@babylonjs/core 5.28.0 → 5.30.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (154) hide show
  1. package/Actions/actionManager.js +2 -0
  2. package/Actions/actionManager.js.map +1 -1
  3. package/Cameras/camera.js +4 -4
  4. package/Cameras/camera.js.map +1 -1
  5. package/Collisions/pickingInfo.d.ts +1 -2
  6. package/Collisions/pickingInfo.js +7 -4
  7. package/Collisions/pickingInfo.js.map +1 -1
  8. package/Culling/ray.d.ts +1 -1
  9. package/Culling/ray.js +5 -6
  10. package/Culling/ray.js.map +1 -1
  11. package/Debug/debugLayer.d.ts +5 -0
  12. package/Debug/debugLayer.js.map +1 -1
  13. package/Engines/Extensions/engine.renderTarget.js +5 -1
  14. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  15. package/Engines/Extensions/engine.videoTexture.js +6 -3
  16. package/Engines/Extensions/engine.videoTexture.js.map +1 -1
  17. package/Engines/WebGPU/Extensions/engine.renderTarget.js +4 -1
  18. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  19. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +2 -0
  20. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  21. package/Engines/WebGPU/webgpuShaderProcessor.js +3 -7
  22. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  23. package/Engines/WebGPU/webgpuTextureHelper.js +2 -0
  24. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  25. package/Engines/WebGPU/webgpuTintWASM.d.ts +1 -0
  26. package/Engines/WebGPU/webgpuTintWASM.js +7 -1
  27. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  28. package/Engines/constants.d.ts +4 -0
  29. package/Engines/constants.js +4 -0
  30. package/Engines/constants.js.map +1 -1
  31. package/Engines/engine.d.ts +45 -12
  32. package/Engines/renderTargetWrapper.d.ts +2 -1
  33. package/Engines/renderTargetWrapper.js +1 -0
  34. package/Engines/renderTargetWrapper.js.map +1 -1
  35. package/Engines/thinEngine.js +6 -3
  36. package/Engines/thinEngine.js.map +1 -1
  37. package/Engines/webgpuEngine.d.ts +0 -2
  38. package/Engines/webgpuEngine.js +15 -14
  39. package/Engines/webgpuEngine.js.map +1 -1
  40. package/Events/pointerEvents.d.ts +11 -6
  41. package/Events/pointerEvents.js +24 -6
  42. package/Events/pointerEvents.js.map +1 -1
  43. package/IAccessibilityTag.d.ts +29 -0
  44. package/IAccessibilityTag.js +2 -0
  45. package/IAccessibilityTag.js.map +1 -0
  46. package/Inputs/scene.inputManager.d.ts +9 -1
  47. package/Inputs/scene.inputManager.js +83 -37
  48. package/Inputs/scene.inputManager.js.map +1 -1
  49. package/Layers/effectLayer.js +2 -6
  50. package/Layers/effectLayer.js.map +1 -1
  51. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.d.ts +24 -3
  52. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +92 -21
  53. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  54. package/Materials/PBR/pbrMetallicRoughnessMaterial.d.ts +1 -1
  55. package/Materials/PBR/pbrMetallicRoughnessMaterial.js +1 -1
  56. package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
  57. package/Materials/Textures/htmlElementTexture.d.ts +5 -0
  58. package/Materials/Textures/htmlElementTexture.js +4 -1
  59. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  60. package/Materials/Textures/renderTargetTexture.d.ts +1 -1
  61. package/Materials/Textures/renderTargetTexture.js +2 -2
  62. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  63. package/Materials/Textures/videoTexture.d.ts +6 -1
  64. package/Materials/Textures/videoTexture.js +7 -2
  65. package/Materials/Textures/videoTexture.js.map +1 -1
  66. package/Maths/math.vector.d.ts +460 -337
  67. package/Maths/math.vector.js +370 -184
  68. package/Maths/math.vector.js.map +1 -1
  69. package/Meshes/Builders/decalBuilder.d.ts +8 -0
  70. package/Meshes/Builders/decalBuilder.js +270 -51
  71. package/Meshes/Builders/decalBuilder.js.map +1 -1
  72. package/Meshes/mesh.d.ts +1 -1
  73. package/Meshes/mesh.js +42 -1
  74. package/Meshes/mesh.js.map +1 -1
  75. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.d.ts +17 -4
  76. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js +49 -9
  77. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js.map +1 -1
  78. package/Misc/iInspectable.d.ts +5 -1
  79. package/Misc/iInspectable.js +4 -0
  80. package/Misc/iInspectable.js.map +1 -1
  81. package/Misc/index.d.ts +1 -1
  82. package/Misc/index.js +1 -1
  83. package/Misc/index.js.map +1 -1
  84. package/Misc/khronosTextureContainer2.js +41 -46
  85. package/Misc/khronosTextureContainer2.js.map +1 -1
  86. package/Misc/observable.js +4 -4
  87. package/Misc/observable.js.map +1 -1
  88. package/Misc/pressureObserverWrapper.d.ts +36 -0
  89. package/Misc/pressureObserverWrapper.js +68 -0
  90. package/Misc/pressureObserverWrapper.js.map +1 -0
  91. package/Misc/screenshotTools.js +0 -1
  92. package/Misc/screenshotTools.js.map +1 -1
  93. package/Particles/particleSystem.d.ts +4 -0
  94. package/Particles/particleSystem.js +12 -4
  95. package/Particles/particleSystem.js.map +1 -1
  96. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.d.ts +14 -8
  97. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +16 -6
  98. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  99. package/PostProcesses/blurPostProcess.d.ts +2 -1
  100. package/PostProcesses/blurPostProcess.js +3 -2
  101. package/PostProcesses/blurPostProcess.js.map +1 -1
  102. package/PostProcesses/circleOfConfusionPostProcess.js +2 -1
  103. package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
  104. package/PostProcesses/depthOfFieldBlurPostProcess.d.ts +2 -1
  105. package/PostProcesses/depthOfFieldBlurPostProcess.js +3 -5
  106. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  107. package/PostProcesses/depthOfFieldEffect.js +9 -4
  108. package/PostProcesses/depthOfFieldEffect.js.map +1 -1
  109. package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
  110. package/PostProcesses/postProcess.js +4 -4
  111. package/PostProcesses/postProcess.js.map +1 -1
  112. package/PostProcesses/volumetricLightScatteringPostProcess.js +2 -6
  113. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  114. package/Rendering/depthPeelingRenderer.js +4 -0
  115. package/Rendering/depthPeelingRenderer.js.map +1 -1
  116. package/Rendering/depthRenderer.js +2 -6
  117. package/Rendering/depthRenderer.js.map +1 -1
  118. package/Rendering/geometryBufferRenderer.js +2 -6
  119. package/Rendering/geometryBufferRenderer.js.map +1 -1
  120. package/Rendering/renderingGroup.d.ts +4 -0
  121. package/Rendering/renderingGroup.js +7 -1
  122. package/Rendering/renderingGroup.js.map +1 -1
  123. package/Rendering/renderingManager.d.ts +8 -0
  124. package/Rendering/renderingManager.js +18 -0
  125. package/Rendering/renderingManager.js.map +1 -1
  126. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +18 -13
  127. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  128. package/Shaders/circleOfConfusion.fragment.js +1 -1
  129. package/Shaders/circleOfConfusion.fragment.js.map +1 -1
  130. package/Shaders/depthOfFieldMerge.fragment.js +1 -1
  131. package/Shaders/depthOfFieldMerge.fragment.js.map +1 -1
  132. package/Shaders/fxaa.fragment.js +10 -5
  133. package/Shaders/fxaa.fragment.js.map +1 -1
  134. package/Shaders/kernelBlur.fragment.js +2 -2
  135. package/Shaders/kernelBlur.fragment.js.map +1 -1
  136. package/Shaders/particles.vertex.js +4 -1
  137. package/Shaders/particles.vertex.js.map +1 -1
  138. package/Shaders/spriteMap.fragment.js +7 -2
  139. package/Shaders/spriteMap.fragment.js.map +1 -1
  140. package/XR/features/WebXRControllerPointerSelection.js +1 -0
  141. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  142. package/XR/features/WebXRNearInteraction.js.map +1 -1
  143. package/XR/webXRRenderTargetTextureProvider.js +1 -0
  144. package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
  145. package/node.d.ts +8 -0
  146. package/node.js +13 -1
  147. package/node.js.map +1 -1
  148. package/package.json +1 -1
  149. package/scene.d.ts +6 -8
  150. package/scene.js +11 -30
  151. package/scene.js.map +1 -1
  152. package/Misc/computePressure.d.ts +0 -57
  153. package/Misc/computePressure.js +0 -48
  154. package/Misc/computePressure.js.map +0 -1
@@ -791,12 +791,8 @@ export class GeometryBufferRenderer {
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  }
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  }
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  };
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- this._multiRenderTarget.customIsReadyFunction = (mesh, refreshRate) => {
795
- if (!mesh.isReady(false)) {
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- return false;
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- }
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- if (refreshRate === 0 && mesh.subMeshes) {
799
- // full check: check that the effects are ready
794
+ this._multiRenderTarget.customIsReadyFunction = (mesh, refreshRate, preWarm) => {
795
+ if ((preWarm || refreshRate === 0) && mesh.subMeshes) {
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  for (let i = 0; i < mesh.subMeshes.length; ++i) {
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  const subMesh = mesh.subMeshes[i];
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  const material = subMesh.getMaterial();
@@ -1 +1 @@
1
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{ Matrix } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { PrePassRenderer } from \"../Rendering/prePassRenderer\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Shaders/geometry.fragment\";\r\nimport \"../Shaders/geometry.vertex\";\r\nimport { MaterialFlags } from \"../Materials/materialFlags\";\r\n\r\n/** @internal */\r\ninterface ISavedTransformationMatrix {\r\n world: Matrix;\r\n viewProjection: Matrix;\r\n}\r\n\r\n/**\r\n * This renderer is helpful to fill one of the render target with a geometry buffer.\r\n */\r\nexport class GeometryBufferRenderer {\r\n /**\r\n * Constant used to retrieve the depth texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.DEPTH_TEXTURE_INDEX)\r\n */\r\n public static readonly DEPTH_TEXTURE_TYPE = 0;\r\n /**\r\n * Constant used to retrieve the normal texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.NORMAL_TEXTURE_INDEX)\r\n */\r\n public static readonly NORMAL_TEXTURE_TYPE = 1;\r\n /**\r\n * Constant used to retrieve the position texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)\r\n */\r\n public static readonly POSITION_TEXTURE_TYPE = 2;\r\n /**\r\n * Constant used to retrieve the velocity texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)\r\n */\r\n public static readonly VELOCITY_TEXTURE_TYPE = 3;\r\n /**\r\n * Constant used to retrieve the reflectivity texture index in the G-Buffer textures array\r\n * using the getIndex(GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE)\r\n */\r\n public static readonly REFLECTIVITY_TEXTURE_TYPE = 4;\r\n\r\n /**\r\n * Dictionary used to store the previous transformation matrices of each rendered mesh\r\n * in order to compute objects velocities when enableVelocity is set to \"true\"\r\n * @internal\r\n */\r\n public _previousTransformationMatrices: { [index: number]: ISavedTransformationMatrix } = {};\r\n /**\r\n * Dictionary used to store the previous bones transformation matrices of each rendered mesh\r\n * in order to compute objects velocities when enableVelocity is set to \"true\"\r\n * @internal\r\n */\r\n public _previousBonesTransformationMatrices: { [index: number]: Float32Array } = {};\r\n /**\r\n * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).\r\n * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).