@babylonjs/core 5.51.0 → 5.53.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (107) hide show
  1. package/Animations/animatable.d.ts +5 -3
  2. package/Animations/animatable.js +11 -8
  3. package/Animations/animatable.js.map +1 -1
  4. package/Animations/animationGroup.js +3 -1
  5. package/Animations/animationGroup.js.map +1 -1
  6. package/Animations/runtimeAnimation.d.ts +1 -0
  7. package/Animations/runtimeAnimation.js +1 -0
  8. package/Animations/runtimeAnimation.js.map +1 -1
  9. package/Collisions/pickingInfo.d.ts +2 -1
  10. package/Collisions/pickingInfo.js +4 -3
  11. package/Collisions/pickingInfo.js.map +1 -1
  12. package/DeviceInput/eventFactory.js +4 -0
  13. package/DeviceInput/eventFactory.js.map +1 -1
  14. package/DeviceInput/webDeviceInputSystem.js +17 -9
  15. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  16. package/Engines/engine.d.ts +2 -0
  17. package/Engines/engine.js +5 -0
  18. package/Engines/engine.js.map +1 -1
  19. package/Engines/thinEngine.js +3 -3
  20. package/Engines/thinEngine.js.map +1 -1
  21. package/Inputs/scene.inputManager.js +5 -12
  22. package/Inputs/scene.inputManager.js.map +1 -1
  23. package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +4 -0
  24. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +37 -2
  25. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  26. package/Materials/Node/nodeMaterialDecorator.d.ts +1 -1
  27. package/Materials/Node/nodeMaterialDecorator.js.map +1 -1
  28. package/Materials/PBR/pbrMaterial.js +1 -0
  29. package/Materials/PBR/pbrMaterial.js.map +1 -1
  30. package/Materials/Textures/Filtering/hdrFiltering.js +4 -0
  31. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  32. package/Materials/Textures/cubeTexture.js +7 -1
  33. package/Materials/Textures/cubeTexture.js.map +1 -1
  34. package/Materials/materialPluginBase.d.ts +3 -2
  35. package/Materials/materialPluginBase.js.map +1 -1
  36. package/Materials/materialPluginManager.js +13 -3
  37. package/Materials/materialPluginManager.js.map +1 -1
  38. package/Materials/uniformBuffer.d.ts +2 -0
  39. package/Materials/uniformBuffer.js +4 -0
  40. package/Materials/uniformBuffer.js.map +1 -1
  41. package/Maths/math.frustum.d.ts +8 -1
  42. package/Maths/math.frustum.js +14 -0
  43. package/Maths/math.frustum.js.map +1 -1
  44. package/Meshes/instancedMesh.d.ts +2 -1
  45. package/Meshes/instancedMesh.js +3 -2
  46. package/Meshes/instancedMesh.js.map +1 -1
  47. package/Meshes/mesh.d.ts +10 -5
  48. package/Meshes/mesh.js +40 -16
  49. package/Meshes/mesh.js.map +1 -1
  50. package/Misc/environmentTextureTools.js +7 -0
  51. package/Misc/environmentTextureTools.js.map +1 -1
  52. package/Misc/filesInput.d.ts +5 -2
  53. package/Misc/filesInput.js +39 -20
  54. package/Misc/filesInput.js.map +1 -1
  55. package/Misc/observable.js +3 -0
  56. package/Misc/observable.js.map +1 -1
  57. package/Misc/sceneOptimizer.js +3 -0
  58. package/Misc/sceneOptimizer.js.map +1 -1
  59. package/Misc/virtualJoystick.js +2 -2
  60. package/Misc/virtualJoystick.js.map +1 -1
  61. package/Particles/gpuParticleSystem.js +18 -14
  62. package/Particles/gpuParticleSystem.js.map +1 -1
  63. package/Physics/v2/IPhysicsEnginePlugin.d.ts +126 -19
  64. package/Physics/v2/IPhysicsEnginePlugin.js +6 -0
  65. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  66. package/Physics/v2/physicsAggregate.d.ts +7 -1
  67. package/Physics/v2/physicsAggregate.js +23 -9
  68. package/Physics/v2/physicsAggregate.js.map +1 -1
  69. package/Physics/v2/physicsBody.d.ts +50 -31
  70. package/Physics/v2/physicsBody.js +75 -34
  71. package/Physics/v2/physicsBody.js.map +1 -1
  72. package/Physics/v2/physicsConstraint.d.ts +6 -6
  73. package/Physics/v2/physicsConstraint.js +6 -6
  74. package/Physics/v2/physicsConstraint.js.map +1 -1
  75. package/Physics/v2/physicsEngineComponent.d.ts +10 -0
  76. package/Physics/v2/physicsEngineComponent.js +27 -0
  77. package/Physics/v2/physicsEngineComponent.js.map +1 -1
  78. package/Physics/v2/physicsMaterial.d.ts +52 -46
  79. package/Physics/v2/physicsMaterial.js +23 -80
  80. package/Physics/v2/physicsMaterial.js.map +1 -1
  81. package/Physics/v2/physicsShape.d.ts +34 -9
  82. package/Physics/v2/physicsShape.js +59 -8
  83. package/Physics/v2/physicsShape.js.map +1 -1
  84. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +59 -13
  85. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +131 -54
  86. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  87. package/Rendering/depthRenderer.js +1 -1
  88. package/Rendering/depthRenderer.js.map +1 -1
  89. package/Rendering/depthRendererSceneComponent.d.ts +2 -1
  90. package/Rendering/depthRendererSceneComponent.js +2 -2
  91. package/Rendering/depthRendererSceneComponent.js.map +1 -1
  92. package/Shaders/sprites.fragment.js +6 -1
  93. package/Shaders/sprites.fragment.js.map +1 -1
  94. package/Shaders/ssao2.fragment.js +0 -2
  95. package/Shaders/ssao2.fragment.js.map +1 -1
  96. package/Sprites/spriteManager.d.ts +7 -0
  97. package/Sprites/spriteManager.js +27 -0
  98. package/Sprites/spriteManager.js.map +1 -1
  99. package/Sprites/spriteRenderer.d.ts +8 -0
  100. package/Sprites/spriteRenderer.js +42 -19
  101. package/Sprites/spriteRenderer.js.map +1 -1
  102. package/XR/features/WebXRControllerTeleportation.d.ts +9 -0
  103. package/XR/features/WebXRControllerTeleportation.js +28 -4
  104. package/XR/features/WebXRControllerTeleportation.js.map +1 -1
  105. package/assetContainer.js +1 -1
  106. package/assetContainer.js.map +1 -1
