@babylonjs/core 5.4.0 → 5.5.6

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Files changed (113) hide show
  1. package/Animations/animatable.js +1 -1
  2. package/Animations/animatable.js.map +1 -1
  3. package/Debug/physicsViewer.js +8 -0
  4. package/Debug/physicsViewer.js.map +1 -1
  5. package/Debug/skeletonViewer.js +4 -3
  6. package/Debug/skeletonViewer.js.map +1 -1
  7. package/Engines/Extensions/engine.renderTarget.js +4 -2
  8. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  9. package/Engines/Processors/shaderProcessor.js +1 -1
  10. package/Engines/Processors/shaderProcessor.js.map +1 -1
  11. package/Engines/WebGPU/Extensions/engine.renderTarget.js +11 -7
  12. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  13. package/Engines/WebGPU/webgpuBundleList.d.ts +1 -1
  14. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  15. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +2 -2
  16. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +28 -17
  17. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  18. package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
  19. package/Engines/WebGPU/webgpuClearQuad.js +3 -3
  20. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  21. package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +1 -1
  22. package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +1 -1
  23. package/Engines/engine.d.ts +1 -0
  24. package/Engines/thinEngine.js +15 -3
  25. package/Engines/thinEngine.js.map +1 -1
  26. package/Engines/webgpuEngine.js +34 -27
  27. package/Engines/webgpuEngine.js.map +1 -1
  28. package/Gizmos/axisDragGizmo.js +1 -0
  29. package/Gizmos/axisDragGizmo.js.map +1 -1
  30. package/Gizmos/axisScaleGizmo.js +1 -0
  31. package/Gizmos/axisScaleGizmo.js.map +1 -1
  32. package/Loading/Plugins/babylonFileLoader.js +1 -1
  33. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  34. package/Materials/Node/Blocks/Dual/TBNBlock.d.ts +47 -0
  35. package/Materials/Node/Blocks/Dual/TBNBlock.js +154 -0
  36. package/Materials/Node/Blocks/Dual/TBNBlock.js.map +1 -0
  37. package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
  38. package/Materials/Node/Blocks/Dual/index.js +1 -0
  39. package/Materials/Node/Blocks/Dual/index.js.map +1 -1
  40. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +5 -1
  41. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +20 -1
  42. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  43. package/Materials/Node/Blocks/Input/inputBlock.js +1 -1
  44. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  45. package/Materials/Node/Blocks/PBR/anisotropyBlock.d.ts +4 -0
  46. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +18 -1
  47. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  48. package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +4 -0
  49. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +18 -1
  50. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  51. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +2 -1
  52. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  53. package/Materials/Node/Blocks/colorMergerBlock.js +4 -4
  54. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  55. package/Materials/PBR/pbrBaseSimpleMaterial.d.ts +6 -5
  56. package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
  57. package/Materials/PBR/pbrMaterial.d.ts +9 -9
  58. package/Materials/PBR/pbrMaterial.js.map +1 -1
  59. package/Materials/PBR/pbrMetallicRoughnessMaterial.d.ts +3 -2
  60. package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
  61. package/Materials/PBR/pbrSpecularGlossinessMaterial.d.ts +3 -2
  62. package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
  63. package/Materials/Textures/renderTargetTexture.d.ts +3 -1
  64. package/Materials/Textures/renderTargetTexture.js +27 -20
  65. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  66. package/Materials/Textures/textureCreationOptions.d.ts +4 -0
  67. package/Materials/Textures/textureCreationOptions.js.map +1 -1
  68. package/Materials/material.js +5 -1
  69. package/Materials/material.js.map +1 -1
  70. package/Materials/materialHelper.js +3 -0
  71. package/Materials/materialHelper.js.map +1 -1
  72. package/Materials/materialPluginManager.d.ts +3 -0
  73. package/Materials/materialPluginManager.js +12 -6
  74. package/Materials/materialPluginManager.js.map +1 -1
  75. package/Materials/standardMaterial.js +0 -3
  76. package/Materials/standardMaterial.js.map +1 -1
  77. package/Maths/math.vector.js +2 -0
  78. package/Maths/math.vector.js.map +1 -1
  79. package/Meshes/Compression/dracoCompression.d.ts +1 -1
  80. package/Meshes/Compression/dracoCompression.js +1 -1
  81. package/Meshes/Compression/dracoCompression.js.map +1 -1
  82. package/Meshes/abstractMesh.d.ts +2 -2
  83. package/Meshes/abstractMesh.js.map +1 -1
  84. package/Meshes/instancedMesh.js +0 -1
  85. package/Meshes/instancedMesh.js.map +1 -1
  86. package/Meshes/thinInstanceMesh.js +32 -4
  87. package/Meshes/thinInstanceMesh.js.map +1 -1
  88. package/Meshes/transformNode.js +6 -6
  89. package/Meshes/transformNode.js.map +1 -1
  90. package/Misc/sceneOptimizer.d.ts +3 -2
  91. package/Misc/sceneOptimizer.js +4 -1
  92. package/Misc/sceneOptimizer.js.map +1 -1
  93. package/Misc/webRequest.d.ts +3 -0
  94. package/Misc/webRequest.js +12 -0
  95. package/Misc/webRequest.js.map +1 -1
  96. package/Rendering/renderingGroup.d.ts +9 -5
  97. package/Rendering/renderingGroup.js +29 -25
  98. package/Rendering/renderingGroup.js.map +1 -1
  99. package/Shaders/ShadersInclude/vertexColorMixing.d.ts +5 -0
  100. package/Shaders/ShadersInclude/vertexColorMixing.js +9 -0
  101. package/Shaders/ShadersInclude/vertexColorMixing.js.map +1 -0
  102. package/Shaders/color.vertex.d.ts +1 -0
  103. package/Shaders/color.vertex.js +2 -1
  104. package/Shaders/color.vertex.js.map +1 -1
  105. package/Shaders/default.vertex.d.ts +1 -0
  106. package/Shaders/default.vertex.js +2 -1
  107. package/Shaders/default.vertex.js.map +1 -1
  108. package/Shaders/pbr.vertex.d.ts +1 -0
  109. package/Shaders/pbr.vertex.js +2 -1
  110. package/Shaders/pbr.vertex.js.map +1 -1
  111. package/package.json +1 -1
  112. package/scene.js +2 -2
  113. package/scene.js.map +1 -1
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Scene, IDisposable } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"./observable\";\r\nimport { Observable } from \"./observable\";\r\n\r\n/**\r\n * Defines the root class used to create scene optimization to use with SceneOptimizer\r\n * @description More details at https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public getDescription(): string {\r\n return \"\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Creates the SceneOptimization object\r\n * @param priority defines the priority of this optimization (0 by default which means first in the list)\r\n */\r\n constructor(\r\n /**\r\n * Defines the priority of this optimization (0 by default which means first in the list)\r\n */\r\n public priority: number = 0\r\n ) {}\r\n}\r\n\r\n/**\r\n * Defines an optimization used to reduce the size of render target textures\r\n * @description More details at https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class TextureOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public getDescription(): string {\r\n return \"Reducing render target texture size to \" + this.maximumSize;\r\n }\r\n\r\n /**\r\n * Creates the TextureOptimization object\r\n * @param priority defines the priority of this optimization (0 by default which means first in the list)\r\n * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter\r\n * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.\r\n */\r\n constructor(\r\n /**\r\n * Defines the priority of this optimization (0 by default which means first in the list)\r\n */\r\n public priority: number = 0,\r\n /**\r\n * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter\r\n */\r\n public maximumSize: number = 1024,\r\n /**\r\n * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.\r\n */\r\n public step = 0.5\r\n ) {\r\n super(priority);\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n let allDone = true;\r\n for (let index = 0; index < scene.textures.length; index++) {\r\n const texture = scene.textures[index];\r\n\r\n if (!texture.canRescale || (<any>texture).getContext) {\r\n continue;\r\n }\r\n\r\n const currentSize = texture.getSize();\r\n const maxDimension = Math.max(currentSize.width, currentSize.height);\r\n\r\n if (maxDimension > this.maximumSize) {\r\n texture.scale(this.step);\r\n allDone = false;\r\n }\r\n }\r\n\r\n return allDone;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to increase or decrease the rendering resolution\r\n * @description More details at https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class HardwareScalingOptimization extends SceneOptimization {\r\n private _currentScale = -1;\r\n private _directionOffset = 1;\r\n\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @return description string\r\n */\r\n public getDescription(): string {\r\n return \"Setting hardware scaling level to \" + this._currentScale;\r\n }\r\n\r\n /**\r\n * Creates the HardwareScalingOptimization object\r\n * @param priority defines the priority of this optimization (0 by default which means first in the list)\r\n * @param maximumScale defines the maximum scale to use (2 by default)\r\n * @param step defines the step to use between two passes (0.5 by default)\r\n */\r\n constructor(\r\n /**\r\n * Defines the priority of this optimization (0 by default which means first in the list)\r\n */\r\n public priority: number = 0,\r\n /**\r\n * Defines the maximum scale to use (2 by default)\r\n */\r\n public maximumScale: number = 2,\r\n /**\r\n * Defines the step to use between two passes (0.5 by default)\r\n */\r\n public step: number = 0.25\r\n ) {\r\n super(priority);\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n if (this._currentScale === -1) {\r\n this._currentScale = scene.getEngine().getHardwareScalingLevel();\r\n if (this._currentScale > this.maximumScale) {\r\n this._directionOffset = -1;\r\n }\r\n }\r\n\r\n this._currentScale += this._directionOffset * this.step;\r\n\r\n scene.getEngine().setHardwareScalingLevel(this._currentScale);\r\n\r\n return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to remove shadows\r\n * @description More details at https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class ShadowsOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @return description string\r\n */\r\n public getDescription(): string {\r\n return \"Turning shadows on/off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.shadowsEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to turn post-processes off\r\n * @description More details at https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class PostProcessesOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @return description string\r\n */\r\n public getDescription(): string {\r\n return \"Turning post-processes on/off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.postProcessesEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to turn lens flares off\r\n * @description More details at https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class LensFlaresOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @return description string\r\n */\r\n public getDescription(): string {\r\n return \"Turning lens flares on/off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.lensFlaresEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization based on user defined callback.\r\n * @description More details at https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class CustomOptimization extends SceneOptimization {\r\n /**\r\n * Callback called to apply the custom optimization.\r\n */\r\n public onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;\r\n\r\n /**\r\n * Callback called to get custom description\r\n */\r\n public onGetDescription: () => string;\r\n\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public getDescription(): string {\r\n if (this.onGetDescription) {\r\n return this.onGetDescription();\r\n }\r\n\r\n return \"Running user defined callback\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n if (this.onApply) {\r\n return this.onApply(scene, optimizer);\r\n }\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to turn particles off\r\n * @description More details at https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class ParticlesOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @return description string\r\n */\r\n public getDescription(): string {\r\n return \"Turning particles on/off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.particlesEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to turn render targets off\r\n * @description More details at https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class RenderTargetsOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @return description string\r\n */\r\n public getDescription(): string {\r\n return \"Turning render targets off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.renderTargetsEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to merge meshes with compatible materials\r\n * @description More details at https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class MergeMeshesOptimization extends SceneOptimization {\r\n private static _UpdateSelectionTree = false;\r\n\r\n /**\r\n * Gets or sets a boolean which defines if optimization octree has to be updated\r\n */\r\n public static get UpdateSelectionTree(): boolean {\r\n return MergeMeshesOptimization._UpdateSelectionTree;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean which defines if optimization octree has to be updated\r\n */\r\n public static set UpdateSelectionTree(value: boolean) {\r\n MergeMeshesOptimization._UpdateSelectionTree = value;\r\n }\r\n\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @return description string\r\n */\r\n public getDescription(): string {\r\n return \"Merging similar meshes together\";\r\n }\r\n\r\n private _canBeMerged = (abstractMesh: AbstractMesh): boolean => {\r\n if (!(abstractMesh instanceof Mesh)) {\r\n return false;\r\n }\r\n\r\n const mesh = <Mesh>abstractMesh;\r\n\r\n if (mesh.isDisposed()) {\r\n return false;\r\n }\r\n\r\n if (!mesh.isVisible || !mesh.isEnabled()) {\r\n return false;\r\n }\r\n\r\n if (mesh.instances.length > 0) {\r\n return false;\r\n }\r\n\r\n if (mesh.skeleton || mesh.hasLODLevels) {\r\n return false;\r\n }\r\n\r\n return true;\r\n };\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @param updateSelectionTree defines that the selection octree has to be updated (false by default)\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean {\r\n const globalPool = scene.meshes.slice(0);\r\n let globalLength = globalPool.length;\r\n\r\n for (let index = 0; index < globalLength; index++) {\r\n const currentPool = new Array<Mesh>();\r\n const current = globalPool[index];\r\n\r\n // Checks\r\n if (!this._canBeMerged(current)) {\r\n continue;\r\n }\r\n\r\n currentPool.push(<Mesh>current);\r\n\r\n // Find compatible meshes\r\n for (let subIndex = index + 1; subIndex < globalLength; subIndex++) {\r\n const otherMesh = globalPool[subIndex];\r\n\r\n if (!this._canBeMerged(otherMesh)) {\r\n continue;\r\n }\r\n\r\n if (otherMesh.material !== current.material) {\r\n continue;\r\n }\r\n\r\n if (otherMesh.checkCollisions !== current.checkCollisions) {\r\n continue;\r\n }\r\n\r\n currentPool.push(<Mesh>otherMesh);\r\n globalLength--;\r\n\r\n globalPool.splice(subIndex, 1);\r\n\r\n subIndex--;\r\n }\r\n\r\n if (currentPool.length < 2) {\r\n continue;\r\n }\r\n\r\n // Merge meshes\r\n Mesh.MergeMeshes(currentPool, undefined, true);\r\n }\r\n\r\n // Call the octree system optimization if it is defined.\r\n const sceneAsAny = scene as any;\r\n if (sceneAsAny.createOrUpdateSelectionOctree) {\r\n if (updateSelectionTree != undefined) {\r\n if (updateSelectionTree) {\r\n sceneAsAny.createOrUpdateSelectionOctree();\r\n }\r\n } else if (MergeMeshesOptimization.UpdateSelectionTree) {\r\n sceneAsAny.createOrUpdateSelectionOctree();\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines a list of options used by SceneOptimizer\r\n * @description More details at https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class SceneOptimizerOptions {\r\n /**\r\n * Gets the list of optimizations to apply\r\n */\r\n public optimizations = new Array<SceneOptimization>();\r\n\r\n /**\r\n * Creates a new list of options used by SceneOptimizer\r\n * @param targetFrameRate defines the target frame rate to reach (60 by default)\r\n * @param trackerDuration defines the interval between two checks (2000ms by default)\r\n */\r\n constructor(\r\n /**\r\n * Defines the target frame rate to reach (60 by default)\r\n */\r\n public targetFrameRate: number = 60,\r\n /**\r\n * Defines the interval between two checks (2000ms by default)\r\n */\r\n public trackerDuration: number = 2000\r\n ) {}\r\n\r\n /**\r\n * Add a new optimization\r\n * @param optimization defines the SceneOptimization to add to the list of active optimizations\r\n * @returns the current SceneOptimizerOptions\r\n */\r\n public addOptimization(optimization: SceneOptimization): SceneOptimizerOptions {\r\n this.optimizations.push(optimization);\r\n return this;\r\n }\r\n\r\n /**\r\n * Add a new custom optimization\r\n * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)\r\n * @param onGetDescription defines the callback called to get the description attached with the optimization.\r\n * @param priority defines the priority of this optimization (0 by default which means first in the list)\r\n * @returns the current SceneOptimizerOptions\r\n */\r\n public addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority: number = 0): SceneOptimizerOptions {\r\n const optimization = new CustomOptimization(priority);\r\n optimization.onApply = onApply;\r\n optimization.onGetDescription = onGetDescription;\r\n\r\n this.optimizations.push(optimization);\r\n return this;\r\n }\r\n\r\n /**\r\n * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene\r\n * @param targetFrameRate defines the target frame rate (60 by default)\r\n * @returns a SceneOptimizerOptions object\r\n */\r\n public static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {\r\n const result = new SceneOptimizerOptions(targetFrameRate);\r\n\r\n let priority = 0;\r\n result.addOptimization(new MergeMeshesOptimization(priority));\r\n result.addOptimization(new ShadowsOptimization(priority));\r\n result.addOptimization(new LensFlaresOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new PostProcessesOptimization(priority));\r\n result.addOptimization(new ParticlesOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new TextureOptimization(priority, 1024));\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual\r\n * @param targetFrameRate defines the target frame rate (60 by default)\r\n * @returns a SceneOptimizerOptions object\r\n */\r\n public static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {\r\n const result = new SceneOptimizerOptions(targetFrameRate);\r\n\r\n let priority = 0;\r\n result.addOptimization(new MergeMeshesOptimization(priority));\r\n result.addOptimization(new ShadowsOptimization(priority));\r\n result.addOptimization(new LensFlaresOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new PostProcessesOptimization(priority));\r\n result.addOptimization(new ParticlesOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new TextureOptimization(priority, 512));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new RenderTargetsOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new HardwareScalingOptimization(priority, 2));\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual\r\n * @param targetFrameRate defines the target frame rate (60 by default)\r\n * @returns a SceneOptimizerOptions object\r\n */\r\n public static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {\r\n const result = new SceneOptimizerOptions(targetFrameRate);\r\n\r\n let priority = 0;\r\n result.addOptimization(new MergeMeshesOptimization(priority));\r\n result.addOptimization(new ShadowsOptimization(priority));\r\n result.addOptimization(new LensFlaresOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new PostProcessesOptimization(priority));\r\n result.addOptimization(new ParticlesOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new TextureOptimization(priority, 256));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new RenderTargetsOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new HardwareScalingOptimization(priority, 4));\r\n\r\n return result;\r\n }\r\n}\r\n\r\n/**\r\n * Class used to run optimizations in order to reach a target frame rate\r\n * @description More details at https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class SceneOptimizer implements IDisposable {\r\n private _isRunning = false;\r\n private _options: SceneOptimizerOptions;\r\n private _scene: Scene;\r\n private _currentPriorityLevel = 0;\r\n private _targetFrameRate = 60;\r\n private _trackerDuration = 2000;\r\n private _currentFrameRate = 0;\r\n private _sceneDisposeObserver: Nullable<Observer<Scene>>;\r\n private _improvementMode = false;\r\n\r\n /**\r\n * Defines an observable called when the optimizer reaches the target frame rate\r\n */\r\n public onSuccessObservable = new Observable<SceneOptimizer>();\r\n /**\r\n * Defines an observable called when the optimizer enables an optimization\r\n */\r\n public onNewOptimizationAppliedObservable = new Observable<SceneOptimization>();\r\n /**\r\n * Defines an observable called when the optimizer is not able to reach the target frame rate\r\n */\r\n public onFailureObservable = new Observable<SceneOptimizer>();\r\n\r\n /**\r\n * Gets a boolean indicating if the optimizer is in improvement mode\r\n */\r\n public get isInImprovementMode(): boolean {\r\n return this._improvementMode;\r\n }\r\n\r\n /**\r\n * Gets the current priority level (0 at start)\r\n */\r\n public get currentPriorityLevel(): number {\r\n return this._currentPriorityLevel;\r\n }\r\n\r\n /**\r\n * Gets the current frame rate checked by the SceneOptimizer\r\n */\r\n public get currentFrameRate(): number {\r\n return this._currentFrameRate;\r\n }\r\n\r\n /**\r\n * Gets or sets the current target frame rate (60 by default)\r\n */\r\n public get targetFrameRate(): number {\r\n return this._targetFrameRate;\r\n }\r\n\r\n /**\r\n * Gets or sets the current target frame rate (60 by default)\r\n */\r\n public set targetFrameRate(value: number) {\r\n this._targetFrameRate = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the current interval between two checks (every 2000ms by default)\r\n */\r\n public get trackerDuration(): number {\r\n return this._trackerDuration;\r\n }\r\n\r\n /**\r\n * Gets or sets the current interval between two checks (every 2000ms by default)\r\n */\r\n public set trackerDuration(value: number) {\r\n this._trackerDuration = value;\r\n }\r\n\r\n /**\r\n * Gets the list of active optimizations\r\n */\r\n public get optimizations(): SceneOptimization[] {\r\n return this._options.optimizations;\r\n }\r\n\r\n /**\r\n * Creates a new SceneOptimizer\r\n * @param scene defines the scene to work on\r\n * @param options defines the options to use with the SceneOptimizer\r\n * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)\r\n * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)\r\n */\r\n public constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities = true, improvementMode = false) {\r\n if (!options) {\r\n this._options = new SceneOptimizerOptions();\r\n } else {\r\n this._options = options;\r\n }\r\n\r\n if (this._options.targetFrameRate) {\r\n this._targetFrameRate = this._options.targetFrameRate;\r\n }\r\n\r\n if (this._options.trackerDuration) {\r\n this._trackerDuration = this._options.trackerDuration;\r\n }\r\n\r\n if (autoGeneratePriorities) {\r\n let priority = 0;\r\n for (const optim of this._options.optimizations) {\r\n optim.priority = priority++;\r\n }\r\n }\r\n\r\n this._improvementMode = improvementMode;\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this._sceneDisposeObserver = this._scene.onDisposeObservable.add(() => {\r\n this._sceneDisposeObserver = null;\r\n this.dispose();\r\n });\r\n }\r\n\r\n /**\r\n * Stops the current optimizer\r\n */\r\n public stop() {\r\n this._isRunning = false;\r\n }\r\n\r\n /**\r\n * Reset the optimizer to initial step (current priority level = 0)\r\n */\r\n public reset() {\r\n this._currentPriorityLevel = 0;\r\n }\r\n\r\n /**\r\n * Start the optimizer. By default it will try to reach a specific framerate\r\n * but if the optimizer is set with improvementMode === true then it will run all optimization while frame rate is above the target frame rate\r\n */\r\n public start() {\r\n if (this._isRunning) {\r\n return;\r\n }\r\n\r\n this._isRunning = true;\r\n\r\n // Let's wait for the scene to be ready before running our check\r\n this._scene.executeWhenReady(() => {\r\n setTimeout(() => {\r\n this._checkCurrentState();\r\n }, this._trackerDuration);\r\n });\r\n }\r\n\r\n private _checkCurrentState() {\r\n if (!this._isRunning) {\r\n return;\r\n }\r\n\r\n const scene = this._scene;\r\n const options = this._options;\r\n\r\n this._currentFrameRate = Math.round(scene.getEngine().getFps());\r\n\r\n if ((this._improvementMode && this._currentFrameRate <= this._targetFrameRate) || (!this._improvementMode && this._currentFrameRate >= this._targetFrameRate)) {\r\n this._isRunning = false;\r\n this.onSuccessObservable.notifyObservers(this);\r\n return;\r\n }\r\n\r\n // Apply current level of optimizations\r\n let allDone = true;\r\n let noOptimizationApplied = true;\r\n for (let index = 0; index < options.optimizations.length; index++) {\r\n const optimization = options.optimizations[index];\r\n\r\n if (optimization.priority === this._currentPriorityLevel) {\r\n noOptimizationApplied = false;\r\n allDone = allDone && optimization.apply(scene, this);\r\n this.onNewOptimizationAppliedObservable.notifyObservers(optimization);\r\n }\r\n }\r\n\r\n // If no optimization was applied, this is a failure :(\r\n if (noOptimizationApplied) {\r\n this._isRunning = false;\r\n this.onFailureObservable.notifyObservers(this);\r\n\r\n return;\r\n }\r\n\r\n // If all optimizations were done, move to next level\r\n if (allDone) {\r\n this._currentPriorityLevel++;\r\n }\r\n\r\n // Let's the system running for a specific amount of time before checking FPS\r\n scene.executeWhenReady(() => {\r\n setTimeout(() => {\r\n this._checkCurrentState();\r\n }, this._trackerDuration);\r\n });\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose(): void {\r\n this.stop();\r\n this.onSuccessObservable.clear();\r\n this.onFailureObservable.clear();\r\n this.onNewOptimizationAppliedObservable.clear();\r\n if (this._sceneDisposeObserver) {\r\n this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);\r\n }\r\n }\r\n\r\n /**\r\n * Helper function to create a SceneOptimizer with one single line of code\r\n * @param scene defines the scene to work on\r\n * @param options defines the options to use with the SceneOptimizer\r\n * @param onSuccess defines a callback to call on success\r\n * @param onFailure defines a callback to call on failure\r\n * @returns the new SceneOptimizer object\r\n */\r\n public static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer {\r\n const optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);\r\n\r\n if (onSuccess) {\r\n optimizer.onSuccessObservable.add(() => {\r\n onSuccess();\r\n });\r\n }\r\n\r\n if (onFailure) {\r\n optimizer.onFailureObservable.add(() => {\r\n onFailure();\r\n });\r\n }\r\n\r\n optimizer.start();\r\n\r\n return optimizer;\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Scene, IDisposable } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"./observable\";\r\nimport { Observable } from \"./observable\";\r\n\r\n/**\r\n * Defines the root class used to create scene optimization to use with SceneOptimizer\r\n * @description More details at https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public getDescription(): string {\r\n return \"\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Creates the SceneOptimization object\r\n * @param priority defines the priority of this optimization (0 by default which means first in the list)\r\n */\r\n constructor(\r\n /**\r\n * Defines the priority of this optimization (0 by default which means first in the list)\r\n */\r\n public priority: number = 0\r\n ) {}\r\n}\r\n\r\n/**\r\n * Defines an optimization used to reduce the size of render target textures\r\n * @description More details at https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class TextureOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public getDescription(): string {\r\n return \"Reducing render target texture size to \" + this.maximumSize;\r\n }\r\n\r\n /**\r\n * Creates the TextureOptimization object\r\n * @param priority defines the priority of this optimization (0 by default which means first in the list)\r\n * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter\r\n * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.