@babylonjs/core 5.50.1 → 5.52.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animatable.d.ts +5 -3
- package/Animations/animatable.js +10 -7
- package/Animations/animatable.js.map +1 -1
- package/Animations/animationGroup.js +3 -1
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/runtimeAnimation.d.ts +1 -0
- package/Animations/runtimeAnimation.js +1 -0
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +8 -0
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +28 -2
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/freeCamera.d.ts +10 -0
- package/Cameras/freeCamera.js +32 -0
- package/Cameras/freeCamera.js.map +1 -1
- package/Cameras/targetCamera.js +4 -1
- package/Cameras/targetCamera.js.map +1 -1
- package/Engines/engineCapabilities.d.ts +2 -0
- package/Engines/engineCapabilities.js.map +1 -1
- package/Engines/nativeEngine.js +1 -0
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +1 -0
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.js +3 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +1 -0
- package/Engines/webgpuEngine.js.map +1 -1
- package/Inputs/scene.inputManager.d.ts +6 -3
- package/Inputs/scene.inputManager.js +67 -12
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +4 -0
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +37 -2
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialDecorator.d.ts +1 -1
- package/Materials/Node/nodeMaterialDecorator.js.map +1 -1
- package/Materials/PBR/pbrMaterial.js +1 -0
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/Textures/cubeTexture.js +7 -1
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Meshes/mesh.js +2 -2
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.d.ts +4 -1
- package/Meshes/mesh.vertexData.js +21 -17
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Misc/decorators.d.ts +8 -0
- package/Misc/decorators.js +22 -12
- package/Misc/decorators.js.map +1 -1
- package/Misc/environmentTextureTools.js +7 -0
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/khronosTextureContainer.js +4 -0
- package/Misc/khronosTextureContainer.js.map +1 -1
- package/Misc/observable.js +3 -0
- package/Misc/observable.js.map +1 -1
- package/Misc/sceneRecorder.js +3 -0
- package/Misc/sceneRecorder.js.map +1 -1
- package/Misc/virtualJoystick.js +2 -2
- package/Misc/virtualJoystick.js.map +1 -1
- package/Morph/morphTargetManager.js +7 -1
- package/Morph/morphTargetManager.js.map +1 -1
- package/Particles/gpuParticleSystem.js +18 -14
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Physics/v2/IPhysicsEnginePlugin.d.ts +126 -19
- package/Physics/v2/IPhysicsEnginePlugin.js +6 -0
- package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
- package/Physics/v2/physicsAggregate.d.ts +7 -1
- package/Physics/v2/physicsAggregate.js +21 -7
- package/Physics/v2/physicsAggregate.js.map +1 -1
- package/Physics/v2/physicsBody.d.ts +24 -15
- package/Physics/v2/physicsBody.js +46 -20
- package/Physics/v2/physicsBody.js.map +1 -1
- package/Physics/v2/physicsEngineComponent.d.ts +10 -0
- package/Physics/v2/physicsEngineComponent.js +27 -0
- package/Physics/v2/physicsEngineComponent.js.map +1 -1
- package/Physics/v2/physicsMaterial.d.ts +52 -46
- package/Physics/v2/physicsMaterial.js +23 -80
- package/Physics/v2/physicsMaterial.js.map +1 -1
- package/Physics/v2/physicsShape.d.ts +27 -2
- package/Physics/v2/physicsShape.js +52 -1
- package/Physics/v2/physicsShape.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +59 -13
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +131 -56
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.d.ts +65 -13
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +218 -80
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
- package/Rendering/depthRenderer.js +1 -1
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/depthRendererSceneComponent.d.ts +2 -1
- package/Rendering/depthRendererSceneComponent.js +2 -2
- package/Rendering/depthRendererSceneComponent.js.map +1 -1
- package/Rendering/geometryBufferRenderer.d.ts +8 -2
- package/Rendering/geometryBufferRenderer.js +32 -10
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/prePassRenderer.d.ts +18 -2
- package/Rendering/prePassRenderer.js +72 -26
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js +3 -3
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
- package/Shaders/geometry.fragment.js +2 -2
- package/Shaders/geometry.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection2.fragment.js +20 -10
- package/Shaders/screenSpaceReflection2.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection2Blur.fragment.js +1 -1
- package/Shaders/screenSpaceReflection2Blur.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js +9 -2
- package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -1
- package/Shaders/sprites.fragment.js +6 -1
- package/Shaders/sprites.fragment.js.map +1 -1
- package/Shaders/ssao2.fragment.js +0 -2
- package/Shaders/ssao2.fragment.js.map +1 -1
- package/Sprites/spriteManager.d.ts +7 -0
- package/Sprites/spriteManager.js +27 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spriteRenderer.d.ts +8 -0
- package/Sprites/spriteRenderer.js +42 -19
- package/Sprites/spriteRenderer.js.map +1 -1
- package/assetContainer.js +5 -1
- package/assetContainer.js.map +1 -1
- package/package.json +1 -1
|
@@ -28,6 +28,20 @@ export class PrePassRenderer {
|
|
|
28
28
|
set samples(n) {
|
|
29
29
|
this.defaultRT.samples = n;
|
|
30
30
|
}
|
|
31
|
+
/**
|
|
32
|
+
* If set to true (default: false), the depth texture will be cleared with the depth value corresponding to the far plane (1 in normal mode, 0 in reverse depth buffer mode)
|
|
33
|
+
* If set to false, the depth texture is always cleared with 0.
|
|
34
|
+
*/
|
|
35
|
+
get useSpecificClearForDepthTexture() {
|
|
36
|
+
return this._useSpecificClearForDepthTexture;
|
|
37
|
+
}
|
|
38
|
+
set useSpecificClearForDepthTexture(value) {
|
|
39
|
+
if (this._useSpecificClearForDepthTexture === value) {
|
|
40
|
+
return;
|
|
41
|
+
}
|
|
42
|
+
this._useSpecificClearForDepthTexture = value;
|
|
43
|
+
this._isDirty = true;
|
|
44
|
+
}
|
|
31
45
|
/**
|
|
32
46
|
* @returns the prepass render target for the rendering pass.
|
|
33
47
|
* If we are currently rendering a render target, it returns the PrePassRenderTarget
|
|
@@ -100,10 +114,11 @@ export class PrePassRenderer {
|
|
|
100
114
|
* Number of textures in the multi render target texture where the scene is directly rendered
|
|
101
115
|
*/
|
|
102
116
|
this.mrtCount = 0;
|
|
103
|
-
this.
|
|
117
|
+
this._mrtTypes = [];
|
|
104
118
|
this._mrtLayout = [];
|
|
105
119
|
this._mrtNames = [];
|
|
106
120
|
this._textureIndices = [];
|
|
121
|
+
this._useSpecificClearForDepthTexture = false;
|
|
107
122
|
this._isDirty = true;
|
|
108
123
|
/**
|
|
109
124
|
* Configuration for prepass effects
|
|
@@ -118,6 +133,7 @@ export class PrePassRenderer {
|
|
|
118
133
|
*/
|
|
119
134
|
this.renderTargets = [];
|
|
120
135
|
this._clearColor = new Color4(0, 0, 0, 0);
|
|
136
|
+
this._clearDepthColor = new Color4(1e8, 0, 0, 1); // "infinity" value - depth in the depth texture is view.z, not a 0..1 value!
|
|
121
137
|
this._enabled = false;
|
|
122
138
|
this._needsCompositionForThisPass = false;
|
|
123
139
|
/**
|
|
@@ -128,6 +144,20 @@ export class PrePassRenderer {
|
|
|
128
144
|
this.disableGammaTransform = false;
|
|
129
145
|
this._scene = scene;
|
|
130
146
|
this._engine = scene.getEngine();
|
|
147
|
+
let type = 0;
|
|
148
|
+
if (this._engine._caps.textureFloat && this._engine._caps.textureFloatLinearFiltering) {
|
|
149
|
+
type = 1;
|
|
150
|
+
}
|
|
151
|
+
else if (this._engine._caps.textureHalfFloat && this._engine._caps.textureHalfFloatLinearFiltering) {
|
|
152
|
+
type = 2;
|
|
153
|
+
}
|
|
154
|
+
if (type !== 1) {
|
|
155
|
+
for (let i = 0; i < PrePassRenderer.TextureFormats.length; ++i) {
|
|
156
|
+
if (PrePassRenderer.TextureFormats[i].type === 1) {
|
|
157
|
+
PrePassRenderer.TextureFormats[5].type = type;
|
|
158
|
+
}
|
|
159
|
+
}
|
|
160
|
+
}
|
|
131
161
|
PrePassRenderer._SceneComponentInitialization(this._scene);
|
|
132
162
|
this.defaultRT = this._createRenderTarget("sceneprePassRT", null);
|
|
133
163
|
this._currentTarget = this.defaultRT;
|
|
@@ -186,26 +216,35 @@ export class PrePassRenderer {
|
|
|
186
216
|
_reinitializeAttachments() {
|
|
187
217
|
const multiRenderLayout = [];
|
|
188
218
|
const clearLayout = [false];
|
|
219
|
+
const clearDepthLayout = [false];
|
|
189
220
|
const defaultLayout = [true];
|
|
190
221
|
for (let i = 0; i < this.mrtCount; i++) {
|
|
191
222
|
multiRenderLayout.push(true);
|
|
192
223
|
if (i > 0) {
|
|
193
|
-
|
|
224
|
+
if (this._useSpecificClearForDepthTexture && this._mrtLayout[i] === 5) {
|
|
225
|
+
clearLayout.push(false);
|
|
226
|
+
clearDepthLayout.push(true);
|
|
227
|
+
}
|
|
228
|
+
else {
|
|
229
|
+
clearLayout.push(true);
|
|
230
|
+
clearDepthLayout.push(false);
|
|
231
|
+
}
|
|
194
232
|
defaultLayout.push(false);
|
|
195
233
|
}
|
|
196
234
|
}
|
|
197
235
|
this._multiRenderAttachments = this._engine.buildTextureLayout(multiRenderLayout);
|
|
198
236
|
this._clearAttachments = this._engine.buildTextureLayout(clearLayout);
|
|
237
|
+
this._clearDepthAttachments = this._engine.buildTextureLayout(clearDepthLayout);
|
|
199
238
|
this._defaultAttachments = this._engine.buildTextureLayout(defaultLayout);
|
|
200
239
|
}
|
|
201
240
|
_resetLayout() {
|
|
202
|
-
for (let i = 0; i < PrePassRenderer.
|
|
203
|
-
this._textureIndices[PrePassRenderer.
|
|
241
|
+
for (let i = 0; i < PrePassRenderer.TextureFormats.length; i++) {
|
|
242
|
+
this._textureIndices[PrePassRenderer.TextureFormats[i].purpose] = -1;
|
|
204
243
|
}
|
|
205
244
|
this._textureIndices[4] = 0;
|
|
206
245
|
this._mrtLayout = [4];
|
|
207
|
-
this.
|
|
208
|
-
this._mrtNames = [PrePassRenderer.
|
|
246
|
+
this._mrtTypes = [PrePassRenderer.TextureFormats[4].type];
|
|
247
|
+
this._mrtNames = [PrePassRenderer.TextureFormats[4].name];
|
|
209
248
|
this.mrtCount = 1;
|
|
210
249
|
}
|
|
211
250
|
_updateGeometryBufferLayout() {
|
|
@@ -340,6 +379,10 @@ export class PrePassRenderer {
|
|
|
340
379
|
// Clearing other attachment with 0 on all other attachments
|
|
341
380
|
this._engine.bindAttachments(this._clearAttachments);
|
|
342
381
|
this._engine.clear(this._clearColor, true, false, false);
|
|
382
|
+
if (this._useSpecificClearForDepthTexture) {
|
|
383
|
+
this._engine.bindAttachments(this._clearDepthAttachments);
|
|
384
|
+
this._engine.clear(this._clearDepthColor, true, false, false);
|
|
385
|
+
}
|
|
343
386
|
// Regular clear color with the scene clear color of the 1st attachment
|
|
344
387
|
this._engine.bindAttachments(this._defaultAttachments);
|
|
345
388
|
}
|
|
@@ -389,7 +432,7 @@ export class PrePassRenderer {
|
|
|
389
432
|
}
|
|
390
433
|
for (let i = 0; i < this.renderTargets.length; i++) {
|
|
391
434
|
if (this.mrtCount !== previousMrtCount || this.renderTargets[i].count !== this.mrtCount) {
|
|
392
|
-
this.renderTargets[i].updateCount(this.mrtCount, { types: this.
|
|
435
|
+
this.renderTargets[i].updateCount(this.mrtCount, { types: this._mrtTypes }, this._mrtNames.concat("prePass_DepthBuffer"));
|
|
393
436
|
}
|
|
394
437
|
this.renderTargets[i]._resetPostProcessChain();
|
|
395
438
|
for (let j = 0; j < this._effectConfigurations.length; j++) {
|
|
@@ -550,8 +593,8 @@ export class PrePassRenderer {
|
|
|
550
593
|
if (this._textureIndices[type] === -1) {
|
|
551
594
|
this._textureIndices[type] = this._mrtLayout.length;
|
|
552
595
|
this._mrtLayout.push(type);
|
|
553
|
-
this.
|
|
554
|
-
this._mrtNames.push(PrePassRenderer.