  107. package/package.json +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"ssao2RenderingPipeline.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.ts"],"names":[],"mappings":";AAAA,yDAAyD;AACzD,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,MAAM,0BAA0B,CAAC;AAC1E,OAAO,EAAE,OAAO,EAAE,UAAU,EAAE,MAAM,4BAA4B,CAAC;AACjE,OAAO,EAAE,MAAM,EAAE,MAAM,yBAAyB,CAAC;AAEjD,OAAO,EAAE,OAAO,EAAE,MAAM,qCAAqC,CAAC;AAC9D,OAAO,EAAE,cAAc,EAAE,MAAM,4CAA4C,CAAC;AAC5E,OAAO,EAAE,WAAW,EAAE,MAAM,oCAAoC,CAAC;AACjE,OAAO,EAAE,yBAAyB,EAAE,MAAM,iEAAiE,CAAC;AAC5G,OAAO,EAAE,uBAAuB,EAAE,MAAM,+DAA+D,CAAC;AACxG,OAAO,EAAE,eAAe,EAAE,MAAM,wCAAwC,CAAC;AAEzE,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AAC3D,OAAO,EAAE,kBAAkB,EAAE,MAAM,uCAAuC,CAAC;AAG3E,OAAO,EAAE,SAAS,EAAE,MAAM,4BAA4B,CAAC;AAGvD,OAAO,sFAAsF,CAAC;AAE9F,OAAO,iCAAiC,CAAC;AACzC,OAAO,uCAAuC,CAAC;AAE/C;;GAEG;AACH,MAAM,OAAO,sBAAuB,SAAQ,yBAAyB;IAiDjE;;OAEG;IACH,IAAW,OAAO,CAAC,CAAS;QACxB,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;QAClB,IAAI,CAAC,gBAAgB,CAAC,YAAY,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC,CAAC;QAC9D,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC;IACpD,CAAC;IACD,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAID;;OAEG;IACH,IAAW,cAAc,CAAC,CAAS;QAC/B,IAAI,CAAC,eAAe,GAAG,CAAC,CAAC;QAEzB,IAAI,IAAI,CAAC,gBAAgB,EAAE;YACvB,IAAI,CAAC,gBAAgB,CAAC,OAAO,GAAG,CAAC,CAAC;SACrC;aAAM;YACH,IAAI,CAAC,yBAAyB,CAAC,OAAO,GAAG,CAAC,CAAC;SAC9C;IACL,CAAC;IACD,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAMD,IAAY,uBAAuB;QAC/B,IAAI,CAAC,IAAI,CAAC,oBAAoB,EAAE;YAC5B,OAAO,IAAI,CAAC;SACf;QACD,OAAO,IAAI,CAAC,MAAM,CAAC,sBAAsB,CAAC;IAC9C,CAAC;IACD,IAAY,gBAAgB;QACxB,IAAI,IAAI,CAAC,oBAAoB,EAAE;YAC3B,OAAO,IAAI,CAAC;SACf;QACD,OAAO,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC;IACvC,CAAC;IAmBD;;OAEG;IACH,IAAW,aAAa,CAAC,CAAU;QAC/B,MAAM,SAAS,GAAG,CAAC,CAAC,CAAC,CAAC,qBAAqB,CAAC,CAAC,CAAC,EAAE,CAAC;QACjD,IAAI,CAAC,iBAAiB,CAAC,YAAY,CAAC,yEAAyE,SAAS,EAAE,EAAE,IAAI,EAAE,CAAC,gBAAgB,EAAE,cAAc,CAAC,CAAC,CAAC;QACpK,IAAI,CAAC,iBAAiB,CAAC,YAAY,CAAC,+CAA+C,SAAS,EAAE,EAAE,IAAI,EAAE,CAAC,gBAAgB,EAAE,cAAc,CAAC,CAAC,CAAC;QAC1I,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;IAC5B,CAAC;IAED,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAeD;;OAEG;IACI,MAAM,KAAK,WAAW;QACzB,MAAM,MAAM,GAAG,WAAW,CAAC,iBAAiB,CAAC;QAC7C,IAAI,CAAC,MAAM,EAAE;YACT,OAAO,KAAK,CAAC;SAChB;QACD,OAAO,MAAM,CAAC,SAAS,CAAC,YAAY,CAAC;IACzC,CAAC;IAUD;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED;;;;;;;;OAQG;IACH,YAAY,IAAY,EAAE,KAAY,EAAE,KAAU,EAAE,OAAkB,EAAE,mBAAmB,GAAG,KAAK,EAAE,WAAW,GAAG,SAAS,CAAC,wBAAwB;QACjJ,KAAK,CAAC,KAAK,CAAC,SAAS,EAAE,EAAE,IAAI,CAAC,CAAC;QA/KnC,UAAU;QAEV;;;WAGG;QACI,iCAA4B,GAAW,8BAA8B,CAAC;QAC7E;;;WAGG;QACI,qBAAgB,GAAW,kBAAkB,CAAC;QACrD;;;WAGG;QACI,0BAAqB,GAAW,uBAAuB,CAAC;QAC/D;;;WAGG;QACI,0BAAqB,GAAW,uBAAuB,CAAC;QAC/D;;;WAGG;QACI,4BAAuB,GAAW,yBAAyB,CAAC;QAEnE;;WAEG;QAEI,kBAAa,GAAW,GAAG,CAAC;QAEnC;;WAEG;QAEI,SAAI,GAAW,KAAK,CAAC;QAE5B;;WAEG;QAEI,eAAU,GAAW,GAAG,CAAC;QAGxB,aAAQ,GAAW,CAAC,CAAC;QAcrB,oBAAe,GAAW,CAAC,CAAC;QAiBpC;;WAEG;QACK,yBAAoB,GAAY,KAAK,CAAC;QA8BtC,mBAAc,GAAY,IAAI,CAAC;QAevC;;WAEG;QAEI,WAAM,GAAW,GAAG,CAAC;QAE5B;;;WAGG;QAEI,SAAI,GAAW,CAAC,CAAC;QAgPhB,UAAK,GAAG,IAAI,WAAW,CAAC,CAAC,CAAC,CAAC;QAxM/B,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,oBAAoB,GAAG,mBAAmB,CAAC;QAEhD,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE;YACnB,MAAM,CAAC,KAAK,CAAC,6CAA6C,CAAC,CAAC;YAC5D,OAAO;SACV;QAED,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,IAAI,KAAK,CAAC;QACjD,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,IAAI,KAAK,CAAC;QAEjD,gBAAgB;QAChB,IAAI,IAAI,CAAC,oBAAoB,EAAE;YAC3B,KAAK,CAAC,4BAA4B,EAAE,CAAC;SACxC;aAAM;YACH,KAAK,CAAC,qBAAqB,EAAE,CAAC;SACjC;QAED,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAE5B,IAAI,CAAC,yBAAyB,GAAG,IAAI,eAAe,CAAC,wBAAwB,EAAE,GAAG,EAAE,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,KAAK,CAAC,SAAS,EAAE,EAAE,SAAS,EAAE,WAAW,CAAC,CAAC;QACpK,IAAI,CAAC,yBAAyB,CAAC,OAAO,GAAG,IAAI,CAAC,cAAc,CAAC;QAC7D,IAAI,CAAC,sBAAsB,CAAC,GAAG,EAAE,WAAW,CAAC,CAAC;QAC9C,IAAI,CAAC,sBAAsB,CAAC,SAAS,EAAE,SAAS,EAAE,WAAW,CAAC,CAAC;QAC/D,IAAI,CAAC,6BAA6B,CAAC,SAAS,EAAE,WAAW,CAAC,CAAC;QAE3D,kBAAkB;QAClB,IAAI,CAAC,SAAS,CACV,IAAI,uBAAuB,CACvB,KAAK,CAAC,SAAS,EAAE,EACjB,IAAI,CAAC,4BAA4B,EACjC,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,yBAAyB,CAAC;QAC1C,CAAC,EACD,IAAI,CACP,CACJ,CAAC;QACF,IAAI,CAAC,SAAS,CACV,IAAI,uBAAuB,CACvB,KAAK,CAAC,SAAS,EAAE,EACjB,IAAI,CAAC,gBAAgB,EACrB,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,gBAAgB,CAAC;QACjC,CAAC,EACD,IAAI,CACP,CACJ,CAAC;QACF,IAAI,CAAC,SAAS,CACV,IAAI,uBAAuB,CACvB,KAAK,CAAC,SAAS,EAAE,EACjB,IAAI,CAAC,qBAAqB,EAC1B,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,iBAAiB,CAAC;QAClC,CAAC,EACD,IAAI,CACP,CACJ,CAAC;QACF,IAAI,CAAC,SAAS,CACV,IAAI,uBAAuB,CACvB,KAAK,CAAC,SAAS,EAAE,EACjB,IAAI,CAAC,qBAAqB,EAC1B,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,iBAAiB,CAAC;QAClC,CAAC,EACD,IAAI,CACP,CACJ,CAAC;QACF,IAAI,CAAC,SAAS,CACV,IAAI,uBAAuB,CACvB,KAAK,CAAC,SAAS,EAAE,EACjB,IAAI,CAAC,uBAAuB,EAC5B,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,uBAAuB,CAAC;QACxC,CAAC,EACD,IAAI,CACP,CACJ,CAAC;QAEF,SAAS;QACT,KAAK,CAAC,gCAAgC,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;QACzD,IAAI,OAAO,EAAE;YACT,KAAK,CAAC,gCAAgC,CAAC,6BAA6B,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;SACvF;IACL,CAAC;IAED,iBAAiB;IAEjB;;;OAGG;IACI,YAAY;QACf,OAAO,wBAAwB,CAAC;IACpC,CAAC;IAED;;;OAGG;IACI,OAAO,CAAC,gCAAyC,KAAK;QACzD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACjD,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;YAEtC,IAAI,CAAC,yBAAyB,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;YAC/C,IAAI,CAAC,gBAAgB,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;YACtC,IAAI,CAAC,iBAAiB,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;YACvC,IAAI,CAAC,iBAAiB,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;YACvC,IAAI,CAAC,uBAAuB,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;SAChD;QAED,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;QAE9B,IAAI,6BAA6B,EAAE;YAC/B,IAAI,CAAC,MAAM,CAAC,6BAA6B,EAAE,CAAC;SAC/C;QAED,IAAI,CAAC,MAAM,CAAC,gCAAgC,CAAC,+BAA+B,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC;QAE9G,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;IAED,kBAAkB;IACV,sBAAsB,CAAC,SAAiB,EAAE,SAAiB,EAAE,WAAmB;QACpF,IAAI,CAAC,eAAe,GAAG,EAAE,CAAC;QAC1B,MAAM,SAAS,GAAG,IAAI,CAAC,aAAa,CAAC;QAErC,KAAK,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;YACzB,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC;SAC1C;QAED,IAAI,CAAC,iBAAiB,GAAG,IAAI,WAAW,CACpC,OAAO,EACP,OAAO,EACP,CAAC,SAAS,EAAE,gBAAgB,EAAE,MAAM,EAAE,KAAK,EAAE,QAAQ,CAAC,EACtD,CAAC,cAAc,CAAC,EAChB,SAAS,EACT,IAAI,EACJ,OAAO,CAAC,sBAAsB,EAC9B,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EACvB,KAAK,EACL,0FAA0F,GAAG,CAAC,SAAS,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,IAAI,EAC3H,WAAW,CACd,CAAC;QACF,IAAI,CAAC,iBAAiB,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;YAChD,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE;gBAC3B,OAAO;aACV;YAED,MAAM,CAAC,QAAQ,CAAC,SAAS,EAAE,IAAI,CAAC,uBAAuB,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,uBAAuB,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC,yBAAyB,CAAC,KAAK,CAAC,CAAC;YAC/I,MAAM,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;YACvD,MAAM,CAAC,QAAQ,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;YACtD,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;YACvC,IAAI,IAAI,CAAC,uBAAuB,EAAE;gBAC9B,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,uBAAuB,CAAC,UAAU,EAAE,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;aAC5F;iBAAM,IAAI,IAAI,CAAC,gBAAgB,EAAE;gBAC9B,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,gBAAgB,CAAC,eAAe,EAAE,CAAC,QAAQ,CAAC,IAAI,CAAC,gBAAgB,CAAC,QAAQ,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC,CAAC,CAAC;aAC7J;YACD,MAAM,CAAC,QAAQ,CAAC,gBAAgB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;QAC5D,CAAC,CAAC;QAEF,IAAI,CAAC,iBAAiB,GAAG,IAAI,WAAW,CACpC,OAAO,EACP,OAAO,EACP,CAAC,SAAS,EAAE,gBAAgB,EAAE,MAAM,EAAE,KAAK,EAAE,QAAQ,CAAC,EACtD,CAAC,cAAc,CAAC,EAChB,SAAS,EACT,IAAI,EACJ,OAAO,CAAC,sBAAsB,EAC9B,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EACvB,KAAK,EACL,0FAA0F,GAAG,CAAC,SAAS,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,IAAI,EAC3H,WAAW,CACd,CAAC;QACF,IAAI,CAAC,iBAAiB,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;YAChD,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE;gBAC3B,OAAO;aACV;YAED,MAAM,CAAC,QAAQ,CAAC,SAAS,EAAE,IAAI,CAAC,uBAAuB,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,yBAAyB,CAAC,MAAM,CAAC,CAAC;YAClJ,MAAM,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;YACvD,MAAM,CAAC,QAAQ,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;YACtD,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;YACvC,IAAI,IAAI,CAAC,uBAAuB,EAAE;gBAC9B,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,uBAAuB,CAAC,UAAU,EAAE,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;aAC5F;iBAAM,IAAI,IAAI,CAAC,gBAAgB,EAAE;gBAC9B,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,gBAAgB,CAAC,eAAe,EAAE,CAAC,QAAQ,CAAC,IAAI,CAAC,gBAAgB,CAAC,QAAQ,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC,CAAC,CAAC;aAC7J;YACD,MAAM,CAAC,QAAQ,CAAC,gBAAgB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;QAC5D,CAAC,CAAC;QAEF,IAAI,CAAC,iBAAiB,CAAC,OAAO,GAAG,IAAI,CAAC,cAAc,CAAC;QACrD,IAAI,CAAC,iBAAiB,CAAC,OAAO,GAAG,IAAI,CAAC,cAAc,CAAC;IACzD,CAAC;IAED,gBAAgB;IACT,QAAQ;QACX,KAAK,CAAC,QAAQ,EAAE,CAAC;IACrB,CAAC;IAID,gCAAgC;IACxB,mBAAmB,CAAC,CAAS;QACjC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;QAClB,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,KAAK,CAAC,CAAC;QACtE,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,UAAU,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,UAAU,CAAC,KAAK,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC;QACnG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,UAAU,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,UAAU,CAAC,KAAK,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC;QACnG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,UAAU,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,UAAU,CAAC,KAAK,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC;QACnG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,UAAU,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,UAAU,CAAC,KAAK,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC;QACnG,OAAO,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,sBAAsB,CAAC,CAAC,gCAAgC;IACnF,CAAC;IAEO,WAAW,CAAC,CAAS,EAAE,CAAS;QACpC,OAAO,CAAC,CAAC,GAAG,CAAC,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC,CAAC;IAChD,CAAC;IAEO,yBAAyB,CAAC,CAAS,EAAE,CAAS;QAClD,MAAM,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,EAAE,CAAC;QAC9B,kFAAkF;QAClF,MAAM,QAAQ,GAAG,GAAG,GAAG,CAAC,GAAG,IAAI,CAAC;QAChC,MAAM,QAAQ,GAAG,IAAI,CAAC,IAAI,CAAC,GAAG,GAAG,QAAQ,GAAG,QAAQ,CAAC,CAAC;QACtD,OAAO,IAAI,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,QAAQ,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,QAAQ,EAAE,QAAQ,CAAC,CAAC;IACrF,CAAC;IAEO,mBAAmB;QACvB,MAAM,UAAU,GAAG,IAAI,CAAC,OAAO,CAAC;QAChC,MAAM,MAAM,GAAG,EAAE,CAAC;QAClB,IAAI,MAAM,CAAC;QAEX,IAAI,CAAC,GAAG,CAAC,CAAC;QACV,OAAO,CAAC,GAAG,UAAU,EAAE;YACnB,IAAI,UAAU,GAAG,EAAE,EAAE;gBACjB,MAAM,GAAG,IAAI,CAAC,yBAAyB,CAAC,IAAI,CAAC,MAAM,EAAE,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,CAAC;aACzE;iBAAM;gBACH,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC;gBAC7C,MAAM,GAAG,IAAI,CAAC,yBAAyB,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC;aAC7D;YAED,MAAM,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;YAC1C,CAAC,EAAE,CAAC;SACP;QAED,OAAO,MAAM,CAAC;IAClB,CAAC;IAEO,kBAAkB;QACtB,MAAM,OAAO,GAAG,kBAAkB,GAAG,IAAI,CAAC,OAAO,GAAG,gBAAgB,CAAC;QAErE,OAAO,OAAO,CAAC;IACnB,CAAC;IAMO,sBAAsB,CAAC,KAAa,EAAE,WAAmB;QAC7D,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC;QAEhD,MAAM,OAAO,GAAG,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAC1C,MAAM,QAAQ,GAAG,CAAC,eAAe,EAAE,cAAc,EAAE,eAAe,CAAC,CAAC;QAEpE,IAAI,CAAC,gBAAgB,GAAG,IAAI,WAAW,CACnC,OAAO,EACP,OAAO,EACP;YACI,cAAc;YACd,eAAe;YACf,kBAAkB;YAClB,eAAe;YACf,QAAQ;YACR,MAAM;YACN,OAAO;YACP,YAAY;YACZ,MAAM;YACN,KAAK;YACL,WAAW;YACX,WAAW;YACX,WAAW;YACX,MAAM;YACN,YAAY;YACZ,iBAAiB;SACpB,EACD,QAAQ,EACR,KAAK,EACL,IAAI,EACJ,OAAO,CAAC,qBAAqB,EAC7B,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EACvB,KAAK,EACL,OAAO,EACP,WAAW,CACd,CAAC;QAEF,IAAI,CAAC,gBAAgB,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;;YAC/C,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE;gBAC3B,OAAO;aACV;YAED,MAAM,CAAC,SAAS,CAAC,cAAc,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YACrD,MAAM,CAAC,QAAQ,CAAC,kBAAkB,EAAE,IAAI,CAAC,CAAC;YAC1C,MAAM,CAAC,QAAQ,CAAC,eAAe,EAAE,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC;YACnD,MAAM,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YACrD,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,CAAC,GAAG,IAAI,CAAC,gBAAgB,CAAC,KAAK,EAAE,CAAC,GAAG,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,CAAC;YACjG,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;YACvC,MAAM,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC;YACnC,MAAM,CAAC,QAAQ,CAAC,YAAY,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;YAC/C,MAAM,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC;YACnC,MAAM,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;YACvD,MAAM,CAAC,QAAQ,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;YACtD,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,KAAK,MAAM,CAAC,kBAAkB,EAAE;gBAC7D,MAAM,CAAC,YAAY,CAAC,iBAAiB,EAAE,sBAAsB,CAAC,4BAA4B,CAAC,CAAC;gBAC5F,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,cAAc,