormal,\r#endif\n#ifdef REFLECTION\nvReflectionMicrosurfaceInfos,\rvReflectionInfos,\rvReflectionColor,\rvLightingIntensity,\rreflectionSampler,\r#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\rreflectionSamplerHigh,\r#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\r#endif\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef RADIANCEOCCLUSION\nambientMonochrome,\r#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n(gl_FrontFacing ? 1. : -1.),\r#endif\nclearcoatOut\r);\r#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\r#endif\n#include<pbrBlockReflectance>\nsubSurfaceOutParams subSurfaceOut;\r#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap=texture2D(thicknessSampler,vThicknessUV+uvOffset);\r#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvec4 refractionIntensityMap=texture2D(refractionIntensitySampler,vRefractionIntensityUV+uvOffset);\r#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvec4 translucencyIntensityMap=texture2D(translucencyIntensitySampler,vTranslucencyIntensityUV+uvOffset);\r#endif\nsubSurfaceBlock(\rvSubSurfaceIntensity,\rvThicknessParam,\rvTintColor,\rnormalW,\rspecularEnvironmentReflectance,\r#ifdef SS_THICKNESSANDMASK_TEXTURE\nthicknessMap,\r#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nrefractionIntensityMap,\r#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\ntranslucencyIntensityMap,\r#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\nreflectionMatrix,\r#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nreflectionOut.irradianceVector,\r#endif\n#if defined(REALTIME_FILTERING)\nreflectionSampler,\rvReflectionFilteringInfo,\r#endif\n#endif\n#ifdef USEIRRADIANCEMAP\nirradianceSampler,\r#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\nsurfaceAlbedo,\r#endif\n#ifdef SS_REFRACTION\nvPositionW,\rviewDirectionW,\rview,\rvRefractionInfos,\rrefractionMatrix,\rvRefractionMicrosurfaceInfos,\rvLightingIntensity,\r#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha,\r#endif\n#ifdef SS_LODINREFRACTIONALPHA\nNdotVUnclamped,\r#endif\n#ifdef SS_LINEARSPECULARREFRACTION\nroughness,\r#endif\nalphaG,\rrefractionSampler,\r#ifndef LODBASEDMICROSFURACE\nrefractionSamplerLow,\rrefractionSamplerHigh,\r#endif\n#ifdef ANISOTROPIC\nanisotropicOut,\r#endif\n#ifdef REALTIME_FILTERING\nvRefractionFilteringInfo,\r#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\nvRefractionPosition,\rvRefractionSize,\r#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nvDiffusionDistance,\r#endif\nsubSurfaceOut\r);\r#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\r#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\r#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=specularEnvironmentReflectance;\r#endif\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n#include<pbrBlockFinalLitComponents>\n#endif \n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nfloat writeGeometryInfo=finalColor.a>0.4 ? 1.0 : 0.0;\r#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\r#endif\n#ifdef PREPASS_VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\rvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\rvec2 velocity=abs(a-b);\rvelocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;\rgl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\r#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvec3 sqAlbedo=sqrt(surfaceAlbedo); \r#endif\n#ifdef PREPASS_IRRADIANCE\nvec3 irradiance=finalDiffuse;\r#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\r#endif\n#endif\n#ifdef SS_SCATTERING\ngl_FragData[0]=vec4(finalColor.rgb-irradiance,finalColor.a); \rirradiance/=sqAlbedo;\r#else\ngl_FragData[0]=finalColor; \rfloat scatteringDiffusionProfile=255.;\r#endif\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(clamp(irradiance,vec3(0.),vec3(1.)),writeGeometryInfo*scatteringDiffusionProfile/255.); \r#else\ngl_FragData[0]=vec4(finalColor.rgb,finalColor.a);\r#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo); \r#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4((view*vec4(normalW,0.0)).rgb,writeGeometryInfo); \r#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqAlbedo,writeGeometryInfo); \r#endif\n#ifdef PREPASS_REFLECTIVITY\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toGammaSpace(specularEnvironmentR0),microSurface)*writeGeometryInfo;\r#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\r#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {\rfrontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;\rfrontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);\r} else {\rbackColor+=finalColor;\r}\r#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const pbrPixelShader = { name, shader };\n"]}