|
|
596
|
+
this._mrtTypes.push(PrePassRenderer.TextureFormats[type].type);
|
|
597
|
+
this._mrtNames.push(PrePassRenderer.TextureFormats[type].name);
|
|
555
598
|
this.mrtCount++;
|
|
556
599
|
}
|
|
557
600
|
if (type === 2) {
|
|
@@ -637,45 +680,48 @@ export class PrePassRenderer {
|
|
|
637
680
|
PrePassRenderer._SceneComponentInitialization = (_) => {
|
|
638
681
|
throw _WarnImport("PrePassRendererSceneComponent");
|
|
639
682
|
};
|
|
640
|
-
|
|
683
|
+
/**
|
|
684
|
+
* Describes the types and formats of the textures used by the pre-pass renderer
|
|
685
|
+
*/
|
|
686
|
+
PrePassRenderer.TextureFormats = [
|
|
641
687
|
{
|
|
642
|
-
|
|
643
|
-
|
|
688
|
+
purpose: 0,
|
|
689
|
+
type: 2,
|
|
644
690
|
name: "prePass_Irradiance",
|
|
645
691
|
},
|
|
646
692
|
{
|
|
647
|
-
|
|
648
|
-
|
|
693
|
+
purpose: 1,
|
|
694
|
+
type: 2,
|
|
649
695
|
name: "prePass_Position",
|
|
650
696
|
},
|
|
651
697
|
{
|
|
652
|
-
|
|
653
|
-
|
|
698
|
+
purpose: 2,
|
|
699
|
+
type: 0,
|
|
654
700
|
name: "prePass_Velocity",
|
|
655
701
|
},
|
|
656
702
|
{
|
|
657
|
-
|
|
658
|
-
|
|
703
|
+
purpose: 3,
|
|
704
|
+
type: 0,
|
|
659
705
|
name: "prePass_Reflectivity",
|
|
660
706
|
},
|
|
661
707
|
{
|
|
662
|
-
|
|
663
|
-
|
|
708
|
+
purpose: 4,
|
|
709
|
+
type: 2,
|
|
664
710
|
name: "prePass_Color",
|
|
665
711
|
},
|
|
666
712
|
{
|
|
667
|
-
|
|
668
|
-
|
|
713
|
+
purpose: 5,
|
|
714
|
+
type: 1,
|
|
669
715
|
name: "prePass_Depth",
|
|
670
716
|
},
|
|
671
717
|
{
|
|
672
|
-
|
|
673
|
-
|
|
718
|
+
purpose: 6,
|
|
719
|
+
type: 2,
|
|
674
720
|
name: "prePass_Normal",
|
|
675
721
|
},
|
|
676
722
|
{
|
|
677
|
-
|
|
678
|
-
|
|
723
|
+
purpose: 7,
|
|
724
|
+
type: 0,
|
|
679
725
|
name: "prePass_Albedo",
|
|
680
726
|
},
|
|
681
727
|
];
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"prePassRenderer.js","sourceRoot":"","sources":["../../../../lts/core/generated/Rendering/prePassRenderer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,MAAM,2CAA2C,CAAC;AAGhF,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAGjD,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAI7C,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AAIjD,OAAO,EAAE,sBAAsB,EAAE,MAAM,qCAAqC,CAAC;AAE7E;;;;;GAKG;AACH,MAAM,OAAO,eAAe;IAqCxB;;;;OAIG;IACI,QAAQ,CAAC,IAAY;QACxB,OAAO,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IACtC,CAAC;IAED;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC;IAClC,CAAC;IAED,IAAW,OAAO,CAAC,CAAS;QACxB,IAAI,CAAC,SAAS,CAAC,OAAO,GAAG,CAAC,CAAC;IAC/B,CAAC;IAyDD;;;;OAIG;IACI,eAAe;QAClB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACI,gBAAgB,CAAC,mBAAkD;QACtE,IAAI,mBAAmB,EAAE;YACrB,IAAI,CAAC,cAAc,GAAG,mBAAmB,CAAC;SAC7C;aAAM;YACH,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,SAAS,CAAC;YACrC,IAAI,CAAC,OAAO,CAAC,mBAAmB,GAAG,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC;SACvE;IACL,CAAC;IAED;;;OAGG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,cAAc,KAAK,IAAI,CAAC,SAAS,CAAC;IAClD,CAAC;IASO,kCAAkC;QACtC,IAAI,CAAC,IAAI,CAAC,gCAAgC,EAAE;YACxC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,EAAE,CAAC;YAElE,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE;gBACvB,gBAAgB;gBAChB,IAAI,CAAC,gCAAgC,GAAG,IAAI,CAAC;gBAC7C,OAAO;aACV;YAED,IAAI,CAAC,eAAe,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC;SACnD;aAAM;YACH,IAAI,IAAI,CAAC,eAAe,EAAE;gBACtB,IAAI,CAAC,eAAe,CAAC,sBAAsB,EAAE,CAAC;aACjD;YACD,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;YAC5B,IAAI,CAAC,MAAM,CAAC,6BAA6B,EAAE,CAAC;SAC/C;IACL,CAAC;IAgBD;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IASD;;;OAGG;IACH,YAAY,KAAY;QAlMxB;;WAEG;QACI,wBAAmB,GAAmB,EAAE,CAAC;QAEhD;;;;WAIG;QACI,sBAAiB,GAAe,EAAE,CAAC;QAK1C;;WAEG;QACI,aAAQ,GAAW,CAAC,CAAC;QAEpB,gBAAW,GAAa,EAAE,CAAC;QAC3B,eAAU,GAAa,EAAE,CAAC;QAC1B,cAAS,GAAa,EAAE,CAAC;QACzB,oBAAe,GAAa,EAAE,CAAC;QAqE/B,aAAQ,GAAY,IAAI,CAAC;QAOjC;;WAEG;QACK,0BAAqB,GAAiC,EAAE,CAAC;QAmCjE;;WAEG;QACI,qCAAgC,GAAG,IAAI,CAAC;QAwB/C;;WAEG;QACI,kBAAa,GAA0B,EAAE,CAAC;QAEhC,gBAAW,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE9C,aAAQ,GAAY,KAAK,CAAC;QAE1B,iCAA4B,GAAG,KAAK,CAAC;QAU7C;;;;WAIG;QACI,0BAAqB,GAAG,KAAK,CAAC;QAOjC,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,eAAe,CAAC,6BAA6B,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAC3D,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,mBAAmB,CAAC,gBAAgB,EAAE,IAAI,CAAC,CAAC;QAClE,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,SAAS,CAAC;IACzC,CAAC;IAED;;;;;;;OAOG;IACI,mBAAmB,CAAC,IAAY,EAAE,mBAAkD;QACvF,MAAM,EAAE,GAAG,IAAI,mBAAmB,CAAC,IAAI,EAAE,mBAAmB,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,EAAE;YAC5J,eAAe,EAAE,KAAK;YACtB,qBAAqB,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe;YACnD,WAAW,EAAE,SAAS,CAAC,wBAAwB;YAC/C,KAAK,EAAE,EAAE;YACT,kCAAkC,EAAE,IAAI;SAC3C,CAAC,CAAC;QAEH,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;QAE5B,OAAO,EAAE,CAAC;IACd,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,oBAAoB,CAAC;IAClE,CAAC;IAED;;;;OAIG;IACI,wBAAwB,CAAC,MAAc,EAAE,OAAgB;QAC5D,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QACvC,MAAM,gBAAgB,GAAG,QAAQ,IAAI,QAAQ,CAAC,gBAAgB,CAAC;QAC/D,MAAM,QAAQ,GAAG,QAAQ,IAAI,IAAI,CAAC,iBAAiB,CAAC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC;QAE7E,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE;YAC7C,IAAI,MAAM,CAAC,YAAY,IAAI,gBAAgB,IAAI,CAAC,QAAQ,EAAE;gBACtD,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,uBAAuB,CAAC,CAAC;aAC9D;iBAAM;gBACH,IAAI,IAAI,CAAC,OAAO,CAAC,oBAAoB,EAAE;oBACnC,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;iBAC1D;qBAAM;oBACH,IAAI,CAAC,OAAO,CAAC,uBAAuB,EAAE,CAAC;iBAC1C;gBAED,IAAI,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,kBAAkB,IAAI,CAAC,QAAQ,EAAE;oBAC9D,IAAI,CAAC,eAAe,CAAC,UAAW,CAAC,IAAI,CAAC,OAAO,CAAC,gBAAgB,EAAE,CAAC,CAAC;iBACrE;aACJ;SACJ;IACL,CAAC;IAEO,wBAAwB;QAC5B,MAAM,iBAAiB,GAAG,EAAE,CAAC;QAC7B,MAAM,WAAW,GAAG,CAAC,KAAK,CAAC,CAAC;QAC5B,MAAM,aAAa,GAAG,CAAC,IAAI,CAAC,CAAC;QAE7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,EAAE;YACpC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YAE7B,IAAI,CAAC,GAAG,CAAC,EAAE;gBACP,WAAW,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBACvB,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;aAC7B;SACJ;QAED,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,iBAAiB,CAAC,CAAC;QAClF,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,WAAW,CAAC,CAAC;QACtE,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,aAAa,CAAC,CAAC;IAC9E,CAAC;IAEO,YAAY;QAChB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,eAAe,CAAC,eAAe,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC7D,IAAI,CAAC,eAAe,CAAC,eAAe,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;SACtE;QAED,IAAI,CAAC,eAAe,CAAC,SAAS,CAAC,0BAA0B,CAAC,GAAG,CAAC,CAAC;QAC/D,IAAI,CAAC,UAAU,GAAG,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC;QACzD,IAAI,CAAC,WAAW,GAAG,CAAC,eAAe,CAAC,eAAe,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC,MAAM,CAAC,CAAC;QAClG,IAAI,CAAC,SAAS,GAAG,CAAC,eAAe,CAAC,eAAe,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC,IAAI,CAAC,CAAC;QAC9F,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;IACtB,CAAC;IAEO,2BAA2B;QAC/B,IAAI,CAAC,kCAAkC,EAAE,CAAC;QAE1C,IAAI,IAAI,CAAC,eAAe,EAAE;YACtB,IAAI,CAAC,eAAe,CAAC,YAAY,EAAE,CAAC;YAEpC,MAAM,iBAAiB,GAAG,EAAE,CAAC;YAE7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBAC7C,iBAAiB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;aACjC;YAED,IAAI,CAAC,eAAe,CAAC,oBAAoB,CAAC,IAAI,CAAC,SAAS,CAAC,kBAAkB,EAAG,CAAC,CAAC;YAEhF,MAAM,OAAO,GAAG;gBACZ;oBACI,eAAe,EAAE,SAAS,CAAC,0BAA0B;oBACrD,sBAAsB,EAAE,sBAAsB,CAAC,kBAAkB;iBACpE;gBACD;oBACI,eAAe,EAAE,SAAS,CAAC,2BAA2B;oBACtD,sBAAsB,EAAE,sBAAsB,CAAC,mBAAmB;iBACrE;gBACD;oBACI,eAAe,EAAE,SAAS,CAAC,6BAA6B;oBACxD,sBAAsB,EAAE,sBAAsB,CAAC,qBAAqB;iBACvE;gBACD;oBACI,eAAe,EAAE,SAAS,CAAC,iCAAiC;oBAC5D,sBAAsB,EAAE,sBAAsB,CAAC,yBAAyB;iBAC3E;gBACD;oBACI,eAAe,EAAE,SAAS,CAAC,6BAA6B;oBACxD,sBAAsB,EAAE,sBAAsB,CAAC,qBAAqB;iBACvE;aACJ,CAAC;YAEF,4CAA4C;YAC5C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBACrC,MAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,eAAe,CAAC,CAAC;gBAClE,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE;oBACd,IAAI,CAAC,eAAe,CAAC,iBAAiB,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,sBAAsB,EAAE,KAAK,CAAC,CAAC;oBACjF,iBAAiB,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC;iBACnC;aACJ;YAED,IAAI,CAAC,eAAe,CAAC,eAAe,CAAC,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,iBAAiB,CAAC,CAAC,CAAC;SAC5F;IACL,CAAC;IAED;;OAEG;IACI,kBAAkB;QACrB,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,IAAI,IAAI,CAAC,mBAAmB,EAAE;YACzE,IAAI,IAAI,CAAC,OAAO,CAAC,oBAAoB,EAAE;gBACnC,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;aAC1D;iBAAM;gBACH,IAAI,CAAC,OAAO,CAAC,uBAAuB,EAAE,CAAC;aAC1C;SACJ;IACL,CAAC;IAED;;OAEG;IACH,6DAA6D;IACtD,WAAW,CAAC,MAAe,EAAE,SAAkB,EAAE,KAAc;QAClE,wEAAwE;QAExE,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,IAAI,CAAC,OAAO,EAAE,CAAC;SAClB;QAED,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE;YAChD,OAAO;SACV;QAED,IAAI,IAAI,CAAC,eAAe,EAAE;YACtB,IAAI,CAAC,eAAe,CAAC,UAAU,GAAG,EAAE,CAAC;SACxC;QAED,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,cAAc,EAAE,MAAM,CAAC,CAAC;IAC9D,CAAC;IAEO,aAAa,CAAC,mBAAwC,EAAE,SAAkB,EAAE,KAAc;QAC9F,IAAI,mBAAmB,CAAC,mBAAmB,EAAE;YACzC,mBAAmB,CAAC,mBAAmB,CAAC,aAAa,CAAC,IAAI,CAAC,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,mBAAmB,CAAC,mBAAmB,CAAC,sBAAsB,CAAC,CAAC;SACxJ;aAAM,IAAI,IAAI,CAAC,+BAA+B,CAAC,MAAM,EAAE;YACpD,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,aAAa,EAAE,CAAC;SAClD;aAAM;YACH,IAAI,CAAC,OAAO,CAAC,yBAAyB,EAAE,CAAC;SAC5C;IACL,CAAC;IAED;;;;;;OAMG;IACI,eAAe,CAAC,EAAuB;QAC1C,MAAM,OAAO,GAAG,IAAI,CAAC,+BAA+B,CAAC,CAAC,CAAC,CAAC;QACxD,IAAI,CAAC,OAAO,EAAE;YACV,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,CAAC,YAAY,GAAG,EAAE,CAAC,YAAa,CAAC;QAExC,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,oBAAoB,CAAC,mBAAwC,EAAE,SAAkB;;QACrF,MAAM,OAAO,GAAG,IAAI,CAAC,+BAA+B,CAAC,CAAC,CAAC,CAAC;QACxD,MAAM,aAAa,GAAG,OAAO,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,mBAAmB,CAAC,mBAAmB,CAAC,CAAC,CAAC,mBAAmB,CAAC,mBAAmB,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC;QAE7J,sDAAsD;QACtD,IAAI,gBAAgB,GAAG,IAAI,CAAC,cAAc,CAAC,+BAA+B,CAAC;QAE3E,IAAI,IAAI,CAAC,4BAA4B,EAAE;YACnC,gBAAgB,GAAG,gBAAgB,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC,0BAA0B,CAAC,CAAC,CAAC;SAChG;QAED,kCAAkC;QAClC,IAAI,gBAAgB,CAAC,MAAM,EAAE;YACzB,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,aAAa,CAAC,MAAA,IAAI,CAAC,cAAc,CAAC,YAAY,0CAAE,OAAO,EAAE,gBAAgB,CAAC,CAAC;YAC1G,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,YAAY,CAAC,gBAAgB,EAAE,aAAa,EAAE,KAAK,EAAE,SAAS,CAAC,CAAC;SAClG;IACL,CAAC;IAED;;OAEG;IACI,UAAU,CAAC,SAAkB,EAAE,KAAc;QAChD,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE;YAC9C,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,cAAc,EAAE,SAAS,EAAE,KAAK,CAAC,CAAC;YAC1D,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,cAAc,EAAE,SAAS,CAAC,CAAC;SAC7D;IACL,CAAC;IAED;;;OAGG;IACI,MAAM;QACT,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE;YAC9C,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;YAE3C,4DAA4D;YAC5D,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;YACrD,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;YACzD,uEAAuE;YACvE,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;SAC1D;IACL,CAAC;IAED,6DAA6D;IACrD,gBAAgB,CAAC,mBAAwC;QAC7D,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE;YAC9C,IAAI,CAAC,cAAc,CAAC,UAAU,EAAE,CAAC;YACjC,MAAM,eAAe,GAAG,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC;YACzD,IAAI,eAAe,EAAE;gBACjB,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,eAAe,CAAC,CAAC;aACjD;SACJ;IACL,CAAC;IAEO,WAAW,CAAC,OAAgB;QAChC,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;IAC5B,CAAC;IAEO,uBAAuB,CAAC,mBAAwC,EAAE,OAAgB;QACtF,mBAAmB,CAAC,OAAO,GAAG,OAAO,CAAC;QACtC,IAAI,CAAC,OAAO,EAAE;YACV,IAAI,CAAC,sBAAsB,CAAC,mBAAmB,CAAC,CAAC;SACpD;IACL,CAAC;IAED;;;;;;OAMG;IACI,sBAAsB,CAAC,GAA+B;QACzD,mBAAmB;QACnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACxD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,GAAG,CAAC,IAAI,EAAE;gBACjD,OAAO,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;aACxC;SACJ;QAED,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;QACrC,OAAO,GAAG,CAAC;IACf,CAAC;IAEO,OAAO;QACX,MAAM,gBAAgB,GAAG,IAAI,CAAC,QAAQ,CAAC;QAEvC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACxD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE;gBACvC,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,gBAAgB,CAAC,CAAC;aACxE;SACJ;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAChD,IAAI,IAAI,CAAC,QAAQ,KAAK,gBAAgB,IAAI,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,KAAK,KAAK,IAAI,CAAC,QAAQ,EAAE;gBACrF,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,IAAI,CAAC,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,WAAW,EAAE,EAAE,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC;aAC/H;YAED,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,sBAAsB,EAAE,CAAC;YAE/C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBACxD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE;oBACvC,qEAAqE;oBACrE,oIAAoI;oBACpI,gFAAgF;oBAChF,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,WAAW,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,iBAAiB,EAAE;wBAC/F,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,iBAAkB,EAAE,CAAC;qBACtD;oBAED,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,WAAW,EAAE;wBAC3C,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,WAAY,CAAC,CAAC;qBAC1G;iBACJ;aACJ;SACJ;QAED,IAAI,CAAC,wBAAwB,EAAE,CAAC;QAChC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;QACvB,IAAI,CAAC,2BAA2B,EAAE,CAAC;IACvC,CAAC;IAEO,QAAQ;QACZ,IAAI,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAExB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAChD,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;SAC9D;QAED,IAAI,CAAC,YAAY,EAAE,CAAC;QAEpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACxD,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,GAAG,KAAK,CAAC;SACjD;IACL,CAAC;IAEO,uBAAuB,CAAC,mBAAwC,EAAE,MAAe;QACrF,IAAI,MAAM,EAAE;YACR,OAAO,MAAM,CAAC,cAAc,CAAC;SAChC;aAAM,IAAI,mBAAmB,CAAC,mBAAmB,EAAE;YAChD,IAAI,mBAAmB,CAAC,mBAAmB,CAAC,sBAAsB,EAAE;gBAChE,MAAM,MAAM,GAAG,mBAAmB,CAAC,mBAAmB,CAAC,YAAY,CAAC,CAAC,CAAC,mBAAmB,CAAC,mBAAmB,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;gBACtJ,OAAO,MAAM,CAAC,CAAC,CAAC,MAAM,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,CAAC;aAC9C;iBAAM,IAAI,mBAAmB,CAAC,mBAAmB,CAAC,aAAa,EAAE;gBAC9D,OAAO,mBAAmB,CAAC,mBAAmB,CAAC,aAAa,CAAC;aAChE;iBAAM;gBACH,OAAO,EAAE,CAAC;aACb;SACJ;aAAM;YACH,OAAO,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,CAAC;SAClF;IACL,CAAC;IAEO,uBAAuB,CAAC,mBAAwC,EAAE,MAAe;QACrF,4FAA4F;QAC5F,MAAM,eAAe,GAAG,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,IAAI,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,OAAO,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;QACrJ,IAAI,CAAC,+BAA+B,GAAG,IAAI,CAAC,uBAAuB,CAAC,mBAAmB,EAAE,MAAM,CAAC,CAAC;QACjG,IAAI,CAAC,+BAA+B,GAAG,IAAI,CAAC,+BAA+B,CAAC,MAAM,CAAC,CAAC,EAAE,EAAE,EAAE;YACtF,OAAO,EAAE,IAAI,IAAI,CAAC;QACtB,CAAC,CAAC,CAAC;QACH,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;QAE7B,MAAM,wBAAwB,GAAG,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,+BAA+B,CAAC,CAAC;QAChG,IAAI,CAAC,4BAA4B,GAAG,CAAC,wBAAwB,IAAI,CAAC,IAAI,CAAC,qBAAqB,IAAI,IAAI,CAAC,qBAAqB,EAAE,IAAI,CAAC,eAAe,CAAC;QAEjJ,MAAM,aAAa,GAAG,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,+BAA+B,CAAC,CAAC;QACtF,MAAM,cAAc,GAAG,mBAAmB,CAAC,+BAA+B,IAAI,mBAAmB,CAAC,+BAA+B,CAAC,CAAC,CAAC,CAAC;QACrI,IAAI,OAAO,GAAG,IAAI,CAAC;QAEnB,oDAAoD;QACpD,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,IAAI,CAAC,4BAA4B,IAAI,wBAAwB,CAAC;QAE5H,sCAAsC;QACtC,IAAI,IAAI,CAAC,4BAA4B,IAAI,CAAC,mBAAmB,CAAC,0BAA0B,EAAE;YACtF,mBAAmB,CAAC,wBAAwB,EAAE,CAAC;SAClD;QAED