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,IAAI,CAAC,CAAC,CAAC;gBAClJ,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;aAC5E;iBAAM;gBACH,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,GAAG,GAAG,CAAC;gBACjE,MAAM,UAAU,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,EAAE,GAAG,GAAG,CAAC;gBACnE,MAAM,SAAS,GAAG,MAAA,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,SAAS,mCAAI,CAAC,SAAS,CAAC;gBACnE,MAAM,UAAU,GAAG,MAAA,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,UAAU,mCAAI,SAAS,CAAC;gBACpE,MAAM,WAAW,GAAG,MAAA,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,WAAW,mCAAI,CAAC,UAAU,CAAC;gBACxE,MAAM,QAAQ,GAAG,MAAA,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,QAAQ,mCAAI,UAAU,CAAC;gBACjE,MAAM,CAAC,YAAY,CAAC,iBAAiB,EAAE,sBAAsB,CAAC,sBAAsB,CAAC,CAAC;gBACtF,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,CAAC,UAAU,GAAG,SAAS,CAAC,GAAG,GAAG,CAAC,CAAC;gBAC7D,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,CAAC,QAAQ,GAAG,WAAW,CAAC,GAAG,GAAG,CAAC,CAAC;aAChE;YACD,MAAM,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,MAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC;YAElE,IAAI,IAAI,CAAC,uBAAuB,EAAE;gBAC9B,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,uBAAuB,CAAC,UAAU,EAAE,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;gBACzF,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,CAAC,uBAAuB,CAAC,UAAU,EAAE,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;aAC7F;iBAAM,IAAI,IAAI,CAAC,gBAAgB,EAAE;gBAC9B,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,gBAAgB,CAAC,eAAe,EAAE,CAAC,QAAQ,CAAC,IAAI,CAAC,gBAAgB,CAAC,QAAQ,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC,CAAC,CAAC;gBAC1J,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,CAAC,gBAAgB,CAAC,eAAe,EAAE,CAAC,QAAQ,CAAC,IAAI,CAAC,gBAAgB,CAAC,QAAQ,CAAC,SAAS,CAAC,2BAA2B,CAAC,CAAC,CAAC,CAAC;aAC/J;YACD,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QAC5D,CAAC,CAAC;QACF,IAAI,CAAC,gBAAgB,CAAC,OAAO,GAAG,IAAI,CAAC,cAAc,CAAC;QAEpD,IAAI,CAAC,IAAI,CAAC,oBAAoB,EAAE;YAC5B,IAAI,CAAC,gBAAgB,CAAC,2BAA2B,GAAG,IAAI,kBAAkB,EAAE,CAAC;SAChF;IACL,CAAC;IAEO,6BAA6B,CAAC,KAAa,EAAE,WAAmB;QACpE,IAAI,CAAC,uBAAuB,GAAG,IAAI,WAAW,CAC1C,aAAa,EACb,aAAa,EACb,EAAE,EACF,CAAC,eAAe,EAAE,UAAU,CAAC,EAC7B,KAAK,EACL,IAAI,EACJ,OAAO,CAAC,qBAAqB,EAC7B,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EACvB,KAAK,EACL,SAAS,EACT,WAAW,CACd,CAAC;QAEF,IAAI,CAAC,uBAAuB,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;YACtD,MAAM,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,YAAa,CAAC,QAAQ,CAAC;YACpD,MAAM,CAAC,UAAU,CAAC,UAAU,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,KAAK,EAAE,QAAQ,CAAC,MAAM,CAAC,CAAC,CAAC;YAC7H,MAAM,CAAC,+BAA+B,CAAC,eAAe,EAAE,IAAI,CAAC,yBAAyB,CAAC,CAAC;QAC5F,CAAC,CAAC;QACF,IAAI,CAAC,uBAAuB,CAAC,OAAO,GAAG,IAAI,CAAC,cAAc,CAAC;IAC/D,CAAC;IAEO,oBAAoB;QACxB,MAAM,IAAI,GAAG,GAAG,CAAC;QAEjB,IAAI,CAAC,cAAc,GAAG,IAAI,cAAc,CAAC,mBAAmB,EAAE,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,OAAO,CAAC,sBAAsB,CAAC,CAAC;QACxH,IAAI,CAAC,cAAc,CAAC,KAAK,GAAG,OAAO,CAAC,gBAAgB,CAAC;QACrD,IAAI,CAAC,cAAc,CAAC,KAAK,GAAG,OAAO,CAAC,gBAAgB,CAAC;QAErD,MAAM,OAAO,GAAG,IAAI,CAAC,cAAc,CAAC,UAAU,EAAE,CAAC;QAEjD,MAAM,IAAI,GAAG,CAAC,GAAW,EAAE,GAAW,EAAE,EAAE;YACtC,OAAO,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC;QAC7C,CAAC,CAAC;QAEF,MAAM,UAAU,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAElC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,EAAE,CAAC,EAAE,EAAE;YAC3B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,EAAE,CAAC,EAAE,EAAE;gBAC3B,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;gBAC9B,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;gBAC9B,UAAU,CAAC,CAAC,GAAG,GAAG,CAAC;gBAEnB,UAAU,CAAC,SAAS,EAAE,CAAC;gBAEvB,UAAU,CAAC,YAAY,CAAC,GAAG,CAAC,CAAC;gBAC7B,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;gBACxC,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;gBAExC,OAAO,CAAC,SAAS,GAAG,MAAM,GAAG,UAAU,CAAC,CAAC,GAAG,IAAI,GAAG,UAAU,CAAC,CAAC,GAAG,IAAI,GAAG,UAAU,CAAC,CAAC,GAAG,GAAG,CAAC;gBAC5F,OAAO,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;aAChC;SACJ;QAED,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;IACtC,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAChE,mBAAmB,CAAC,UAAU,GAAG,wBAAwB,CAAC;QAE1D,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,KAAK,CAAC,MAAW,EAAE,KAAY,EAAE,OAAe;QAC1D,OAAO,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,IAAI,sBAAsB,CAAC,MAAM,CAAC,KAAK,EAAE,KAAK,EAAE,MAAM,CAAC,MAAM,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;IACnI,CAAC;;AAxKuB,6CAAsB,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AAErD,mDAA4B,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AA/YnF;IADC,SAAS,EAAE;6DACuB;AAMnC;IADC,SAAS,EAAE;oDACgB;AAM5B;IADC,SAAS,EAAE;0DACoB;AAGhC;IADC,SAAS,CAAC,SAAS,CAAC;wDACQ;AAc7B;IADC,SAAS,CAAC,gBAAgB,CAAC;+DACQ;AAqCpC;IADC,SAAS,EAAE;sDACQ;AAapB;IADC,SAAS,CAAC,eAAe,CAAC;8DACY;AAmBvC;IADC,SAAS,EAAE;sDACgB;AAO5B;IADC,SAAS,EAAE;oDACY;AA+c5B,aAAa,CAAC,gCAAgC,EAAE,sBAAsB,CAAC,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { serialize, SerializationHelper } from \"../../../Misc/decorators\";\r\nimport { Vector3, TmpVectors } from \"../../../Maths/math.vector\";\r\nimport { Camera } from \"../../../Cameras/camera\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { DynamicTexture } from \"../../../Materials/Textures/dynamicTexture\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { PassPostProcess } from \"../../../PostProcesses/passPostProcess\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { SSAO2Configuration } from \"../../../Rendering/ssao2Configuration\";\r\nimport type { PrePassRenderer } from \"../../../Rendering/prePassRenderer\";\r\nimport type { GeometryBufferRenderer } from \"../../../Rendering/geometryBufferRenderer\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { Nullable } from \"../../../types\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nimport \"../../../Shaders/ssao2.fragment\";\r\nimport \"../../../Shaders/ssaoCombine.fragment\";\r\n\r\n/**\r\n * Render pipeline to produce ssao effect\r\n */\r\nexport class SSAO2RenderingPipeline extends PostProcessRenderPipeline {\r\n // Members\r\n\r\n /**\r\n * @ignore\r\n * The PassPostProcess id in the pipeline that contains the original scene color\r\n */\r\n public SSAOOriginalSceneColorEffect: string = \"SSAOOriginalSceneColorEffect\";\r\n /**\r\n * @ignore\r\n * The SSAO PostProcess id in the pipeline\r\n */\r\n public SSAORenderEffect: string = \"SSAORenderEffect\";\r\n /**\r\n * @ignore\r\n * The horizontal blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurHRenderEffect: string = \"SSAOBlurHRenderEffect\";\r\n /**\r\n * @ignore\r\n * The vertical blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurVRenderEffect: string = \"SSAOBlurVRenderEffect\";\r\n /**\r\n * @ignore\r\n * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)\r\n */\r\n public SSAOCombineRenderEffect: string = \"SSAOCombineRenderEffect\";\r\n\r\n /**\r\n * The output strength of the SSAO post-process. Default value is 1.0.