\r\n */\r\n constructor(\r\n /**\r\n * Defines the priority of this optimization (0 by default which means first in the list)\r\n */\r\n public priority: number = 0,\r\n /**\r\n * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter\r\n */\r\n public maximumSize: number = 1024,\r\n /**\r\n * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.\r\n */\r\n public step = 0.5\r\n ) {\r\n super(priority);\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n let allDone = true;\r\n for (let index = 0; index < scene.textures.length; index++) {\r\n const texture = scene.textures[index];\r\n\r\n if (!texture.canRescale || (<any>texture).getContext) {\r\n continue;\r\n }\r\n\r\n const currentSize = texture.getSize();\r\n const maxDimension = Math.max(currentSize.width, currentSize.height);\r\n\r\n if (maxDimension > this.maximumSize) {\r\n texture.scale(this.step);\r\n allDone = false;\r\n }\r\n }\r\n\r\n return allDone;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to increase or decrease the rendering resolution\r\n * @description More details at https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class HardwareScalingOptimization extends SceneOptimization {\r\n private _currentScale = -1;\r\n private _directionOffset = 1;\r\n\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @return description string\r\n */\r\n public getDescription(): string {\r\n return \"Setting hardware scaling level to \" + this._currentScale;\r\n }\r\n\r\n /**\r\n * Creates the HardwareScalingOptimization object\r\n * @param priority defines the priority of this optimization (0 by default which means first in the list)\r\n * @param maximumScale defines the maximum scale to use (2 by default)\r\n * @param step defines the step to use between two passes (0.5 by default)\r\n */\r\n constructor(\r\n /**\r\n * Defines the priority of this optimization (0 by default which means first in the list)\r\n */\r\n public priority: number = 0,\r\n /**\r\n * Defines the maximum scale to use (2 by default)\r\n */\r\n public maximumScale: number = 2,\r\n /**\r\n * Defines the step to use between two passes (0.5 by default)\r\n */\r\n public step: number = 0.25\r\n ) {\r\n super(priority);\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n if (this._currentScale === -1) {\r\n this._currentScale = scene.getEngine().getHardwareScalingLevel();\r\n if (this._currentScale > this.maximumScale) {\r\n this._directionOffset = -1;\r\n }\r\n }\r\n\r\n this._currentScale += this._directionOffset * this.step;\r\n\r\n scene.getEngine().setHardwareScalingLevel(this._currentScale);\r\n\r\n return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to remove shadows\r\n * @description More details at https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class ShadowsOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @return description string\r\n */\r\n public getDescription(): string {\r\n return \"Turning shadows on/off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.shadowsEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to turn post-processes off\r\n * @description More details at https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class PostProcessesOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @return description string\r\n */\r\n public getDescription(): string {\r\n return \"Turning post-processes on/off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.postProcessesEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to turn lens flares off\r\n * @description More details at https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class LensFlaresOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @return description string\r\n */\r\n public getDescription(): string {\r\n return \"Turning lens flares on/off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.lensFlaresEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization based on user defined callback.\r\n * @description More details at https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class CustomOptimization extends SceneOptimization {\r\n /**\r\n * Callback called to apply the custom optimization.\r\n */\r\n public onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;\r\n\r\n /**\r\n * Callback called to get custom description\r\n */\r\n public onGetDescription: () => string;\r\n\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @returns description string\r\n */\r\n public getDescription(): string {\r\n if (this.onGetDescription) {\r\n return this.onGetDescription();\r\n }\r\n\r\n return \"Running user defined callback\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n if (this.onApply) {\r\n return this.onApply(scene, optimizer);\r\n }\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to turn particles off\r\n * @description More details at https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class ParticlesOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @return description string\r\n */\r\n public getDescription(): string {\r\n return \"Turning particles on/off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.particlesEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to turn render targets off\r\n * @description More details at https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class RenderTargetsOptimization extends SceneOptimization {\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @return description string\r\n */\r\n public getDescription(): string {\r\n return \"Turning render targets off\";\r\n }\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer): boolean {\r\n scene.renderTargetsEnabled = optimizer.isInImprovementMode;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines an optimization used to merge meshes with compatible materials\r\n * @description More details at https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class MergeMeshesOptimization extends SceneOptimization {\r\n private static _UpdateSelectionTree = false;\r\n\r\n /**\r\n * Gets or sets a boolean which defines if optimization octree has to be updated\r\n */\r\n public static get UpdateSelectionTree(): boolean {\r\n return MergeMeshesOptimization._UpdateSelectionTree;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean which defines if optimization octree has to be updated\r\n */\r\n public static set UpdateSelectionTree(value: boolean) {\r\n MergeMeshesOptimization._UpdateSelectionTree = value;\r\n }\r\n\r\n /**\r\n * Gets a string describing the action executed by the current optimization\r\n * @return description string\r\n */\r\n public getDescription(): string {\r\n return \"Merging similar meshes together\";\r\n }\r\n\r\n private _canBeMerged = (abstractMesh: AbstractMesh): boolean => {\r\n if (!(abstractMesh instanceof Mesh)) {\r\n return false;\r\n }\r\n\r\n const mesh = <Mesh>abstractMesh;\r\n\r\n if (mesh.isDisposed()) {\r\n return false;\r\n }\r\n\r\n if (!mesh.isVisible || !mesh.isEnabled()) {\r\n return false;\r\n }\r\n\r\n if (mesh.instances.length > 0) {\r\n return false;\r\n }\r\n\r\n if (mesh.skeleton || mesh.hasLODLevels) {\r\n return false;\r\n }\r\n\r\n return true;\r\n };\r\n\r\n /**\r\n * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization\r\n * @param scene defines the current scene where to apply this optimization\r\n * @param optimizer defines the current optimizer\r\n * @param updateSelectionTree defines that the selection octree has to be updated (false by default)\r\n * @returns true if everything that can be done was applied\r\n */\r\n public apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean {\r\n const globalPool = scene.meshes.slice(0);\r\n let globalLength = globalPool.length;\r\n\r\n for (let index = 0; index < globalLength; index++) {\r\n const currentPool = new Array<Mesh>();\r\n const current = globalPool[index];\r\n\r\n // Checks\r\n if (!this._canBeMerged(current)) {\r\n continue;\r\n }\r\n\r\n currentPool.push(<Mesh>current);\r\n\r\n // Find compatible meshes\r\n for (let subIndex = index + 1; subIndex < globalLength; subIndex++) {\r\n const otherMesh = globalPool[subIndex];\r\n\r\n if (!this._canBeMerged(otherMesh)) {\r\n continue;\r\n }\r\n\r\n if (otherMesh.material !== current.material) {\r\n continue;\r\n }\r\n\r\n if (otherMesh.checkCollisions !== current.checkCollisions) {\r\n continue;\r\n }\r\n\r\n currentPool.push(<Mesh>otherMesh);\r\n globalLength--;\r\n\r\n globalPool.splice(subIndex, 1);\r\n\r\n subIndex--;\r\n }\r\n\r\n if (currentPool.length < 2) {\r\n continue;\r\n }\r\n\r\n // Merge meshes\r\n Mesh.MergeMeshes(currentPool, undefined, true);\r\n }\r\n\r\n // Call the octree system optimization if it is defined.\r\n const sceneAsAny = scene as any;\r\n if (sceneAsAny.createOrUpdateSelectionOctree) {\r\n if (updateSelectionTree != undefined) {\r\n if (updateSelectionTree) {\r\n sceneAsAny.createOrUpdateSelectionOctree();\r\n }\r\n } else if (MergeMeshesOptimization.UpdateSelectionTree) {\r\n sceneAsAny.createOrUpdateSelectionOctree();\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Defines a list of options used by SceneOptimizer\r\n * @description More details at https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class SceneOptimizerOptions {\r\n /**\r\n * Gets the list of optimizations to apply\r\n */\r\n public optimizations = new Array<SceneOptimization>();\r\n\r\n /**\r\n * Creates a new list of options used by SceneOptimizer\r\n * @param targetFrameRate defines the target frame rate to reach (60 by default)\r\n * @param trackerDuration defines the interval between two checks (2000ms by default)\r\n */\r\n constructor(\r\n /**\r\n * Defines the target frame rate to reach (60 by default)\r\n */\r\n public targetFrameRate: number = 60,\r\n /**\r\n * Defines the interval between two checks (2000ms by default)\r\n */\r\n public trackerDuration: number = 2000\r\n ) {}\r\n\r\n /**\r\n * Add a new optimization\r\n * @param optimization defines the SceneOptimization to add to the list of active optimizations\r\n * @returns the current SceneOptimizerOptions\r\n */\r\n public addOptimization(optimization: SceneOptimization): SceneOptimizerOptions {\r\n this.optimizations.push(optimization);\r\n return this;\r\n }\r\n\r\n /**\r\n * Add a new custom optimization\r\n * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)\r\n * @param onGetDescription defines the callback called to get the description attached with the optimization.