,mEAAmE;QACnE,IAAI,cAAc,EAAE;YAChB,OAAO,GAAG,cAAc,CAAC;SAC5B;aAAM,IAAI,IAAI,CAAC,4BAA4B,EAAE;YAC1C,OAAO,GAAG,mBAAmB,CAAC,0BAA0B,CAAC;SAC5D;aAAM,IAAI,aAAa,EAAE;YACtB,OAAO,GAAG,aAAa,CAAC;SAC3B;QAED,IAAI,CAAC,gBAAgB,CAAC,mBAAmB,CAAC,CAAC;QAC3C,IAAI,CAAC,oBAAoB,CAAC,mBAAmB,EAAE,OAAO,CAAC,CAAC;IAC5D,CAAC;IAEO,oBAAoB,CAAC,mBAAwC,EAAE,WAAkC;QACrG,IAAI,WAAW,EAAE;YACb,WAAW,CAAC,SAAS,GAAG,KAAK,CAAC;YAC9B,WAAW,CAAC,YAAY,GAAG,mBAAmB,CAAC,YAAa,CAAC;SAChE;QAED,IAAI,mBAAmB,CAAC,kBAAkB,KAAK,WAAW,EAAE;YACxD,IAAI,mBAAmB,CAAC,kBAAkB,EAAE;gBACxC,IAAI,CAAC,sBAAsB,CAAC,mBAAmB,CAAC,CAAC;aACpD;YACD,mBAAmB,CAAC,kBAAkB,GAAG,WAAW,CAAC;SACxD;QAED,IAAI,mBAAmB,CAAC,qBAAqB,EAAE;YAC3C,IAAI,CAAC,2BAA2B,EAAE,CAAC;YACnC,mBAAmB,CAAC,qBAAqB,GAAG,KAAK,CAAC;SACrD;IACL,CAAC;IAED;;OAEG;IACI,sBAAsB,CAAC,mBAAwC;QAClE,IAAI,mBAAmB,CAAC,kBAAkB,EAAE;YACxC,mBAAmB,CAAC,kBAAkB,CAAC,SAAS,GAAG,IAAI,CAAC;YACxD,mBAAmB,CAAC,kBAAkB,CAAC,0BAA0B,EAAE,CAAC;YACpE,mBAAmB,CAAC,kBAAkB,GAAG,IAAI,CAAC;SACjD;IACL,CAAC;IAEO,qBAAqB;QACzB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACxD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,oBAAoB,EAAE;gBAC7F,OAAO,IAAI,CAAC;aACf;SACJ;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAEO,mBAAmB,CAAC,aAAsC;;QAC9D,IAAI,mBAAmB,GAAG,KAAK,CAAC;QAChC,IAAI,aAAa,EAAE;YACf,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBAC3C,IAAI,CAAA,MAAA,aAAa,CAAC,CAAC,CAAC,0CAAE,YAAY,EAAE,MAAK,4BAA4B,EAAE;oBACnE,mBAAmB,GAAG,IAAI,CAAC;oBAC3B,MAAM;iBACT;aACJ;SACJ;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACK,oBAAoB,CAAC,aAAsC;QAC/D,KAAK,IAAI,OAAO,GAAG,CAAC,EAAE,OAAO,GAAG,aAAa,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE;YAC7D,IAAI,aAAa,CAAC,OAAO,CAAC,KAAK,IAAI,EAAE;gBACjC,OAAO,aAAa,CAAC,OAAO,CAAC,CAAC;aACjC;SACJ;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,WAAW;QACd,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;IACzB,CAAC;IAED;;;OAGG;IACK,eAAe,CAAC,KAAe;QACnC,mEAAmE;QACnE,IAAI,CAAC,MAAM,CAAC,0BAA0B,GAAG,KAAK,CAAC;QAE/C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACnC,MAAM,IAAI,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC;YAEtB,IAAI,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE;gBACnC,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;gBACpD,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBAE3B,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,eAAe,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC,MAAM,CAAC,CAAC;gBACpE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,eAAe,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;gBAChE,IAAI,CAAC,QAAQ,EAAE,CAAC;aACnB;YAED,IAAI,IAAI,KAAK,SAAS,CAAC,6BAA6B,EAAE;gBAClD,IAAI,CAAC,MAAM,CAAC,0BAA0B,GAAG,IAAI,CAAC;aACjD;SACJ;IACL,CAAC;IAEO,OAAO;QACX,IAAI,CAAC,QAAQ,EAAE,CAAC;QAChB,IAAI,aAAa,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,KAAK,CAAC;QAEpE,IAAI,IAAI,CAAC,MAAM,CAAC,qBAAqB,IAAI,IAAI,CAAC,MAAM,CAAC,+BAA+B,EAAE;YAClF,IAAI,CAAC,MAAM,CAAC,qBAAqB,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;YAC3D,aAAa,GAAG,IAAI,CAAC;SACxB;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACnD,IAAI,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,IAAI,CAAC,EAAE;gBACnD,aAAa,GAAG,IAAI,CAAC;aACxB;SACJ;QAED,IAAI,aAAa,EAAE;YACf,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;SACtD;QAED,IAAI,aAAa,CAAC;QAElB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAChD,IAAI,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,mBAAmB,EAAE;gBAC3C,aAAa,GAAG,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC;aACvE;iBAAM;gBACH,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;gBACxC,IAAI,CAAC,MAAM,EAAE;oBACT,SAAS;iBACZ;gBAED,aAAa,GAAG,MAAM,CAAC,cAAc,CAAC;aACzC;YAED,IAAI,CAAC,aAAa,EAAE;gBAChB,SAAS;aACZ;YAED,aAAa,GAA4B,aAAa,CAAC,MAAM,CAAC,CAAC,EAAE,EAAE,EAAE;gBACjE,OAAO,EAAE,IAAI,IAAI,CAAC;YACtB,CAAC,CAAC,CAAC;YAEH,IAAI,aAAa,EAAE;gBACf,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;oBAC3C,IAAI,aAAa,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,IAAI,CAAC,EAAE;wBAC3C,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;wBAC1D,aAAa,GAAG,IAAI,CAAC;qBACxB;iBACJ;gBAED,IAAI,IAAI,CAAC,mBAAmB,CAAC,aAAa,CAAC,EAAE;oBACzC,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,IAAI,CAAC;iBACtE;aACJ;SACJ;QAED,IAAI,CAAC,+BAA+B,EAAE,CAAC;QACvC,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QAEtB,IAAI,aAAa,EAAE;YACf,IAAI,CAAC,OAAO,EAAE,CAAC;SAClB;IACL,CAAC;IAEO,+BAA+B;QACnC,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC;QAExC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACvC,SAAS,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,QAAQ,CAAC,gBAAgB,CAAC,CAAC;SACvD;IACL,CAAC;IAED;;OAEG;IACI,OAAO;QACV,KAAK,IAAI,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,EAAE;YACrD,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;SACnC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACxD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE;gBACvC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAQ,EAAE,CAAC;aAC5C;SACJ;IACL,CAAC;;AAlxBD;;GAEG;AACW,6CAA6B,GAA2B,CAAC,CAAC,EAAE,EAAE;IACxE,MAAM,WAAW,CAAC,+BAA+B,CAAC,CAAC;AACvD,CAAC,CAAC;AAmDa,+BAAe,GAAG;IAC7B;QACI,IAAI,EAAE,SAAS,CAAC,+BAA+B;QAC/C,MAAM,EAAE,SAAS,CAAC,sBAAsB;QACxC,IAAI,EAAE,oBAAoB;KAC7B;IACD;QACI,IAAI,EAAE,SAAS,CAAC,6BAA6B;QAC7C,MAAM,EAAE,SAAS,CAAC,sBAAsB;QACxC,IAAI,EAAE,kBAAkB;KAC3B;IACD;QACI,IAAI,EAAE,SAAS,CAAC,6BAA6B;QAC7C,MAAM,EAAE,SAAS,CAAC,wBAAwB;QAC1C,IAAI,EAAE,kBAAkB;KAC3B;IACD;QACI,IAAI,EAAE,SAAS,CAAC,iCAAiC;QACjD,MAAM,EAAE,SAAS,CAAC,wBAAwB;QAC1C,IAAI,EAAE,sBAAsB;KAC/B;IACD;QACI,IAAI,EAAE,SAAS,CAAC,0BAA0B;QAC1C,MAAM,EAAE,SAAS,CAAC,sBAAsB;QACxC,IAAI,EAAE,eAAe;KACxB;IACD;QACI,IAAI,EAAE,SAAS,CAAC,0BAA0B;QAC1C,MAAM,EAAE,SAAS,CAAC,sBAAsB;QACxC,IAAI,EAAE,eAAe;KACxB;IACD;QACI,IAAI,EAAE,SAAS,CAAC,2BAA2B;QAC3C,MAAM,EAAE,SAAS,CAAC,sBAAsB;QACxC,IAAI,EAAE,gBAAgB;KACzB;IACD;QACI,IAAI,EAAE,SAAS,CAAC,gCAAgC;QAChD,MAAM,EAAE,SAAS,CAAC,wBAAwB;QAC1C,IAAI,EAAE,gBAAgB;KACzB;CACJ,CAAC","sourcesContent":["import { PrePassRenderTarget } from \"../Materials/Textures/prePassRenderTarget\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Material } from \"../Materials/material\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\n\r\n/**\r\n * Renders a pre pass of the scene\r\n * This means every mesh in the scene will be rendered to a render target texture\r\n * And then this texture will be composited to the rendering canvas with post processes\r\n * It is necessary for effects like subsurface scattering or deferred shading\r\n */\r\nexport class PrePassRenderer {\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"PrePassRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * To save performance, we can excluded skinned meshes from the prepass\r\n */\r\n public excludedSkinnedMesh: AbstractMesh[] = [];\r\n\r\n /**\r\n * Force material to be excluded from the prepass\r\n * Can be useful when `useGeometryBufferFallback` is set to `true`\r\n * and you don't want a material to show in the effect.\r\n */\r\n public excludedMaterials: Material[] = [];\r\n\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n\r\n /**\r\n * Number of textures in the multi render target texture where the scene is directly rendered\r\n */\r\n public mrtCount: number = 0;\r\n\r\n private _mrtFormats: number[] = [];\r\n private _mrtLayout: number[] = [];\r\n private _mrtNames: string[] = [];\r\n private _textureIndices: number[] = [];\r\n\r\n private _multiRenderAttachments: number[];\r\n private _defaultAttachments: number[];\r\n private _clearAttachments: number[];\r\n\r\n /**\r\n * Returns the index of a texture in the multi render target texture array.\r\n * @param type Texture type\r\n * @returns The index\r\n */\r\n public getIndex(type: number): number {\r\n return this._textureIndices[type];\r\n }\r\n\r\n /**\r\n * How many samples are used for MSAA of the scene render target\r\n */\r\n public get samples() {\r\n return this.defaultRT.samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this.defaultRT.samples = n;\r\n }\r\n\r\n private static _TextureFormats = [\r\n {\r\n type: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n format: Constants.TEXTURETYPE_HALF_FLOAT,\r\n name: \"prePass_Irradiance\",\r\n },\r\n {\r\n type: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n format: Constants.TEXTURETYPE_HALF_FLOAT,\r\n name: \"prePass_Position\",\r\n },\r\n {\r\n type: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n format: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n name: \"prePass_Velocity\",\r\n },\r\n {\r\n type: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n format: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n name: \"prePass_Reflectivity\",\r\n },\r\n {\r\n type: Constants.PREPASS_COLOR_TEXTURE_TYPE,\r\n format: Constants.TEXTURETYPE_HALF_FLOAT,\r\n name: \"prePass_Color\",\r\n },\r\n {\r\n type: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n format: Constants.TEXTURETYPE_HALF_FLOAT,\r\n name: \"prePass_Depth\",\r\n },\r\n {\r\n type: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n format: Constants.TEXTURETYPE_HALF_FLOAT,\r\n name: \"prePass_Normal\",\r\n },\r\n {\r\n type: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n format: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n name: \"prePass_Albedo\",\r\n },\r\n ];\r\n\r\n private _isDirty: boolean = true;\r\n\r\n /**\r\n * The render target where the scene is directly rendered\r\n */\r\n public defaultRT: PrePassRenderTarget;\r\n\r\n /**\r\n * Configuration for prepass effects\r\n */\r\n private _effectConfigurations: PrePassEffectConfiguration[] = [];\r\n\r\n /**\r\n * @returns the prepass render target for the rendering pass.\r\n * If we are currently rendering a render target, it returns the PrePassRenderTarget\r\n * associated with that render target. Otherwise, it returns the scene default PrePassRenderTarget\r\n */\r\n public getRenderTarget(): PrePassRenderTarget {\r\n return this._currentTarget;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Managed by the scene component\r\n * @param prePassRenderTarget\r\n */\r\n public _setRenderTarget(prePassRenderTarget: Nullable<PrePassRenderTarget>): void {\r\n if (prePassRenderTarget) {\r\n this._currentTarget = prePassRenderTarget;\r\n } else {\r\n this._currentTarget = this.defaultRT;\r\n this._engine.currentRenderPassId = this._currentTarget.renderPassId;\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if the currently rendered prePassRenderTarget is the one\r\n * associated with the scene.\r\n */\r\n public get currentRTisSceneRT(): boolean {\r\n return this._currentTarget === this.defaultRT;\r\n }\r\n\r\n private _geometryBuffer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Prevents the PrePassRenderer from using the GeometryBufferRenderer as a fallback\r\n */\r\n public doNotUseGeometryRendererFallback = true;\r\n\r\n private _refreshGeometryBufferRendererLink() {\r\n if (!this.doNotUseGeometryRendererFallback) {\r\n this._geometryBuffer = this._scene.enableGeometryBufferRenderer();\r\n\r\n if (!this._geometryBuffer) {\r\n // Not supported\r\n this.doNotUseGeometryRendererFallback = true;\r\n return;\r\n }\r\n\r\n this._geometryBuffer._linkPrePassRenderer(this);\r\n } else {\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._unlinkPrePassRenderer();\r\n }\r\n this._geometryBuffer = null;\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n }\r\n\r\n private _currentTarget: PrePassRenderTarget;\r\n\r\n /**\r\n * All the render targets generated by prepass\r\n */\r\n public renderTargets: PrePassRenderTarget[] = [];\r\n\r\n private readonly _clearColor = new Color4(0, 0, 0, 0);\r\n\r\n private _enabled: boolean = false;\r\n\r\n private _needsCompositionForThisPass = false;\r\n private _postProcessesSourceForThisPass: Nullable<PostProcess>[];\r\n\r\n /**\r\n * Indicates if the prepass is enabled\r\n */\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n\r\n /**\r\n * Set to true to disable gamma transform in PrePass.\r\n * Can be useful in case you already proceed to gamma transform on a material level\r\n * and your post processes don't need to be in linear color space.\r\n */\r\n public disableGammaTransform = false;\r\n\r\n /**\r\n * Instantiates a prepass renderer\r\n * @param scene The scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n PrePassRenderer._SceneComponentInitialization(this._scene);\r\n this.defaultRT = this._createRenderTarget(\"sceneprePassRT\", null);\r\n this._currentTarget = this.defaultRT;\r\n }\r\n\r\n /**\r\n * Creates a new PrePassRenderTarget\r\n * This should be the only way to instantiate a `PrePassRenderTarget`\r\n * @param name Name of the `PrePassRenderTarget`\r\n * @param renderTargetTexture RenderTarget the `PrePassRenderTarget` will be attached to.\r\n * Can be `null` if the created `PrePassRenderTarget` is attached to the scene (default framebuffer).\r\n * @internal\r\n */\r\n public _createRenderTarget(name: string, renderTargetTexture: Nullable<RenderTargetTexture>): PrePassRenderTarget {\r\n const rt = new PrePassRenderTarget(name, renderTargetTexture, { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, 0, this._scene, {\r\n generateMipMaps: false,\r\n generateStencilBuffer: this._engine.isStencilEnable,\r\n defaultType: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n types: [],\r\n drawOnlyOnFirstAttachmentByDefault: true,\r\n });\r\n\r\n this.renderTargets.push(rt);\r\n\r\n return rt;\r\n }\r\n\r\n /**\r\n * Indicates if rendering a prepass is supported\r\n */\r\n public get isSupported() {\r\n return this._scene.getEngine().getCaps().drawBuffersExtension;\r\n }\r\n\r\n /**\r\n * Sets the proper output textures to draw in the engine.\r\n * @param effect The effect that is drawn. It can be or not be compatible with drawing to several output textures.\r\n * @param subMesh Submesh on which the effect is applied\r\n */\r\n public bindAttachmentsForEffect(effect: Effect, subMesh: SubMesh) {\r\n const material = subMesh.getMaterial();\r\n const isPrePassCapable = material && material.isPrePassCapable;\r\n const excluded = material && this.excludedMaterials.indexOf(material) !== -1;\r\n\r\n if (this.enabled && this._currentTarget.enabled) {\r\n if (effect._multiTarget && isPrePassCapable && !excluded) {\r\n this._engine.bindAttachments(this._multiRenderAttachments);\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n\r\n if (this._geometryBuffer && this.currentRTisSceneRT && !excluded) {\r\n this._geometryBuffer.renderList!.push(subMesh.getRenderingMesh());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _reinitializeAttachments() {\r\n const multiRenderLayout = [];\r\n const clearLayout = [false];\r\n const defaultLayout = [true];\r\n\r\n for (let i = 0; i < this.mrtCount; i++) {\r\n multiRenderLayout.push(true);\r\n\r\n if (i > 0) {\r\n clearLayout.push(true);\r\n defaultLayout.push(false);\r\n }\r\n }\r\n\r\n this._multiRenderAttachments = this._engine.buildTextureLayout(multiRenderLayout);\r\n this._clearAttachments = this._engine.buildTextureLayout(clearLayout);\r\n this._defaultAttachments = this._engine.buildTextureLayout(defaultLayout);\r\n }\r\n\r\n private _resetLayout() {\r\n for (let i = 0; i < PrePassRenderer._TextureFormats.length; i++) {\r\n this._textureIndices[PrePassRenderer._TextureFormats[i].type] = -1;\r\n }\r\n\r\n this._textureIndices[Constants.PREPASS_COLOR_TEXTURE_TYPE] = 0;\r\n this._mrtLayout = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n this._mrtFormats = [PrePassRenderer._TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].format];\r\n this._mrtNames = [PrePassRenderer._TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].name];\r\n this.mrtCount = 1;\r\n }\r\n\r\n private _updateGeometryBufferLayout() {\r\n this._refreshGeometryBufferRendererLink();\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._resetLayout();\r\n\r\n const texturesActivated = [];\r\n\r\n for (let i = 0; i < this._mrtLayout.length; i++) {\r\n texturesActivated.push(false);\r\n }\r\n\r\n this._geometryBuffer._linkInternalTexture(this.defaultRT.getInternalTexture()!);\r\n\r\n const matches = [\r\n {\r\n prePassConstant: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.DEPTH_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.NORMAL_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.POSITION_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE,\r\n },\r\n ];\r\n\r\n // replace textures in the geometryBuffer RT\r\n for (let i = 0; i < matches.length; i++) {\r\n const index = this._mrtLayout.indexOf(matches[i].prePassConstant);\r\n if (index !