1
+ 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrFragmentDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockIridescence\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"pbrPixelShader\";\nconst shader = `#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\r#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__pbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockIridescence>\n#include<pbrBlockSubSurface>\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nalbedoOpacityOutParams albedoOpacityOut;\r#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\r#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\r#endif\nalbedoOpacityBlock(\rvAlbedoColor,\r#ifdef ALBEDO\nalbedoTexture,\rvAlbedoInfos,\r#endif\n#ifdef OPACITY\nopacityMap,\rvOpacityInfos,\r#endif\n#ifdef DETAIL\ndetailColor,\rvDetailInfos,\r#endif\nalbedoOpacityOut\r);\rvec3 surfaceAlbedo=albedoOpacityOut.surfaceAlbedo;\rfloat alpha=albedoOpacityOut.alpha;\r#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nambientOcclusionOutParams aoOut;\r#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb;\r#endif\nambientOcclusionBlock(\r#ifdef AMBIENT\nambientOcclusionColorMap,\rvAmbientInfos,\r#endif\naoOut\r);\r#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\r#else\nvec3 baseColor=surfaceAlbedo;\rreflectivityOutParams reflectivityOut;\r#if defined(REFLECTIVITY)\nvec4 surfaceMetallicOrReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\rvec4 baseReflectivity=surfaceMetallicOrReflectivityColorMap;\r#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpace(surfaceMetallicOrReflectivityColorMap);\r#endif\nsurfaceMetallicOrReflectivityColorMap.rgb*=vReflectivityInfos.y;\r#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\r#endif\n#ifdef METALLICWORKFLOW\nvec4 metallicReflectanceFactors=vMetallicReflectanceFactors;\r#ifdef REFLECTANCE\nvec4 reflectanceFactorsMap=texture2D(reflectanceSampler,vReflectanceUV+uvOffset);\r#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpace(reflectanceFactorsMap);\r#endif\nmetallicReflectanceFactors.rgb*=reflectanceFactorsMap.rgb;\r#endif\n#ifdef METALLIC_REFLECTANCE\nvec4 metallicReflectanceFactorsMap=texture2D(metallicReflectanceSampler,vMetallicReflectanceUV+uvOffset);\r#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpace(metallicReflectanceFactorsMap);\r#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors.rgb*=metallicReflectanceFactorsMap.rgb;\r#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\r#endif\n#endif\nreflectivityBlock(\rvReflectivityColor,\r#ifdef METALLICWORKFLOW\nsurfaceAlbedo,\rmetallicReflectanceFactors,\r#endif\n#ifdef REFLECTIVITY\nvReflectivityInfos,\rsurfaceMetallicOrReflectivityColorMap,\r#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor,\r#endif\n#ifdef MICROSURFACEMAP\nmicroSurfaceTexel,\r#endif\n#ifdef DETAIL\ndetailColor,\rvDetailInfos,\r#endif\nreflectivityOut\r);\rfloat microSurface=reflectivityOut.microSurface;\rfloat roughness=reflectivityOut.roughness;\r#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\r#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\r#endif\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nalphaFresnelOutParams alphaFresnelOut;\ralphaFresnelBlock(\rnormalW,\rviewDirectionW,\ralpha,\rmicroSurface,\ralphaFresnelOut\r);\ralpha=alphaFresnelOut.alpha;\r#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nanisotropicOutParams anisotropicOut;\r#ifdef ANISOTROPIC_TEXTURE\nvec3 anisotropyMapData=texture2D(anisotropySampler,vAnisotropyUV+uvOffset).rgb*vAnisotropyInfos.y;\r#endif\nanisotropicBlock(\rvAnisotropy,\r#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\r#endif\nTBN,\rnormalW,\rviewDirectionW,\ranisotropicOut\r);\r#endif\n#ifdef REFLECTION\nreflectionOutParams reflectionOut;\r#ifndef USE_CUSTOM_REFLECTION\nreflectionBlock(\rvPositionW,\rnormalW,\ralphaG,\rvReflectionMicrosurfaceInfos,\rvReflectionInfos,\rvReflectionColor,\r#ifdef ANISOTROPIC\nanisotropicOut,\r#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nNdotVUnclamped,\r#endif\n#ifdef LINEARSPECULARREFLECTION\nroughness,\r#endif\nreflectionSampler,\r#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nvEnvironmentIrradiance,\r#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nreflectionMatrix,\r#endif\n#endif\n#ifdef