\r\n * @param priority defines the priority of this optimization (0 by default which means first in the list)\r\n * @returns the current SceneOptimizerOptions\r\n */\r\n public addCustomOptimization(onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean, onGetDescription: () => string, priority: number = 0): SceneOptimizerOptions {\r\n const optimization = new CustomOptimization(priority);\r\n optimization.onApply = onApply;\r\n optimization.onGetDescription = onGetDescription;\r\n\r\n this.optimizations.push(optimization);\r\n return this;\r\n }\r\n\r\n /**\r\n * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene\r\n * @param targetFrameRate defines the target frame rate (60 by default)\r\n * @returns a SceneOptimizerOptions object\r\n */\r\n public static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {\r\n const result = new SceneOptimizerOptions(targetFrameRate);\r\n\r\n let priority = 0;\r\n result.addOptimization(new MergeMeshesOptimization(priority));\r\n result.addOptimization(new ShadowsOptimization(priority));\r\n result.addOptimization(new LensFlaresOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new PostProcessesOptimization(priority));\r\n result.addOptimization(new ParticlesOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new TextureOptimization(priority, 1024));\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual\r\n * @param targetFrameRate defines the target frame rate (60 by default)\r\n * @returns a SceneOptimizerOptions object\r\n */\r\n public static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {\r\n const result = new SceneOptimizerOptions(targetFrameRate);\r\n\r\n let priority = 0;\r\n result.addOptimization(new MergeMeshesOptimization(priority));\r\n result.addOptimization(new ShadowsOptimization(priority));\r\n result.addOptimization(new LensFlaresOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new PostProcessesOptimization(priority));\r\n result.addOptimization(new ParticlesOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new TextureOptimization(priority, 512));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new RenderTargetsOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new HardwareScalingOptimization(priority, 2));\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual\r\n * @param targetFrameRate defines the target frame rate (60 by default)\r\n * @returns a SceneOptimizerOptions object\r\n */\r\n public static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {\r\n const result = new SceneOptimizerOptions(targetFrameRate);\r\n\r\n let priority = 0;\r\n result.addOptimization(new MergeMeshesOptimization(priority));\r\n result.addOptimization(new ShadowsOptimization(priority));\r\n result.addOptimization(new LensFlaresOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new PostProcessesOptimization(priority));\r\n result.addOptimization(new ParticlesOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new TextureOptimization(priority, 256));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new RenderTargetsOptimization(priority));\r\n\r\n // Next priority\r\n priority++;\r\n result.addOptimization(new HardwareScalingOptimization(priority, 4));\r\n\r\n return result;\r\n }\r\n}\r\n\r\n/**\r\n * Class used to run optimizations in order to reach a target frame rate\r\n * @description More details at https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer\r\n */\r\nexport class SceneOptimizer implements IDisposable {\r\n private _isRunning = false;\r\n private _options: SceneOptimizerOptions;\r\n private _scene: Scene;\r\n private _currentPriorityLevel = 0;\r\n private _targetFrameRate = 60;\r\n private _trackerDuration = 2000;\r\n private _currentFrameRate = 0;\r\n private _sceneDisposeObserver: Nullable<Observer<Scene>>;\r\n private _improvementMode = false;\r\n\r\n /**\r\n * Defines an observable called when the optimizer reaches the target frame rate\r\n */\r\n public onSuccessObservable = new Observable<SceneOptimizer>();\r\n /**\r\n * Defines an observable called when the optimizer enables an optimization\r\n */\r\n public onNewOptimizationAppliedObservable = new Observable<SceneOptimization>();\r\n /**\r\n * Defines an observable called when the optimizer is not able to reach the target frame rate\r\n */\r\n public onFailureObservable = new Observable<SceneOptimizer>();\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the optimizer is in improvement mode\r\n */\r\n public get isInImprovementMode(): boolean {\r\n return this._improvementMode;\r\n }\r\n\r\n public set isInImprovementMode(value: boolean) {\r\n this._improvementMode = value;\r\n }\r\n\r\n /**\r\n * Gets the current priority level (0 at start)\r\n */\r\n public get currentPriorityLevel(): number {\r\n return this._currentPriorityLevel;\r\n }\r\n\r\n /**\r\n * Gets the current frame rate checked by the SceneOptimizer\r\n */\r\n public get currentFrameRate(): number {\r\n return this._currentFrameRate;\r\n }\r\n\r\n /**\r\n * Gets or sets the current target frame rate (60 by default)\r\n */\r\n public get targetFrameRate(): number {\r\n return this._targetFrameRate;\r\n }\r\n\r\n /**\r\n * Gets or sets the current target frame rate (60 by default)\r\n */\r\n public set targetFrameRate(value: number) {\r\n this._targetFrameRate = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the current interval between two checks (every 2000ms by default)\r\n */\r\n public get trackerDuration(): number {\r\n return this._trackerDuration;\r\n }\r\n\r\n /**\r\n * Gets or sets the current interval between two checks (every 2000ms by default)\r\n */\r\n public set trackerDuration(value: number) {\r\n this._trackerDuration = value;\r\n }\r\n\r\n /**\r\n * Gets the list of active optimizations\r\n */\r\n public get optimizations(): SceneOptimization[] {\r\n return this._options.optimizations;\r\n }\r\n\r\n /**\r\n * Creates a new SceneOptimizer\r\n * @param scene defines the scene to work on\r\n * @param options defines the options to use with the SceneOptimizer\r\n * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)\r\n * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)\r\n */\r\n public constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities = true, improvementMode = false) {\r\n if (!options) {\r\n this._options = new SceneOptimizerOptions();\r\n } else {\r\n this._options = options;\r\n }\r\n\r\n if (this._options.targetFrameRate) {\r\n this._targetFrameRate = this._options.targetFrameRate;\r\n }\r\n\r\n if (this._options.trackerDuration) {\r\n this._trackerDuration = this._options.trackerDuration;\r\n }\r\n\r\n if (autoGeneratePriorities) {\r\n let priority = 0;\r\n for (const optim of this._options.optimizations) {\r\n optim.priority = priority++;\r\n }\r\n }\r\n\r\n this._improvementMode = improvementMode;\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this._sceneDisposeObserver = this._scene.onDisposeObservable.add(() => {\r\n this._sceneDisposeObserver = null;\r\n this.dispose();\r\n });\r\n }\r\n\r\n /**\r\n * Stops the current optimizer\r\n */\r\n public stop() {\r\n this._isRunning = false;\r\n }\r\n\r\n /**\r\n * Reset the optimizer to initial step (current priority level = 0)\r\n */\r\n public reset() {\r\n this._currentPriorityLevel = 0;\r\n }\r\n\r\n /**\r\n * Start the optimizer. By default it will try to reach a specific framerate\r\n * but if the optimizer is set with improvementMode === true then it will run all optimization while frame rate is above the target frame rate\r\n */\r\n public start() {\r\n if (this._isRunning) {\r\n return;\r\n }\r\n\r\n this._isRunning = true;\r\n\r\n // Let's wait for the scene to be ready before running our check\r\n this._scene.executeWhenReady(() => {\r\n setTimeout(() => {\r\n this._checkCurrentState();\r\n }, this._trackerDuration);\r\n });\r\n }\r\n\r\n private _checkCurrentState() {\r\n if (!this._isRunning) {\r\n return;\r\n }\r\n\r\n const scene = this._scene;\r\n const options = this._options;\r\n\r\n this._currentFrameRate = Math.round(scene.getEngine().getFps());\r\n\r\n if ((this._improvementMode && this._currentFrameRate <= this._targetFrameRate) || (!this._improvementMode && this._currentFrameRate >= this._targetFrameRate)) {\r\n this._isRunning = false;\r\n this.onSuccessObservable.notifyObservers(this);\r\n return;\r\n }\r\n\r\n // Apply current level of optimizations\r\n let allDone = true;\r\n let noOptimizationApplied = true;\r\n for (let index = 0; index < options.optimizations.length; index++) {\r\n const optimization = options.optimizations[index];\r\n\r\n if (optimization.priority === this._currentPriorityLevel) {\r\n noOptimizationApplied = false;\r\n allDone = allDone && optimization.apply(scene, this);\r\n this.onNewOptimizationAppliedObservable.notifyObservers(optimization);\r\n }\r\n }\r\n\r\n // If no optimization was applied, this is a failure :(\r\n if (noOptimizationApplied) {\r\n this._isRunning = false;\r\n this.onFailureObservable.notifyObservers(this);\r\n\r\n return;\r\n }\r\n\r\n // If all optimizations were done, move to next level\r\n if (allDone) {\r\n this._currentPriorityLevel++;\r\n }\r\n\r\n // Let's the system running for a specific amount of time before checking FPS\r\n scene.executeWhenReady(() => {\r\n setTimeout(() => {\r\n this._checkCurrentState();\r\n }, this._trackerDuration);\r\n });\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose(): void {\r\n this.stop();\r\n this.onSuccessObservable.clear();\r\n this.onFailureObservable.clear();\r\n this.onNewOptimizationAppliedObservable.clear();\r\n if (this._sceneDisposeObserver) {\r\n this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);\r\n }\r\n }\r\n\r\n /**\r\n * Helper function to create a SceneOptimizer with one single line of code\r\n * @param scene defines the scene to work on\r\n * @param options defines the options to use with the SceneOptimizer\r\n * @param onSuccess defines a callback to call on success\r\n * @param onFailure defines a callback to call on failure\r\n * @returns the new SceneOptimizer object\r\n */\r\n public static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer {\r\n const optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);\r\n\r\n if (onSuccess) {\r\n optimizer.onSuccessObservable.add(() => {\r\n onSuccess();\r\n });\r\n }\r\n\r\n if (onFailure) {\r\n optimizer.onFailureObservable.add(() => {\r\n onFailure();\r\n });\r\n }\r\n\r\n optimizer.start();\r\n\r\n return optimizer;\r\n }\r\n}\r\n"]}