\r\n */\r\n public excludedSkinnedMeshesFromVelocity: AbstractMesh[] = [];\r\n\r\n /** Gets or sets a boolean indicating if transparent meshes should be rendered */\r\n public renderTransparentMeshes = true;\r\n\r\n private _scene: Scene;\r\n private _resizeObserver: Nullable<Observer<Engine>> = null;\r\n private _multiRenderTarget: MultiRenderTarget;\r\n private _ratio: number;\r\n private _enablePosition: boolean = false;\r\n private _enableVelocity: boolean = false;\r\n private _enableReflectivity: boolean = false;\r\n private _depthFormat: number;\r\n\r\n private _positionIndex: number = -1;\r\n private _velocityIndex: number = -1;\r\n private _reflectivityIndex: number = -1;\r\n private _depthIndex: number = -1;\r\n private _normalIndex: number = -1;\r\n\r\n private _linkedWithPrePass: boolean = false;\r\n private _prePassRenderer: PrePassRenderer;\r\n private _attachments: number[];\r\n private _useUbo: boolean;\r\n\r\n protected _cachedDefines: string;\r\n\r\n /**\r\n * @internal\r\n * Sets up internal structures to share outputs with PrePassRenderer\r\n * This method should only be called by the PrePassRenderer itself\r\n */\r\n public _linkPrePassRenderer(prePassRenderer: PrePassRenderer) {\r\n this._linkedWithPrePass = true;\r\n this._prePassRenderer = prePassRenderer;\r\n\r\n if (this._multiRenderTarget) {\r\n // prevents clearing of the RT since it's done by prepass\r\n this._multiRenderTarget.onClearObservable.clear();\r\n this._multiRenderTarget.onClearObservable.add(() => {\r\n // pass\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Separates internal structures from PrePassRenderer so the geometry buffer can now operate by itself.\r\n * This method should only be called by the PrePassRenderer itself\r\n */\r\n public _unlinkPrePassRenderer() {\r\n this._linkedWithPrePass = false;\r\n this._createRenderTargets();\r\n }\r\n\r\n /**\r\n * @internal\r\n * Resets the geometry buffer layout\r\n */\r\n public _resetLayout() {\r\n this._enablePosition = false;\r\n this._enableReflectivity = false;\r\n this._enableVelocity = false;\r\n this._attachments = [];\r\n }\r\n\r\n /**\r\n * @internal\r\n * Replaces a texture in the geometry buffer renderer\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _forceTextureType(geometryBufferType: number, index: number) {\r\n if (geometryBufferType === GeometryBufferRenderer.POSITION_TEXTURE_TYPE) {\r\n this._positionIndex = index;\r\n this._enablePosition = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE) {\r\n this._velocityIndex = index;\r\n this._enableVelocity = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE) {\r\n this._reflectivityIndex = index;\r\n this._enableReflectivity = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.DEPTH_TEXTURE_TYPE) {\r\n this._depthIndex = index;\r\n } else if (geometryBufferType === GeometryBufferRenderer.NORMAL_TEXTURE_TYPE) {\r\n this._normalIndex = index;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Sets texture attachments\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _setAttachments(attachments: number[]) {\r\n this._attachments = attachments;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Replaces the first texture which is hard coded as a depth texture in the geometry buffer\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _linkInternalTexture(internalTexture: InternalTexture) {\r\n this._multiRenderTarget.setInternalTexture(internalTexture, 0, false);\r\n }\r\n\r\n /**\r\n * Gets the render list (meshes to be rendered) used in the G buffer.\r\n */\r\n public get renderList() {\r\n return this._multiRenderTarget.renderList;\r\n }\r\n\r\n /**\r\n * Set the render list (meshes to be rendered) used in the G buffer.\r\n */\r\n public set renderList(meshes: Nullable<AbstractMesh[]>) {\r\n this._multiRenderTarget.renderList = meshes;\r\n }\r\n\r\n /**\r\n * Gets whether or not G buffer are supported by the running hardware.\r\n * This requires draw buffer supports\r\n */\r\n public get isSupported(): boolean {\r\n return this._multiRenderTarget.isSupported;\r\n }\r\n\r\n /**\r\n * Returns the index of the given texture type in the G-Buffer textures array\r\n * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX\r\n * @returns the index of the given texture type in the G-Buffer textures array\r\n */\r\n public getTextureIndex(textureType: number): number {\r\n switch (textureType) {\r\n case GeometryBufferRenderer.POSITION_TEXTURE_TYPE:\r\n return this._positionIndex;\r\n case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE:\r\n return this._velocityIndex;\r\n case GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE:\r\n return this._reflectivityIndex;\r\n default:\r\n return -1;\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects positions are enabled for the G buffer.\r\n */\r\n public get enablePosition(): boolean {\r\n return this._enablePosition;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects positions are enabled for the G buffer.\r\n */\r\n public set enablePosition(enable: boolean) {\r\n this._enablePosition = enable;\r\n\r\n // PrePass handles index and texture links\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects velocities are enabled for the G buffer.\r\n */\r\n public get enableVelocity(): boolean {\r\n return this._enableVelocity;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects velocities are enabled for the G buffer.\r\n */\r\n public set enableVelocity(enable: boolean) {\r\n this._enableVelocity = enable;\r\n\r\n if (!enable) {\r\n this._previousTransformationMatrices = {};\r\n }\r\n\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n\r\n this._scene.needsPreviousWorldMatrices = enable;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects reflectivity are enabled in the G buffer.\r\n */\r\n public get enableReflectivity(): boolean {\r\n return this._enableReflectivity;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects reflectivity are enabled for the G buffer.\r\n * For Metallic-Roughness workflow with ORM texture, we assume that ORM texture is defined according to the default layout:\r\n * pbr.useRoughnessFromMetallicTextureAlpha = false;\r\n * pbr.useRoughnessFromMetallicTextureGreen = true;\r\n * pbr.useMetallnessFromMetallicTextureBlue = true;\r\n */\r\n public set enableReflectivity(enable: boolean) {\r\n this._enableReflectivity = enable;\r\n\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the scene associated with the buffer.\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the ratio used by the buffer during its creation.\r\n * How big is the buffer related to the main canvas.\r\n */\r\n public get ratio(): number {\r\n return this._ratio;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"GeometryBufferRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * Creates a new G Buffer for the scene\r\n * @param scene The scene the buffer belongs to\r\n * @param ratio How big is the buffer related to the main canvas (default: 1)\r\n * @param depthFormat Format of the depth texture (default: Constants.TEXTUREFORMAT_DEPTH16)\r\n */\r\n constructor(scene: Scene, ratio: number = 1, depthFormat = Constants.TEXTUREFORMAT_DEPTH16) {\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n this._useUbo = scene.getEngine().supportsUniformBuffers;\r\n this._depthFormat = depthFormat;\r\n\r\n GeometryBufferRenderer._SceneComponentInitialization(this._scene);\r\n\r\n // Render target\r\n this._createRenderTargets();\r\n }\r\n\r\n /**\r\n * Checks whether everything is ready to render a submesh to the G buffer.\r\n * @param subMesh the submesh to check readiness for\r\n * @param useInstances is the mesh drawn using instance or not\r\n * @returns true if ready otherwise false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const material = <any>subMesh.getMaterial();\r\n\r\n if (material && material.disableDepthWrite) {\r\n return false;\r\n }\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n const mesh = subMesh.getMesh();\r\n\r\n // Alpha test\r\n if (material) {\r\n let needUv = false;\r\n if (material.needAlphaTesting() && material.getAlphaTestTexture()) {\r\n defines.push(\"#define ALPHATEST\");\r\n defines.push(`#define ALPHATEST_UV${material.getAlphaTestTexture().coordinatesIndex + 1}`);\r\n needUv = true;\r\n }\r\n\r\n if (material.bumpTexture && MaterialFlags.BumpTextureEnabled) {\r\n defines.push(\"#define BUMP\");\r\n defines.push(`#define BUMP_UV${material.bumpTexture.coordinatesIndex + 1}`);\r\n needUv = true;\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n let metallicWorkflow = false;\r\n // for PBR materials: cf. https://doc.babylonjs.com/divingDeeper/materials/using/masterPBR\r\n if (material.getClassName() === \"PBRMetallicRoughnessMaterial\") {\r\n // if it is a PBR material in MetallicRoughness Mode:\r\n if (material.metallicRoughnessTexture !== null) {\r\n defines.push(\"#define ORMTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.metallicRoughnessTexture.coordinatesIndex + 1}`);\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n needUv = true;\r\n metallicWorkflow = true;\r\n }\r\n if (material.metallic !== null) {\r\n defines.push(\"#define METALLIC\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n if (material.roughness !== null) {\r\n defines.push(\"#define ROUGHNESS\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n if (metallicWorkflow) {\r\n if (material.baseTexture !== null) {\r\n defines.push(\"#define ALBEDOTEXTURE\");\r\n defines.push(`#define ALBEDO_UV${material.baseTexture.coordinatesIndex + 1}`);\r\n if (material.baseTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAALBEDO\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.baseColor !== null) {\r\n defines.push(\"#define ALBEDOCOLOR\");\r\n }\r\n }\r\n } else if (material.getClassName() === \"PBRSpecularGlossinessMaterial\") {\r\n // if it is a PBR material in Specular/Glossiness Mode:\r\n if (material.specularGlossinessTexture !== null) {\r\n defines.push(\"#define SPECULARGLOSSINESSTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.specularGlossinessTexture.coordinatesIndex + 1}`);\r\n needUv = true;\r\n if (material.specularGlossinessTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n } else {\r\n if (material.specularColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n }\r\n if (material.glossiness !== null) {\r\n defines.push(\"#define GLOSSINESSS\");\r\n }\r\n } else if (material.getClassName() === \"PBRMaterial\") {\r\n // if it is the bigger PBRMaterial\r\n if (material.metallicTexture !== null) {\r\n defines.push(\"#define ORMTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.metallicTexture.coordinatesIndex + 1}`);\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n needUv = true;\r\n metallicWorkflow = true;\r\n }\r\n if (material.metallic !== null) {\r\n defines.push(\"#define METALLIC\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n\r\n if (material.roughness !== null) {\r\n defines.push(\"#define ROUGHNESS\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n\r\n if (metallicWorkflow) {\r\n if (material.albedoTexture !== null) {\r\n defines.push(\"#define ALBEDOTEXTURE\");\r\n defines.push(`#define ALBEDO_UV${material.albedoTexture.coordinatesIndex + 1}`);\r\n if (material.albedoTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAALBEDO\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.albedoColor !== null) {\r\n defines.push(\"#define ALBEDOCOLOR\");\r\n }\r\n } else {\r\n // SpecularGlossiness Model\r\n if (material.reflectivityTexture !== null) {\r\n defines.push(\"#define SPECULARGLOSSINESSTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.reflectivityTexture.coordinatesIndex + 1}`);\r\n if (material.reflectivityTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n needUv = true;\r\n } else if (material.reflectivityColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n if (material.microSurface !== null) {\r\n defines.push(\"#define GLOSSINESSS\");\r\n }\r\n }\r\n } else if (material.getClassName() === \"StandardMaterial\") {\r\n // if StandardMaterial:\r\n if (material.specularTexture !== null) {\r\n defines.push(\"#define REFLECTIVITYTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.specularTexture.coordinatesIndex + 1}`);\r\n if (material.specularTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.specularColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n }\r\n }\r\n\r\n if (needUv) {\r\n defines.push(\"#define NEED_UV\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n }\r\n\r\n // PrePass\r\n if (this._linkedWithPrePass) {\r\n defines.push(\"#define PREPASS\");\r\n if (this._depthIndex !== -1) {\r\n defines.push(\"#define DEPTH_INDEX \" + this._depthIndex);\r\n defines.push(\"#define PREPASS_DEPTH\");\r\n }\r\n if (this._normalIndex !