\r\n */\r\n @serialize()\r\n public totalStrength: number = 1.0;\r\n\r\n /**\r\n * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.\r\n */\r\n @serialize()\r\n public maxZ: number = 100.0;\r\n\r\n /**\r\n * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much\r\n */\r\n @serialize()\r\n public minZAspect: number = 0.2;\r\n\r\n @serialize(\"samples\")\r\n private _samples: number = 8;\r\n /**\r\n * Number of samples used for the SSAO calculations. Default value is 8\r\n */\r\n public set samples(n: number) {\r\n this._samples = n;\r\n this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());\r\n this._sampleSphere = this._generateHemisphere();\r\n }\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n @serialize(\"textureSamples\")\r\n private _textureSamples: number = 1;\r\n /**\r\n * Number of samples to use for antialiasing\r\n */\r\n public set textureSamples(n: number) {\r\n this._textureSamples = n;\r\n\r\n if (this._prePassRenderer) {\r\n this._prePassRenderer.samples = n;\r\n } else {\r\n this._originalColorPostProcess.samples = n;\r\n }\r\n }\r\n public get textureSamples(): number {\r\n return this._textureSamples;\r\n }\r\n\r\n /**\r\n * Force rendering the geometry through geometry buffer\r\n */\r\n private _forceGeometryBuffer: boolean = false;\r\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\r\n if (!this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.geometryBufferRenderer;\r\n }\r\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\r\n if (this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.prePassRenderer;\r\n }\r\n /**\r\n * Ratio object used for SSAO ratio and blur ratio\r\n */\r\n @serialize()\r\n private _ratio: any;\r\n\r\n /**\r\n * Dynamically generated sphere sampler.\r\n */\r\n private _sampleSphere: number[];\r\n\r\n /**\r\n * Blur filter offsets\r\n */\r\n private _samplerOffsets: number[];\r\n\r\n @serialize(\"expensiveBlur\")\r\n private _expensiveBlur: boolean = true;\r\n /**\r\n * If bilateral blur should be used\r\n */\r\n public set expensiveBlur(b: boolean) {\r\n const expensive = b ? \"#define EXPENSIVE\\n\" : \"\";\r\n this._blurHPostProcess.updateEffect(`#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_H\\n#define SAMPLES 16\\n${expensive}`, null, [\"textureSampler\", \"depthSampler\"]);\r\n this._blurVPostProcess.updateEffect(`#define BILATERAL_BLUR\\n#define SAMPLES 16\\n${expensive}`, null, [\"textureSampler\", \"depthSampler\"]);\r\n this._expensiveBlur = b;\r\n }\r\n\r\n public get expensiveBlur(): boolean {\r\n return this._expensiveBlur;\r\n }\r\n\r\n /**\r\n * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0\r\n */\r\n @serialize()\r\n public radius: number = 2.0;\r\n\r\n /**\r\n * The base color of the SSAO post-process\r\n * The final result is \"base + ssao\" between [0, 1]\r\n */\r\n @serialize()\r\n public base: number = 0;\r\n\r\n /**\r\n * Support test.\r\n */\r\n public static get IsSupported(): boolean {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n return engine._features.supportSSAO2;\r\n }\r\n\r\n private _scene: Scene;\r\n private _randomTexture: DynamicTexture;\r\n private _originalColorPostProcess: PassPostProcess;\r\n private _ssaoPostProcess: PostProcess;\r\n private _blurHPostProcess: PostProcess;\r\n private _blurVPostProcess: PostProcess;\r\n private _ssaoCombinePostProcess: PostProcess;\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * @constructor\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to\r\n * @param forceGeometryBuffer Set to true if you want to use the legacy geometry buffer renderer\r\n * @param textureType The texture type used by the different post processes created by SSAO (default: Constants.TEXTURETYPE_UNSIGNED_INT)\r\n */\r\n constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[], forceGeometryBuffer = false, textureType = Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n super(scene.getEngine(), name);\r\n\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n this._forceGeometryBuffer = forceGeometryBuffer;\r\n\r\n if (!this.isSupported) {\r\n Logger.Error(\"The current engine does not support SSAO 2.\");\r\n return;\r\n }\r\n\r\n const ssaoRatio = this._ratio.ssaoRatio || ratio;\r\n const blurRatio = this._ratio.blurRatio || ratio;\r\n\r\n // Set up assets\r\n if (this._forceGeometryBuffer) {\r\n scene.enableGeometryBufferRenderer();\r\n } else {\r\n scene.enablePrePassRenderer();\r\n }\r\n\r\n this._createRandomTexture();\r\n\r\n this._originalColorPostProcess = new PassPostProcess(\"SSAOOriginalSceneColor\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), undefined, textureType);\r\n this._originalColorPostProcess.samples = this.textureSamples;\r\n this._createSSAOPostProcess(1.0, textureType);\r\n this._createBlurPostProcess(ssaoRatio, blurRatio, textureType);\r\n this._createSSAOCombinePostProcess(blurRatio, textureType);\r\n\r\n // Set up pipeline\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOOriginalSceneColorEffect,\r\n () => {\r\n return this._originalColorPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAORenderEffect,\r\n () => {\r\n return this._ssaoPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurHRenderEffect,\r\n () => {\r\n return this._blurHPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurVRenderEffect,\r\n () => {\r\n return this._blurVPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOCombineRenderEffect,\r\n () => {\r\n return this._ssaoCombinePostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n // Finish\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n if (cameras) {\r\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\r\n }\r\n }\r\n\r\n // Public