@@ -16,7 +16,10 @@ export declare class WebRequest implements IWebRequest {
16
16
  * Add callback functions in this array to update all the requests before they get sent to the network
17
17
  */
18
18
  static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
19
+ static SkipRequestModificationForBabylonCDN: boolean;
20
+ private _requestURL;
19
21
  private _injectCustomRequestHeaders;
22
+ private _shouldSkipRequestModifications;
20
23
  /**
21
24
  * Gets or sets a function to be called when loading progress changes
22
25
  */
@@ -15,8 +15,12 @@ function createXMLHttpRequest() {
15
15
  var WebRequest = /** @class */ (function () {
16
16
  function WebRequest() {
17
17
  this._xhr = createXMLHttpRequest();
18
+ this._requestURL = "";
18
19
  }
19
20
  WebRequest.prototype._injectCustomRequestHeaders = function () {
21
+ if (this._shouldSkipRequestModifications(this._requestURL)) {
22
+ return;
23
+ }
20
24
  for (var key in WebRequest.CustomRequestHeaders) {
21
25
  var val = WebRequest.CustomRequestHeaders[key];
22
26
  if (val) {
@@ -24,6 +28,9 @@ var WebRequest = /** @class */ (function () {
24
28
  }
25
29
  }
26
30
  };
31
+ WebRequest.prototype._shouldSkipRequestModifications = function (url) {
32
+ return WebRequest.SkipRequestModificationForBabylonCDN && (url.includes("preview.babylonjs.com") || url.includes("cdn.babylonjs.com"));
33
+ };
27
34
  Object.defineProperty(WebRequest.prototype, "onprogress", {
28
35
  /**
29
36
  * Gets or sets a function to be called when loading progress changes
@@ -153,11 +160,15 @@ var WebRequest = /** @class */ (function () {
153
160
  WebRequest.prototype.open = function (method, url) {
154
161
  for (var _i = 0, _a = WebRequest.CustomRequestModifiers; _i < _a.length; _i++) {
155
162
  var update = _a[_i];
163
+ if (this._shouldSkipRequestModifications(url)) {
164
+ return;
165
+ }
156
166
  update(this._xhr, url);
157
167
  }
158
168
  // Clean url
159
169
  url = url.replace("file:http:", "http:");
160
170
  url = url.replace("file:https:", "https:");
171
+ this._requestURL = url;
161
172
  return this._xhr.open(method, url, true);
162
173
  };
163
174
  /**
@@ -185,6 +196,7 @@ var WebRequest = /** @class */ (function () {
185
196
  * Add callback functions in this array to update all the requests before they get sent to the network
186
197
  */
187
198
  WebRequest.CustomRequestModifiers = new Array();
199
+ WebRequest.SkipRequestModificationForBabylonCDN = true;
188
200
  return WebRequest;
189
201
  }());
190
202
  export { WebRequest };
@@ -1 +1 @@
1
- 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type { IWebRequest } from \"./interfaces/iWebRequest\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { INative } from \"../Engines/Native/nativeInterfaces\";\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare const _native: INative;\r\n\r\n/** @hidden */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction createXMLHttpRequest(): XMLHttpRequest {\r\n // If running in Babylon Native, then defer to the native XMLHttpRequest, which has the same public contract\r\n if (typeof _native !== \"undefined\" && _native.XMLHttpRequest) {\r\n return new _native.XMLHttpRequest();\r\n } else {\r\n return new XMLHttpRequest();\r\n }\r\n}\r\n\r\n/**\r\n * Extended version of XMLHttpRequest with support for customizations (headers, ...)\r\n */\r\nexport class WebRequest implements IWebRequest {\r\n private readonly _xhr = createXMLHttpRequest();\r\n\r\n /**\r\n * Custom HTTP Request Headers to be sent with XMLHttpRequests\r\n * i.e. when loading files, where the server/service expects an Authorization header\r\n */\r\n public static CustomRequestHeaders: { [key: string]: string } = {};\r\n\r\n /**\r\n * Add callback functions in this array to update all the requests before they get sent to the network\r\n */\r\n public static CustomRequestModifiers = new Array<(request: XMLHttpRequest, url: string) => void>();\r\n\r\n private _injectCustomRequestHeaders(): void {\r\n for (const key in WebRequest.CustomRequestHeaders) {\r\n const val = WebRequest.CustomRequestHeaders[key];\r\n if (val) {\r\n this._xhr.setRequestHeader(key, val);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets a function to be called when loading progress changes\r\n */\r\n public get onprogress(): ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null {\r\n return this._xhr.onprogress;\r\n }\r\n\r\n public set onprogress(value: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null) {\r\n this._xhr.onprogress = value;\r\n }\r\n\r\n /**\r\n * Returns client's state\r\n */\r\n public get readyState(): number {\r\n return this._xhr.readyState;\r\n }\r\n\r\n /**\r\n * Returns client's status\r\n */\r\n public get status(): number {\r\n return this._xhr.status;\r\n }\r\n\r\n /**\r\n * Returns client's status as a text\r\n */\r\n public get statusText(): string {\r\n return this._xhr.statusText;\r\n }\r\n\r\n /**\r\n * Returns client's response\r\n */\r\n public get response(): any {\r\n return this._xhr.response;\r\n }\r\n\r\n /**\r\n * Returns client's response url\r\n */\r\n public get responseURL(): string {\r\n return this._xhr.responseURL;\r\n }\r\n\r\n /**\r\n * Returns client's response as text\r\n */\r\n public get responseText(): string {\r\n return this._xhr.responseText;\r\n }\r\n\r\n /**\r\n * Gets or sets the expected response type\r\n */\r\n public get responseType(): XMLHttpRequestResponseType {\r\n return this._xhr.responseType;\r\n }\r\n\r\n public set responseType(value: XMLHttpRequestResponseType) {\r\n this._xhr.responseType = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the timeout value in milliseconds\r\n */\r\n public get timeout(): number {\r\n return this._xhr.timeout;\r\n }\r\n\r\n public set timeout(value: number) {\r\n this._xhr.timeout = value;\r\n }\r\n\r\n /** @hidden */\r\n public addEventListener<K extends keyof XMLHttpRequestEventMap>(\r\n type: K,\r\n listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any,\r\n options?: boolean | AddEventListenerOptions\r\n ): void;\r\n public addEventListener(type: string, listener: EventListenerOrEventListenerObject, options?: boolean | AddEventListenerOptions): void {\r\n this._xhr.addEventListener(type, listener, options);\r\n }\r\n\r\n /** @hidden */\r\n public removeEventListener<K extends keyof XMLHttpRequestEventMap>(\r\n type: K,\r\n listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any,\r\n options?: boolean | EventListenerOptions\r\n ): void;\r\n public removeEventListener(type: string, listener: EventListenerOrEventListenerObject, options?: boolean | EventListenerOptions): void {\r\n this._xhr.removeEventListener(type, listener, options);\r\n }\r\n\r\n /**\r\n * Cancels any network activity\r\n */\r\n public abort() {\r\n this._xhr.abort();\r\n }\r\n\r\n /**\r\n * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD\r\n * @param body defines an optional request body\r\n */\r\n public send(body?: Document | XMLHttpRequestBodyInit | null): void {\r\n if (WebRequest.CustomRequestHeaders) {\r\n this._injectCustomRequestHeaders();\r\n }\r\n\r\n this._xhr.send(body);\r\n }\r\n\r\n /**\r\n * Sets the request method, request URL\r\n * @param method defines the method to use (GET, POST, etc..)\r\n * @param url defines the url to connect with\r\n */\r\n public open(method: string, url: string): void {\r\n for (const update of WebRequest.CustomRequestModifiers) {\r\n update(this._xhr, url);\r\n }\r\n\r\n // Clean url\r\n url = url.replace(\"file:http:\", \"http:\");\r\n url = url.replace(\"file:https:\", \"https:\");\r\n\r\n return this._xhr.open(method, url, true);\r\n }\r\n\r\n /**\r\n * Sets the value of a request header.\r\n * @param name The name of the header whose value is to be set\r\n * @param value The value to set as the body of the header\r\n */\r\n setRequestHeader(name: string, value: string): void {\r\n this._xhr.setRequestHeader(name, value);\r\n }\r\n\r\n /**\r\n * Get the string containing the text of a particular header's value.\r\n * @param name The name of the header\r\n * @returns The string containing the text of the given header name\r\n */\r\n getResponseHeader(name: string): Nullable<string> {\r\n return this._xhr.getResponseHeader(name);\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"webRequest.