== -1) {\r\n defines.push(\"#define NORMAL_INDEX \" + this._normalIndex);\r\n defines.push(\"#define PREPASS_NORMAL\");\r\n }\r\n }\r\n\r\n // Buffers\r\n if (this._enablePosition) {\r\n defines.push(\"#define POSITION\");\r\n defines.push(\"#define POSITION_INDEX \" + this._positionIndex);\r\n }\r\n\r\n if (this._enableVelocity) {\r\n defines.push(\"#define VELOCITY\");\r\n defines.push(\"#define VELOCITY_INDEX \" + this._velocityIndex);\r\n if (this.excludedSkinnedMeshesFromVelocity.indexOf(mesh) === -1) {\r\n defines.push(\"#define BONES_VELOCITY_ENABLED\");\r\n }\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n defines.push(\"#define REFLECTIVITY\");\r\n defines.push(\"#define REFLECTIVITY_INDEX \" + this._reflectivityIndex);\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 if (morphTargetManager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\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, this._enableVelocity);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Setup textures count\r\n if (this._linkedWithPrePass) {\r\n defines.push(\"#define RENDER_TARGET_COUNT \" + this._attachments.length);\r\n } else {\r\n defines.push(\"#define RENDER_TARGET_COUNT \" + this._multiRenderTarget.textures.length);\r\n }\r\n\r\n // Get correct effect\r\n const engine = this._scene.getEngine();\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n drawWrapper.setEffect(\r\n engine.createEffect(\r\n \"geometry\",\r\n {\r\n attributes: attribs,\r\n uniformsNames: [\r\n \"world\",\r\n \"mBones\",\r\n \"viewProjection\",\r\n \"diffuseMatrix\",\r\n \"view\",\r\n \"previousWorld\",\r\n \"previousViewProjection\",\r\n \"mPreviousBones\",\r\n \"bumpMatrix\",\r\n \"reflectivityMatrix\",\r\n \"albedoMatrix\",\r\n \"reflectivityColor\",\r\n \"albedoColor\",\r\n \"metallic\",\r\n \"glossiness\",\r\n \"vTangentSpaceParams\",\r\n \"vBumpInfos\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n ],\r\n samplers: [\"diffuseSampler\", \"bumpSampler\", \"reflectivitySampler\", \"albedoSampler\", \"morphTargets\"],\r\n defines: join,\r\n onCompiled: null,\r\n fallbacks: null,\r\n onError: null,\r\n uniformBuffersNames: [\"Scene\"],\r\n indexParameters: { buffersCount: this._multiRenderTarget.textures.length - 1, maxSimultaneousMorphTargets: numMorphInfluencers },\r\n },\r\n engine\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Gets the current underlying G Buffer.\r\n * @returns the buffer\r\n */\r\n public getGBuffer(): MultiRenderTarget {\r\n return this._multiRenderTarget;\r\n }\r\n\r\n /**\r\n * Gets the number of samples used to render the buffer (anti aliasing).\r\n */\r\n public get samples(): number {\r\n return this._multiRenderTarget.samples;\r\n }\r\n\r\n /**\r\n * Sets the number of samples used to render the buffer (anti aliasing).\r\n */\r\n public set samples(value: number) {\r\n this._multiRenderTarget.samples = value;\r\n }\r\n\r\n /**\r\n * Disposes the renderer and frees up associated resources.\r\n */\r\n public dispose(): void {\r\n if (this._resizeObserver) {\r\n const engine = this._scene.getEngine();\r\n engine.onResizeObservable.remove(this._resizeObserver);\r\n this._resizeObserver = null;\r\n }\r\n this.getGBuffer().dispose();\r\n }\r\n\r\n private _assignRenderTargetIndices(): [number, string[]] {\r\n const textureNames: string[] = [];\r\n let count = 2;\r\n\r\n textureNames.push(\"gBuffer_Depth\", \"gBuffer_Normal\");\r\n\r\n if (this._enablePosition) {\r\n this._positionIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Position\");\r\n }\r\n\r\n if (this._enableVelocity) {\r\n this._velocityIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Velocity\");\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n this._reflectivityIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Reflectivity\");\r\n }\r\n\r\n return [count, textureNames];\r\n }\r\n\r\n protected _createRenderTargets(): void {\r\n const engine = this._scene.getEngine();\r\n const [count, textureNames] = this._assignRenderTargetIndices();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (engine._caps.textureFloat && engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (engine._caps.textureHalfFloat && engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n this._multiRenderTarget = new MultiRenderTarget(\r\n \"gBuffer\",\r\n { width: engine.getRenderWidth() * this._ratio, height: engine.getRenderHeight() * this._ratio },\r\n count,\r\n this._scene,\r\n { generateMipMaps: false, generateDepthTexture: true, defaultType: type, depthTextureFormat: this._depthFormat },\r\n textureNames.concat(\"gBuffer_DepthBuffer\")\r\n );\r\n if (!this.isSupported) {\r\n return;\r\n }\r\n this._multiRenderTarget.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._multiRenderTarget.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._multiRenderTarget.refreshRate = 1;\r\n this._multiRenderTarget.renderParticles = false;\r\n this._multiRenderTarget.renderList = null;\r\n\r\n // set default depth value to 1.0 (far away)\r\n this._multiRenderTarget.onClearObservable.add((engine) => {\r\n engine.clear(new Color4(0.0, 0.0, 0.0, 0.0), true, true, true);\r\n });\r\n\r\n this._resizeObserver = engine.onResizeObservable.add(() => {\r\n if (this._multiRenderTarget) {\r\n this._multiRenderTarget.resize({ width: engine.getRenderWidth() * this._ratio, height: engine.getRenderHeight() * this._ratio });\r\n }\r\n });\r\n\r\n // Custom render function\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const material = <any>subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n // Velocity\r\n if (this._enableVelocity && !this._previousTransformationMatrices[effectiveMesh.uniqueId]) {\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId] = {\r\n world: Matrix.Identity(),\r\n viewProjection: scene.getTransformMatrix(),\r\n };\r\n\r\n if (renderingMesh.skeleton) {\r\n const bonesTransformations = renderingMesh.skeleton.getTransformMatrices(renderingMesh);\r\n this._previousBonesTransformationMatrices[renderingMesh.uniqueId] = this._copyBonesTransformationMatrices(\r\n bonesTransformations,\r\n new Float32Array(bonesTransformations.length)\r\n );\r\n }\r\n }\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n const world = effectiveMesh.getWorldMatrix();\r\n\r\n if (this.isReady(subMesh, hardwareInstancedRendering)) {\r\n const drawWrapper = subMesh._getDrawWrapper();\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (!this._useUbo) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"view\", scene.getViewMatrix());\r\n } else {\r\n MaterialHelper.BindSceneUniformBuffer(effect, this._scene.getSceneUniformBuffer());\r\n this._scene.finalizeSceneUbo();\r\n }\r\n\r\n if (material) {\r\n let sideOrientation: Nullable<number>;\r\n const instanceDataStorage = (renderingMesh as Mesh)._instanceDataStorage;\r\n\r\n if (!instanceDataStorage.isFrozen && (material.backFaceCulling || renderingMesh.overrideMaterialSideOrientation !== null)) {\r\n const mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\r\n sideOrientation = renderingMesh.overrideMaterialSideOrientation;\r\n if (sideOrientation === null) {\r\n sideOrientation = material.sideOrientation;\r\n }\r\n if (mainDeterminant < 0) {\r\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\r\n }\r\n } else {\r\n sideOrientation = instanceDataStorage.sideOrientation;\r\n }\r\n\r\n material._preBind(drawWrapper, sideOrientation);\r\n\r\n // Alpha test\r\n if (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 // Bump\r\n if (material.bumpTexture && scene.getEngine().getCaps().standardDerivatives && MaterialFlags.BumpTextureEnabled) {\r\n effect.setFloat3(\"vBumpInfos\", material.bumpTexture.coordinatesIndex, 1.0 / material.bumpTexture.level, material.parallaxScaleBias);\r\n effect.setMatrix(\"bumpMatrix\", material.bumpTexture.getTextureMatrix());\r\n effect.setTexture(\"bumpSampler\", material.bumpTexture);\r\n effect.setFloat2(\"vTangentSpaceParams\", material.invertNormalMapX ? -1.0 : 1.0, material.invertNormalMapY ? -1.0 : 1.0);\r\n }\r\n\r\n // Reflectivity\r\n if (this._enableReflectivity) {\r\n // for PBR materials: cf. https://doc.babylonjs.com/divingDeeper/materials/using/masterPBR\r\n if (material.getClassName() === \"PBRMetallicRoughnessMaterial\") {\r\n // if it is a PBR material in MetallicRoughness Mode:\r\n if (material.metallicRoughnessTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.metallicRoughnessTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.metallicRoughnessTexture.getTextureMatrix());\r\n }\r\n if (material.metallic !== null) {\r\n effect.setFloat(\"metallic\", material.metallic);\r\n }\r\n if (material.roughness !== null) {\r\n effect.setFloat(\"glossiness\", 1.0 - material.roughness);\r\n }\r\n if (material.baseTexture !== null) {\r\n effect.setTexture(\"albedoSampler\", material.baseTexture);\r\n effect.setMatrix(\"albedoMatrix\", material.baseTexture.getTextureMatrix());\r\n }\r\n if (material.baseColor !== null) {\r\n effect.setColor3(\"albedoColor\", material.baseColor);\r\n }\r\n } else if (material.getClassName() === \"PBRSpecularGlossinessMaterial\") {\r\n // if it is a PBR material in Specular/Glossiness Mode:\r\n if (material.specularGlossinessTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.specularGlossinessTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.specularGlossinessTexture.getTextureMatrix());\r\n } else {\r\n if (material.specularColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.specularColor);\r\n }\r\n }\r\n if (material.glossiness !== null) {\r\n effect.setFloat(\"glossiness\", material.glossiness);\r\n }\r\n } else if (material.getClassName() === \"PBRMaterial\") {\r\n // if it is the bigger PBRMaterial\r\n if (material.metallicTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.metallicTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.metallicTexture.getTextureMatrix());\r\n }\r\n if (material.metallic !== null) {\r\n effect.setFloat(\"metallic\", material.metallic);\r\n }\r\n\r\n if (material.roughness !== null) {\r\n effect.setFloat(\"glossiness\", 1.0 - material.roughness);\r\n }\r\n\r\n if (material.roughness !== null || material.metallic !== null || material.metallicTexture !== null) {\r\n // MetallicRoughness Model\r\n if (material.albedoTexture !== null) {\r\n effect.setTexture(\"albedoSampler\", material.albedoTexture);\r\n effect.setMatrix(\"albedoMatrix\", material.albedoTexture.getTextureMatrix());\r\n }\r\n if (material.albedoColor !== null) {\r\n effect.setColor3(\"albedoColor\", material.albedoColor);\r\n }\r\n } else {\r\n // SpecularGlossiness Model\r\n if (material.reflectivityTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.reflectivityTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.reflectivityTexture.getTextureMatrix());\r\n } else if (material.reflectivityColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.reflectivityColor);\r\n }\r\n if (material.microSurface !== null) {\r\n effect.setFloat(\"glossiness\", material.microSurface);\r\n }\r\n }\r\n } else if (material.getClassName() === \"StandardMaterial\") {\r\n // if StandardMaterial:\r\n if (material.specularTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.specularTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.specularTexture.getTextureMatrix());\r\n }\r\n if (material.specularColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.specularColor);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n effect.setMatrices(\"mBones\", renderingMesh.skeleton.getTransformMatrices(renderingMesh));\r\n if (this._enableVelocity) {\r\n effect.setMatrices(\"mPreviousBones\", this._previousBonesTransformationMatrices[renderingMesh.uniqueId]);\r\n }\r\n }\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Velocity\r\n if (this._enableVelocity) {\r\n effect.setMatrix(\"previousWorld\", this._previousTransformationMatrices[effectiveMesh.uniqueId].world);\r\n effect.setMatrix(\"previousViewProjection\", this._previousTransformationMatrices[effectiveMesh.uniqueId].viewProjection);\r\n }\r\n\r\n if (hardwareInstancedRendering && renderingMesh.hasThinInstances) {\r\n effect.setMatrix(\"world\", world);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, w) => {\r\n if (!isInstance) {\r\n effect.setMatrix(\"world\", w);\r\n }\r\n });\r\n }\r\n\r\n // Velocity\r\n if (this._enableVelocity) {\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId].world = world.clone();\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId].viewProjection = this._scene.getTransformMatrix().clone();\r\n if (renderingMesh.skeleton) {\r\n this._copyBonesTransformationMatrices(\r\n renderingMesh.skeleton.getTransformMatrices(renderingMesh),\r\n this._previousBonesTransformationMatrices[effectiveMesh.uniqueId]\r\n );\r\n }\r\n }\r\n };\r\n\r\n this._multiRenderTarget.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number) => {\r\n if (!mesh.isReady(false)) {\r\n return false;\r\n }\r\n if (refreshRate === 0 && mesh.subMeshes) {\r\n // full check: check that the effects are ready\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n if (!material) {\r\n continue;\r\n }\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n this._multiRenderTarget.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n let index;\r\n\r\n if (this._linkedWithPrePass) {\r\n if (!this._prePassRenderer.enabled) {\r\n return;\r\n }\r\n this._scene.getEngine().bindAttachments(this._attachments);\r\n }\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n engine.setDepthWrite(false);\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (this.renderTransparentMeshes) {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n renderSubMesh(transparentSubMeshes.data[index]);\r\n }\r\n }\r\n engine.setDepthWrite(true);\r\n };\r\n }\r\n\r\n // Copies the bones transformation matrices into the target array and returns the target's reference\r\n private _copyBonesTransformationMatrices(source: Float32Array, target: Float32Array): Float32Array {\r\n for (let i = 0; i < source.length; i++) {\r\n target[i] = source[i];\r\n }\r\n\r\n return target;\r\n }\r\n}\r\n"]}