== -1) {\r\n this._geometryBuffer._forceTextureType(matches[i].geometryBufferConstant, index);\r\n texturesActivated[index] = true;\r\n }\r\n }\r\n\r\n this._geometryBuffer._setAttachments(this._engine.buildTextureLayout(texturesActivated));\r\n }\r\n }\r\n\r\n /**\r\n * Restores attachments for single texture draw.\r\n */\r\n public restoreAttachments() {\r\n if (this.enabled && this._currentTarget.enabled && this._defaultAttachments) {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public _beforeDraw(camera?: Camera, faceIndex?: number, layer?: number) {\r\n // const previousEnabled = this._enabled && this._currentTarget.enabled;\r\n\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (!this._enabled || !this._currentTarget.enabled) {\r\n return;\r\n }\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer.renderList = [];\r\n }\r\n\r\n this._setupOutputForThisPass(this._currentTarget, camera);\r\n }\r\n\r\n private _prepareFrame(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number, layer?: number) {\r\n if (prePassRenderTarget.renderTargetTexture) {\r\n prePassRenderTarget.renderTargetTexture._prepareFrame(this._scene, faceIndex, layer, prePassRenderTarget.renderTargetTexture.useCameraPostProcesses);\r\n } else if (this._postProcessesSourceForThisPass.length) {\r\n this._scene.postProcessManager._prepareFrame();\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an intermediary texture between prepass and postprocesses. This texture\r\n * will be used as input for post processes\r\n * @param rt\r\n * @returns true if there are postprocesses that will use this texture,\r\n * false if there is no postprocesses - and the function has no effect\r\n */\r\n public setCustomOutput(rt: RenderTargetTexture) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n if (!firstPP) {\r\n return false;\r\n }\r\n\r\n firstPP.inputTexture = rt.renderTarget!;\r\n\r\n return true;\r\n }\r\n\r\n private _renderPostProcesses(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n const outputTexture = firstPP ? firstPP.inputTexture : prePassRenderTarget.renderTargetTexture ? prePassRenderTarget.renderTargetTexture.renderTarget : null;\r\n\r\n // Build post process chain for this prepass post draw\r\n let postProcessChain = this._currentTarget._beforeCompositionPostProcesses;\r\n\r\n if (this._needsCompositionForThisPass) {\r\n postProcessChain = postProcessChain.concat([this._currentTarget.imageProcessingPostProcess]);\r\n }\r\n\r\n // Activates and renders the chain\r\n if (postProcessChain.length) {\r\n this._scene.postProcessManager._prepareFrame(this._currentTarget.renderTarget?.texture, postProcessChain);\r\n this._scene.postProcessManager.directRender(postProcessChain, outputTexture, false, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _afterDraw(faceIndex?: number, layer?: number) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._prepareFrame(this._currentTarget, faceIndex, layer);\r\n this._renderPostProcesses(this._currentTarget, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Clears the current prepass render target (in the sense of settings pixels to the scene clear color value)\r\n * @internal\r\n */\r\n public _clear() {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._bindFrameBuffer(this._currentTarget);\r\n\r\n // Clearing other attachment with 0 on all other attachments\r\n this._engine.bindAttachments(this._clearAttachments);\r\n this._engine.clear(this._clearColor, true, false, false);\r\n // Regular clear color with the scene clear color of the 1st attachment\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _bindFrameBuffer(prePassRenderTarget: PrePassRenderTarget) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._currentTarget._checkSize();\r\n const internalTexture = this._currentTarget.renderTarget;\r\n if (internalTexture) {\r\n this._engine.bindFramebuffer(internalTexture);\r\n }\r\n }\r\n }\r\n\r\n private _setEnabled(enabled: boolean) {\r\n this._enabled = enabled;\r\n }\r\n\r\n private _setRenderTargetEnabled(prePassRenderTarget: PrePassRenderTarget, enabled: boolean) {\r\n prePassRenderTarget.enabled = enabled;\r\n if (!enabled) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Adds an effect configuration to the prepass render target.\r\n * If an effect has already been added, it won't add it twice and will return the configuration\r\n * already present.\r\n * @param cfg the effect configuration\r\n * @returns the effect configuration now used by the prepass\r\n */\r\n public addEffectConfiguration(cfg: PrePassEffectConfiguration): PrePassEffectConfiguration {\r\n // Do not add twice\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === cfg.name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n this._effectConfigurations.push(cfg);\r\n return cfg;\r\n }\r\n\r\n private _enable() {\r\n const previousMrtCount = this.mrtCount;\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled) {\r\n this._enableTextures(this._effectConfigurations[i].texturesRequired);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.mrtCount !== previousMrtCount || this.renderTargets[i].count !== this.mrtCount) {\r\n this.renderTargets[i].updateCount(this.mrtCount, { types: this._mrtFormats }, this._mrtNames.concat(\"prePass_DepthBuffer\"));\r\n }\r\n\r\n this.renderTargets[i]._resetPostProcessChain();\r\n\r\n for (let j = 0; j < this._effectConfigurations.length; j++) {\r\n if (this._effectConfigurations[j].enabled) {\r\n // TODO : subsurface scattering has 1 scene-wide effect configuration\r\n // solution : do not stock postProcess on effectConfiguration, but in the prepassRenderTarget (hashmap configuration => postProcess)\r\n // And call createPostProcess whenever the post process does not exist in the RT\r\n if (!this._effectConfigurations[j].postProcess && this._effectConfigurations[j].createPostProcess) {\r\n this._effectConfigurations[j].createPostProcess!();\r\n }\r\n\r\n if (this._effectConfigurations[j].postProcess) {\r\n this.renderTargets[i]._beforeCompositionPostProcesses.push(this._effectConfigurations[j].postProcess!);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._reinitializeAttachments();\r\n this._setEnabled(true);\r\n this._updateGeometryBufferLayout();\r\n }\r\n\r\n private _disable() {\r\n this._setEnabled(false);\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], false);\r\n }\r\n\r\n this._resetLayout();\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n this._effectConfigurations[i].enabled = false;\r\n }\r\n }\r\n\r\n private _getPostProcessesSource(prePassRenderTarget: PrePassRenderTarget, camera?: Camera): Nullable<PostProcess>[] {\r\n if (camera) {\r\n return camera._postProcesses;\r\n } else if (prePassRenderTarget.renderTargetTexture) {\r\n if (prePassRenderTarget.renderTargetTexture.useCameraPostProcesses) {\r\n const camera = prePassRenderTarget.renderTargetTexture.activeCamera ? prePassRenderTarget.renderTargetTexture.activeCamera : this._scene.activeCamera;\r\n return camera ? camera._postProcesses : [];\r\n } else if (prePassRenderTarget.renderTargetTexture.postProcesses) {\r\n return prePassRenderTarget.renderTargetTexture.postProcesses;\r\n } else {\r\n return [];\r\n }\r\n } else {\r\n return this._scene.activeCamera ? this._scene.activeCamera._postProcesses : [];\r\n }\r\n }\r\n\r\n private _setupOutputForThisPass(prePassRenderTarget: PrePassRenderTarget, camera?: Camera) {\r\n // Order is : draw ===> prePassRenderTarget._postProcesses ==> ipp ==> camera._postProcesses\r\n const secondaryCamera = camera && this._scene.activeCameras && !!this._scene.activeCameras.length && this._scene.activeCameras.indexOf(camera) !== 0;\r\n this._postProcessesSourceForThisPass = this._getPostProcessesSource(prePassRenderTarget, camera);\r\n this._postProcessesSourceForThisPass = this._postProcessesSourceForThisPass.filter((pp) => {\r\n return pp != null;\r\n });\r\n this._scene.autoClear = true;\r\n\r\n const cameraHasImageProcessing = this._hasImageProcessing(this._postProcessesSourceForThisPass);\r\n this._needsCompositionForThisPass = !cameraHasImageProcessing && !this.disableGammaTransform && this._needsImageProcessing() && !secondaryCamera;\r\n\r\n const firstCameraPP = this._getFirstPostProcess(this._postProcessesSourceForThisPass);\r\n const firstPrePassPP = prePassRenderTarget._beforeCompositionPostProcesses && prePassRenderTarget._beforeCompositionPostProcesses[0];\r\n let firstPP = null;\r\n\r\n // Setting the scene-wide post process configuration\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = this._needsCompositionForThisPass || cameraHasImageProcessing;\r\n\r\n // Create composition effect if needed\r\n if (this._needsCompositionForThisPass && !prePassRenderTarget.imageProcessingPostProcess) {\r\n prePassRenderTarget._createCompositionEffect();\r\n }\r\n\r\n // Setting the prePassRenderTarget as input texture of the first PP\r\n if (firstPrePassPP) {\r\n firstPP = firstPrePassPP;\r\n } else if (this._needsCompositionForThisPass) {\r\n firstPP = prePassRenderTarget.imageProcessingPostProcess;\r\n } else if (firstCameraPP) {\r\n firstPP = firstCameraPP;\r\n }\r\n\r\n this._bindFrameBuffer(prePassRenderTarget);\r\n this._linkInternalTexture(prePassRenderTarget, firstPP);\r\n }\r\n\r\n private _linkInternalTexture(prePassRenderTarget: PrePassRenderTarget, postProcess: Nullable<PostProcess>) {\r\n if (postProcess) {\r\n postProcess.autoClear = false;\r\n postProcess.inputTexture = prePassRenderTarget.renderTarget!;\r\n }\r\n\r\n if (prePassRenderTarget._outputPostProcess !== postProcess) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n prePassRenderTarget._outputPostProcess = postProcess;\r\n }\r\n\r\n if (prePassRenderTarget._internalTextureDirty) {\r\n this._updateGeometryBufferLayout();\r\n prePassRenderTarget._internalTextureDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _unlinkInternalTexture(prePassRenderTarget: PrePassRenderTarget) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n prePassRenderTarget._outputPostProcess.autoClear = true;\r\n prePassRenderTarget._outputPostProcess.restoreDefaultInputTexture();\r\n prePassRenderTarget._outputPostProcess = null;\r\n }\r\n }\r\n\r\n private _needsImageProcessing(): boolean {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled && this._effectConfigurations[i].needsImageProcessing) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _hasImageProcessing(postProcesses: Nullable<PostProcess>[]): boolean {\r\n let isIPPAlreadyPresent = false;\r\n if (postProcesses) {\r\n for (let i = 0; i < postProcesses.length; i++) {\r\n if (postProcesses[i]?.getClassName() === \"ImageProcessingPostProcess\") {\r\n isIPPAlreadyPresent = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return isIPPAlreadyPresent;\r\n }\r\n\r\n /**\r\n * Internal, gets the first post proces.\r\n * @param postProcesses\r\n * @returns the first post process to be run on this camera.\r\n */\r\n private _getFirstPostProcess(postProcesses: Nullable<PostProcess>[]): Nullable<PostProcess> {\r\n for (let ppIndex = 0; ppIndex < postProcesses.length; ppIndex++) {\r\n if (postProcesses[ppIndex] !== null) {\r\n return postProcesses[ppIndex];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Marks the prepass renderer as dirty, triggering a check if the prepass is necessary for the next rendering.\r\n */\r\n public markAsDirty() {\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Enables a texture on the MultiRenderTarget for prepass\r\n * @param types\r\n */\r\n private _enableTextures(types: number[]) {\r\n // For velocity : enable storage of previous matrices for instances\r\n this._scene.needsPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < types.length; i++) {\r\n const type = types[i];\r\n\r\n if (this._textureIndices[type] === -1) {\r\n this._textureIndices[type] = this._mrtLayout.length;\r\n this._mrtLayout.push(type);\r\n\r\n this._mrtFormats.push(PrePassRenderer._TextureFormats[type].format);\r\n this._mrtNames.push(PrePassRenderer._TextureFormats[type].name);\r\n this.mrtCount++;\r\n }\r\n\r\n if (type === Constants.PREPASS_VELOCITY_TEXTURE_TYPE) {\r\n this._scene.needsPreviousWorldMatrices = true;\r\n }\r\n }\r\n }\r\n\r\n private _update() {\r\n this._disable();\r\n let enablePrePass = false;\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n\r\n if (this._scene._depthPeelingRenderer && this._scene.useOrderIndependentTransparency) {\r\n this._scene._depthPeelingRenderer.setPrePassRenderer(this);\r\n enablePrePass = true;\r\n }\r\n\r\n for (let i = 0; i < this._scene.materials.length; i++) {\r\n if (this._scene.materials[i].setPrePassRenderer(this)) {\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (enablePrePass) {\r\n this._setRenderTargetEnabled(this.defaultRT, true);\r\n }\r\n\r\n let postProcesses;\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.renderTargets[i].renderTargetTexture) {\r\n postProcesses = this._getPostProcessesSource(this.renderTargets[i]);\r\n } else {\r\n const camera = this._scene.activeCamera;\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n postProcesses = camera._postProcesses;\r\n }\r\n\r\n if (!postProcesses) {\r\n continue;\r\n }\r\n\r\n postProcesses = <Nullable<PostProcess[]>>postProcesses.filter((pp) => {\r\n return pp != null;\r\n });\r\n\r\n if (postProcesses) {\r\n for (let j = 0; j < postProcesses.length; j++) {\r\n if (postProcesses[j].setPrePassRenderer(this)) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], true);\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (this._hasImageProcessing(postProcesses)) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n }\r\n }\r\n\r\n this._markAllMaterialsAsPrePassDirty();\r\n this._isDirty = false;\r\n\r\n if (enablePrePass) {\r\n this._enable();\r\n }\r\n }\r\n\r\n private _markAllMaterialsAsPrePassDirty() {\r\n const materials = this._scene.materials;\r\n\r\n for (let i = 0; i < materials.length; i++) {\r\n materials[i].markAsDirty(Material.PrePassDirtyFlag);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the prepass renderer.\r\n */\r\n public dispose() {\r\n for (let i = this.renderTargets.length - 1; i >= 0; i--) {\r\n this.renderTargets[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].dispose) {\r\n this._effectConfigurations[i].dispose!