USEIRRADIANCEMAP\nirradianceSampler,\r#endif\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\rreflectionSamplerHigh,\r#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\r#endif\nreflectionOut\r);\r#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nsheenOutParams sheenOut;\r#ifdef SHEEN_TEXTURE\nvec4 sheenMapData=texture2D(sheenSampler,vSheenUV+uvOffset);\r#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 sheenMapRoughnessData=texture2D(sheenRoughnessSampler,vSheenRoughnessUV+uvOffset)*vSheenInfos.w;\r#endif\nsheenBlock(\rvSheenColor,\r#ifdef SHEEN_ROUGHNESS\nvSheenRoughness,\r#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nsheenMapRoughnessData,\r#endif\n#endif\nroughness,\r#ifdef SHEEN_TEXTURE\nsheenMapData,\rvSheenInfos.y,\r#endif\nreflectance,\r#ifdef SHEEN_LINKWITHALBEDO\nbaseColor,\rsurfaceAlbedo,\r#endif\n#ifdef ENVIRONMENTBRDF\nNdotV,\renvironmentBrdf,\r#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nAARoughnessFactors,\rvReflectionMicrosurfaceInfos,\rvReflectionInfos,\rvReflectionColor,\rvLightingIntensity,\rreflectionSampler,\rreflectionOut.reflectionCoords,\rNdotVUnclamped,\r#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\rreflectionSamplerHigh,\r#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\r#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\nseo,\r#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\neho,\r#endif\n#endif\nsheenOut\r);\r#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\r#endif\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData=texture2D(clearCoatSampler,vClearCoatUV+uvOffset).rg*vClearCoatInfos.y;\r#endif\n#endif\n#ifdef IRIDESCENCE\niridescenceOutParams iridescenceOut;\r#ifdef IRIDESCENCE_TEXTURE\nvec2 iridescenceMapData=texture2D(iridescenceSampler,vIridescenceUV+uvOffset).rg*vIridescenceInfos.y;\r#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvec2 iridescenceThicknessMapData=texture2D(iridescenceThicknessSampler,vIridescenceThicknessUV+uvOffset).rg*vIridescenceInfos.w;\r#endif\niridescenceBlock(\rvIridescenceParams,\rNdotV,\rspecularEnvironmentR0,\r#ifdef IRIDESCENCE_TEXTURE\niridescenceMapData,\r#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\niridescenceThicknessMapData,\r#endif\n#ifdef CLEARCOAT\nNdotVUnclamped,\r#ifdef CLEARCOAT_TEXTURE\nclearCoatMapData,\r#endif\n#endif\niridescenceOut\r);\rfloat iridescenceIntensity=iridescenceOut.iridescenceIntensity;\rspecularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\r#endif\nclearcoatOutParams clearcoatOut;\r#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 clearCoatMapRoughnessData=texture2D(clearCoatRoughnessSampler,vClearCoatRoughnessUV+uvOffset)*vClearCoatInfos.w;\r#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData=texture2D(clearCoatTintSampler,vClearCoatTintUV+uvOffset);\r#endif\n#ifdef CLEARCOAT_BUMP\nvec4 clearCoatBumpMapData=texture2D(clearCoatBumpSampler,vClearCoatBumpUV+uvOffset);\r#endif\nclearcoatBlock(\rvPositionW,\rgeometricNormalW,\rviewDirectionW,\rvClearCoatParams,\r#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nclearCoatMapRoughnessData,\r#endif\nspecularEnvironmentR0,\r#ifdef CLEARCOAT_TEXTURE\nclearCoatMapData,\r#endif\n#ifdef CLEARCOAT_TINT\nvClearCoatTintParams,\rclearCoatColorAtDistance,\rvClearCoatRefractionParams,\r#ifdef CLEARCOAT_TINT_TEXTURE\nclearCoatTintMapData,\r#endif\n#endif\n#ifdef CLEARCOAT_BUMP\nvClearCoatBumpInfos,\rclearCoatBumpMapData,\rvClearCoatBumpUV,\r#if defined(TANGENT) && defined(NORMAL)\nvTBN,\r#else\nvClearCoatTangentSpaceParams,\r#endif\n#ifdef OBJECTSPACE_NORMALMAP\nnormalMatrix,\r#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nfaceNormal,\r#endif\n#ifdef REFLECTION\nvReflectionMicrosurfaceInfos,\rvReflectionInfos,\rvReflectionColor,\rvLightingIntensity,\rreflectionSampler,\r#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\rreflectionSamplerHigh,\r#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\r#endif\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef RADIANCEOCCLUSION\nambientMonochrome,\r#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n(gl_FrontFacing ? 