1
+ 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{ Matrix } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { PrePassRenderer } from \"../Rendering/prePassRenderer\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Shaders/geometry.fragment\";\r\nimport \"../Shaders/geometry.vertex\";\r\nimport { MaterialFlags } from \"../Materials/materialFlags\";\r\n\r\n/** @internal */\r\ninterface ISavedTransformationMatrix {\r\n world: Matrix;\r\n viewProjection: Matrix;\r\n}\r\n\r\n/**\r\n * This renderer is helpful to fill one of the render target with a geometry buffer.\r\n */\r\nexport class GeometryBufferRenderer {\r\n /**\r\n * Constant used to retrieve the depth texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.DEPTH_TEXTURE_INDEX)\r\n */\r\n public static readonly DEPTH_TEXTURE_TYPE = 0;\r\n /**\r\n * Constant used to retrieve the normal texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.NORMAL_TEXTURE_INDEX)\r\n */\r\n public static readonly NORMAL_TEXTURE_TYPE = 1;\r\n /**\r\n * Constant used to retrieve the position texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)\r\n */\r\n public static readonly POSITION_TEXTURE_TYPE = 2;\r\n /**\r\n * Constant used to retrieve the velocity texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)\r\n */\r\n public static readonly VELOCITY_TEXTURE_TYPE = 3;\r\n /**\r\n * Constant used to retrieve the reflectivity texture index in the G-Buffer textures array\r\n * using the getIndex(GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE)\r\n */\r\n public static readonly REFLECTIVITY_TEXTURE_TYPE = 4;\r\n\r\n /**\r\n * Dictionary used to store the previous transformation matrices of each rendered mesh\r\n * in order to compute objects velocities when enableVelocity is set to \"true\"\r\n * @internal\r\n */\r\n public _previousTransformationMatrices: { [index: number]: ISavedTransformationMatrix } = {};\r\n /**\r\n * Dictionary used to store the previous bones transformation matrices of each rendered mesh\r\n * in order to compute objects velocities when enableVelocity is set to \"true\"\r\n * @internal\r\n */\r\n public _previousBonesTransformationMatrices: { [index: number]: Float32Array } = {};\r\n /**\r\n * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).\r\n * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).\r\n */\r\n public excludedSkinnedMeshesFromVelocity: AbstractMesh[] = [];\r\n\r\n /** Gets or sets a boolean indicating if transparent meshes should be rendered */\r\n public renderTransparentMeshes = true;\r\n\r\n private _scene: Scene;\r\n private _resizeObserver: Nullable<Observer<Engine>> = null;\r\n private _multiRenderTarget: MultiRenderTarget;\r\n private _ratio: number;\r\n private _enablePosition: boolean = false;\r\n private _enableVelocity: boolean = false;\r\n private _enableReflectivity: boolean = false;\r\n private _depthFormat: number;\r\n\r\n private _positionIndex: number = -1;\r\n private _velocityIndex: number = -1;\r\n private _reflectivityIndex: number = -1;\r\n private _depthIndex: number = -1;\r\n private _normalIndex: number = -1;\r\n\r\n private _linkedWithPrePass: boolean = false;\r\n private _prePassRenderer: PrePassRenderer;\r\n private _attachments: number[];\r\n private _useUbo: boolean;\r\n\r\n protected _cachedDefines: string;\r\n\r\n /**\r\n * @internal\r\n * Sets up internal structures to share outputs with PrePassRenderer\r\n * This method should only be called by the PrePassRenderer itself\r\n */\r\n public _linkPrePassRenderer(prePassRenderer: PrePassRenderer) {\r\n this._linkedWithPrePass = true;\r\n this._prePassRenderer = prePassRenderer;\r\n\r\n if (this._multiRenderTarget) {\r\n // prevents clearing of the RT since it's done by prepass\r\n this._multiRenderTarget.onClearObservable.clear();\r\n this._multiRenderTarget.onClearObservable.add(() => {\r\n // pass\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Separates internal structures from PrePassRenderer so the geometry buffer can now operate by itself.\r\n * This method should only be called by the PrePassRenderer itself\r\n */\r\n public _unlinkPrePassRenderer() {\r\n this._linkedWithPrePass = false;\r\n this._createRenderTargets();\r\n }\r\n\r\n /**\r\n * @internal\r\n * Resets the geometry buffer layout\r\n */\r\n public _resetLayout() {\r\n this._enablePosition = false;\r\n this._enableReflectivity = false;\r\n this._enableVelocity = false;\r\n this._attachments = [];\r\n }\r\n\r\n /**\r\n * @internal\r\n * Replaces a texture in the geometry buffer renderer\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _forceTextureType(geometryBufferType: number, index: number) {\r\n if (geometryBufferType === GeometryBufferRenderer.POSITION_TEXTURE_TYPE) {\r\n this._positionIndex = index;\r\n this._enablePosition = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE) {\r\n this._velocityIndex = index;\r\n this._enableVelocity = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE) {\r\n this._reflectivityIndex = index;\r\n this._enableReflectivity = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.DEPTH_TEXTURE_TYPE) {\r\n this._depthIndex = index;\r\n } else if (geometryBufferType === GeometryBufferRenderer.NORMAL_TEXTURE_TYPE) {\r\n this._normalIndex = index;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Sets texture attachments\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _setAttachments(attachments: number[]) {\r\n this._attachments = attachments;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Replaces the first texture which is hard coded as a depth texture in the geometry buffer\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _linkInternalTexture(internalTexture: InternalTexture) {\r\n this._multiRenderTarget.setInternalTexture(internalTexture, 0, false);\r\n }\r\n\r\n /**\r\n * Gets the render list (meshes to be rendered) used in the G buffer.\r\n */\r\n public get renderList() {\r\n return this._multiRenderTarget.renderList;\r\n }\r\n\r\n /**\r\n * Set the render list (meshes to be rendered) used in the G buffer.\r\n */\r\n public set renderList(meshes: Nullable<AbstractMesh[]>) {\r\n this._multiRenderTarget.renderList = meshes;\r\n }\r\n\r\n /**\r\n * Gets whether or not G buffer are supported by the running hardware.\r\n * This requires draw buffer supports\r\n */\r\n public get isSupported(): boolean {\r\n return this._multiRenderTarget.isSupported;\r\n }\r\n\r\n /**\r\n * Returns the index of the given texture type in the G-Buffer textures array\r\n * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX\r\n * @returns the index of the given texture type in the G-Buffer textures array\r\n */\r\n public getTextureIndex(textureType: number): number {\r\n switch (textureType) {\r\n case GeometryBufferRenderer.POSITION_TEXTURE_TYPE:\r\n return this._positionIndex;\r\n case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE:\r\n return this._velocityIndex;\r\n case GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE:\r\n return this._reflectivityIndex;\r\n default:\r\n return -1;\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects positions are enabled for the G buffer.\r\n */\r\n public get enablePosition(): boolean {\r\n return this._enablePosition;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects positions are enabled for the G buffer.\r\n */\r\n public set enablePosition(enable: boolean) {\r\n this._enablePosition = enable;\r\n\r\n // PrePass handles index and texture links\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects velocities are enabled for the G buffer.\r\n */\r\n public get enableVelocity(): boolean {\r\n return this._enableVelocity;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects velocities are enabled for the G buffer.\r\n */\r\n public set enableVelocity(enable: boolean) {\r\n this._enableVelocity = enable;\r\n\r\n if (!enable) {\r\n this._previousTransformationMatrices = {};\r\n }\r\n\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n\r\n this._scene.needsPreviousWorldMatrices = enable;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects reflectivity are enabled in the G buffer.\r\n */\r\n public get enableReflectivity(): boolean {\r\n return this._enableReflectivity;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects reflectivity are enabled for the G buffer.\r\n * For Metallic-Roughness workflow with ORM texture, we assume that ORM texture is defined according to the default layout:\r\n * pbr.useRoughnessFromMetallicTextureAlpha = false;\r\n * pbr.useRoughnessFromMetallicTextureGreen = true;\r\n * pbr.useMetallnessFromMetallicTextureBlue = true;\r\n */\r\n public set enableReflectivity(enable: boolean) {\r\n this._enableReflectivity = enable;\r\n\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the scene associated with the buffer.\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the ratio used by the buffer during its creation.\r\n * How big is the buffer related to the main canvas.\r\n */\r\n public get ratio(): number {\r\n return this._ratio;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"GeometryBufferRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * Creates a new G Buffer for the scene\r\n * @param scene The scene the buffer belongs to\r\n * @param ratio How big is the buffer related to the main canvas (default: 1)\r\n * @param depthFormat Format of the depth texture (default: Constants.TEXTUREFORMAT_DEPTH16)\r\n */\r\n constructor(scene: Scene, ratio: number = 1, depthFormat = Constants.TEXTUREFORMAT_DEPTH16) {\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n this._useUbo = scene.getEngine().supportsUniformBuffers;\r\n this._depthFormat = depthFormat;\r\n\r\n GeometryBufferRenderer._SceneComponentInitialization(this._scene);\r\n\r\n // Render target\r\n this._createRenderTargets();\r\n }\r\n\r\n /**\r\n * Checks whether everything is ready to render a submesh to the G buffer.