Methods\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"SSAO2RenderingPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"SSAO2RenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n * @param disableGeometryBufferRenderer\r\n */\r\n public dispose(disableGeometryBufferRenderer: boolean = false): void {\r\n for (let i = 0; i < this._scene.cameras.length; i++) {\r\n const camera = this._scene.cameras[i];\r\n\r\n this._originalColorPostProcess.dispose(camera);\r\n this._ssaoPostProcess.dispose(camera);\r\n this._blurHPostProcess.dispose(camera);\r\n this._blurVPostProcess.dispose(camera);\r\n this._ssaoCombinePostProcess.dispose(camera);\r\n }\r\n\r\n this._randomTexture.dispose();\r\n\r\n if (disableGeometryBufferRenderer) {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\r\n\r\n super.dispose();\r\n }\r\n\r\n // Private Methods\r\n private _createBlurPostProcess(ssaoRatio: number, blurRatio: number, textureType: number): void {\r\n this._samplerOffsets = [];\r\n const expensive = this.expensiveBlur;\r\n\r\n for (let i = -8; i < 8; i++) {\r\n this._samplerOffsets.push(i * 2 + 0.5);\r\n }\r\n\r\n this._blurHPostProcess = new PostProcess(\r\n \"BlurH\",\r\n \"ssao2\",\r\n [\"outSize\", \"samplerOffsets\", \"near\", \"far\", \"radius\"],\r\n [\"depthSampler\"],\r\n ssaoRatio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n \"#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_H\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (expensive ? \"1\" : \"0\") + \"\\n\",\r\n textureType\r\n );\r\n this._blurHPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setFloat(\"outSize\", this._ssaoCombinePostProcess.width > 0 ? this._ssaoCombinePostProcess.width : this._originalColorPostProcess.width);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n effect.setFloat(\"radius\", this.radius);\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n }\r\n effect.setArray(\"samplerOffsets\", this._samplerOffsets);\r\n };\r\n\r\n this._blurVPostProcess = new PostProcess(\r\n \"BlurV\",\r\n \"ssao2\",\r\n [\"outSize\", \"samplerOffsets\", \"near\", \"far\", \"radius\"],\r\n [\"depthSampler\"],\r\n blurRatio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n \"#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_V\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (expensive ? \"1\" : \"0\") + \"\\n\",\r\n textureType\r\n );\r\n this._blurVPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setFloat(\"outSize\", this._ssaoCombinePostProcess.height > 0 ? this._ssaoCombinePostProcess.height : this._originalColorPostProcess.height);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n effect.setFloat(\"radius\", this.radius);\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n }\r\n effect.setArray(\"samplerOffsets\", this._samplerOffsets);\r\n };\r\n\r\n this._blurHPostProcess.samples = this.textureSamples;\r\n this._blurVPostProcess.samples = this.textureSamples;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild() {\r\n super._rebuild();\r\n }\r\n\r\n private _bits = new Uint32Array(1);\r\n\r\n //Van der Corput radical inverse\r\n private _radicalInverse_VdC(i: number) {\r\n this._bits[0] = i;\r\n this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;\r\n this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | (((this._bits[0] & 0xaaaaaaaa) >>> 1) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | (((this._bits[0] & 0xcccccccc) >>> 2) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x0f0f0f0f) << 4) | (((this._bits[0] & 0xf0f0f0f0) >>> 4) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x00ff00ff) << 8) | (((this._bits[0] & 0xff00ff00) >>> 8) >>> 0);\r\n return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296\r\n }\r\n\r\n private _hammersley(i: number, n: number) {\r\n return [i / n, this._radicalInverse_VdC(i)];\r\n }\r\n\r\n private _hemisphereSample_uniform(u: number, v: number): Vector3 {\r\n const phi = v * 2.0 * Math.PI;\r\n // rejecting samples that are close to tangent plane to avoid z-fighting artifacts\r\n const cosTheta = 1.0 - u * 0.85;\r\n const sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);\r\n return new Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);\r\n }\r\n\r\n private _generateHemisphere(): number[] {\r\n const numSamples = this.samples;\r\n const result = [];\r\n let vector;\r\n\r\n let i = 0;\r\n while (i < numSamples) {\r\n if (numSamples < 16) {\r\n vector = this._hemisphereSample_uniform(Math.random(), Math.random());\r\n } else {\r\n const rand = this._hammersley(i, numSamples);\r\n vector = this._hemisphereSample_uniform(rand[0], rand[1]);\r\n }\r\n\r\n result.push(vector.x, vector.y, vector.z);\r\n i++;\r\n }\r\n\r\n return result;\r\n }\r\n\r\n private _getDefinesForSSAO() {\r\n const defines = \"#define SAMPLES \" + this.samples + \"\\n#define SSAO\";\r\n\r\n return defines;\r\n }\r\n\r\n private static readonly ORTHO_DEPTH_PROJECTION = [1, 0, 0, 0, 1, 0, 0, 0, 1];\r\n\r\n private static readonly PERSPECTIVE_DEPTH_PROJECTION = [0, 0, 0, 0, 0, 0, 1, 1, 1];\r\n\r\n private _createSSAOPostProcess(ratio: number, textureType: number): void {\r\n this._sampleSphere = this._generateHemisphere();\r\n\r\n const defines = this._getDefinesForSSAO();\r\n const samplers = [\"randomSampler\", \"depthSampler\", \"normalSampler\"];\r\n\r\n this._ssaoPostProcess = new PostProcess(\r\n \"ssao2\",\r\n \"ssao2\",\r\n [\r\n \"sampleSphere\",\r\n \"samplesFactor\",\r\n \"randTextureTiles\",\r\n \"totalStrength\",\r\n \"radius\",\r\n \"base\",\r\n \"range\",\r\n \"projection\",\r\n \"near\",\r\n \"far\",\r\n \"texelSize\",\r\n \"xViewport\",\r\n \"yViewport\",\r\n \"maxZ\",\r\n \"minZAspect\",\r\n \"depthProjection\",\r\n ],\r\n samplers,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n defines,\r\n textureType\r\n );\r\n\r\n this._ssaoPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setArray3(\"sampleSphere\", this._sampleSphere);\r\n effect.setFloat(\"randTextureTiles\", 32.0);\r\n effect.setFloat(\"samplesFactor\", 1 / this.samples);\r\n effect.setFloat(\"totalStrength\", this.totalStrength);\r\n effect.setFloat2(\"texelSize\", 1 / this._ssaoPostProcess.width, 1 / this._ssaoPostProcess.height);\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setFloat(\"maxZ\", this.maxZ);\r\n effect.setFloat(\"minZAspect\", this.minZAspect);\r\n effect.setFloat(\"base\", this.base);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n if (this._scene.activeCamera.mode === Camera.PERSPECTIVE_CAMERA) {\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.PERSPECTIVE_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", Math.tan(this._scene.activeCamera.fov / 2) * this._scene.getEngine().getAspectRatio(this._scene.activeCamera, true));\r\n effect.setFloat(\"yViewport\", Math.tan(this._scene.activeCamera.fov / 2));\r\n } else {\r\n const halfWidth = this._scene.getEngine().getRenderWidth() / 2.0;\r\n const halfHeight = this._scene.getEngine().getRenderHeight() / 2.0;\r\n const orthoLeft = this._scene.activeCamera.orthoLeft ?? -halfWidth;\r\n const orthoRight = this._scene.activeCamera.orthoRight ?? halfWidth;\r\n const orthoBottom = this._scene.activeCamera.orthoBottom ?? -halfHeight;\r\n const orthoTop = this._scene.activeCamera.orthoTop ?? halfHeight;\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.ORTHO_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", (orthoRight - orthoLeft) * 0.5);\r\n effect.setFloat(\"yViewport\", (orthoTop - orthoBottom) * 0.5);\r\n }\r\n effect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n effect.setTexture(\"normalSampler\", this._geometryBufferRenderer.getGBuffer().textures[1]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\"normalSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_NORMAL_TEXTURE_TYPE)]);\r\n }\r\n effect.setTexture(\"randomSampler\", this._randomTexture);\r\n };\r\n this._ssaoPostProcess.samples = this.textureSamples;\r\n\r\n if (!this._forceGeometryBuffer) {\r\n this._ssaoPostProcess._prePassEffectConfiguration = new SSAO2Configuration();\r\n }\r\n }\r\n\r\n private _createSSAOCombinePostProcess(ratio: number, textureType: number): void {\r\n this._ssaoCombinePostProcess = new PostProcess(\r\n \"ssaoCombine\",\r\n \"ssaoCombine\",\r\n [],\r\n [\"originalColor\", \"viewport\"],\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n undefined,\r\n textureType\r\n );\r\n\r\n this._ssaoCombinePostProcess.onApply = (effect: Effect) => {\r\n const viewport = this._scene.activeCamera!.viewport;\r\n effect.setVector4(\"viewport\", TmpVectors.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));\r\n effect.setTextureFromPostProcessOutput(\"originalColor\", this._originalColorPostProcess);\r\n };\r\n this._ssaoCombinePostProcess.samples = this.textureSamples;\r\n }\r\n\r\n private _createRandomTexture(): void {\r\n const size = 128;\r\n\r\n this._randomTexture = new DynamicTexture(\"SSAORandomTexture\", size, this._scene, false, Texture.TRILINEAR_SAMPLINGMODE);\r\n this._randomTexture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n this._randomTexture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n\r\n const context = this._randomTexture.getContext();\r\n\r\n const rand = (min: number, max: number) => {\r\n return Math.random() * (max - min) + min;\r\n };\r\n\r\n const randVector = Vector3.Zero();\r\n\r\n for (let x = 0; x < size; x++) {\r\n for (let y = 0; y < size; y++) {\r\n randVector.x = rand(0.0, 1.0);\r\n randVector.y = rand(0.0, 1.0);\r\n randVector.z = 0.0;\r\n\r\n randVector.normalize();\r\n\r\n randVector.scaleInPlace(255);\r\n randVector.x = Math.floor(randVector.x);\r\n randVector.y = Math.floor(randVector.y);\r\n\r\n context.fillStyle = \"rgb(\" + randVector.x + \", \" + randVector.y + \", \" + randVector.z + \")\";\r\n context.fillRect(x, y, 1, 1);\r\n }\r\n }\r\n\r\n this._randomTexture.update(false);\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"SSAO2RenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline {\r\n return SerializationHelper.Parse(() => new SSAO2RenderingPipeline(source._name, scene, source._ratio), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SSAO2RenderingPipeline\", SSAO2RenderingPipeline);\r\n"]}
1
+ {"version":3,"file":"ssao2RenderingPipeline.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.ts"],"names":[],"mappings":";AAAA,yDAAyD;AACzD,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,MAAM,0BAA0B,CAAC;AAC1E,OAAO,EAAE,OAAO,EAAE,UAAU,EAAE,MAAM,4BAA4B,CAAC;AACjE,OAAO,EAAE,MAAM,EAAE,MAAM,yBAAyB,CAAC;AAEjD,OAAO,EAAE,OAAO,EAAE,MAAM,qCAAqC,CAAC;AAC9D,OAAO,EAAE,cAAc,EAAE,MAAM,4CAA4C,CAAC;AAC5E,OAAO,EAAE,WAAW,EAAE,MAAM,oCAAoC,CAAC;AACjE,OAAO,EAAE,yBAAyB,EAAE,MAAM,iEAAiE,CAAC;AAC5G,OAAO,EAAE,uBAAuB,EAAE,MAAM,+DAA+D,CAAC;AACxG,OAAO,EAAE,eAAe,EAAE,MAAM,wCAAwC,CAAC;AAEzE,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AAC3D,OAAO,EAAE,kBAAkB,EAAE,MAAM,uCAAuC,CAAC;AAG3E,OAAO,EAAE,SAAS,EAAE,MAAM,4BAA4B,CAAC;AAGvD,OAAO,sFAAsF,CAAC;AAE9F,OAAO,iCAAiC,CAAC;AACzC,OAAO,uCAAuC,CAAC;AAE/C;;GAEG;AACH,MAAM,OAAO,sBAAuB,SAAQ,yBAAyB;IAiDjE;;;;OAIG;IACH,IAAW,OAAO,CAAC,CAAS;QACxB,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;QAClB,IAAI,CAAC,gBAAgB,CAAC,YAAY,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC,CAAC;IAClE,CAAC;IACD,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAID;;OAEG;IACH,IAAW,OAAO,CAAC,CAAS;QACxB,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;QAClB,IAAI,CAAC,gBAAgB,CAAC,YAAY,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC,CAAC;QAC9D,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC;IACpD,CAAC;IACD,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAID;;OAEG;IACH,IAAW,cAAc,CAAC,CAAS;QAC/B,IAAI,CAAC,eAAe,GAAG,CAAC,CAAC;QAEzB,IAAI,IAAI,CAAC,gBAAgB,EAAE;YACvB,IAAI,CAAC,gBAAgB,CAAC,OAAO,GAAG,CAAC,CAAC;SACrC;aAAM;YACH,IAAI,CAAC,yBAAyB,CAAC,OAAO,GAAG,CAAC,CAAC;SAC9C;IACL,CAAC;IACD,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAOD,IAAY,uBAAuB;QAC/B,IAAI,CAAC,IAAI,CAAC,oBAAoB,EAAE;YAC5B,OAAO,IAAI,CAAC;SACf;QACD,OAAO,IAAI,CAAC,MAAM,CAAC,sBAAsB,CAAC;IAC9C,CAAC;IACD,IAAY,gBAAgB;QACxB,IAAI,IAAI,CAAC,oBAAoB,EAAE;YAC3B,OAAO,IAAI,CAAC;SACf;QACD,OAAO,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC;IACvC,CAAC;IAkCD;;;;OAIG;IACH,IAAW,UAAU,CAAC,CAAU;QAC5B,MAAM,OAAO,GAAG,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;QAC/D,MAAM,QAAQ,GAAG,IAAI,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;QAC7C,IAAI,CAAC,iBAAiB,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC,EAAE,IAAI,EAAE,QAAQ,CAAC,CAAC;QAC/D,IAAI,CAAC,iBAAiB,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC,EAAE,IAAI,EAAE,QAAQ,CAAC,CAAC;QAC/D,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC;IACzB,CAAC;IACD,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAID;;;;;;OAMG;IACH,IAAW,aAAa,CAAC,CAAU;QAC/B,MAAM,OAAO,GAAG,IAAI,CAAC,kBAAkB,CAAC,CAAC,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