();\r\n }\r\n }\r\n }\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"prePassRenderer.js","sourceRoot":"","sources":["../../../../lts/core/generated/Rendering/prePassRenderer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,MAAM,2CAA2C,CAAC;AAGhF,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAGjD,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAI7C,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AAIjD,OAAO,EAAE,sBAAsB,EAAE,MAAM,qCAAqC,CAAC;AAE7E;;;;;GAKG;AACH,MAAM,OAAO,eAAe;IAsCxB;;;;OAIG;IACI,QAAQ,CAAC,IAAY;QACxB,OAAO,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IACtC,CAAC;IAED;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC;IAClC,CAAC;IAED,IAAW,OAAO,CAAC,CAAS;QACxB,IAAI,CAAC,SAAS,CAAC,OAAO,GAAG,CAAC,CAAC;IAC/B,CAAC;IAID;;;OAGG;IACH,IAAW,+BAA+B;QACtC,OAAO,IAAI,CAAC,gCAAgC,CAAC;IACjD,CAAC;IAED,IAAW,+BAA+B,CAAC,KAAc;QACrD,IAAI,IAAI,CAAC,gCAAgC,KAAK,KAAK,EAAE;YACjD,OAAO;SACV;QAED,IAAI,CAAC,gCAAgC,GAAG,KAAK,CAAC;QAC9C,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;IACzB,CAAC;IA4DD;;;;OAIG;IACI,eAAe;QAClB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACI,gBAAgB,CAAC,mBAAkD;QACtE,IAAI,mBAAmB,EAAE;YACrB,IAAI,CAAC,cAAc,GAAG,mBAAmB,CAAC;SAC7C;aAAM;YACH,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,SAAS,CAAC;YACrC,IAAI,CAAC,OAAO,CAAC,mBAAmB,GAAG,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC;SACvE;IACL,CAAC;IAED;;;OAGG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,cAAc,KAAK,IAAI,CAAC,SAAS,CAAC;IAClD,CAAC;IASO,kCAAkC;QACtC,IAAI,CAAC,IAAI,CAAC,gCAAgC,EAAE;YACxC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,EAAE,CAAC;YAElE,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE;gBACvB,gBAAgB;gBAChB,IAAI,CAAC,gCAAgC,GAAG,IAAI,CAAC;gBAC7C,OAAO;aACV;YAED,IAAI,CAAC,eAAe,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC;SACnD;aAAM;YACH,IAAI,IAAI,CAAC,eAAe,EAAE;gBACtB,IAAI,CAAC,eAAe,CAAC,sBAAsB,EAAE,CAAC;aACjD;YACD,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;YAC5B,IAAI,CAAC,MAAM,CAAC,6BAA6B,EAAE,CAAC;SAC/C;IACL,CAAC;IAiBD;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IASD;;;OAGG;IACH,YAAY,KAAY;QA1NxB;;WAEG;QACI,wBAAmB,GAAmB,EAAE,CAAC;QAEhD;;;;WAIG;QACI,sBAAiB,GAAe,EAAE,CAAC;QAK1C;;WAEG;QACI,aAAQ,GAAW,CAAC,CAAC;QAEpB,cAAS,GAAa,EAAE,CAAC;QACzB,eAAU,GAAa,EAAE,CAAC;QAC1B,cAAS,GAAa,EAAE,CAAC;QACzB,oBAAe,GAAa,EAAE,CAAC;QA2B/B,qCAAgC,GAAG,KAAK,CAAC;QAiEzC,aAAQ,GAAY,IAAI,CAAC;QAOjC;;WAEG;QACK,0BAAqB,GAAiC,EAAE,CAAC;QAmCjE;;WAEG;QACI,qCAAgC,GAAG,IAAI,CAAC;QAwB/C;;WAEG;QACI,kBAAa,GAA0B,EAAE,CAAC;QAEhC,gBAAW,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACrC,qBAAgB,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,6EAA6E;QAEnI,aAAQ,GAAY,KAAK,CAAC;QAE1B,iCAA4B,GAAG,KAAK,CAAC;QAU7C;;;;WAIG;QACI,0BAAqB,GAAG,KAAK,CAAC;QAOjC,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,IAAI,IAAI,GAAG,SAAS,CAAC,yBAAyB,CAAC;QAC/C,IAAI,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,YAAY,IAAI,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,2BAA2B,EAAE;YACnF,IAAI,GAAG,SAAS,CAAC,iBAAiB,CAAC;SACtC;aAAM,IAAI,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,gBAAgB,IAAI,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,+BAA+B,EAAE;YAClG,IAAI,GAAG,SAAS,CAAC,sBAAsB,CAAC;SAC3C;QAED,IAAI,IAAI,KAAK,SAAS,CAAC,iBAAiB,EAAE;YACtC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,eAAe,CAAC,cAAc,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE;gBAC5D,IAAI,eAAe,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,SAAS,CAAC,iBAAiB,EAAE;oBACxE,eAAe,CAAC,cAAc,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC,IAAI,GAAG,IAAI,CAAC;iBACpF;aACJ;SACJ;QAED,eAAe,CAAC,6BAA6B,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAC3D,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,mBAAmB,CAAC,gBAAgB,EAAE,IAAI,CAAC,CAAC;QAClE,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,SAAS,CAAC;IACzC,CAAC;IAED;;;;;;;OAOG;IACI,mBAAmB,CAAC,IAAY,EAAE,mBAAkD;QACvF,MAAM,EAAE,GAAG,IAAI,mBAAmB,CAAC,IAAI,EAAE,mBAAmB,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,EAAE;YAC5J,eAAe,EAAE,KAAK;YACtB,qBAAqB,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe;YACnD,WAAW,EAAE,SAAS,CAAC,wBAAwB;YAC/C,KAAK,EAAE,EAAE;YACT,kCAAkC,EAAE,IAAI;SAC3C,CAAC,CAAC;QAEH,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;QAE5B,OAAO,EAAE,CAAC;IACd,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,oBAAoB,CAAC;IAClE,CAAC;IAED;;;;OAIG;IACI,wBAAwB,CAAC,MAAc,EAAE,OAAgB;QAC5D,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QACvC,MAAM,gBAAgB,GAAG,QAAQ,IAAI,QAAQ,CAAC,gBAAgB,CAAC;QAC/D,MAAM,QAAQ,GAAG,QAAQ,IAAI,IAAI,CAAC,iBAAiB,CAAC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC;QAE7E,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE;YAC7C,IAAI,MAAM,CAAC,YAAY,IAAI,gBAAgB,IAAI,CAAC,QAAQ,EAAE;gBACtD,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,uBAAuB,CAAC,CAAC;aAC9D;iBAAM;gBACH,IAAI,IAAI,CAAC,OAAO,CAAC,oBAAoB,EAAE;oBACnC,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;iBAC1D;qBAAM;oBACH,IAAI,CAAC,OAAO,CAAC,uBAAuB,EAAE,CAAC;iBAC1C;gBAED,IAAI,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,kBAAkB,IAAI,CAAC,QAAQ,EAAE;oBAC9D,IAAI,CAAC,eAAe,CAAC,UAAW,CAAC,IAAI,CAAC,OAAO,CAAC,gBAAgB,EAAE,CAAC,CAAC;iBACrE;aACJ;SACJ;IACL,CAAC;IAEO,wBAAwB;QAC5B,MAAM,iBAAiB,GAAG,EAAE,CAAC;QAC7B,MAAM,WAAW,GAAG,CAAC,KAAK,CAAC,CAAC;QAC5B,MAAM,gBAAgB,GAAG,CAAC,KAAK,CAAC,CAAC;QACjC,MAAM,aAAa,GAAG,CAAC,IAAI,CAAC,CAAC;QAE7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,EAAE;YACpC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YAE7B,IAAI,CAAC,GAAG,CAAC,EAAE;gBACP,IAAI,IAAI,CAAC,gCAAgC,IAAI,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,KAAK,SAAS,CAAC,0BAA0B,EAAE;oBACtG,WAAW,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;oBACxB,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;iBAC/B;qBAAM;oBACH,WAAW,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;oBACvB,gBAAgB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;iBAChC;gBACD,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;aAC7B;SACJ;QAED,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,iBAAiB,CAAC,CAAC;QAClF,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,WAAW,CAAC,CAAC;QACtE,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,gBAAgB,CAAC,CAAC;QAChF,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,aAAa,CAAC,CAAC;IAC9E,CAAC;IAEO,YAAY;QAChB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,eAAe,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC5D,IAAI,CAAC,eAAe,CAAC,eAAe,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC;SACxE;QAED,IAAI,CAAC,eAAe,CAAC,SAAS,CAAC,0BAA0B,CAAC,GAAG,CAAC,CAAC;QAC/D,IAAI,CAAC,UAAU,GAAG,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC;QACzD,IAAI,CAAC,SAAS,GAAG,CAAC,eAAe,CAAC,cAAc,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC,IAAI,CAAC,CAAC;QAC7F,IAAI,CAAC,SAAS,GAAG,CAAC,eAAe,CAAC,cAAc,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC,IAAI,CAAC,CAAC;QAC7F,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;IACtB,CAAC;IAEO,2BAA2B;QAC/B,IAAI,CAAC,kCAAkC,EAAE,CAAC;QAE1C,IAAI,IAAI,CAAC,eAAe,EAAE;YACtB,IAAI,CAAC,eAAe,CAAC,YAAY,EAAE,CAAC;YAEpC,MAAM,iBAAiB,GAAG,EAAE,CAAC;YAE7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBAC7C,iBAAiB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;aACjC;YAED,IAAI,CAAC,eAAe,CAAC,oBAAoB,CAAC,IAAI,CAAC,SAAS,CAAC,kBAAkB,EAAG,CAAC,CAAC;YAEhF,MAAM,OAAO,GAAG;gBACZ;oBACI,eAAe,EAAE,SAAS,CAAC,0BAA0B;oBACrD,sBAAsB,EAAE,sBAAsB,CAAC,kBAAkB;iBACpE;gBACD;oBACI,eAAe,EAAE,SAAS,CAAC,2BAA2B;oBACtD,sBAAsB,EAAE,sBAAsB,CAAC,mBAAmB;iBACrE;gBACD;oBACI,eAAe,EAAE,SAAS,CAAC,6BAA6B;oBACxD,sBAAsB,EAAE,sBAAsB,CAAC,qBAAqB;iBACvE;gBACD;oBACI,eAAe,EAAE,SAAS,CAAC,iCAAiC;oBAC5D,sBAAsB,EAAE,sBAAsB,CAAC,yBAAyB;iBAC3E;gBACD;oBACI,eAAe,EAAE,SAAS,CAAC,6BAA6B;oBACxD,sBAAsB,EAAE,sBAAsB,CAAC,qBAAqB;iBACvE;aACJ,CAAC;YAEF,4CAA4C;YAC5C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBACrC,MAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,eAAe,CAAC,CAAC;gBAClE,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE;oBACd,IAAI,CAAC,eAAe,CAAC,iBAAiB,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,sBAAsB,EAAE,KAAK,CAAC,CAAC;oBACjF,iBAAiB,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC;iBACnC;aACJ;YAED,IAAI,CAAC,eAAe,CAAC,eAAe,CAAC,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,iBAAiB,CAAC,CAAC,CAAC;SAC5F;IACL,CAAC;IAED;;OAEG;IACI,kBAAkB;QACrB,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,IAAI,IAAI,CAAC,mBAAmB,EAAE;YACzE,IAAI,IAAI,CAAC,OAAO,CAAC,oBAAoB,EAAE;gBACnC,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;aAC1D;iBAAM;gBACH,IAAI,CAAC,OAAO,CAAC,uBAAuB,EAAE,CAAC;aAC1C;SACJ;IACL,CAAC;IAED;;OAEG;IACH,6DAA6D;IACtD,WAAW,CAAC,MAAe,EAAE,SAAkB,EAAE,KAAc;QAClE,wEAAwE;QAExE,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,IAAI,CAAC,OAAO,EAAE,CAAC;SAClB;QAED,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE;YAChD,OAAO;SACV;QAED,IAAI,IAAI,CAAC,eAAe,EAAE;YACtB,IAAI,CAAC,eAAe,CAAC,UAAU,GAAG,EAAE,CAAC;SACxC;QAED,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,cAAc,EAAE,MAAM,CAAC,CAAC;IAC9D,CAAC;IAEO,aAAa,CAAC,mBAAwC,EAAE,SAAkB,EAAE,KAAc;QAC9F,IAAI,mBAAmB,CAAC,mBAAmB,EAAE;YACzC,mBAAmB,CAAC,mBAAmB,CAAC,aAAa,CAAC,IAAI,CAAC,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,mBAAmB,CAAC,mBAAmB,CAAC,sBAAsB,CAAC,CAAC;SACxJ;aAAM,IAAI,IAAI,CAAC,+BAA+B,CAAC,MAAM,EAAE;YACpD,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,aAAa,EAAE,CAAC;SAClD;aAAM;YACH,IAAI,CAAC,OAAO,CAAC,yBAAyB,EAAE,CAAC;SAC5C;IACL,CAAC;IAED;;;;;;OAMG;IACI,eAAe,CAAC,EAAuB;QAC1C,MAAM,OAAO,GAAG,IAAI,CAAC,+BAA+B,CAAC,CAAC,CAAC,CAAC;QACxD,IAAI,CAAC,OAAO,EAAE;YACV,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,CAAC,YAAY,GAAG,EAAE,CAAC,YAAa,CAAC;QAExC,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,oBAAoB,CAAC,mBAAwC,EAAE,SAAkB;;QACrF,MAAM,OAAO,GAAG,IAAI,CAAC,+BAA+B,CAAC,CAAC,CAAC,CAAC;QACxD,MAAM,aAAa,GAAG,OAAO,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,mBAAmB,CAAC,mBAAmB,CAAC,CAAC,CAAC,mBAAmB,CAAC,mBAAmB,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC;QAE7J,sDAAsD;QACtD,IAAI,gBAAgB,GAAG,IAAI,CAAC,cAAc,CAAC,+BAA+B,CAAC;QAE3E,IAAI,IAAI,CAAC,4BAA4B,EAAE;YACnC,gBAAgB,GAAG,gBAAgB,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC,0BAA0B,CAAC,CAAC,CAAC;SAChG;QAED,kCAAkC;QAClC,IAAI,gBAAgB,CAAC,MAAM,EAAE;YACzB,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,aAAa,CAAC,MAAA,IAAI,CAAC,cAAc,CAAC,YAAY,0CAAE,OAAO,EAAE,gBAAgB,CAAC,CAAC;YAC1G,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,YAAY,CAAC,gBAAgB,EAAE,aAAa,EAAE,KAAK,EAAE,SAAS,CAAC,CAAC;SAClG;IACL,CAAC;IAED;;OAEG;IACI,UAAU,CAAC,SAAkB,EAAE,KAAc;QAChD,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE;YAC9C,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,cAAc,EAAE,SAAS,EAAE,KAAK,CAAC,CAAC;YAC1D,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,cAAc,EAAE,SAAS,CAAC,CAAC;SAC7D;IACL,CAAC;IAED;;;OAGG;IACI,MAAM;QACT,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE;YAC9C,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;YAE3C,4DAA4D;YAC5D,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;YACrD,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;YACzD,IAAI,IAAI,CAAC,gCAAgC,EAAE;gBACvC,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,sBAAsB,CAAC,CAAC;gBAC1D,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;aACjE;YACD,uEAAuE;YACvE,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;SAC1D;IACL,CAAC;IAED,6DAA6D;IACrD,gBAAgB,CAAC,mBAAwC;QAC7D,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE;YAC9C,IAAI,CAAC,cAAc,CAAC,UAAU,EAAE,CAAC;YACjC,MAAM,eAAe,GAAG,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC;YACzD,IAAI,eAAe,EAAE;gBACjB,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,eAAe,CAAC,CAAC;aACjD;SACJ;IACL,CAAC;IAEO,WAAW,CAAC,OAAgB;QAChC,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;IAC5B,CAAC;IAEO,uBAAuB,CAAC,mBAAwC,EAAE,OAAgB;QACtF,mBAAmB,CAAC,OAAO,GAAG,OAAO,CAAC;QACtC,IAAI,CAAC,OAAO,EAAE;YACV,IAAI,CAAC,sBAAsB,CAAC,mBAAmB,CAAC,CAAC;SACpD;IACL,CAAC;IAED;;;;;;OAMG;IACI,sBAAsB,CAAC,GAA+B;QACzD,mBAAmB;QACnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACxD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,GAAG,CAAC,IAAI,EAAE;gBACjD,OAAO,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;aACxC;SACJ;QAED,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;QACrC,OAAO,GAAG,CAAC;IACf,CAAC;IAEO,OAAO;QACX,MAAM,gBAAgB,GAAG,IAAI,CAAC,QAAQ,CAAC;QAEvC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACxD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE;gBACvC,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,gBAAgB,CAAC,CAAC;aACxE;SACJ;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAChD,IAAI,IAAI,CAAC,QAAQ,KAAK,gBAAgB,IAAI,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,KAAK,KAAK,IAAI,CAAC,QAAQ,EAAE;gBACrF,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,IAAI,CAAC,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,SAAS,EAAE,EAAE,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC;aAC7H;YAED,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,sBAAsB,EAAE,CAAC;YAE/C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBACxD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE;oBACvC,qEAAqE;oBACrE,oIAAoI;oBACpI,gFAAgF;oBAChF,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,WAAW,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,iBAAiB,EAAE;wBAC/F,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,iBAAkB,EAAE,CAAC;qBACtD;oBAED,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,WAAW,EAAE;wBAC3C,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,WAAY,CAAC,CAAC;qBAC1G;iBACJ;aACJ;SACJ;QAED,IAAI,CAAC,wBAAwB,EAAE,CAAC;QAChC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;QACvB,IAAI,CAAC,2BAA2B,EAAE,CAAC;IACvC,CAAC;IAEO,QAAQ;QACZ,IAAI,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAExB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAChD,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;SAC9D;QAED,IAAI,CAAC,YAAY,EAAE,CAAC;QAEpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACxD,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,GAAG,KAAK,CAAC;SACjD;IACL,CAAC;IAEO,uBAAuB,CAAC,mBAAwC,EAAE,MAAe;QACrF,IAAI,MAAM,EAAE;YACR,OAAO,MAAM,CAAC,cAAc,CAAC;SAChC;aAAM,IAAI,mBAAmB,CAAC,mBAAmB,EAAE;YAChD,IAAI,mBAAmB,CAAC,mBAAmB,CAAC,sBAAsB,EAAE;gBAChE,MAAM,MAAM,GAAG,mBAAmB,CAAC,mBAAmB,CAAC,YAAY,CAAC,CAAC,CAAC,mBAAmB,CAAC,mBAAmB,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;gBACtJ,OAAO,MAAM,CAAC,CAAC,CAAC,MAAM,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,CAAC;aAC9C;iBAAM,IAAI,mBAAmB,CAAC,mBAAmB,CAAC,aAAa,EAAE;gBAC9D,OAAO,mBAAmB,CAAC,mBAAmB,CAAC,aAAa,CAAC;aAChE;iBAAM;gBACH,OAAO,EAAE,CAAC;aACb;SACJ;aAAM;YACH,OAAO,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,CAAC;SAClF;IACL,CAAC;IAEO,uBAAuB,CAAC,mBAAwC,EAAE,MAAe;QACrF,4FAA4F;QAC5F,MAAM,eAAe,GAAG,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,IAAI,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,OAAO,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;QACrJ,IAAI,CAAC,+BAA+B,GAAG,IAAI,CAAC,uBAAuB,CAAC,mBAAmB,EAAE,MAAM,CAAC,CAAC;QACjG,IAAI,CAAC,+BAA+B,GAAG,IAAI,CAAC,+BAA+B,CAAC,MAAM,CAAC,CAAC,EAAE,EAAE,EAAE;YACtF,OAAO,EAAE,IAAI,IAAI,CAAC;QACtB,CAAC,CAAC,CAAC;QACH,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;QAE7B,MAAM,wBAAwB,GAAG,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,+BAA+B,CAAC,CAAC;QAChG,IAAI,CAAC,4BAA4B,GAAG,CAAC,wBAAwB,IAAI,CAAC,IAAI,CAAC,qBAAqB,IAAI,IAAI,CAAC,qBAAqB,EAAE,IAAI,CAAC,eAAe,CAAC;QAEjJ,MAAM,aAAa,GAAG,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,+BAA+B,CAAC,CAAC;QACtF,MAAM,cAAc,GAAG,mBAAmB,CAAC,+BAA+B,IAAI,mBAAmB,CAAC,+BAA+B,CAAC,CAAC,CAAC,CAAC;QACrI,IAAI,OAAO,GAAG,IAAI,CAAC;QAEnB,oDAAoD;QACpD,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,IAAI,CAAC,4BAA4B,IAAI,wBAAwB,CAAC;QAE5H,sCAAsC;QACtC,IAAI,IAAI,CAAC,4BAA4B,IAAI,CAAC,mBAAmB,CAAC,0BAA0B,EAAE;YACtF,mBAAmB,CAAC,wBAAwB,EAAE,CAAC;SAClD;QAED,mEAAmE;QACnE,IAAI,cAAc,EAAE;YAChB,OAAO,GAAG,cAAc,CAAC;SAC5B;aAAM,IAAI,IAAI,CAAC,4BAA4B,EAAE;YAC1C,OAAO,GAAG,mBAAmB,CAAC,0BAA0B,CAAC;SAC5D;aAAM,IAAI,aAAa,EAAE;YACtB,OAAO,GAAG,aAAa,CAAC;SAC3B;QAED,IAAI,CAAC,gBAAgB,CAAC,mBAAmB,CAAC,CAAC;QAC3C,IAAI,CAAC,oBAAoB,CAAC,mBAAmB,EAAE,OAAO,CAAC,CAAC;IAC5D,CAAC;IAEO,oBAAoB,CAAC,mBAAwC,EAAE,WAAkC;QACrG,IAAI,WAAW,EAAE;YACb,WAAW,CAAC,SAAS,GAAG,KAAK,CAAC;YAC9B,WAAW,CAAC,YAAY,GAAG,mBAAmB,CAAC,YAAa,CAAC;SAChE;QAED,IAAI,mBAAmB,CAAC,kBAAkB,KAAK,WAAW,EAAE;YACxD,IAAI,mBAAmB,CAAC,kBAAkB,EAAE;gBACxC,IAAI,CAAC,sBAAsB,CAAC,mBAAmB,CAAC,CAAC;aACpD;YACD,mBAAmB,CAAC,kBAAkB,GAAG,WAAW,CAAC;SACxD;QAED,IAAI,mBAAmB,CAAC,qBAAqB,EAAE;YAC3C,IAAI,CAAC,2BAA2B,EAAE,CAAC;YACnC,mBAAmB,CAAC,qBAAqB,GAAG,KAAK,CAAC;SACrD;IACL,CAAC;IAED;;OAEG;IACI,sBAAsB,CAAC,mBAAwC;QAClE,IAAI,mBAAmB,CAAC,kBAAkB,EAAE;YACxC,mBAAmB,CAAC,kBAAkB,CAAC,SAAS,GAAG,IAAI,CAAC;YACxD,mBAAmB,CAAC,kBAAkB,CAAC,0BAA0B,EAAE,CAAC;YACpE,mBAAmB,CAAC,kBAAkB,GAAG,IAAI,CAAC;SACjD;IACL,CAAC;IAEO,qBAAqB;QACzB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACxD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,oBAAoB,EAAE;gBAC7F,OAAO,IAAI,CAAC;aACf;SACJ;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAEO,mBAAmB,CAAC,aAAsC;;QAC9D,IAAI,mBAAmB,GAAG,KAAK,CAAC;QAChC,IAAI,aAAa,EAAE;YACf,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBAC3C,IAAI,CAAA,MAAA,aAAa,CAAC,CAAC,CAAC,0CAAE,YAAY,EAAE,MAAK,4BAA4B,EAAE;oBACnE,mBAAmB,GAAG,IAAI,CAAC;oBAC3B,MAAM;iBACT;aACJ;SACJ;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACK,oBAAoB,CAAC,aAAsC;QAC/D,KAAK,IAAI,OAAO,GAAG,CAAC,EAAE,OAAO,GAAG,aAAa,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE;YAC7D,IAAI,aAAa,CAAC,OAAO,CAAC,KAAK,IAAI,EAAE;gBACjC,OAAO,aAAa,CAAC,OAAO,CAAC,CAAC;aACjC;SACJ;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,WAAW;QACd,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;IACzB,CAAC;IAED;;;OAGG;IACK,eAAe,CAAC,KAAe;QACnC,mEAAmE;QACnE,IAAI,CAAC,MAAM,CAAC,0BAA0B,GAAG,KAAK,CAAC;QAE/C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACnC,MAAM,IAAI,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC;YAEtB,IAAI,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE;gBACnC,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;gBACpD,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBAE3B,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,eAAe,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;gBAC/D,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,eAAe,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;gBAC/D,IAAI,CAAC,QAAQ,EAAE,CAAC;aACnB;YAED,IAAI,IAAI,KAAK,SAAS,CAAC,6BAA6B,EAAE;gBAClD,IAAI,CAAC,MAAM,CAAC,0BAA0B,GAAG,IAAI,CAAC;aACjD;SACJ;IACL,CAAC;IAEO,OAAO;QACX,IAAI,CAAC,QAAQ,EAAE,CAAC;QAChB,IAAI,aAAa,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,KAAK,CAAC;QAEpE,IAAI,IAAI,CAAC,MAAM,CAAC,qBAAqB,IAAI,IAAI,CAAC,MAAM,CAAC,+BAA+B,EAAE;YAClF,IAAI,CAAC,MAAM,CAAC,qBAAqB,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;YAC3D,aAAa,GAAG,IAAI,CAAC;SACxB;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACnD,IAAI,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,IAAI,CAAC,EAAE;gBACnD,aAAa,GAAG,IAAI,CAAC;aACxB;SACJ;QAED,IAAI,aAAa,EAAE;YACf,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;SACtD;QAED,IAAI,aAAa,CAAC;QAElB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAChD,IAAI,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,mBAAmB,EAAE;gBAC3C,aAAa,GAAG,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC;aACvE;iBAAM;gBACH,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;gBACxC,IAAI,CAAC,MAAM,EAAE;oBACT,SAAS;iBACZ;gBAED,aAAa,GAAG,MAAM,CAAC,cAAc,CAAC;aACzC;YAED,IAAI,CAAC,aAAa,EAAE;gBAChB,SAAS;aACZ;YAED,aAAa,GAA4B,aAAa,CAAC,MAAM,CAAC,CAAC,EAAE,EAAE,EAAE;gBACjE,OAAO,EAAE,IAAI,IAAI,CAAC;YACtB,CAAC,CAAC,CAAC;YAEH,IAAI,aAAa,EAAE;gBACf,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;oBAC3C,IAAI,aAAa,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,IAAI,CAAC,EAAE;wBAC3C,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;wBAC1D,aAAa,GAAG,IAAI,CAAC;qBACxB;iBACJ;gBAED,IAAI,IAAI,CAAC,mBAAmB,CAAC,aAAa,CAAC,EAAE;oBACzC,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,IAAI,CAAC;iBACtE;aACJ;SACJ;QAED,IAAI,CAAC,+BAA+B,EAAE,CAAC;QACvC,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QAEtB,IAAI,aAAa,EAAE;YACf,IAAI,CAAC,OAAO,EAAE,CAAC;SAClB;IACL,CAAC;IAEO,+BAA+B;QACnC,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC;QAExC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACvC,SAAS,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,QAAQ,CAAC,gBAAgB,CAAC,CAAC;SACvD;IACL,CAAC;IAED;;OAEG;IACI,OAAO;QACV,KAAK,IAAI,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,EAAE;YACrD,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;SACnC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACxD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE;gBACvC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAQ,EAAE,CAAC;aAC5C;SACJ;IACL,CAAC;;AAr0BD;;GAEG;AACW,6CAA6B,GAA2B,CAAC,CAAC,EAAE,EAAE;IACxE,MAAM,WAAW,CAAC,+BAA+B,CAAC,CAAC;AACvD,CAAC,CAAC;AAuEF;;GAEG;AACW,8BAAc,GAAG;IAC3B;QACI,OAAO,EAAE,SAAS,CAAC,+BAA+B;QAClD,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,IAAI,EAAE,oBAAoB;KAC7B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,6BAA6B;QAChD,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,IAAI,EAAE,kBAAkB;KAC3B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,6BAA6B;QAChD,IAAI,EAAE,SAAS,CAAC,wBAAwB;QACxC,IAAI,EAAE,kBAAkB;KAC3B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,iCAAiC;QACpD,IAAI,EAAE,SAAS,CAAC,wBAAwB;QACxC,IAAI,EAAE,sBAAsB;KAC/B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,0BAA0B;QAC7C,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,IAAI,EAAE,eAAe;KACxB;IACD;QACI,OAAO,EAAE,SAAS,CAAC,0BAA0B;QAC7C,IAAI,EAAE,SAAS,CAAC,iBAAiB;QACjC,IAAI,EAAE,eAAe;KACxB;IACD;QACI,OAAO,EAAE,SAAS,CAAC,2BAA2B;QAC9C,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,IAAI,EAAE,gBAAgB;KACzB;IACD;QACI,OAAO,EAAE,SAAS,CAAC,gCAAgC;QACnD,IAAI,EAAE,SAAS,CAAC,wBAAwB;QACxC,IAAI,EAAE,gBAAgB;KACzB;CACJ,CAAC","sourcesContent":["import { PrePassRenderTarget } from \"../Materials/Textures/prePassRenderTarget\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Material } from \"../Materials/material\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\n\r\n/**\r\n * Renders a pre pass of the scene\r\n * This means every mesh in the scene will be rendered to a render target texture\r\n * And then this texture will be composited to the rendering canvas with post processes\r\n * It is necessary for effects like subsurface scattering or deferred shading\r\n */\r\nexport class PrePassRenderer {\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"PrePassRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * To save performance, we can excluded skinned meshes from the prepass\r\n */\r\n public excludedSkinnedMesh: AbstractMesh[] = [];\r\n\r\n /**\r\n * Force material to be excluded from the prepass\r\n * Can be useful when `useGeometryBufferFallback` is set to `true`\r\n * and you don't want a material to show in the effect.\r\n */\r\n public excludedMaterials: Material[] = [];\r\n\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n\r\n /**\r\n * Number of textures in the multi render target texture where the scene is directly rendered\r\n */\r\n public mrtCount: number = 0;\r\n\r\n private _mrtTypes: number[] = [];\r\n private _mrtLayout: number[] = [];\r\n private _mrtNames: string[] = [];\r\n private _textureIndices: number[] = [];\r\n\r\n private _multiRenderAttachments: number[];\r\n private _defaultAttachments: number[];\r\n private _clearAttachments: number[];\r\n private _clearDepthAttachments: number[];\r\n\r\n /**\r\n * Returns the index of a texture in the multi render target texture array.\r\n * @param type Texture type\r\n * @returns The index\r\n */\r\n public getIndex(type: number): number {\r\n return this._textureIndices[type];\r\n }\r\n\r\n /**\r\n * How many samples are used for MSAA of the scene render target\r\n */\r\n public get samples() {\r\n return this.defaultRT.samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this.defaultRT.samples = n;\r\n }\r\n\r\n private _useSpecificClearForDepthTexture = false;\r\n\r\n /**\r\n * If set to true (default: false), the depth texture will be cleared with the depth value corresponding to the far plane (1 in normal mode, 0 in reverse depth buffer mode)\r\n * If set to false, the depth texture is always cleared with 0.\r\n */\r\n public get useSpecificClearForDepthTexture() {\r\n return this._useSpecificClearForDepthTexture;\r\n }\r\n\r\n public set useSpecificClearForDepthTexture(value: boolean) {\r\n if (this._useSpecificClearForDepthTexture === value) {\r\n return;\r\n }\r\n\r\n this._useSpecificClearForDepthTexture = value;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Describes the types and formats of the textures used by the pre-pass renderer\r\n */\r\n public static TextureFormats = [\r\n {\r\n purpose: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n name: \"prePass_Irradiance\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n name: \"prePass_Position\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n name: \"prePass_Velocity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n name: \"prePass_Reflectivity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_COLOR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n name: \"prePass_Color\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n name: \"prePass_Depth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n name: \"prePass_Normal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n name: \"prePass_Albedo\",\r\n },\r\n ];\r\n\r\n private _isDirty: boolean = true;\r\n\r\n /**\r\n * The render target where the scene is directly rendered\r\n */\r\n public defaultRT: PrePassRenderTarget;\r\n\r\n /**\r\n * Configuration for prepass effects\r\n */\r\n private _effectConfigurations: PrePassEffectConfiguration[] = [];\r\n\r\n /**\r\n * @returns the prepass render target for the rendering pass.\r\n * If we are currently rendering a render target, it returns the PrePassRenderTarget\r\n * associated with that render target. Otherwise, it returns the scene default PrePassRenderTarget\r\n */\r\n public getRenderTarget(): PrePassRenderTarget {\r\n return this._currentTarget;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Managed by the scene component\r\n * @param prePassRenderTarget\r\n */\r\n public _setRenderTarget(prePassRenderTarget: Nullable<PrePassRenderTarget>): void {\r\n if (prePassRenderTarget) {\r\n this._currentTarget = prePassRenderTarget;\r\n } else {\r\n this._currentTarget = this.defaultRT;\r\n this._engine.currentRenderPassId = this._currentTarget.renderPassId;\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if the currently rendered prePassRenderTarget is the one\r\n * associated with the scene.\r\n */\r\n public get currentRTisSceneRT(): boolean {\r\n return this._currentTarget === this.defaultRT;\r\n }\r\n\r\n private _geometryBuffer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Prevents the PrePassRenderer from using the GeometryBufferRenderer as a fallback\r\n */\r\n public doNotUseGeometryRendererFallback = true;\r\n\r\n private _refreshGeometryBufferRendererLink() {\r\n if (!this.doNotUseGeometryRendererFallback) {\r\n this._geometryBuffer = this._scene.enableGeometryBufferRenderer();\r\n\r\n if (!this._geometryBuffer) {\r\n // Not supported\r\n this.doNotUseGeometryRendererFallback = true;\r\n return;\r\n }\r\n\r\n this._geometryBuffer._linkPrePassRenderer(this);\r\n } else {\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._unlinkPrePassRenderer();\r\n }\r\n this._geometryBuffer = null;\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n }\r\n\r\n private _currentTarget: PrePassRenderTarget;\r\n\r\n /**\r\n * All the render targets generated by prepass\r\n */\r\n public renderTargets: PrePassRenderTarget[] = [];\r\n\r\n private readonly _clearColor = new Color4(0, 0, 0, 0);\r\n private readonly _clearDepthColor = new Color4(1e8, 0, 0, 1); // \"infinity\" value - depth in the depth texture is view.z, not a 0..1 value!\r\n\r\n private _enabled: boolean = false;\r\n\r\n private _needsCompositionForThisPass = false;\r\n private _postProcessesSourceForThisPass: Nullable<PostProcess>[];\r\n\r\n /**\r\n * Indicates if the prepass is enabled\r\n */\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n\r\n /**\r\n * Set to true to disable gamma transform in PrePass.\r\n * Can be useful in case you already proceed to gamma transform on a material level\r\n * and your post processes don't need to be in linear color space.\r\n */\r\n public disableGammaTransform = false;\r\n\r\n /**\r\n * Instantiates a prepass renderer\r\n * @param scene The scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this._engine._caps.textureFloat && this._engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (this._engine._caps.textureHalfFloat && this._engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n if (type !== Constants.TEXTURETYPE_FLOAT) {\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; ++i) {\r\n if (PrePassRenderer.TextureFormats[i].type === Constants.TEXTURETYPE_FLOAT) {\r\n PrePassRenderer.TextureFormats[Constants.PREPASS_DEPTH_TEXTURE_TYPE].type = type;\r\n }\r\n }\r\n }\r\n\r\n PrePassRenderer._SceneComponentInitialization(this._scene);\r\n this.defaultRT = this._createRenderTarget(\"sceneprePassRT\", null);\r\n this._currentTarget = this.defaultRT;\r\n }\r\n\r\n /**\r\n * Creates a new PrePassRenderTarget\r\n * This should be the only way to instantiate a `PrePassRenderTarget`\r\n * @param name Name of the `PrePassRenderTarget`\r\n * @param renderTargetTexture RenderTarget the `PrePassRenderTarget` will be attached to.\r\n * Can be `null` if the created `PrePassRenderTarget` is attached to the scene (default framebuffer).\r\n * @internal\r\n */\r\n public _createRenderTarget(name: string, renderTargetTexture: Nullable<RenderTargetTexture>): PrePassRenderTarget {\r\n const rt = new PrePassRenderTarget(name, renderTargetTexture, { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, 0, this._scene, {\r\n generateMipMaps: false,\r\n generateStencilBuffer: this._engine.isStencilEnable,\r\n defaultType: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n types: [],\r\n drawOnlyOnFirstAttachmentByDefault: true,\r\n });\r\n\r\n this.renderTargets.push(rt);\r\n\r\n return rt;\r\n }\r\n\r\n /**\r\n * Indicates if rendering a prepass is supported\r\n */\r\n public get isSupported() {\r\n return this._scene.getEngine().getCaps().drawBuffersExtension;\r\n }\r\n\r\n /**\r\n * Sets the proper output textures to draw in the engine.\r\n * @param effect The effect that is drawn. It can be or not be compatible with drawing to several output textures.\r\n * @param subMesh Submesh on which the effect is applied\r\n */\r\n public bindAttachmentsForEffect(effect: Effect, subMesh: SubMesh) {\r\n const material = subMesh.getMaterial();\r\n const isPrePassCapable = material && material.isPrePassCapable;\r\n const excluded = material && this.excludedMaterials.indexOf(material) !== -1;\r\n\r\n if (this.enabled && this._currentTarget.enabled) {\r\n if (effect._multiTarget && isPrePassCapable && !excluded) {\r\n this._engine.bindAttachments(this._multiRenderAttachments);\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n\r\n if (this._geometryBuffer && this.currentRTisSceneRT && !excluded) {\r\n this._geometryBuffer.renderList!.push(subMesh.getRenderingMesh());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _reinitializeAttachments() {\r\n const multiRenderLayout = [];\r\n const clearLayout = [false];\r\n const clearDepthLayout = [false];\r\n const defaultLayout = [true];\r\n\r\n for (let i = 0; i < this.mrtCount; i++) {\r\n multiRenderLayout.push(true);\r\n\r\n if (i > 0) {\r\n if (this._useSpecificClearForDepthTexture && this._mrtLayout[i] === Constants.PREPASS_DEPTH_TEXTURE_TYPE) {\r\n clearLayout.push(false);\r\n clearDepthLayout.push(true);\r\n } else {\r\n clearLayout.push(true);\r\n clearDepthLayout.push(false);\r\n }\r\n defaultLayout.push(false);\r\n }\r\n }\r\n\r\n this._multiRenderAttachments = this._engine.buildTextureLayout(multiRenderLayout);\r\n this._clearAttachments = this._engine.buildTextureLayout(clearLayout);\r\n this._clearDepthAttachments = this._engine.buildTextureLayout(clearDepthLayout);\r\n this._defaultAttachments = this._engine.buildTextureLayout(defaultLayout);\r\n }\r\n\r\n private _resetLayout() {\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; i++) {\r\n this._textureIndices[PrePassRenderer.TextureFormats[i].purpose] = -1;\r\n }\r\n\r\n this._textureIndices[Constants.PREPASS_COLOR_TEXTURE_TYPE] = 0;\r\n this._mrtLayout = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n this._mrtTypes = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].type];\r\n this._mrtNames = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].name];\r\n this.mrtCount = 1;\r\n }\r\n\r\n private _updateGeometryBufferLayout() {\r\n this._refreshGeometryBufferRendererLink();\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._resetLayout();\r\n\r\n const texturesActivated = [];\r\n\r\n for (let i = 0; i < this._mrtLayout.length; i++) {\r\n texturesActivated.push(false);\r\n }\r\n\r\n this._geometryBuffer._linkInternalTexture(this.defaultRT.getInternalTexture()!);\r\n\r\n const matches = [\r\n {\r\n prePassConstant: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.DEPTH_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.NORMAL_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.POSITION_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE,\r\n },\r\n ];\r\n\r\n // replace textures in the geometryBuffer RT\r\n for (let i = 0; i < matches.length; i++) {\r\n const index = this._mrtLayout.indexOf(matches[i].prePassConstant);\r\n if (index !