\r\n * @param subMesh the submesh to check readiness for\r\n * @param useInstances is the mesh drawn using instance or not\r\n * @returns true if ready otherwise false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const material = <any>subMesh.getMaterial();\r\n\r\n if (material && material.disableDepthWrite) {\r\n return false;\r\n }\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n const mesh = subMesh.getMesh();\r\n\r\n // Alpha test\r\n if (material) {\r\n let needUv = false;\r\n if (material.needAlphaTesting() && material.getAlphaTestTexture()) {\r\n defines.push(\"#define ALPHATEST\");\r\n defines.push(`#define ALPHATEST_UV${material.getAlphaTestTexture().coordinatesIndex + 1}`);\r\n needUv = true;\r\n }\r\n\r\n if (material.bumpTexture && MaterialFlags.BumpTextureEnabled) {\r\n defines.push(\"#define BUMP\");\r\n defines.push(`#define BUMP_UV${material.bumpTexture.coordinatesIndex + 1}`);\r\n needUv = true;\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n let metallicWorkflow = false;\r\n // for PBR materials: cf. https://doc.babylonjs.com/divingDeeper/materials/using/masterPBR\r\n if (material.getClassName() === \"PBRMetallicRoughnessMaterial\") {\r\n // if it is a PBR material in MetallicRoughness Mode:\r\n if (material.metallicRoughnessTexture !== null) {\r\n defines.push(\"#define ORMTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.metallicRoughnessTexture.coordinatesIndex + 1}`);\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n needUv = true;\r\n metallicWorkflow = true;\r\n }\r\n if (material.metallic !== null) {\r\n defines.push(\"#define METALLIC\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n if (material.roughness !== null) {\r\n defines.push(\"#define ROUGHNESS\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n if (metallicWorkflow) {\r\n if (material.baseTexture !== null) {\r\n defines.push(\"#define ALBEDOTEXTURE\");\r\n defines.push(`#define ALBEDO_UV${material.baseTexture.coordinatesIndex + 1}`);\r\n if (material.baseTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAALBEDO\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.baseColor !== null) {\r\n defines.push(\"#define ALBEDOCOLOR\");\r\n }\r\n }\r\n } else if (material.getClassName() === \"PBRSpecularGlossinessMaterial\") {\r\n // if it is a PBR material in Specular/Glossiness Mode:\r\n if (material.specularGlossinessTexture !== null) {\r\n defines.push(\"#define SPECULARGLOSSINESSTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.specularGlossinessTexture.coordinatesIndex + 1}`);\r\n needUv = true;\r\n if (material.specularGlossinessTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n } else {\r\n if (material.specularColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n }\r\n if (material.glossiness !== null) {\r\n defines.push(\"#define GLOSSINESSS\");\r\n }\r\n } else if (material.getClassName() === \"PBRMaterial\") {\r\n // if it is the bigger PBRMaterial\r\n if (material.metallicTexture !== null) {\r\n defines.push(\"#define ORMTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.metallicTexture.coordinatesIndex + 1}`);\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n needUv = true;\r\n metallicWorkflow = true;\r\n }\r\n if (material.metallic !== null) {\r\n defines.push(\"#define METALLIC\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n\r\n if (material.roughness !== null) {\r\n defines.push(\"#define ROUGHNESS\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n\r\n if (metallicWorkflow) {\r\n if (material.albedoTexture !== null) {\r\n defines.push(\"#define ALBEDOTEXTURE\");\r\n defines.push(`#define ALBEDO_UV${material.albedoTexture.coordinatesIndex + 1}`);\r\n if (material.albedoTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAALBEDO\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.albedoColor !== null) {\r\n defines.push(\"#define ALBEDOCOLOR\");\r\n }\r\n } else {\r\n // SpecularGlossiness Model\r\n if (material.reflectivityTexture !== null) {\r\n defines.push(\"#define SPECULARGLOSSINESSTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.reflectivityTexture.coordinatesIndex + 1}`);\r\n if (material.reflectivityTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n needUv = true;\r\n } else if (material.reflectivityColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n if (material.microSurface !== null) {\r\n defines.push(\"#define GLOSSINESSS\");\r\n }\r\n }\r\n } else if (material.getClassName() === \"StandardMaterial\") {\r\n // if StandardMaterial:\r\n if (material.specularTexture !== null) {\r\n defines.push(\"#define REFLECTIVITYTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.specularTexture.coordinatesIndex + 1}`);\r\n if (material.specularTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.specularColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n }\r\n }\r\n\r\n if (needUv) {\r\n defines.push(\"#define NEED_UV\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n }\r\n\r\n // PrePass\r\n if (this._linkedWithPrePass) {\r\n defines.push(\"#define PREPASS\");\r\n if (this._depthIndex !== -1) {\r\n defines.push(\"#define DEPTH_INDEX \" + this._depthIndex);\r\n defines.push(\"#define PREPASS_DEPTH\");\r\n }\r\n if (this._normalIndex !== -1) {\r\n defines.push(\"#define NORMAL_INDEX \" + this._normalIndex);\r\n defines.push(\"#define PREPASS_NORMAL\");\r\n }\r\n }\r\n\r\n // Buffers\r\n if (this._enablePosition) {\r\n defines.push(\"#define POSITION\");\r\n defines.push(\"#define POSITION_INDEX \" + this._positionIndex);\r\n }\r\n\r\n if (this._enableVelocity) {\r\n defines.push(\"#define VELOCITY\");\r\n defines.push(\"#define VELOCITY_INDEX \" + this._velocityIndex);\r\n if (this.excludedSkinnedMeshesFromVelocity.indexOf(mesh) === -1) {\r\n defines.push(\"#define BONES_VELOCITY_ENABLED\");\r\n }\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n defines.push(\"#define REFLECTIVITY\");\r\n defines.push(\"#define REFLECTIVITY_INDEX \" + this._reflectivityIndex);\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 if (morphTargetManager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\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, this._enableVelocity);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Setup textures count\r\n if (this._linkedWithPrePass) {\r\n defines.push(\"#define RENDER_TARGET_COUNT \" + this._attachments.length);\r\n } else {\r\n defines.push(\"#define RENDER_TARGET_COUNT \" + this._multiRenderTarget.textures.length);\r\n }\r\n\r\n // Get correct effect\r\n const engine = this._scene.getEngine();\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n drawWrapper.setEffect(\r\n engine.createEffect(\r\n \"geometry\",\r\n {\r\n attributes: attribs,\r\n uniformsNames: [\r\n \"world\",\r\n \"mBones\",\r\n \"viewProjection\",\r\n \"diffuseMatrix\",\r\n \"view\",\r\n \"previousWorld\",\r\n \"previousViewProjection\",\r\n \"mPreviousBones\",\r\n \"bumpMatrix\",\r\n \"reflectivityMatrix\",\r\n \"albedoMatrix\",\r\n \"reflectivityColor\",\r\n \"albedoColor\",\r\n \"metallic\",\r\n \"glossiness\",\r\n \"vTangentSpaceParams\",\r\n \"vBumpInfos\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n ],\r\n samplers: [\"diffuseSampler\", \"bumpSampler\", \"reflectivitySampler\", \"albedoSampler\", \"morphTargets\"],\r\n defines: join,\r\n onCompiled: null,\r\n fallbacks: null,\r\n onError: null,\r\n uniformBuffersNames: [\"Scene\"],\r\n indexParameters: { buffersCount: this._multiRenderTarget.textures.length - 1, maxSimultaneousMorphTargets: numMorphInfluencers },\r\n },\r\n engine\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Gets the current underlying G Buffer.\r\n * @returns the buffer\r\n */\r\n public getGBuffer(): MultiRenderTarget {\r\n return this._multiRenderTarget;\r\n }\r\n\r\n /**\r\n * Gets the number of samples used to render the buffer (anti aliasing).\r\n */\r\n public get samples(): number {\r\n return this._multiRenderTarget.samples;\r\n }\r\n\r\n /**\r\n * Sets the number of samples used to render the buffer (anti aliasing).\r\n */\r\n public set samples(value: number) {\r\n this._multiRenderTarget.samples = value;\r\n }\r\n\r\n /**\r\n * Disposes the renderer and frees up associated resources.\r\n */\r\n public dispose(): void {\r\n if (this._resizeObserver) {\r\n const engine = this._scene.getEngine();\r\n engine.onResizeObservable.remove(this._resizeObserver);\r\n this._resizeObserver = null;\r\n }\r\n this.getGBuffer().dispose();\r\n }\r\n\r\n private _assignRenderTargetIndices(): [number, string[]] {\r\n const textureNames: string[] = [];\r\n let count = 2;\r\n\r\n textureNames.push(\"gBuffer_Depth\", \"gBuffer_Normal\");\r\n\r\n if (this._enablePosition) {\r\n this._positionIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Position\");\r\n }\r\n\r\n if (this._enableVelocity) {\r\n this._velocityIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Velocity\");\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n this._reflectivityIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Reflectivity\");\r\n }\r\n\r\n return [count, textureNames];\r\n }\r\n\r\n protected _createRenderTargets(): void {\r\n const engine = this._scene.getEngine();\r\n const [count, textureNames] = this._assignRenderTargetIndices();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (engine._caps.textureFloat && engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (engine._caps.textureHalfFloat && engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n this._multiRenderTarget = new MultiRenderTarget(\r\n \"gBuffer\",\r\n { width: engine.getRenderWidth() * this._ratio, height: engine.getRenderHeight() * this._ratio },\r\n count,\r\n this._scene,\r\n { generateMipMaps: false, generateDepthTexture: true, defaultType: type, depthTextureFormat: this._depthFormat },\r\n textureNames.concat(\"gBuffer_DepthBuffer\")\r\n );\r\n if (!this.isSupported) {\r\n return;\r\n }\r\n this._multiRenderTarget.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._multiRenderTarget.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._multiRenderTarget.refreshRate = 1;\r\n this._multiRenderTarget.renderParticles = false;\r\n this._multiRenderTarget.renderList = null;\r\n\r\n // set default depth value to 1.0 (far away)\r\n this._multiRenderTarget.onClearObservable.add((engine) => {\r\n engine.clear(new Color4(0.0, 0.0, 0.0, 0.0), true, true, true);\r\n });\r\n\r\n this._resizeObserver = engine.onResizeObservable.add(() => {\r\n if (this._multiRenderTarget) {\r\n this._multiRenderTarget.resize({ width: engine.getRenderWidth() * this._ratio, height: engine.getRenderHeight() * this._ratio });\r\n }\r\n });\r\n\r\n // Custom render function\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const material = <any>subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n // Velocity\r\n if (this._enableVelocity && !this._previousTransformationMatrices[effectiveMesh.uniqueId]) {\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId] = {\r\n world: Matrix.Identity(),\r\n viewProjection: scene.getTransformMatrix(),\r\n };\r\n\r\n if (renderingMesh.skeleton) {\r\n const bonesTransformations = renderingMesh.skeleton.getTransformMatrices(renderingMesh);\r\n this._previousBonesTransformationMatrices[renderingMesh.uniqueId] = this._copyBonesTransformationMatrices(\r\n bonesTransformations,\r\n new Float32Array(bonesTransformations.length)\r\n );\r\n }\r\n }\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n const world = effectiveMesh.getWorldMatrix();\r\n\r\n if (this.isReady(subMesh, hardwareInstancedRendering)) {\r\n const drawWrapper = subMesh._getDrawWrapper();\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (!this._useUbo) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"view\", scene.getViewMatrix());\r\n } else {\r\n MaterialHelper.BindSceneUniformBuffer(effect, this._scene.getSceneUniformBuffer());\r\n this._scene.finalizeSceneUbo();\r\n }\r\n\r\n if (material) {\r\n let sideOrientation: Nullable<number>;\r\n const instanceDataStorage = (renderingMesh as Mesh)._instanceDataStorage;\r\n\r\n if (!instanceDataStorage.isFrozen && (material.backFaceCulling || renderingMesh.overrideMaterialSideOrientation !