1. : -1.),\r#endif\nclearcoatOut\r);\r#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\r#endif\n#include<pbrBlockReflectance>\nsubSurfaceOutParams subSurfaceOut;\r#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap=texture2D(thicknessSampler,vThicknessUV+uvOffset);\r#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvec4 refractionIntensityMap=texture2D(refractionIntensitySampler,vRefractionIntensityUV+uvOffset);\r#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvec4 translucencyIntensityMap=texture2D(translucencyIntensitySampler,vTranslucencyIntensityUV+uvOffset);\r#endif\nsubSurfaceBlock(\rvSubSurfaceIntensity,\rvThicknessParam,\rvTintColor,\rnormalW,\rspecularEnvironmentReflectance,\r#ifdef SS_THICKNESSANDMASK_TEXTURE\nthicknessMap,\r#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nrefractionIntensityMap,\r#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\ntranslucencyIntensityMap,\r#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\nreflectionMatrix,\r#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nreflectionOut.irradianceVector,\r#endif\n#if defined(REALTIME_FILTERING)\nreflectionSampler,\rvReflectionFilteringInfo,\r#endif\n#endif\n#ifdef USEIRRADIANCEMAP\nirradianceSampler,\r#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\nsurfaceAlbedo,\r#endif\n#ifdef SS_REFRACTION\nvPositionW,\rviewDirectionW,\rview,\rvRefractionInfos,\rrefractionMatrix,\rvRefractionMicrosurfaceInfos,\rvLightingIntensity,\r#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha,\r#endif\n#ifdef SS_LODINREFRACTIONALPHA\nNdotVUnclamped,\r#endif\n#ifdef SS_LINEARSPECULARREFRACTION\nroughness,\r#endif\nalphaG,\rrefractionSampler,\r#ifndef LODBASEDMICROSFURACE\nrefractionSamplerLow,\rrefractionSamplerHigh,\r#endif\n#ifdef ANISOTROPIC\nanisotropicOut,\r#endif\n#ifdef REALTIME_FILTERING\nvRefractionFilteringInfo,\r#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\nvRefractionPosition,\rvRefractionSize,\r#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nvDiffusionDistance,\r#endif\nsubSurfaceOut\r);\r#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\r#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\r#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=specularEnvironmentReflectance;\r#endif\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n#include<pbrBlockFinalLitComponents>\n#endif \n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nfloat writeGeometryInfo=finalColor.a>0.4 ? 1.0 : 0.0;\r#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\r#endif\n#ifdef PREPASS_VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\rvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\rvec2 velocity=abs(a-b);\rvelocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;\rgl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\r#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvec3 sqAlbedo=sqrt(surfaceAlbedo); \r#endif\n#ifdef PREPASS_IRRADIANCE\nvec3 irradiance=finalDiffuse;\r#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\r#endif\n#endif\n#ifdef SS_SCATTERING\ngl_FragData[0]=vec4(finalColor.rgb-irradiance,finalColor.a); \rirradiance/=sqAlbedo;\r#else\ngl_FragData[0]=finalColor; \rfloat scatteringDiffusionProfile=255.;\r#endif\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(clamp(irradiance,vec3(0.),vec3(1.)),writeGeometryInfo*scatteringDiffusionProfile/255.); \r#else\ngl_FragData[0]=vec4(finalColor.rgb,finalColor.a);\r#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo); \r#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4((view*vec4(normalW,0.0)).rgb,writeGeometryInfo); \r#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqAlbedo,writeGeometryInfo); \r#endif\n#ifdef PREPASS_REFLECTIVITY\n#ifndef UNLIT\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toGammaSpace(specularEnvironmentR0),microSurface)*writeGeometryInfo;\r#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4( 0.0,0.0,0.0,1.0 )*writeGeometryInfo;\r#endif\n#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\r#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {\rfrontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;\rfrontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);\r} else {\rbackColor+=finalColor;\r}\r#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const pbrPixelShader = { name, shader };\n"]}
@@ -428,7 +428,8 @@ export class SpriteManager {
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  * Rebuilds the manager (after a context lost, for eg)
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  */
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  rebuild() {
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- this._spriteRenderer?.rebuild();
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+ var _a;
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+ (_a = this._spriteRenderer) === null || _a === void 0 ? void 0 : _a.rebuild();
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  }
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  /**
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  * Release associated resources