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Misc/webRequest.ts"],"names":[],"mappings":"AAOA,cAAc;AACd,gEAAgE;AAChE,SAAS,oBAAoB;IACzB,4GAA4G;IAC5G,IAAI,OAAO,OAAO,KAAK,WAAW,IAAI,OAAO,CAAC,cAAc,EAAE;QAC1D,OAAO,IAAI,OAAO,CAAC,cAAc,EAAE,CAAC;KACvC;SAAM;QACH,OAAO,IAAI,cAAc,EAAE,CAAC;KAC/B;AACL,CAAC;AAED;;GAEG;AACH;IAAA;QACqB,SAAI,GAAG,oBAAoB,EAAE,CAAC;QAevC,gBAAW,GAAW,EAAE,CAAC;IA2KrC,CAAC;IAzKW,gDAA2B,GAAnC;QACI,IAAI,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,WAAW,CAAC,EAAE;YACxD,OAAO;SACV;QACD,KAAK,IAAM,GAAG,IAAI,UAAU,CAAC,oBAAoB,EAAE;YAC/C,IAAM,GAAG,GAAG,UAAU,CAAC,oBAAoB,CAAC,GAAG,CAAC,CAAC;YACjD,IAAI,GAAG,EAAE;gBACL,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;aACxC;SACJ;IACL,CAAC;IAEO,oDAA+B,GAAvC,UAAwC,GAAW;QAC/C,OAAO,UAAU,CAAC,oCAAoC,IAAI,CAAC,GAAG,CAAC,QAAQ,CAAC,uBAAuB,CAAC,IAAI,GAAG,CAAC,QAAQ,CAAC,mBAAmB,CAAC,CAAC,CAAC;IAC3I,CAAC;IAKD,sBAAW,kCAAU;QAHrB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC;QAChC,CAAC;aAED,UAAsB,KAAgE;YAClF,IAAI,CAAC,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;QACjC,CAAC;;;OAJA;IASD,sBAAW,kCAAU;QAHrB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC;QAChC,CAAC;;;OAAA;IAKD,sBAAW,8BAAM;QAHjB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC;QAC5B,CAAC;;;OAAA;IAKD,sBAAW,kCAAU;QAHrB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC;QAChC,CAAC;;;OAAA;IAKD,sBAAW,gCAAQ;QAHnB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC;QAC9B,CAAC;;;OAAA;IAKD,sBAAW,mCAAW;QAHtB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC;QACjC,CAAC;;;OAAA;IAKD,sBAAW,oCAAY;QAHvB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC;QAClC,CAAC;;;OAAA;IAKD,sBAAW,oCAAY;QAHvB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC;QAClC,CAAC;aAED,UAAwB,KAAiC;YACrD,IAAI,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QACnC,CAAC;;;OAJA;IASD,sBAAW,+BAAO;QAHlB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC;QAC7B,CAAC;aAED,UAAmB,KAAa;YAC5B,IAAI,CAAC,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;QAC9B,CAAC;;;OAJA;IAYM,qCAAgB,GAAvB,UAAwB,IAAY,EAAE,QAA4C,EAAE,OAA2C;QAC3H,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC,IAAI,EAAE,QAAQ,EAAE,OAAO,CAAC,CAAC;IACxD,CAAC;IAQM,wCAAmB,GAA1B,UAA2B,IAAY,EAAE,QAA4C,EAAE,OAAwC;QAC3H,IAAI,CAAC,IAAI,CAAC,mBAAmB,CAAC,IAAI,EAAE,QAAQ,EAAE,OAAO,CAAC,CAAC;IAC3D,CAAC;IAED;;OAEG;IACI,0BAAK,GAAZ;QACI,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC;IACtB,CAAC;IAED;;;OAGG;IACI,yBAAI,GAAX,UAAY,IAA+C;QACvD,IAAI,UAAU,CAAC,oBAAoB,EAAE;YACjC,IAAI,CAAC,2BAA2B,EAAE,CAAC;SACtC;QAED,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IACzB,CAAC;IAED;;;;OAIG;IACI,yBAAI,GAAX,UAAY,MAAc,EAAE,GAAW;QACnC,KAAqB,UAAiC,EAAjC,KAAA,UAAU,CAAC,sBAAsB,EAAjC,cAAiC,EAAjC,IAAiC,EAAE;YAAnD,IAAM,MAAM,SAAA;YACb,IAAI,IAAI,CAAC,+BAA+B,CAAC,GAAG,CAAC,EAAE;gBAC3C,OAAO;aACV;YACD,MAAM,CAAC,IAAI,CAAC,IAAI,EAAE,GAAG,CAAC,CAAC;SAC1B;QAED,YAAY;QACZ,GAAG,GAAG,GAAG,CAAC,OAAO,CAAC,YAAY,EAAE,OAAO,CAAC,CAAC;QACzC,GAAG,GAAG,GAAG,CAAC,OAAO,CAAC,aAAa,EAAE,QAAQ,CAAC,CAAC;QAE3C,IAAI,CAAC,WAAW,GAAG,GAAG,CAAC;QAEvB,OAAO,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG,EAAE,IAAI,CAAC,CAAC;IAC7C,CAAC;IAED;;;;OAIG;IACH,qCAAgB,GAAhB,UAAiB,IAAY,EAAE,KAAa;QACxC,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IAC5C,CAAC;IAED;;;;OAIG;IACH,sCAAiB,GAAjB,UAAkB,IAAY;QAC1B,OAAO,IAAI,CAAC,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,CAAC;IAC7C,CAAC;IAvLD;;;OAGG;IACW,+BAAoB,GAA8B,EAAE,CAAC;IAEnE;;OAEG;IACW,iCAAsB,GAAG,IAAI,KAAK,EAAkD,CAAC;IAErF,+CAAoC,GAAG,IAAI,CAAC;IA6K9D,iBAAC;CAAA,AA3LD,IA2LC;SA3LY,UAAU","sourcesContent":["import type { IWebRequest } from \"./interfaces/iWebRequest\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { INative } from \"../Engines/Native/nativeInterfaces\";\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare const _native: INative;\r\n\r\n/** @hidden */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction createXMLHttpRequest(): XMLHttpRequest {\r\n // If running in Babylon Native, then defer to the native XMLHttpRequest, which has the same public contract\r\n if (typeof _native !== \"undefined\" && _native.XMLHttpRequest) {\r\n return new _native.XMLHttpRequest();\r\n } else {\r\n return new XMLHttpRequest();\r\n }\r\n}\r\n\r\n/**\r\n * Extended version of XMLHttpRequest with support for customizations (headers, ...)\r\n */\r\nexport class WebRequest implements IWebRequest {\r\n private readonly _xhr = createXMLHttpRequest();\r\n\r\n /**\r\n * Custom HTTP Request Headers to be sent with XMLHttpRequests\r\n * i.e. when loading files, where the server/service expects an Authorization header\r\n */\r\n public static CustomRequestHeaders: { [key: string]: string } = {};\r\n\r\n /**\r\n * Add callback functions in this array to update all the requests before they get sent to the network\r\n */\r\n public static CustomRequestModifiers = new Array<(request: XMLHttpRequest, url: string) => void>();\r\n\r\n public static SkipRequestModificationForBabylonCDN = true;\r\n\r\n private _requestURL: string = \"\";\r\n\r\n private _injectCustomRequestHeaders(): void {\r\n if (this._shouldSkipRequestModifications(this._requestURL)) {\r\n return;\r\n }\r\n for (const key in WebRequest.CustomRequestHeaders) {\r\n const val = WebRequest.CustomRequestHeaders[key];\r\n if (val) {\r\n this._xhr.setRequestHeader(key, val);\r\n }\r\n }\r\n }\r\n\r\n private _shouldSkipRequestModifications(url: string): boolean {\r\n return WebRequest.SkipRequestModificationForBabylonCDN && (url.includes(\"preview.babylonjs.com\") || url.includes(\"cdn.babylonjs.com\"));\r\n }\r\n\r\n /**\r\n * Gets or sets a function to be called when loading progress changes\r\n */\r\n public get onprogress(): ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null {\r\n return this._xhr.onprogress;\r\n }\r\n\r\n public set onprogress(value: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null) {\r\n this._xhr.onprogress = value;\r\n }\r\n\r\n /**\r\n * Returns client's state\r\n */\r\n public get readyState(): number {\r\n return this._xhr.readyState;\r\n }\r\n\r\n /**\r\n * Returns client's status\r\n */\r\n public get status(): number {\r\n return this._xhr.status;\r\n }\r\n\r\n /**\r\n * Returns client's status as a text\r\n */\r\n public get statusText(): string {\r\n return this._xhr.statusText;\r\n }\r\n\r\n /**\r\n * Returns client's response\r\n */\r\n public get response(): any {\r\n return this._xhr.response;\r\n }\r\n\r\n /**\r\n * Returns client's response url\r\n */\r\n public get responseURL(): string {\r\n return this._xhr.responseURL;\r\n }\r\n\r\n /**\r\n * Returns client's response as text\r\n */\r\n public get responseText(): string {\r\n return this._xhr.responseText;\r\n }\r\n\r\n /**\r\n * Gets or sets the expected response type\r\n */\r\n public get responseType(): XMLHttpRequestResponseType {\r\n return this._xhr.responseType;\r\n }\r\n\r\n public set responseType(value: XMLHttpRequestResponseType) {\r\n this._xhr.responseType = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the timeout value in milliseconds\r\n */\r\n public get timeout(): number {\r\n return this._xhr.timeout;\r\n }\r\n\r\n public set timeout(value: number) {\r\n this._xhr.timeout = value;\r\n }\r\n\r\n /** @hidden */\r\n public addEventListener<K extends keyof XMLHttpRequestEventMap>(\r\n type: K,\r\n listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any,\r\n options?: boolean | AddEventListenerOptions\r\n ): void;\r\n public addEventListener(type: string, listener: EventListenerOrEventListenerObject, options?: boolean | AddEventListenerOptions): void {\r\n this._xhr.addEventListener(type, listener, options);\r\n }\r\n\r\n /** @hidden */\r\n public removeEventListener<K extends keyof XMLHttpRequestEventMap>(\r\n type: K,\r\n listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any,\r\n options?: boolean | EventListenerOptions\r\n ): void;\r\n public removeEventListener(type: string, listener: EventListenerOrEventListenerObject, options?: boolean | EventListenerOptions): void {\r\n this._xhr.removeEventListener(type, listener, options);\r\n }\r\n\r\n /**\r\n * Cancels any network activity\r\n */\r\n public abort() {\r\n this._xhr.abort();\r\n }\r\n\r\n /**\r\n * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD\r\n * @param body defines an optional request body\r\n */\r\n public send(body?: Document | XMLHttpRequestBodyInit | null): void {\r\n if (WebRequest.CustomRequestHeaders) {\r\n this._injectCustomRequestHeaders();\r\n }\r\n\r\n this._xhr.send(body);\r\n }\r\n\r\n /**\r\n * Sets the request method, request URL\r\n * @param method defines the method to use (GET, POST, etc..)\r\n * @param url defines the url to connect with\r\n */\r\n public open(method: string, url: string): void {\r\n for (const update of WebRequest.CustomRequestModifiers) {\r\n if (this._shouldSkipRequestModifications(url)) {\r\n return;\r\n }\r\n update(this._xhr, url);\r\n }\r\n\r\n // Clean url\r\n url = url.replace(\"file:http:\", \"http:\");\r\n url = url.replace(\"file:https:\", \"https:\");\r\n\r\n this._requestURL = url;\r\n\r\n return this._xhr.open(method, url, true);\r\n }\r\n\r\n /**\r\n * Sets the value of a request header.\r\n * @param name The name of the header whose value is to be set\r\n * @param value The value to set as the body of the header\r\n */\r\n setRequestHeader(name: string, value: string): void {\r\n this._xhr.setRequestHeader(name, value);\r\n }\r\n\r\n /**\r\n * Get the string containing the text of a particular header's value.\r\n * @param name The name of the header\r\n * @returns The string containing the text of the given header name\r\n */\r\n getResponseHeader(name: string): Nullable<string> {\r\n return this._xhr.getResponseHeader(name);\r\n }\r\n}\r\n"]}
@@ -90,11 +90,6 @@ export declare class RenderingGroup {
90
90
  * @param transparent Specifies to activate blending if true
91
91
  */
92
92
  private static _RenderSorted;
93
- /**
94
- * Renders the submeshes in the order they were dispatched (no sort applied).