== null)) {\r\n const mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\r\n sideOrientation = renderingMesh.overrideMaterialSideOrientation;\r\n if (sideOrientation === null) {\r\n sideOrientation = material.sideOrientation;\r\n }\r\n if (mainDeterminant < 0) {\r\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\r\n }\r\n } else {\r\n sideOrientation = instanceDataStorage.sideOrientation;\r\n }\r\n\r\n material._preBind(drawWrapper, sideOrientation);\r\n\r\n // Alpha test\r\n if (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 // Bump\r\n if (material.bumpTexture && scene.getEngine().getCaps().standardDerivatives && MaterialFlags.BumpTextureEnabled) {\r\n effect.setFloat3(\"vBumpInfos\", material.bumpTexture.coordinatesIndex, 1.0 / material.bumpTexture.level, material.parallaxScaleBias);\r\n effect.setMatrix(\"bumpMatrix\", material.bumpTexture.getTextureMatrix());\r\n effect.setTexture(\"bumpSampler\", material.bumpTexture);\r\n effect.setFloat2(\"vTangentSpaceParams\", material.invertNormalMapX ? -1.0 : 1.0, material.invertNormalMapY ? -1.0 : 1.0);\r\n }\r\n\r\n // Reflectivity\r\n if (this._enableReflectivity) {\r\n // for PBR materials: cf. https://doc.babylonjs.com/divingDeeper/materials/using/masterPBR\r\n if (material.getClassName() === \"PBRMetallicRoughnessMaterial\") {\r\n // if it is a PBR material in MetallicRoughness Mode:\r\n if (material.metallicRoughnessTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.metallicRoughnessTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.metallicRoughnessTexture.getTextureMatrix());\r\n }\r\n if (material.metallic !== null) {\r\n effect.setFloat(\"metallic\", material.metallic);\r\n }\r\n if (material.roughness !== null) {\r\n effect.setFloat(\"glossiness\", 1.0 - material.roughness);\r\n }\r\n if (material.baseTexture !== null) {\r\n effect.setTexture(\"albedoSampler\", material.baseTexture);\r\n effect.setMatrix(\"albedoMatrix\", material.baseTexture.getTextureMatrix());\r\n }\r\n if (material.baseColor !== null) {\r\n effect.setColor3(\"albedoColor\", material.baseColor);\r\n }\r\n } else if (material.getClassName() === \"PBRSpecularGlossinessMaterial\") {\r\n // if it is a PBR material in Specular/Glossiness Mode:\r\n if (material.specularGlossinessTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.specularGlossinessTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.specularGlossinessTexture.getTextureMatrix());\r\n } else {\r\n if (material.specularColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.specularColor);\r\n }\r\n }\r\n if (material.glossiness !== null) {\r\n effect.setFloat(\"glossiness\", material.glossiness);\r\n }\r\n } else if (material.getClassName() === \"PBRMaterial\") {\r\n // if it is the bigger PBRMaterial\r\n if (material.metallicTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.metallicTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.metallicTexture.getTextureMatrix());\r\n }\r\n if (material.metallic !== null) {\r\n effect.setFloat(\"metallic\", material.metallic);\r\n }\r\n\r\n if (material.roughness !== null) {\r\n effect.setFloat(\"glossiness\", 1.0 - material.roughness);\r\n }\r\n\r\n if (material.roughness !== null || material.metallic !== null || material.metallicTexture !== null) {\r\n // MetallicRoughness Model\r\n if (material.albedoTexture !== null) {\r\n effect.setTexture(\"albedoSampler\", material.albedoTexture);\r\n effect.setMatrix(\"albedoMatrix\", material.albedoTexture.getTextureMatrix());\r\n }\r\n if (material.albedoColor !== null) {\r\n effect.setColor3(\"albedoColor\", material.albedoColor);\r\n }\r\n } else {\r\n // SpecularGlossiness Model\r\n if (material.reflectivityTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.reflectivityTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.reflectivityTexture.getTextureMatrix());\r\n } else if (material.reflectivityColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.reflectivityColor);\r\n }\r\n if (material.microSurface !== null) {\r\n effect.setFloat(\"glossiness\", material.microSurface);\r\n }\r\n }\r\n } else if (material.getClassName() === \"StandardMaterial\") {\r\n // if StandardMaterial:\r\n if (material.specularTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.specularTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.specularTexture.getTextureMatrix());\r\n }\r\n if (material.specularColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.specularColor);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n effect.setMatrices(\"mBones\", renderingMesh.skeleton.getTransformMatrices(renderingMesh));\r\n if (this._enableVelocity) {\r\n effect.setMatrices(\"mPreviousBones\", this._previousBonesTransformationMatrices[renderingMesh.uniqueId]);\r\n }\r\n }\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Velocity\r\n if (this._enableVelocity) {\r\n effect.setMatrix(\"previousWorld\", this._previousTransformationMatrices[effectiveMesh.uniqueId].world);\r\n effect.setMatrix(\"previousViewProjection\", this._previousTransformationMatrices[effectiveMesh.uniqueId].viewProjection);\r\n }\r\n\r\n if (hardwareInstancedRendering && renderingMesh.hasThinInstances) {\r\n effect.setMatrix(\"world\", world);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, w) => {\r\n if (!isInstance) {\r\n effect.setMatrix(\"world\", w);\r\n }\r\n });\r\n }\r\n\r\n // Velocity\r\n if (this._enableVelocity) {\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId].world = world.clone();\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId].viewProjection = this._scene.getTransformMatrix().clone();\r\n if (renderingMesh.skeleton) {\r\n this._copyBonesTransformationMatrices(\r\n renderingMesh.skeleton.getTransformMatrices(renderingMesh),\r\n this._previousBonesTransformationMatrices[effectiveMesh.uniqueId]\r\n );\r\n }\r\n }\r\n };\r\n\r\n this._multiRenderTarget.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n if (!material) {\r\n continue;\r\n }\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n this._multiRenderTarget.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n let index;\r\n\r\n if (this._linkedWithPrePass) {\r\n if (!this._prePassRenderer.enabled) {\r\n return;\r\n }\r\n this._scene.getEngine().bindAttachments(this._attachments);\r\n }\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n engine.setDepthWrite(false);\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (this.renderTransparentMeshes) {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n renderSubMesh(transparentSubMeshes.data[index]);\r\n }\r\n }\r\n engine.setDepthWrite(true);\r\n };\r\n }\r\n\r\n // Copies the bones transformation matrices into the target array and returns the target's reference\r\n private _copyBonesTransformationMatrices(source: Float32Array, target: Float32Array): Float32Array {\r\n for (let i = 0; i < source.length; i++) {\r\n target[i] = source[i];\r\n }\r\n\r\n return target;\r\n }\r\n}\r\n"]}
@@ -130,6 +130,10 @@ export declare class RenderingGroup {
130
130
  * Resets the different lists of submeshes to prepare a new frame.
131
131
  */
132
132
  prepare(): void;
133
+ /**
134
+ * Resets the different lists of sprites to prepare a new frame.
135
+ */
136
+ prepareSprites(): void;
133
137
  dispose(): void;
134
138
  /**
135
139
  * Inserts the submesh in its correct queue depending on its material.
@@ -285,10 +285,16 @@ export class RenderingGroup {
285
285
  this._alphaTestSubMeshes.reset();
286
286
  this._depthOnlySubMeshes.reset();
287
287
  this._particleSystems.reset();
288
- this._spriteManagers.reset();
288
+ this.prepareSprites();
289
289
  this._edgesRenderers.reset();
290
290
  this._empty = true;
291
291
  }
292
+ /**
293
+ * Resets the different lists of sprites to prepare a new frame.
294
+ */
295
+ prepareSprites() {
296
+ this._spriteManagers.reset();
297
+ }
292
298
  dispose() {
293
299
  this._opaqueSubMeshes.dispose();
294
300
  this._transparentSubMeshes.dispose();
@@ -1 +1 @@
1
- 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{ SmartArray, SmartArrayNoDuplicate } from \"../Misc/smartArray\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Nullable, DeepImmutable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { IParticleSystem } from \"../Particles/IParticleSystem\";\r\nimport type { IEdgesRenderer } from \"./edgesRenderer\";\r\nimport type { ISpriteManager } from \"../Sprites/spriteManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\n\r\n/**\r\n * This represents the object necessary to create a rendering group.\r\n * This is exclusively used and created by the rendering manager.\r\n * To modify the behavior, you use the available helpers in your scene or meshes.\r\n * @internal\r\n */\r\nexport class RenderingGroup {\r\n private static _ZeroVector: DeepImmutable<Vector3> = Vector3.Zero();\r\n private _scene: Scene;\r\n private _opaqueSubMeshes = new SmartArray<SubMesh>(256);\r\n private _transparentSubMeshes = new SmartArray<SubMesh>(256);\r\n private _alphaTestSubMeshes = new SmartArray<SubMesh>(256);\r\n private _depthOnlySubMeshes = new SmartArray<SubMesh>(256);\r\n private _particleSystems = new SmartArray<IParticleSystem>(256);\r\n private _spriteManagers = new SmartArray<ISpriteManager>(256);\r\n\r\n private _opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;\r\n private _alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;\r\n private _transparentSortCompareFn: (a: SubMesh, b: SubMesh) => number;\r\n\r\n private _renderOpaque: (subMeshes: SmartArray<SubMesh>) => void;\r\n private _renderAlphaTest: (subMeshes: SmartArray<SubMesh>) => void;\r\n private _renderTransparent: (subMeshes: SmartArray<SubMesh>) => void;\r\n\r\n /** @internal */\r\n public _empty = true;\r\n\r\n /** @internal */\r\n public _edgesRenderers = new SmartArrayNoDuplicate<IEdgesRenderer>(16);\r\n\r\n public onBeforeTransparentRendering: () => void;\r\n\r\n /**\r\n * Set the opaque sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set opaqueSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n if (value) {\r\n this._opaqueSortCompareFn = value;\r\n } else {\r\n this._opaqueSortCompareFn = RenderingGroup.PainterSortCompare;\r\n }\r\n this._renderOpaque = this._renderOpaqueSorted;\r\n }\r\n\r\n /**\r\n * Set the alpha test sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set alphaTestSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n if (value) {\r\n this._alphaTestSortCompareFn = value;\r\n } else {\r\n this._alphaTestSortCompareFn = RenderingGroup.PainterSortCompare;\r\n }\r\n this._renderAlphaTest = this._renderAlphaTestSorted;\r\n }\r\n\r\n /**\r\n * Set the transparent sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set transparentSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n if (value) {\r\n this._transparentSortCompareFn = value;\r\n } else {\r\n this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;\r\n }\r\n this._renderTransparent = this._renderTransparentSorted;\r\n }\r\n\r\n /**\r\n * Creates a new rendering group.\r\n * @param index The rendering group index\r\n * @param scene\r\n * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied\r\n * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied\r\n * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied\r\n */\r\n constructor(\r\n public index: number,\r\n scene: Scene,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null\r\n ) {\r\n this._scene = scene;\r\n\r\n this.opaqueSortCompareFn = opaqueSortCompareFn;\r\n this.alphaTestSortCompareFn = alphaTestSortCompareFn;\r\n this.transparentSortCompareFn = transparentSortCompareFn;\r\n }\r\n\r\n /**\r\n * Render all the sub meshes contained in the group.\r\n * @param customRenderFunction Used to override the default render behaviour of the group.\r\n * @param renderSprites\r\n * @param renderParticles\r\n * @param activeMeshes\r\n * @returns true if rendered some submeshes.\r\n */\r\n public render(\r\n customRenderFunction: Nullable<\r\n (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ) => void\r\n >,\r\n renderSprites: boolean,\r\n renderParticles: boolean,\r\n activeMeshes: Nullable<AbstractMesh[]>\r\n ): void {\r\n if (customRenderFunction) {\r\n customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n // Depth only\r\n if (this._depthOnlySubMeshes.length !== 0) {\r\n engine.setColorWrite(false);\r\n this._renderAlphaTest(this._depthOnlySubMeshes);\r\n engine.setColorWrite(true);\r\n }\r\n\r\n // Opaque\r\n if (this._opaqueSubMeshes.length !== 0) {\r\n this._renderOpaque(this._opaqueSubMeshes);\r\n }\r\n\r\n // Alpha test\r\n if (this._alphaTestSubMeshes.length !== 0) {\r\n this._renderAlphaTest(this._alphaTestSubMeshes);\r\n }\r\n\r\n const stencilState = engine.getStencilBuffer();\r\n engine.setStencilBuffer(false);\r\n\r\n // Sprites\r\n if (renderSprites) {\r\n this._renderSprites();\r\n }\r\n\r\n // Particles\r\n if (renderParticles) {\r\n this._renderParticles(activeMeshes);\r\n }\r\n\r\n if (this.onBeforeTransparentRendering) {\r\n this.onBeforeTransparentRendering();\r\n }\r\n\r\n // Transparent\r\n if (this._transparentSubMeshes.length !