== -1) {\r\n this._geometryBuffer._forceTextureType(matches[i].geometryBufferConstant, index);\r\n texturesActivated[index] = true;\r\n }\r\n }\r\n\r\n this._geometryBuffer._setAttachments(this._engine.buildTextureLayout(texturesActivated));\r\n }\r\n }\r\n\r\n /**\r\n * Restores attachments for single texture draw.\r\n */\r\n public restoreAttachments() {\r\n if (this.enabled && this._currentTarget.enabled && this._defaultAttachments) {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public _beforeDraw(camera?: Camera, faceIndex?: number, layer?: number) {\r\n // const previousEnabled = this._enabled && this._currentTarget.enabled;\r\n\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (!this._enabled || !this._currentTarget.enabled) {\r\n return;\r\n }\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer.renderList = [];\r\n }\r\n\r\n this._setupOutputForThisPass(this._currentTarget, camera);\r\n }\r\n\r\n private _prepareFrame(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number, layer?: number) {\r\n if (prePassRenderTarget.renderTargetTexture) {\r\n prePassRenderTarget.renderTargetTexture._prepareFrame(this._scene, faceIndex, layer, prePassRenderTarget.renderTargetTexture.useCameraPostProcesses);\r\n } else if (this._postProcessesSourceForThisPass.length) {\r\n this._scene.postProcessManager._prepareFrame();\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an intermediary texture between prepass and postprocesses. This texture\r\n * will be used as input for post processes\r\n * @param rt\r\n * @returns true if there are postprocesses that will use this texture,\r\n * false if there is no postprocesses - and the function has no effect\r\n */\r\n public setCustomOutput(rt: RenderTargetTexture) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n if (!firstPP) {\r\n return false;\r\n }\r\n\r\n firstPP.inputTexture = rt.renderTarget!;\r\n\r\n return true;\r\n }\r\n\r\n private _renderPostProcesses(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n const outputTexture = firstPP ? firstPP.inputTexture : prePassRenderTarget.renderTargetTexture ? prePassRenderTarget.renderTargetTexture.renderTarget : null;\r\n\r\n // Build post process chain for this prepass post draw\r\n let postProcessChain = this._currentTarget._beforeCompositionPostProcesses;\r\n\r\n if (this._needsCompositionForThisPass) {\r\n postProcessChain = postProcessChain.concat([this._currentTarget.imageProcessingPostProcess]);\r\n }\r\n\r\n // Activates and renders the chain\r\n if (postProcessChain.length) {\r\n this._scene.postProcessManager._prepareFrame(this._currentTarget.renderTarget?.texture, postProcessChain);\r\n this._scene.postProcessManager.directRender(postProcessChain, outputTexture, false, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _afterDraw(faceIndex?: number, layer?: number) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._prepareFrame(this._currentTarget, faceIndex, layer);\r\n this._renderPostProcesses(this._currentTarget, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Clears the current prepass render target (in the sense of settings pixels to the scene clear color value)\r\n * @internal\r\n */\r\n public _clear() {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._bindFrameBuffer(this._currentTarget);\r\n\r\n // Clearing other attachment with 0 on all other attachments\r\n this._engine.bindAttachments(this._clearAttachments);\r\n this._engine.clear(this._clearColor, true, false, false);\r\n if (this._useSpecificClearForDepthTexture) {\r\n this._engine.bindAttachments(this._clearDepthAttachments);\r\n this._engine.clear(this._clearDepthColor, true, false, false);\r\n }\r\n // Regular clear color with the scene clear color of the 1st attachment\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _bindFrameBuffer(prePassRenderTarget: PrePassRenderTarget) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._currentTarget._checkSize();\r\n const internalTexture = this._currentTarget.renderTarget;\r\n if (internalTexture) {\r\n this._engine.bindFramebuffer(internalTexture);\r\n }\r\n }\r\n }\r\n\r\n private _setEnabled(enabled: boolean) {\r\n this._enabled = enabled;\r\n }\r\n\r\n private _setRenderTargetEnabled(prePassRenderTarget: PrePassRenderTarget, enabled: boolean) {\r\n prePassRenderTarget.enabled = enabled;\r\n if (!enabled) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Adds an effect configuration to the prepass render target.\r\n * If an effect has already been added, it won't add it twice and will return the configuration\r\n * already present.\r\n * @param cfg the effect configuration\r\n * @returns the effect configuration now used by the prepass\r\n */\r\n public addEffectConfiguration(cfg: PrePassEffectConfiguration): PrePassEffectConfiguration {\r\n // Do not add twice\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === cfg.name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n this._effectConfigurations.push(cfg);\r\n return cfg;\r\n }\r\n\r\n private _enable() {\r\n const previousMrtCount = this.mrtCount;\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled) {\r\n this._enableTextures(this._effectConfigurations[i].texturesRequired);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.mrtCount !== previousMrtCount || this.renderTargets[i].count !== this.mrtCount) {\r\n this.renderTargets[i].updateCount(this.mrtCount, { types: this._mrtTypes }, this._mrtNames.concat(\"prePass_DepthBuffer\"));\r\n }\r\n\r\n this.renderTargets[i]._resetPostProcessChain();\r\n\r\n for (let j = 0; j < this._effectConfigurations.length; j++) {\r\n if (this._effectConfigurations[j].enabled) {\r\n // TODO : subsurface scattering has 1 scene-wide effect configuration\r\n // solution : do not stock postProcess on effectConfiguration, but in the prepassRenderTarget (hashmap configuration => postProcess)\r\n // And call createPostProcess whenever the post process does not exist in the RT\r\n if (!this._effectConfigurations[j].postProcess && this._effectConfigurations[j].createPostProcess) {\r\n this._effectConfigurations[j].createPostProcess!();\r\n }\r\n\r\n if (this._effectConfigurations[j].postProcess) {\r\n this.renderTargets[i]._beforeCompositionPostProcesses.push(this._effectConfigurations[j].postProcess!);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._reinitializeAttachments();\r\n this._setEnabled(true);\r\n this._updateGeometryBufferLayout();\r\n }\r\n\r\n private _disable() {\r\n this._setEnabled(false);\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], false);\r\n }\r\n\r\n this._resetLayout();\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n this._effectConfigurations[i].enabled = false;\r\n }\r\n }\r\n\r\n private _getPostProcessesSource(prePassRenderTarget: PrePassRenderTarget, camera?: Camera): Nullable<PostProcess>[] {\r\n if (camera) {\r\n return camera._postProcesses;\r\n } else if (prePassRenderTarget.renderTargetTexture) {\r\n if (prePassRenderTarget.renderTargetTexture.useCameraPostProcesses) {\r\n const camera = prePassRenderTarget.renderTargetTexture.activeCamera ? prePassRenderTarget.renderTargetTexture.activeCamera : this._scene.activeCamera;\r\n return camera ? camera._postProcesses : [];\r\n } else if (prePassRenderTarget.renderTargetTexture.postProcesses) {\r\n return prePassRenderTarget.renderTargetTexture.postProcesses;\r\n } else {\r\n return [];\r\n }\r\n } else {\r\n return this._scene.activeCamera ? this._scene.activeCamera._postProcesses : [];\r\n }\r\n }\r\n\r\n private _setupOutputForThisPass(prePassRenderTarget: PrePassRenderTarget, camera?: Camera) {\r\n // Order is : draw ===> prePassRenderTarget._postProcesses ==> ipp ==> camera._postProcesses\r\n const secondaryCamera = camera && this._scene.activeCameras && !!this._scene.activeCameras.length && this._scene.activeCameras.indexOf(camera) !== 0;\r\n this._postProcessesSourceForThisPass = this._getPostProcessesSource(prePassRenderTarget, camera);\r\n this._postProcessesSourceForThisPass = this._postProcessesSourceForThisPass.filter((pp) => {\r\n return pp != null;\r\n });\r\n this._scene.autoClear = true;\r\n\r\n const cameraHasImageProcessing = this._hasImageProcessing(this._postProcessesSourceForThisPass);\r\n this._needsCompositionForThisPass = !cameraHasImageProcessing && !this.disableGammaTransform && this._needsImageProcessing() && !secondaryCamera;\r\n\r\n const firstCameraPP = this._getFirstPostProcess(this._postProcessesSourceForThisPass);\r\n const firstPrePassPP = prePassRenderTarget._beforeCompositionPostProcesses && prePassRenderTarget._beforeCompositionPostProcesses[0];\r\n let firstPP = null;\r\n\r\n // Setting the scene-wide post process configuration\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = this._needsCompositionForThisPass || cameraHasImageProcessing;\r\n\r\n // Create composition effect if needed\r\n if (this._needsCompositionForThisPass && !prePassRenderTarget.imageProcessingPostProcess) {\r\n prePassRenderTarget._createCompositionEffect();\r\n }\r\n\r\n // Setting the prePassRenderTarget as input texture of the first PP\r\n if (firstPrePassPP) {\r\n firstPP = firstPrePassPP;\r\n } else if (this._needsCompositionForThisPass) {\r\n firstPP = prePassRenderTarget.imageProcessingPostProcess;\r\n } else if (firstCameraPP) {\r\n firstPP = firstCameraPP;\r\n }\r\n\r\n this._bindFrameBuffer(prePassRenderTarget);\r\n this._linkInternalTexture(prePassRenderTarget, firstPP);\r\n }\r\n\r\n private _linkInternalTexture(prePassRenderTarget: PrePassRenderTarget, postProcess: Nullable<PostProcess>) {\r\n if (postProcess) {\r\n postProcess.autoClear = false;\r\n postProcess.inputTexture = prePassRenderTarget.renderTarget!;\r\n }\r\n\r\n if (prePassRenderTarget._outputPostProcess !== postProcess) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n prePassRenderTarget._outputPostProcess = postProcess;\r\n }\r\n\r\n if (prePassRenderTarget._internalTextureDirty) {\r\n this._updateGeometryBufferLayout();\r\n prePassRenderTarget._internalTextureDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _unlinkInternalTexture(prePassRenderTarget: PrePassRenderTarget) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n prePassRenderTarget._outputPostProcess.autoClear = true;\r\n prePassRenderTarget._outputPostProcess.restoreDefaultInputTexture();\r\n prePassRenderTarget._outputPostProcess = null;\r\n }\r\n }\r\n\r\n private _needsImageProcessing(): boolean {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled && this._effectConfigurations[i].needsImageProcessing) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _hasImageProcessing(postProcesses: Nullable<PostProcess>[]): boolean {\r\n let isIPPAlreadyPresent = false;\r\n if (postProcesses) {\r\n for (let i = 0; i < postProcesses.length; i++) {\r\n if (postProcesses[i]?.getClassName() === \"ImageProcessingPostProcess\") {\r\n isIPPAlreadyPresent = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return isIPPAlreadyPresent;\r\n }\r\n\r\n /**\r\n * Internal, gets the first post proces.\r\n * @param postProcesses\r\n * @returns the first post process to be run on this camera.\r\n */\r\n private _getFirstPostProcess(postProcesses: Nullable<PostProcess>[]): Nullable<PostProcess> {\r\n for (let ppIndex = 0; ppIndex < postProcesses.length; ppIndex++) {\r\n if (postProcesses[ppIndex] !== null) {\r\n return postProcesses[ppIndex];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Marks the prepass renderer as dirty, triggering a check if the prepass is necessary for the next rendering.\r\n */\r\n public markAsDirty() {\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Enables a texture on the MultiRenderTarget for prepass\r\n * @param types\r\n */\r\n private _enableTextures(types: number[]) {\r\n // For velocity : enable storage of previous matrices for instances\r\n this._scene.needsPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < types.length; i++) {\r\n const type = types[i];\r\n\r\n if (this._textureIndices[type] === -1) {\r\n this._textureIndices[type] = this._mrtLayout.length;\r\n this._mrtLayout.push(type);\r\n\r\n this._mrtTypes.push(PrePassRenderer.TextureFormats[type].type);\r\n this._mrtNames.push(PrePassRenderer.TextureFormats[type].name);\r\n this.mrtCount++;\r\n }\r\n\r\n if (type === Constants.PREPASS_VELOCITY_TEXTURE_TYPE) {\r\n this._scene.needsPreviousWorldMatrices = true;\r\n }\r\n }\r\n }\r\n\r\n private _update() {\r\n this._disable();\r\n let enablePrePass = false;\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n\r\n if (this._scene._depthPeelingRenderer && this._scene.useOrderIndependentTransparency) {\r\n this._scene._depthPeelingRenderer.setPrePassRenderer(this);\r\n enablePrePass = true;\r\n }\r\n\r\n for (let i = 0; i < this._scene.materials.length; i++) {\r\n if (this._scene.materials[i].setPrePassRenderer(this)) {\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (enablePrePass) {\r\n this._setRenderTargetEnabled(this.defaultRT, true);\r\n }\r\n\r\n let postProcesses;\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.renderTargets[i].renderTargetTexture) {\r\n postProcesses = this._getPostProcessesSource(this.renderTargets[i]);\r\n } else {\r\n const camera = this._scene.activeCamera;\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n postProcesses = camera._postProcesses;\r\n }\r\n\r\n if (!postProcesses) {\r\n continue;\r\n }\r\n\r\n postProcesses = <Nullable<PostProcess[]>>postProcesses.filter((pp) => {\r\n return pp != null;\r\n });\r\n\r\n if (postProcesses) {\r\n for (let j = 0; j < postProcesses.length; j++) {\r\n if (postProcesses[j].setPrePassRenderer(this)) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], true);\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (this._hasImageProcessing(postProcesses)) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n }\r\n }\r\n\r\n this._markAllMaterialsAsPrePassDirty();\r\n this._isDirty = false;\r\n\r\n if (enablePrePass) {\r\n this._enable();\r\n }\r\n }\r\n\r\n private _markAllMaterialsAsPrePassDirty() {\r\n const materials = this._scene.materials;\r\n\r\n for (let i = 0; i < materials.length; i++) {\r\n materials[i].markAsDirty(Material.PrePassDirtyFlag);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the prepass renderer.\r\n */\r\n public dispose() {\r\n for (let i = this.renderTargets.length - 1; i >= 0; i--) {\r\n this.renderTargets[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].dispose) {\r\n this._effectConfigurations[i].dispose!();\r\n }\r\n }\r\n }\r\n}\r\n"]}
|
|
@@ -1,10 +1,10 @@
|
|
|
1
1
|
// Do not edit.