95
- * @param subMeshes The submeshes to render
96
- */
97
- private static _RenderUnsorted;
98
93
  /**
99
94
  * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
100
95
  * are rendered back to front if in the same alpha index.
@@ -122,6 +117,15 @@ export declare class RenderingGroup {
122
117
  * @returns The result of the comparison
123
118
  */
124
119
  static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
120
+ /**
121
+ * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
122
+ * are grouped by material then geometry.
123
+ *
124
+ * @param a The first submesh
125
+ * @param b The second submesh
126
+ * @returns The result of the comparison
127
+ */
128
+ static PainterSortCompare(a: SubMesh, b: SubMesh): number;
125
129
  /**
126
130
  * Resets the different lists of submeshes to prepare a new frame.
127
131
  */
@@ -42,13 +42,13 @@ var RenderingGroup = /** @class */ (function () {
42
42
  * If null the sub meshes will be render in the order they were created
43
43
  */
44
44
  set: function (value) {
45
- this._opaqueSortCompareFn = value;
46
45
  if (value) {
47
- this._renderOpaque = this._renderOpaqueSorted;
46
+ this._opaqueSortCompareFn = value;
48
47
  }
49
48
  else {
50
- this._renderOpaque = RenderingGroup._RenderUnsorted;
49
+ this._opaqueSortCompareFn = RenderingGroup.PainterSortCompare;
51
50
  }
51
+ this._renderOpaque = this._renderOpaqueSorted;
52
52
  },
53
53
  enumerable: false,
54
54
  configurable: true
@@ -59,13 +59,13 @@ var RenderingGroup = /** @class */ (function () {
59
59
  * If null the sub meshes will be render in the order they were created
60
60
  */
61
61
  set: function (value) {
62
- this._alphaTestSortCompareFn = value;
63
62
  if (value) {
64
- this._renderAlphaTest = this._renderAlphaTestSorted;
63
+ this._alphaTestSortCompareFn = value;
65
64
  }
66
65
  else {
67
- this._renderAlphaTest = RenderingGroup._RenderUnsorted;
66
+ this._alphaTestSortCompareFn = RenderingGroup.PainterSortCompare;
68
67
  }
68
+ this._renderAlphaTest = this._renderAlphaTestSorted;
69
69
  },
70
70
  enumerable: false,
71
71
  configurable: true
@@ -187,12 +187,14 @@ var RenderingGroup = /** @class */ (function () {
187
187
  var subIndex = 0;
188
188
  var subMesh;
189
189
  var cameraPosition = camera ? camera.globalPosition : RenderingGroup._ZeroVector;
190
- for (; subIndex < subMeshes.length; subIndex++) {
191
- subMesh = subMeshes.data[subIndex];
192
- subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
193
- subMesh._distanceToCamera = Vector3.Distance(subMesh.getBoundingInfo().boundingSphere.centerWorld, cameraPosition);
190
+ if (transparent) {
191
+ for (; subIndex < subMeshes.length; subIndex++) {
192
+ subMesh = subMeshes.data[subIndex];
193
+ subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
194
+ subMesh._distanceToCamera = Vector3.Distance(subMesh.getBoundingInfo().boundingSphere.centerWorld, cameraPosition);
195
+ }
194
196
  }
195
- var sortedArray = subMeshes.data.slice(0, subMeshes.length);
197
+ var sortedArray = subMeshes.length === subMeshes.data.length ? subMeshes.data : subMeshes.data.slice(0, subMeshes.length);
196
198
  if (sortCompareFn) {
197
199
  sortedArray.sort(sortCompareFn);
198
200
  }
@@ -215,20 +217,6 @@ var RenderingGroup = /** @class */ (function () {
215
217
  subMesh.render(transparent);
216
218
  }
217
219
  };
218
- /**
219
- * Renders the submeshes in the order they were dispatched (no sort applied).
220
- * @param subMeshes The submeshes to render
221
- */
222
- RenderingGroup._RenderUnsorted = function (subMeshes) {
223
- var scene = subMeshes.data[0].getMesh().getScene();
224
- for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
225
- var submesh = subMeshes.data[subIndex];
226
- if (scene._activeMeshesFrozenButKeepClipping && !submesh.isInFrustum(scene._frustumPlanes)) {
227
- continue;
228
- }
229
- submesh.render(false);
230
- }
231
- };
232
220
  /**
233
221
  * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
234
222
  * are rendered back to front if in the same alpha index.
@@ -287,6 +275,22 @@ var RenderingGroup = /** @class */ (function () {
287
275
  }
288
276
  return 0;
289
277
  };
278
+ /**
279
+ * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
280
+ * are grouped by material then geometry.
281
+ *
282
+ * @param a The first submesh
283
+ * @param b The second submesh
284
+ * @returns The result of the comparison
285
+ */
286
+ RenderingGroup.PainterSortCompare = function (a, b) {
287
+ var meshA = a.getMesh();
288
+ var meshB = b.getMesh();
289
+ if (meshA.material && meshB.material) {
290
+ return meshA.material.uniqueId - meshB.material.uniqueId;
291
+ }
292
+ return meshA.uniqueId - meshB.uniqueId;
293
+ };
290
294
  /**
291
295
  * Resets the different lists of submeshes to prepare a new frame.
292
296
  */
@@ -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 * @hidden\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 /** @hidden */\r\n public _empty = true;\r\n\r\n /** @hidden */\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 this._opaqueSortCompareFn = value;\r\n if (value) {\r\n this._renderOpaque = this._renderOpaqueSorted;\r\n } else {\r\n this._renderOpaque = RenderingGroup._RenderUnsorted;\r\n }\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 this._alphaTestSortCompareFn = value;\r\n if (value) {\r\n this._renderAlphaTest = this._renderAlphaTestSorted;\r\n } else {\r\n this._renderAlphaTest = RenderingGroup._RenderUnsorted;\r\n }\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 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 const sortedArray = 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 * Renders the submeshes in the order they were dispatched (no sort applied).\r\n * @param subMeshes The submeshes to render\r\n */\r\n private static _RenderUnsorted(subMeshes: SmartArray<SubMesh>): void {\r\n const scene = subMeshes.data[0].getMesh().getScene();\r\n for (let subIndex = 0; subIndex < subMeshes.length; subIndex++) {\r\n const submesh = subMeshes.data[subIndex];\r\n\r\n if (scene._activeMeshesFrozenButKeepClipping && !submesh.isInFrustum(scene._frustumPlanes)) {\r\n continue;\r\n }\r\n\r\n submesh.render(false);\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 * 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 * @hidden\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 /** @hidden */\r\n public _empty = true;\r\n\r\n /** @hidden */\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"]}
@@ -0,0 +1,5 @@
1
+ /** @hidden */
2
+ export declare const vertexColorMixing: {
3
+ name: string;
4
+ shader: string;
5
+ };