== 0 || this._scene.useOrderIndependentTransparency) {\r\n engine.setStencilBuffer(stencilState);\r\n if (this._scene.useOrderIndependentTransparency) {\r\n const excludedMeshes = this._scene.depthPeelingRenderer!.render(this._transparentSubMeshes);\r\n if (excludedMeshes.length) {\r\n // Render leftover meshes that could not be processed by depth peeling\r\n this._renderTransparent(excludedMeshes);\r\n }\r\n } else {\r\n this._renderTransparent(this._transparentSubMeshes);\r\n }\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Set back stencil to false in case it changes before the edge renderer.\r\n engine.setStencilBuffer(false);\r\n\r\n // Edges\r\n if (this._edgesRenderers.length) {\r\n for (let edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {\r\n this._edgesRenderers.data[edgesRendererIndex].render();\r\n }\r\n\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Restore Stencil state.\r\n engine.setStencilBuffer(stencilState);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the opaqueSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private _renderOpaqueSorted(subMeshes: SmartArray<SubMesh>): void {\r\n return RenderingGroup._RenderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the alphatestSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private _renderAlphaTestSorted(subMeshes: SmartArray<SubMesh>): void {\r\n return RenderingGroup._RenderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the transparentSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private _renderTransparentSorted(subMeshes: SmartArray<SubMesh>): void {\r\n return RenderingGroup._RenderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);\r\n }\r\n\r\n /**\r\n * Renders the submeshes in a specified order.\r\n * @param subMeshes The submeshes to sort before render\r\n * @param sortCompareFn The comparison function use to sort\r\n * @param camera The camera position use to preprocess the submeshes to help sorting\r\n * @param transparent Specifies to activate blending if true\r\n */\r\n private static _RenderSorted(\r\n subMeshes: SmartArray<SubMesh>,\r\n sortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>,\r\n camera: Nullable<Camera>,\r\n transparent: boolean\r\n ): void {\r\n let subIndex = 0;\r\n let subMesh: SubMesh;\r\n const cameraPosition = camera ? camera.globalPosition : RenderingGroup._ZeroVector;\r\n\r\n if (transparent) {\r\n for (; subIndex < subMeshes.length; subIndex++) {\r\n subMesh = subMeshes.data[subIndex];\r\n subMesh._alphaIndex = subMesh.getMesh().alphaIndex;\r\n subMesh._distanceToCamera = Vector3.Distance(subMesh.getBoundingInfo().boundingSphere.centerWorld, cameraPosition);\r\n }\r\n }\r\n\r\n const sortedArray = subMeshes.length === subMeshes.data.length ? subMeshes.data : subMeshes.data.slice(0, subMeshes.length);\r\n\r\n if (sortCompareFn) {\r\n sortedArray.sort(sortCompareFn);\r\n }\r\n\r\n const scene = sortedArray[0].getMesh().getScene();\r\n for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {\r\n subMesh = sortedArray[subIndex];\r\n\r\n if (scene._activeMeshesFrozenButKeepClipping && !subMesh.isInFrustum(scene._frustumPlanes)) {\r\n continue;\r\n }\r\n\r\n if (transparent) {\r\n const material = subMesh.getMaterial();\r\n\r\n if (material && material.needDepthPrePass) {\r\n const engine = material.getScene().getEngine();\r\n engine.setColorWrite(false);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n subMesh.render(false);\r\n engine.setColorWrite(true);\r\n }\r\n }\r\n\r\n subMesh.render(transparent);\r\n }\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered back to front if in the same alpha index.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Alpha index first\r\n if (a._alphaIndex > b._alphaIndex) {\r\n return 1;\r\n }\r\n if (a._alphaIndex < b._alphaIndex) {\r\n return -1;\r\n }\r\n\r\n // Then distance to camera\r\n return RenderingGroup.backToFrontSortCompare(a, b);\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered back to front.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static backToFrontSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return 1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return -1;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered front to back (prevent overdraw).\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static frontToBackSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return -1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return 1;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are grouped by material then geometry.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n public static PainterSortCompare(a: SubMesh, b: SubMesh): number {\r\n const meshA = a.getMesh();\r\n const meshB = b.getMesh();\r\n\r\n if (meshA.material && meshB.material) {\r\n return meshA.material.uniqueId - meshB.material.uniqueId;\r\n }\r\n\r\n return meshA.uniqueId - meshB.uniqueId;\r\n }\r\n\r\n /**\r\n * Resets the different lists of submeshes to prepare a new frame.\r\n */\r\n public prepare(): void {\r\n this._opaqueSubMeshes.reset();\r\n this._transparentSubMeshes.reset();\r\n this._alphaTestSubMeshes.reset();\r\n this._depthOnlySubMeshes.reset();\r\n this._particleSystems.reset();\r\n this._spriteManagers.reset();\r\n this._edgesRenderers.reset();\r\n this._empty = true;\r\n }\r\n\r\n public dispose(): void {\r\n this._opaqueSubMeshes.dispose();\r\n this._transparentSubMeshes.dispose();\r\n this._alphaTestSubMeshes.dispose();\r\n this._depthOnlySubMeshes.dispose();\r\n this._particleSystems.dispose();\r\n this._spriteManagers.dispose();\r\n this._edgesRenderers.dispose();\r\n }\r\n\r\n /**\r\n * Inserts the submesh in its correct queue depending on its material.\r\n * @param subMesh The submesh to dispatch\r\n * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.\r\n * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.\r\n */\r\n public dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void {\r\n // Get mesh and materials if not provided\r\n if (mesh === undefined) {\r\n mesh = subMesh.getMesh();\r\n }\r\n if (material === undefined) {\r\n material = subMesh.getMaterial();\r\n }\r\n\r\n if (material === null || material === undefined) {\r\n return;\r\n }\r\n\r\n if (material.needAlphaBlendingForMesh(mesh)) {\r\n // Transparent\r\n this._transparentSubMeshes.push(subMesh);\r\n } else if (material.needAlphaTesting()) {\r\n // Alpha test\r\n if (material.needDepthPrePass) {\r\n this._depthOnlySubMeshes.push(subMesh);\r\n }\r\n\r\n this._alphaTestSubMeshes.push(subMesh);\r\n } else {\r\n if (material.needDepthPrePass) {\r\n this._depthOnlySubMeshes.push(subMesh);\r\n }\r\n\r\n this._opaqueSubMeshes.push(subMesh); // Opaque\r\n }\r\n\r\n mesh._renderingGroup = this;\r\n\r\n if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {\r\n this._edgesRenderers.pushNoDuplicate(mesh._edgesRenderer);\r\n }\r\n\r\n this._empty = false;\r\n }\r\n\r\n public dispatchSprites(spriteManager: ISpriteManager) {\r\n this._spriteManagers.push(spriteManager);\r\n this._empty = false;\r\n }\r\n\r\n public dispatchParticles(particleSystem: IParticleSystem) {\r\n this._particleSystems.push(particleSystem);\r\n this._empty = false;\r\n }\r\n\r\n private _renderParticles(activeMeshes: Nullable<AbstractMesh[]>): void {\r\n if (this._particleSystems.length === 0) {\r\n return;\r\n }\r\n\r\n // Particles\r\n const activeCamera = this._scene.activeCamera;\r\n this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);\r\n for (let particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {\r\n const particleSystem = this._particleSystems.data[particleIndex];\r\n\r\n if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {\r\n continue;\r\n }\r\n\r\n const emitter: any = particleSystem.emitter;\r\n if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {\r\n this._scene._activeParticles.addCount(particleSystem.render(), false);\r\n }\r\n }\r\n this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);\r\n }\r\n\r\n private _renderSprites(): void {\r\n if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {\r\n return;\r\n }\r\n\r\n // Sprites\r\n const activeCamera = this._scene.activeCamera;\r\n this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);\r\n for (let id = 0; id < this._spriteManagers.length; id++) {\r\n const spriteManager = this._spriteManagers.data[id];\r\n\r\n if ((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0) {\r\n spriteManager.render();\r\n }\r\n }\r\n this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);\r\n }\r\n}\r\n"]}
1
+ 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{ SmartArray, SmartArrayNoDuplicate } from \"../Misc/smartArray\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Nullable, DeepImmutable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { IParticleSystem } from \"../Particles/IParticleSystem\";\r\nimport type { IEdgesRenderer } from \"./edgesRenderer\";\r\nimport type { ISpriteManager } from \"../Sprites/spriteManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\n\r\n/**\r\n * This represents the object necessary to create a rendering group.\r\n * This is exclusively used and created by the rendering manager.\r\n * To modify the behavior, you use the available helpers in your scene or meshes.\r\n * @internal\r\n */\r\nexport class RenderingGroup {\r\n private static _ZeroVector: DeepImmutable<Vector3> = Vector3.Zero();\r\n private _scene: Scene;\r\n private _opaqueSubMeshes = new SmartArray<SubMesh>(256);\r\n private _transparentSubMeshes = new SmartArray<SubMesh>(256);\r\n private _alphaTestSubMeshes = new SmartArray<SubMesh>(256);\r\n private _depthOnlySubMeshes = new SmartArray<SubMesh>(256);\r\n private _particleSystems = new SmartArray<IParticleSystem>(256);\r\n private _spriteManagers = new SmartArray<ISpriteManager>(256);\r\n\r\n private _opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;\r\n private _alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;\r\n private _transparentSortCompareFn: (a: SubMesh, b: SubMesh) => number;\r\n\r\n private _renderOpaque: (subMeshes: SmartArray<SubMesh>) => void;\r\n private _renderAlphaTest: (subMeshes: SmartArray<SubMesh>) => void;\r\n private _renderTransparent: (subMeshes: SmartArray<SubMesh>) => void;\r\n\r\n /** @internal */\r\n public _empty = true;\r\n\r\n /** @internal */\r\n public _edgesRenderers = new SmartArrayNoDuplicate<IEdgesRenderer>(16);\r\n\r\n public onBeforeTransparentRendering: () => void;\r\n\r\n /**\r\n * Set the opaque sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set opaqueSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n if (value) {\r\n this._opaqueSortCompareFn = value;\r\n } else {\r\n this._opaqueSortCompareFn = RenderingGroup.PainterSortCompare;\r\n }\r\n this._renderOpaque = this._renderOpaqueSorted;\r\n }\r\n\r\n /**\r\n * Set the alpha test sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set alphaTestSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n if (value) {\r\n this._alphaTestSortCompareFn = value;\r\n } else {\r\n this._alphaTestSortCompareFn = RenderingGroup.PainterSortCompare;\r\n }\r\n this._renderAlphaTest = this._renderAlphaTestSorted;\r\n }\r\n\r\n /**\r\n * Set the transparent sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set transparentSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n if (value) {\r\n this._transparentSortCompareFn = value;\r\n } else {\r\n this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;\r\n }\r\n this._renderTransparent = this._renderTransparentSorted;\r\n }\r\n\r\n /**\r\n * Creates a new rendering group.\r\n * @param index The rendering group index\r\n * @param scene\r\n * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied\r\n * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied\r\n * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied\r\n */\r\n constructor(\r\n public index: number,\r\n scene: Scene,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null\r\n ) {\r\n this._scene = scene;\r\n\r\n this.opaqueSortCompareFn = opaqueSortCompareFn;\r\n this.alphaTestSortCompareFn = alphaTestSortCompareFn;\r\n this.transparentSortCompareFn = transparentSortCompareFn;\r\n }\r\n\r\n /**\r\n * Render all the sub meshes contained in the group.