|
|
2
2
|
import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
3
3
|
const name = "screenSpaceRayTrace";
|
|
4
|
-
const shader = `float distanceSquared(vec2 a,vec2 b) { a-=b; return dot(a,a); }
|
|
4
|
+
const shader = `float distanceSquared(vec2 a,vec2 b) { a-=b; return dot(a,a); }
|
|
5
5
|
bool traceScreenSpaceRay1(
|
|
6
6
|
sampler2D csZBackBuffer,
|
|
7
|
-
float csZThickness,
|
|
7
|
+
float csZThickness,
|
|
8
8
|
,out vec3 debugColor
|
|
9
9
|
)
|
|
10
10
|
float rayLength=(csOrigin.z+csDirection.z*maxRayTraceDistance)>-nearPlaneZ ? (-nearPlaneZ-csOrigin.z)/csDirection.z : maxRayTraceDistance;
|
|
@@ -22,7 +22,7 @@ hit=(rayZMin<=sceneZMax+csZThickness) && (rayZMax>=sceneZMax);
|
|
|
22
22
|
#endif
|
|
23
23
|
}
|
|
24
24
|
if (stride>1.0 && hit) {
|
|
25
|
-
Q0.xy+=dQ.xy*stepCount;
|
|
25
|
+
Q0.xy+=dQ.xy*stepCount;
|
|
26
26
|
if (((pqk.x+dPQK.x)*stepDirection)>end) {
|
|
27
27
|
return hit;
|
|
28
28
|
// Sideeffect
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"screenSpaceRayTrace.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/ShadersInclude/screenSpaceRayTrace.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"screenSpaceRayTrace.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/ShadersInclude/screenSpaceRayTrace.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyLd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"screenSpaceRayTrace\";\nconst shader = `float distanceSquared(vec2 a,vec2 b) { a-=b; return dot(a,a); }\r/**\r\\param csOrigin Camera-space ray origin,which must be \rwithin the view volume and must have z>0.01 and project within the valid screen rectangle\r\\param csDirection Unit length camera-space ray direction\r\\param projectToPixelMatrix A projection matrix that maps to **pixel** coordinates \r(**not** [-1,+1] normalized device coordinates).\r\\param csZBuffer The camera-space Z buffer\r\\param csZBufferSize Dimensions of csZBuffer\r\\param csZThickness Camera space csZThickness to ascribe to each pixel in the depth buffer\r\\param nearPlaneZ Positive number. Doesn't have to be THE actual near plane,just a reasonable value\rfor clipping rays headed towards the camera\r\\param stride Step in horizontal or vertical pixels between samples. This is a float\rbecause integer math is slow on GPUs,but should be set to an integer>=1\r\\param jitterFraction Number between 0 and 1 for how far to bump the ray in stride units\rto conceal banding artifacts,plus the stride ray offset.\r\\param maxSteps Maximum number of iterations. Higher gives better images but may be slow\r\\param maxRayTraceDistance Maximum camera-space distance to trace before returning a miss\r\\param selfCollisionNumSkip Number of steps to skip at start when raytracing to avoid self collisions.\r1 is a reasonable value,depending on the scene you may need to set this value to 2\r\\param hitPixel Pixel coordinates of the first intersection with the scene\r\\param numIterations number of iterations performed\r\\param csHitPoint Camera space location of the ray hit\r*/\r#define inline\nbool traceScreenSpaceRay1(\rvec3 csOrigin,\rvec3 csDirection,\rmat4 projectToPixelMatrix,\rsampler2D csZBuffer,\rvec2 csZBufferSize,\r#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nsampler2D csZBackBuffer,\rfloat csZBackSizeFactor,\r#endif\nfloat csZThickness,\rfloat nearPlaneZ,\rfloat stride,\rfloat jitterFraction,\rfloat maxSteps,\rfloat maxRayTraceDistance,\rfloat selfCollisionNumSkip,\rout vec2 startPixel,\rout vec2 hitPixel,\rout vec3 csHitPoint,\rout float numIterations\r#ifdef SSRAYTRACE_DEBUG\n,out vec3 debugColor\r#endif\n)\r{\r#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nfloat rayLength=(csOrigin.z+csDirection.z*maxRayTraceDistance)>-nearPlaneZ ? (-nearPlaneZ-csOrigin.z)/csDirection.z : maxRayTraceDistance;\r#else\nfloat rayLength=(csOrigin.z+csDirection.z*maxRayTraceDistance)<nearPlaneZ ? (nearPlaneZ-csOrigin.z)/csDirection.z : maxRayTraceDistance;\r#endif\nvec3 csEndPoint=csOrigin+csDirection*rayLength;\rhitPixel=vec2(-1.0,-1.0);\rvec4 H0=projectToPixelMatrix*vec4(csOrigin,1.0);\rvec4 H1=projectToPixelMatrix*vec4(csEndPoint,1.0);\rfloat k0=1.0/H0.w;\rfloat k1=1.0/H1.w;\rvec3 Q0=csOrigin*k0;\rvec3 Q1=csEndPoint*k1;\rvec2 P0=H0.xy*k0;\rvec2 P1=H1.xy*k1;\r#ifdef SSRAYTRACE_CLIP_TO_FRUSTUM\nfloat xMax=csZBufferSize.x-0.5,xMin=0.5,yMax=csZBufferSize.y-0.5,yMin=0.5;\rfloat alpha=0.0;\rif ((P1.y>yMax) || (P1.y<yMin)) {\ralpha=(P1.y-((P1.y>yMax) ? yMax : yMin))/(P1.y-P0.y);\r}\rif ((P1.x>xMax) || (P1.x<xMin)) {\ralpha=max(alpha,(P1.x-((P1.x>xMax) ? xMax : xMin))/(P1.x-P0.x));\r}\rP1=mix(P1,P0,alpha); k1=mix(k1,k0,alpha); Q1=mix(Q1,Q0,alpha);\r#endif\nP1+=vec2((distanceSquared(P0,P1)<0.0001) ? 0.01 : 0.0);\rvec2 delta=P1-P0;\rbool permute=false;\rif (abs(delta.x)<abs(delta.y)) { \rpermute=true;\rdelta=delta.yx;\rP0=P0.yx;\rP1=P1.yx; \r}\rfloat stepDirection=sign(delta.x);\rfloat invdx=stepDirection/delta.x;\rvec2 dP=vec2(stepDirection,delta.y*invdx);\rvec3 dQ=(Q1-Q0)*invdx;\rfloat dk=(k1-k0)*invdx;\rfloat zMin=min(csEndPoint.z,csOrigin.z);\rfloat zMax=max(csEndPoint.z,csOrigin.z);\rdP*=stride; dQ*=stride; dk*=stride;\rP0+=dP*jitterFraction; Q0+=dQ*jitterFraction; k0+=dk*jitterFraction;\rvec4 pqk=vec4(P0,Q0.z,k0);\rvec4 dPQK=vec4(dP,dQ.z,dk);\rstartPixel=permute ? P0.yx : P0.xy;\rfloat prevZMaxEstimate=csOrigin.z;\rfloat rayZMin=prevZMaxEstimate,rayZMax=prevZMaxEstimate;\rfloat sceneZMax=rayZMax+1e4;\rfloat end=P1.x*stepDirection;\rbool hit=false;\rfloat stepCount;\rfor (stepCount=0.0;\rstepCount<=selfCollisionNumSkip ||\r(pqk.x*stepDirection)<=end &&\rstepCount<maxSteps &&\r!hit &&\rsceneZMax != 0.0; \rpqk+=dPQK,++stepCount)\r{\rhitPixel=permute ? pqk.yx : pqk.xy;\rrayZMin=prevZMaxEstimate;\rrayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);\rrayZMax=clamp(rayZMax,zMin,zMax);\rprevZMaxEstimate=rayZMax;\rif (rayZMin>rayZMax) { \rfloat t=rayZMin; rayZMin=rayZMax; rayZMax=t;\r}\rsceneZMax=texelFetch(csZBuffer,ivec2(hitPixel),0).r;\r#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nfloat sceneBackZ=texelFetch(csZBackBuffer,ivec2(hitPixel/csZBackSizeFactor),0).r;\rhit=(rayZMax>=sceneBackZ-csZThickness) && (rayZMin<=sceneZMax);\r#else\nhit=(rayZMax>=sceneZMax-csZThickness) && (rayZMin<=sceneZMax);\r#endif\n#else\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nfloat sceneBackZ=texelFetch(csZBackBuffer,ivec2(hitPixel/csZBackSizeFactor),0).r;\rhit=(rayZMin<=sceneBackZ+csZThickness) && (rayZMax>=sceneZMax) && (sceneZMax != 0.0);\r#else\nhit=(rayZMin<=sceneZMax+csZThickness) && (rayZMax>=sceneZMax);\r#endif\n#endif\n}\rpqk-=dPQK;\rstepCount-=1.0;\r#ifdef SSRAYTRACE_ENABLE_REFINEMENT\nif (stride>1.0 && hit) {\rpqk-=dPQK;\rstepCount-=1.0;\rfloat invStride=1.0/stride;\rdPQK*=invStride;\rfloat refinementStepCount=0.0;\rprevZMaxEstimate=pqk.z/pqk.w;\rrayZMax=prevZMaxEstimate;\rsceneZMax=rayZMax+1e7;\rfor (;\rrefinementStepCount<=1.0 ||\r(refinementStepCount<=stride*1.4) &&\r(rayZMax<sceneZMax) && (sceneZMax != 0.0);\rpqk+=dPQK,refinementStepCount+=1.0)\r{\rrayZMin=prevZMaxEstimate;\rrayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);\rrayZMax=clamp(rayZMax,zMin,zMax);\rprevZMaxEstimate=rayZMax;\rrayZMax=max(rayZMax,rayZMin);\rhitPixel=permute ? pqk.yx : pqk.xy;\rsceneZMax=texelFetch(csZBuffer,ivec2(hitPixel),0).r;\r}\rpqk-=dPQK;\rrefinementStepCount-=1.0;\rstepCount+=refinementStepCount/stride;\r}\r#endif\nQ0.xy+=dQ.xy*stepCount;\rQ0.z=pqk.z;\rcsHitPoint=Q0/pqk.w;\rnumIterations=stepCount+1.0;\r#ifdef SSRAYTRACE_DEBUG\nif (((pqk.x+dPQK.x)*stepDirection)>end) {\rdebugColor=vec3(0,0,1);\r} else if ((stepCount+1.0)>=maxSteps) {\rdebugColor=vec3(1,0,0);\r} else if (sceneZMax==0.0) {\rdebugColor=vec3(1,1,0);\r} else {\rdebugColor=vec3(0,stepCount/maxSteps,0);\r}\r#endif\nreturn hit;\r}\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const screenSpaceRayTrace = { name, shader };\n"]}
|
|
@@ -34,7 +34,7 @@ uniform vec3 reflectivityColor;
|
|
|
34
34
|
uniform vec3 albedoColor;
|
|
35
35
|
#ifdef METALLIC
|
|
36
36
|
uniform float metallic;
|
|
37
|
-
#
|
|
37
|
+
#if defined(ROUGHNESS) || defined(GLOSSINESS)
|
|
38
38
|
uniform float glossiness;
|
|
39
39
|
#endif
|
|
40
40
|
#if defined(ALPHATEST) && defined(NEED_UV)
|
|
@@ -63,7 +63,7 @@ gl_FragData[POSITION_INDEX]=vec4(vPositionW,1.0);
|
|
|
63
63
|
#ifdef VELOCITY
|
|
64
64
|
vec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;
|
|
65
65
|
#ifdef REFLECTIVITY
|
|
66
|
-
vec4 reflectivity=vec4(
|
|
66
|
+
vec4 reflectivity=vec4(0.0,0.0,0.0,1.0);
|
|
67
67
|
float metal=1.0;
|
|
68
68
|
metal*=texture2D(reflectivitySampler,vReflectivityUV).b;
|
|
69
69
|
#ifdef METALLIC
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../lts/core/generated/Shaders/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,yCAAyC,CAAC;AACjD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AAEvC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/mrtFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#extension GL_EXT_draw_buffers : require\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\r#ifdef BUMP\nvarying mat4 vWorldView;\rvarying vec3 vNormalW;\r#else\nvarying vec3 vNormalV;\r#endif\nvarying vec4 vViewPos;\r#if defined(POSITION) || defined(BUMP)\nvarying vec3 vPositionW;\r#endif\n#ifdef VELOCITY\nvarying vec4 vCurrentPosition;\rvarying vec4 vPreviousPosition;\r#endif\n#ifdef NEED_UV\nvarying vec2 vUV;\r#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\runiform vec2 vTangentSpaceParams;\r#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nuniform sampler2D reflectivitySampler;\rvarying vec2 vReflectivityUV;\r#endif\n#ifdef ALBEDOTEXTURE\nvarying vec2 vAlbedoUV;\runiform sampler2D albedoSampler;\r#endif\n#ifdef REFLECTIVITYCOLOR\nuniform vec3 reflectivityColor;\r#endif\n#ifdef ALBEDOCOLOR\nuniform vec3 albedoColor;\r#endif\n#ifdef METALLIC\nuniform float metallic;\r#endif\n#
|
|
1
|
+
{"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../lts/core/generated/Shaders/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,yCAAyC,CAAC;AACjD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AAEvC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/mrtFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#extension GL_EXT_draw_buffers : require\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\r#ifdef BUMP\nvarying mat4 vWorldView;\rvarying vec3 vNormalW;\r#else\nvarying vec3 vNormalV;\r#endif\nvarying vec4 vViewPos;\r#if defined(POSITION) || defined(BUMP)\nvarying vec3 vPositionW;\r#endif\n#ifdef VELOCITY\nvarying vec4 vCurrentPosition;\rvarying vec4 vPreviousPosition;\r#endif\n#ifdef NEED_UV\nvarying vec2 vUV;\r#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\runiform vec2 vTangentSpaceParams;\r#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nuniform sampler2D reflectivitySampler;\rvarying vec2 vReflectivityUV;\r#endif\n#ifdef ALBEDOTEXTURE\nvarying vec2 vAlbedoUV;\runiform sampler2D albedoSampler;\r#endif\n#ifdef REFLECTIVITYCOLOR\nuniform vec3 reflectivityColor;\r#endif\n#ifdef ALBEDOCOLOR\nuniform vec3 albedoColor;\r#endif\n#ifdef METALLIC\nuniform float metallic;\r#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform float glossiness;\r#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nuniform sampler2D diffuseSampler;\r#endif\n#include<clipPlaneFragmentDeclaration>\n#include<mrtFragmentDeclaration>[RENDER_TARGET_COUNT]\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\nvoid main() {\r#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\rdiscard;\r#endif\nvec3 normalOutput;\r#ifdef BUMP\nvec3 normalW=normalize(vNormalW);\r#include<bumpFragment>\nnormalOutput=normalize(vec3(vWorldView*vec4(normalW,0.0)));\r#else\nnormalOutput=normalize(vNormalV);\r#endif\n#ifdef PREPASS\n#ifdef PREPASS_DEPTH\ngl_FragData[DEPTH_INDEX]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\r#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[NORMAL_INDEX]=vec4(normalOutput,1.0);\r#endif\n#else\ngl_FragData[0]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\rgl_FragData[1]=vec4(normalOutput,1.0);\r#endif\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPositionW,1.0);\r#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\rvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\rvec2 velocity=abs(a-b);\rvelocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;\rgl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\r#endif\n#ifdef REFLECTIVITY\nvec4 reflectivity=vec4(0.0,0.0,0.0,1.0);\r#ifdef METALLICWORKFLOW\nfloat metal=1.0;\rfloat roughness=1.0;\r#ifdef ORMTEXTURE\nmetal*=texture2D(reflectivitySampler,vReflectivityUV).b;\rroughness*=texture2D(reflectivitySampler,vReflectivityUV).g;\r#endif\n#ifdef METALLIC\nmetal*=metallic;\r#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-glossiness); \r#endif\nreflectivity.a-=roughness;\rvec3 color=vec3(1.0);\r#ifdef ALBEDOTEXTURE\ncolor=texture2D(albedoSampler,vAlbedoUV).rgb;\r#ifdef GAMMAALBEDO\ncolor=toLinearSpace(color);\r#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=albedoColor.xyz;\r#endif\nreflectivity.rgb=mix(vec3(0.04),color,metal);\r#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=texture2D(reflectivitySampler,vReflectivityUV);\r#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity.rgb=toLinearSpace(reflectivity.rgb);\r#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity.rgb=toLinearSpace(reflectivityColor.xyz);\rreflectivity.a=1.0;\r#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity.a*=glossiness; \r#endif\n#endif\ngl_FragData[REFLECTIVITY_INDEX]=reflectivity;\r#endif\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const geometryPixelShader = { name, shader };\n"]}
|
|
@@ -10,32 +10,38 @@ uniform sampler2D backDepthSampler;
|
|
|
10
10
|
uniform samplerCube envCubeSampler;
|
|
11
11
|
uniform vec3 vReflectionPosition;
|
|
12
12
|
#endif
|
|
13
|
-
uniform mat4 view;
|
|
13
|
+
uniform mat4 view;
|
|
14
14
|
#include<screenSpaceRayTrace>
|
|
15
15
|
vec3 fresnelSchlick(float cosTheta,vec3 F0)
|
|
16
16
|
ndc.z=-projection[2].z-projection[3].z/depth;
|
|
17
17
|
ndc.z=projection[2].z+projection[3].z/depth;
|
|
18
|
-
ndc.w=1.0;
|
|
18
|
+
ndc.w=1.0;
|
|
19
19
|
vec2 dCoords=smoothstep(0.2,0.6,abs(vec2(0.5,0.5)-hitUV.xy));
|
|
20
20
|
#ifdef SSR_ATTENUATE_INTERSECTION_DISTANCE
|
|
21
21
|
attenuation*=1.0-clamp(distance(vsRayOrigin,vsHitPoint)/maxRayDistance,0.0,1.0);
|
|
22
|
+
#ifdef SSR_ATTENUATE_INTERSECTION_NUMITERATIONS
|
|
23
|
+
attenuation*=1.0-(numIterations/maxSteps);
|
|
22
24
|
#ifdef SSR_ATTENUATE_BACKFACE_REFLECTION
|
|
23
25
|
vec3 reflectionNormal=texelFetch(normalSampler,hitPixel,0).xyz;
|
|
24
26
|
return attenuation;
|
|
25
27
|
void main()
|
|
26
|
-
vec4 colorFull=texture2D(textureSampler,vUV);
|
|
28
|
+
vec4 colorFull=texture2D(textureSampler,vUV);
|
|
27
29
|
gl_FragColor=vec4(0.);
|
|
28
|
-
gl_FragColor=
|
|
29
|
-
return;
|
|
30
|
+
gl_FragColor=colorFull;
|
|
31
|
+
return;
|
|
32
|
+
color=toLinearSpace(color);
|
|
33
|
+
vec2 texSize=vec2(textureSize(depthSampler,0));
|
|
30
34
|
vec3 wReflectedVector=vec3(invView*vec4(csReflectedVector,0.0));
|
|
31
35
|
vec4 worldPos=invView*vec4(csPosition,1.0);
|
|
32
36
|
#ifdef SSR_INVERTCUBICMAP
|
|
33
37
|
wReflectedVector.y*=-1.0;
|
|
34
38
|
#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE
|
|
35
39
|
wReflectedVector.z*=-1.0;
|
|
36
|
-
vec3 envColor=
|
|
40
|
+
vec3 envColor=textureCube(envCubeSampler,wReflectedVector).xyz;
|
|
41
|
+
envColor=toLinearSpace(envColor);
|
|
42
|
+
#else
|
|
37
43
|
vec3 envColor=color;
|
|
38
|
-
float reflectionAttenuation=1.0;
|
|
44
|
+
float reflectionAttenuation=1.0;
|
|
39
45
|
vec3 debugColor;
|
|
40
46
|
#ifdef SSR_ATTENUATE_FACING_CAMERA
|
|
41
47
|
reflectionAttenuation*=1.0-smoothstep(0.25,0.5,dot(-csViewDirection,csReflectedVector));
|
|
@@ -44,13 +50,17 @@ vec3 jitt=vec3(0.);
|
|
|
44
50
|
float roughness=1.0-reflectivity.a;
|
|
45
51
|
vec2 uv2=vUV*texSize;
|
|
46
52
|
backDepthSampler,
|
|
47
|
-
thickness,
|
|
53
|
+
thickness,
|
|
48
54
|
,debugColor
|
|
49
55
|
);
|
|
50
56
|
gl_FragColor=vec4(debugColor,1.);
|
|
51
|
-
vec3 F0=reflectivity.rgb;
|
|
57
|
+
vec3 F0=reflectivity.rgb;
|
|
58
|
+
reflectedColor=toLinearSpace(reflectedColor);
|
|
59
|
+
reflectionAttenuation*=computeAttenuationForIntersection(ivec2(hitPixel),hitPixel/texSize,csPosition,hitPoint,csReflectedVector,maxDistance,numIterations);
|
|
52
60
|
float blur_radius=0.0;
|
|
53
|
-
vec3 reflectionMultiplier=clamp(pow(reflectivity.rgb*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);
|
|
61
|
+
vec3 reflectionMultiplier=clamp(pow(reflectivity.rgb*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);
|
|
62
|
+
finalColor=toGammaSpace(finalColor);
|
|
63
|
+
gl_FragColor=vec4(finalColor,colorFull.a);
|
|
54
64
|
#else
|
|
55
65
|
gl_FragColor=texture2D(textureSampler,vUV);
|
|
56
66
|
}
|