\r\n * @param customRenderFunction Used to override the default render behaviour of the group.\r\n * @param renderSprites\r\n * @param renderParticles\r\n * @param activeMeshes\r\n * @returns true if rendered some submeshes.\r\n */\r\n public render(\r\n customRenderFunction: Nullable<\r\n (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ) => void\r\n >,\r\n renderSprites: boolean,\r\n renderParticles: boolean,\r\n activeMeshes: Nullable<AbstractMesh[]>\r\n ): void {\r\n if (customRenderFunction) {\r\n customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n // Depth only\r\n if (this._depthOnlySubMeshes.length !== 0) {\r\n engine.setColorWrite(false);\r\n this._renderAlphaTest(this._depthOnlySubMeshes);\r\n engine.setColorWrite(true);\r\n }\r\n\r\n // Opaque\r\n if (this._opaqueSubMeshes.length !== 0) {\r\n this._renderOpaque(this._opaqueSubMeshes);\r\n }\r\n\r\n // Alpha test\r\n if (this._alphaTestSubMeshes.length !== 0) {\r\n this._renderAlphaTest(this._alphaTestSubMeshes);\r\n }\r\n\r\n const stencilState = engine.getStencilBuffer();\r\n engine.setStencilBuffer(false);\r\n\r\n // Sprites\r\n if (renderSprites) {\r\n this._renderSprites();\r\n }\r\n\r\n // Particles\r\n if (renderParticles) {\r\n this._renderParticles(activeMeshes);\r\n }\r\n\r\n if (this.onBeforeTransparentRendering) {\r\n this.onBeforeTransparentRendering();\r\n }\r\n\r\n // Transparent\r\n if (this._transparentSubMeshes.length !== 0 || this._scene.useOrderIndependentTransparency) {\r\n engine.setStencilBuffer(stencilState);\r\n if (this._scene.useOrderIndependentTransparency) {\r\n const excludedMeshes = this._scene.depthPeelingRenderer!.render(this._transparentSubMeshes);\r\n if (excludedMeshes.length) {\r\n // Render leftover meshes that could not be processed by depth peeling\r\n this._renderTransparent(excludedMeshes);\r\n }\r\n } else {\r\n this._renderTransparent(this._transparentSubMeshes);\r\n }\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Set back stencil to false in case it changes before the edge renderer.\r\n engine.setStencilBuffer(false);\r\n\r\n // Edges\r\n if (this._edgesRenderers.length) {\r\n for (let edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {\r\n this._edgesRenderers.data[edgesRendererIndex].render();\r\n }\r\n\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Restore Stencil state.\r\n engine.setStencilBuffer(stencilState);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the opaqueSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private _renderOpaqueSorted(subMeshes: SmartArray<SubMesh>): void {\r\n return RenderingGroup._RenderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the alphatestSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private _renderAlphaTestSorted(subMeshes: SmartArray<SubMesh>): void {\r\n return RenderingGroup._RenderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the transparentSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private _renderTransparentSorted(subMeshes: SmartArray<SubMesh>): void {\r\n return RenderingGroup._RenderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);\r\n }\r\n\r\n /**\r\n * Renders the submeshes in a specified order.\r\n * @param subMeshes The submeshes to sort before render\r\n * @param sortCompareFn The comparison function use to sort\r\n * @param camera The camera position use to preprocess the submeshes to help sorting\r\n * @param transparent Specifies to activate blending if true\r\n */\r\n private static _RenderSorted(\r\n subMeshes: SmartArray<SubMesh>,\r\n sortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>,\r\n camera: Nullable<Camera>,\r\n transparent: boolean\r\n ): void {\r\n let subIndex = 0;\r\n let subMesh: SubMesh;\r\n const cameraPosition = camera ? camera.globalPosition : RenderingGroup._ZeroVector;\r\n\r\n if (transparent) {\r\n for (; subIndex < subMeshes.length; subIndex++) {\r\n subMesh = subMeshes.data[subIndex];\r\n subMesh._alphaIndex = subMesh.getMesh().alphaIndex;\r\n subMesh._distanceToCamera = Vector3.Distance(subMesh.getBoundingInfo().boundingSphere.centerWorld, cameraPosition);\r\n }\r\n }\r\n\r\n const sortedArray = subMeshes.length === subMeshes.data.length ? subMeshes.data : subMeshes.data.slice(0, subMeshes.length);\r\n\r\n if (sortCompareFn) {\r\n sortedArray.sort(sortCompareFn);\r\n }\r\n\r\n const scene = sortedArray[0].getMesh().getScene();\r\n for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {\r\n subMesh = sortedArray[subIndex];\r\n\r\n if (scene._activeMeshesFrozenButKeepClipping && !subMesh.isInFrustum(scene._frustumPlanes)) {\r\n continue;\r\n }\r\n\r\n if (transparent) {\r\n const material = subMesh.getMaterial();\r\n\r\n if (material && material.needDepthPrePass) {\r\n const engine = material.getScene().getEngine();\r\n engine.setColorWrite(false);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n subMesh.render(false);\r\n engine.setColorWrite(true);\r\n }\r\n }\r\n\r\n subMesh.render(transparent);\r\n }\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered back to front if in the same alpha index.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Alpha index first\r\n if (a._alphaIndex > b._alphaIndex) {\r\n return 1;\r\n }\r\n if (a._alphaIndex < b._alphaIndex) {\r\n return -1;\r\n }\r\n\r\n // Then distance to camera\r\n return RenderingGroup.backToFrontSortCompare(a, b);\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered back to front.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static backToFrontSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return 1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return -1;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered front to back (prevent overdraw).\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static frontToBackSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return -1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return 1;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are grouped by material then geometry.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n public static PainterSortCompare(a: SubMesh, b: SubMesh): number {\r\n const meshA = a.getMesh();\r\n const meshB = b.getMesh();\r\n\r\n if (meshA.material && meshB.material) {\r\n return meshA.material.uniqueId - meshB.material.uniqueId;\r\n }\r\n\r\n return meshA.uniqueId - meshB.uniqueId;\r\n }\r\n\r\n /**\r\n * Resets the different lists of submeshes to prepare a new frame.\r\n */\r\n public prepare(): void {\r\n this._opaqueSubMeshes.reset();\r\n this._transparentSubMeshes.reset();\r\n this._alphaTestSubMeshes.reset();\r\n this._depthOnlySubMeshes.reset();\r\n this._particleSystems.reset();\r\n this.prepareSprites();\r\n this._edgesRenderers.reset();\r\n this._empty = true;\r\n }\r\n\r\n /**\r\n * Resets the different lists of sprites to prepare a new frame.\r\n */\r\n public prepareSprites(): void {\r\n this._spriteManagers.reset();\r\n }\r\n\r\n public dispose(): void {\r\n this._opaqueSubMeshes.dispose();\r\n this._transparentSubMeshes.dispose();\r\n this._alphaTestSubMeshes.dispose();\r\n this._depthOnlySubMeshes.dispose();\r\n this._particleSystems.dispose();\r\n this._spriteManagers.dispose();\r\n this._edgesRenderers.dispose();\r\n }\r\n\r\n /**\r\n * Inserts the submesh in its correct queue depending on its material.\r\n * @param subMesh The submesh to dispatch\r\n * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.\r\n * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.\r\n */\r\n public dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void {\r\n // Get mesh and materials if not provided\r\n if (mesh === undefined) {\r\n mesh = subMesh.getMesh();\r\n }\r\n if (material === undefined) {\r\n material = subMesh.getMaterial();\r\n }\r\n\r\n if (material === null || material === undefined) {\r\n return;\r\n }\r\n\r\n if (material.needAlphaBlendingForMesh(mesh)) {\r\n // Transparent\r\n this._transparentSubMeshes.push(subMesh);\r\n } else if (material.needAlphaTesting()) {\r\n // Alpha test\r\n if (material.needDepthPrePass) {\r\n this._depthOnlySubMeshes.push(subMesh);\r\n }\r\n\r\n this._alphaTestSubMeshes.push(subMesh);\r\n } else {\r\n if (material.needDepthPrePass) {\r\n this._depthOnlySubMeshes.push(subMesh);\r\n }\r\n\r\n this._opaqueSubMeshes.push(subMesh); // Opaque\r\n }\r\n\r\n mesh._renderingGroup = this;\r\n\r\n if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {\r\n this._edgesRenderers.pushNoDuplicate(mesh._edgesRenderer);\r\n }\r\n\r\n this._empty = false;\r\n }\r\n\r\n public dispatchSprites(spriteManager: ISpriteManager) {\r\n this._spriteManagers.push(spriteManager);\r\n this._empty = false;\r\n }\r\n\r\n public dispatchParticles(particleSystem: IParticleSystem) {\r\n this._particleSystems.push(particleSystem);\r\n this._empty = false;\r\n }\r\n\r\n private _renderParticles(activeMeshes: Nullable<AbstractMesh[]>): void {\r\n if (this._particleSystems.length === 0) {\r\n return;\r\n }\r\n\r\n // Particles\r\n const activeCamera = this._scene.activeCamera;\r\n this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);\r\n for (let particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {\r\n const particleSystem = this._particleSystems.data[particleIndex];\r\n\r\n if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {\r\n continue;\r\n }\r\n\r\n const emitter: any = particleSystem.emitter;\r\n if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {\r\n this._scene._activeParticles.addCount(particleSystem.render(), false);\r\n }\r\n }\r\n this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);\r\n }\r\n\r\n private _renderSprites(): void {\r\n if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {\r\n return;\r\n }\r\n\r\n // Sprites\r\n const activeCamera = this._scene.activeCamera;\r\n this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);\r\n for (let id = 0; id < this._spriteManagers.length; id++) {\r\n const spriteManager = this._spriteManagers.data[id];\r\n\r\n if ((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0) {\r\n spriteManager.render();\r\n }\r\n }\r\n this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);\r\n }\r\n}\r\n"]}
@@ -87,6 +87,9 @@ export declare class RenderingManager {
87
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  * @param scene Defines the scene the groups belongs to
88
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  */
89
89
  constructor(scene: Scene);
90
+ /**
91
+ * Gets the rendering group with the specified id.
92
+ */
90
93
  getRenderingGroup(id: number): RenderingGroup;
91
94
  private _clearDepthStencilBuffer;
92
95
  /**
@@ -99,6 +102,11 @@ export declare class RenderingManager {
99
102
  * @internal
100
103
  */
101
104
  reset(): void;
105
+ /**
106
+ * Resets the sprites information of the group to prepare a new frame
107
+ * @internal
108
+ */
109
+ resetSprites(): void;
102
110
  /**
103
111
  * Dispose and release the group and its associated resources.
104
112
  * @internal
@@ -62,6 +62,9 @@ export class RenderingManager {
62
62
  }
63
63
  }
64
64
  }
65
+ /**
66
+ * Gets the rendering group with the specified id.
67
+ */
65
68
  getRenderingGroup(id) {
66
69
  const renderingGroupId = id || 0;
67
70
  this._prepareRenderingGroup(renderingGroupId);
@@ -135,6 +138,21 @@ export class RenderingManager {
135
138
  }
136
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  }
137
140
  }
141
+ /**
142
+ * Resets the sprites information of the group to prepare a new frame
143
+ * @internal
144
+ */
145
+ resetSprites() {
146
+ if (this.maintainStateBetweenFrames) {
147
+ return;
148
+ }
149
+ for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
150
+ const renderingGroup = this._renderingGroups[index];
151
+ if (renderingGroup) {
152
+ renderingGroup.prepareSprites();
153
+ }
154
+ }
155
+ }
138
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  /**
139
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  * Dispose and release the group and its associated resources.
140
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  * @internal