QAC7D,IAAI,CAAC,iBAAiB,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC/C,IAAI,CAAC,iBAAiB,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC/C,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;IAC5B,CAAC;IACD,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAkCD;;OAEG;IACI,MAAM,KAAK,WAAW;QACzB,MAAM,MAAM,GAAG,WAAW,CAAC,iBAAiB,CAAC;QAC7C,IAAI,CAAC,MAAM,EAAE;YACT,OAAO,KAAK,CAAC;SAChB;QACD,OAAO,MAAM,CAAC,SAAS,CAAC,YAAY,CAAC;IACzC,CAAC;IAUD;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED;;;;;;;;OAQG;IACH,YAAY,IAAY,EAAE,KAAY,EAAE,KAAU,EAAE,OAAkB,EAAE,mBAAmB,GAAG,KAAK,EAAE,WAAW,GAAG,SAAS,CAAC,wBAAwB;QACjJ,KAAK,CAAC,KAAK,CAAC,SAAS,EAAE,EAAE,IAAI,CAAC,CAAC;QAtPnC,UAAU;QAEV;;;WAGG;QACI,iCAA4B,GAAW,8BAA8B,CAAC;QAC7E;;;WAGG;QACI,qBAAgB,GAAW,kBAAkB,CAAC;QACrD;;;WAGG;QACI,0BAAqB,GAAW,uBAAuB,CAAC;QAC/D;;;WAGG;QACI,0BAAqB,GAAW,uBAAuB,CAAC;QAC/D;;;WAGG;QACI,4BAAuB,GAAW,yBAAyB,CAAC;QAEnE;;WAEG;QAEI,kBAAa,GAAW,GAAG,CAAC;QAEnC;;WAEG;QAEI,SAAI,GAAW,KAAK,CAAC;QAE5B;;WAEG;QAEI,eAAU,GAAW,GAAG,CAAC;QAGxB,aAAQ,GAAW,IAAI,CAAC;QAexB,aAAQ,GAAW,CAAC,CAAC;QAcrB,oBAAe,GAAW,CAAC,CAAC;QAiBpC;;WAEG;QAEK,yBAAoB,GAAY,KAAK,CAAC;QA+B9C;;WAEG;QAEI,WAAM,GAAW,GAAG,CAAC;QAE5B;;;WAGG;QAEI,SAAI,GAAW,CAAC,CAAC;QAGhB,gBAAW,GAAY,KAAK,CAAC;QAkB7B,mBAAc,GAAY,IAAI,CAAC;QAkBvC;;;;;;WAMG;QAEI,qBAAgB,GAAW,EAAE,CAAC;QAErC;;;;;;;;WAQG;QAEI,oBAAe,GAAW,CAAC,CAAC;QAEnC;;;;;;WAMG;QAEI,uBAAkB,GAAW,CAAC,CAAC;QAuO9B,UAAK,GAAG,IAAI,WAAW,CAAC,CAAC,CAAC,CAAC;QA/L/B,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,YAAY,GAAG,WAAW,CAAC;QAChC,IAAI,CAAC,oBAAoB,GAAG,mBAAmB,CAAC;QAEhD,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE;YACnB,MAAM,CAAC,KAAK,CAAC,6CAA6C,CAAC,CAAC;YAC5D,OAAO;SACV;QAED,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,IAAI,KAAK,CAAC;QACjD,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,IAAI,KAAK,CAAC;QAEjD,gBAAgB;QAChB,IAAI,IAAI,CAAC,oBAAoB,EAAE;YAC3B,KAAK,CAAC,4BAA4B,EAAE,CAAC;SACxC;aAAM;YACH,KAAK,CAAC,qBAAqB,EAAE,CAAC;SACjC;QAED,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAE5B,IAAI,CAAC,yBAAyB,GAAG,IAAI,eAAe,CAAC,wBAAwB,EAAE,GAAG,EAAE,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,KAAK,CAAC,SAAS,EAAE,EAAE,SAAS,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QAC1K,IAAI,CAAC,yBAAyB,CAAC,OAAO,GAAG,IAAI,CAAC,cAAc,CAAC;QAC7D,IAAI,CAAC,sBAAsB,CAAC,GAAG,EAAE,WAAW,CAAC,CAAC;QAC9C,IAAI,CAAC,sBAAsB,CAAC,SAAS,EAAE,SAAS,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QACrE,IAAI,CAAC,6BAA6B,CAAC,SAAS,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QAEjE,kBAAkB;QAClB,IAAI,CAAC,SAAS,CACV,IAAI,uBAAuB,CACvB,KAAK,CAAC,SAAS,EAAE,EACjB,IAAI,CAAC,4BAA4B,EACjC,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,yBAAyB,CAAC;QAC1C,CAAC,EACD,IAAI,CACP,CACJ,CAAC;QACF,IAAI,CAAC,SAAS,CACV,IAAI,uBAAuB,CACvB,KAAK,CAAC,SAAS,EAAE,EACjB,IAAI,CAAC,gBAAgB,EACrB,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,gBAAgB,CAAC;QACjC,CAAC,EACD,IAAI,CACP,CACJ,CAAC;QACF,IAAI,CAAC,SAAS,CACV,IAAI,uBAAuB,CACvB,KAAK,CAAC,SAAS,EAAE,EACjB,IAAI,CAAC,qBAAqB,EAC1B,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,iBAAiB,CAAC;QAClC,CAAC,EACD,IAAI,CACP,CACJ,CAAC;QACF,IAAI,CAAC,SAAS,CACV,IAAI,uBAAuB,CACvB,KAAK,CAAC,SAAS,EAAE,EACjB,IAAI,CAAC,qBAAqB,EAC1B,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,iBAAiB,CAAC;QAClC,CAAC,EACD,IAAI,CACP,CACJ,CAAC;QACF,IAAI,CAAC,SAAS,CACV,IAAI,uBAAuB,CACvB,KAAK,CAAC,SAAS,EAAE,EACjB,IAAI,CAAC,uBAAuB,EAC5B,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,uBAAuB,CAAC;QACxC,CAAC,EACD,IAAI,CACP,CACJ,CAAC;QAEF,SAAS;QACT,KAAK,CAAC,gCAAgC,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;QACzD,IAAI,OAAO,EAAE;YACT,KAAK,CAAC,gCAAgC,CAAC,6BAA6B,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;SACvF;IACL,CAAC;IAED,iBAAiB;IAEjB;;;OAGG;IACI,YAAY;QACf,OAAO,wBAAwB,CAAC;IACpC,CAAC;IAED;;;OAGG;IACI,OAAO,CAAC,gCAAyC,KAAK;QACzD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACjD,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;YAEtC,IAAI,CAAC,yBAAyB,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;YAC/C,IAAI,CAAC,gBAAgB,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;YACtC,IAAI,CAAC,iBAAiB,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;YACvC,IAAI,CAAC,iBAAiB,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;YACvC,IAAI,CAAC,uBAAuB,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;SAChD;QAED,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;QAE9B,IAAI,6BAA6B,EAAE;YAC/B,IAAI,CAAC,MAAM,CAAC,6BAA6B,EAAE,CAAC;SAC/C;QAED,IAAI,CAAC,MAAM,CAAC,gCAAgC,CAAC,+BAA+B,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC;QAE9G,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;IAED,kBAAkB;IAElB,gBAAgB;IACT,QAAQ;QACX,KAAK,CAAC,QAAQ,EAAE,CAAC;IACrB,CAAC;IAEO,mBAAmB,CAAC,QAAiB;QACzC,OAAO,QAAQ,CAAC,CAAC,CAAC,CAAC,gBAAgB,CAAC,CAAC,CAAC,CAAC,CAAC,gBAAgB,EAAE,cAAc,CAAC,CAAC;IAC9E,CAAC;IAEO,kBAAkB,CAAC,SAAkB,EAAE,QAAiB;QAC5D,IAAI,MAAM,GAAG,gBAAgB,CAAC;QAC9B,IAAI,QAAQ,EAAE;YACV,MAAM,IAAI,uBAAuB,CAAC;SACrC;QACD,IAAI,CAAC,SAAS,EAAE;YACZ,MAAM,IAAI,uBAAuB,CAAC;SACrC;QACD,OAAO,EAAE,CAAC,EAAE,MAAM,GAAG,kBAAkB,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC;IACzD,CAAC;IAEO,sBAAsB,CAAC,SAAiB,EAAE,SAAiB,EAAE,WAAmB;QACpF,MAAM,OAAO,GAAG,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;QAC7E,MAAM,QAAQ,GAAG,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QAE3D,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,CAAC,OAAO,EAAE,QAAQ,EAAE,SAAS,EAAE,OAAO,CAAC,CAAC,EAAE,WAAW,EAAE,IAAI,CAAC,CAAC;QAC5G,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,CAAC,OAAO,EAAE,QAAQ,EAAE,SAAS,EAAE,OAAO,CAAC,CAAC,EAAE,WAAW,EAAE,KAAK,CAAC,CAAC;IACjH,CAAC;IAEO,iBAAiB,CAAC,IAAY,EAAE,QAAuB,EAAE,KAAa,EAAE,OAAe,EAAE,WAAmB,EAAE,UAAmB;QACrI,MAAM,UAAU,GAAG,IAAI,WAAW,CAC9B,IAAI,EACJ,OAAO,EACP,CAAC,SAAS,EAAE,SAAS,EAAE,QAAQ,EAAE,WAAW,CAAC,EAC7C,QAAQ,EACR,KAAK,EACL,IAAI,EACJ,OAAO,CAAC,qBAAqB,EAC7B,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EACvB,KAAK,EACL,OAAO,EACP,WAAW,CACd,CAAC;QAEF,UAAU,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;YACpC,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE;gBAC3B,OAAO;aACV;YAED,MAAM,eAAe,GAAG,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,uBAAuB,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC;YAC9G,MAAM,iBAAiB,GAAG,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,yBAAyB,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC,yBAAyB,CAAC,MAAM,CAAC;YAEpH,MAAM,CAAC,QAAQ,CAAC,SAAS,EAAE,eAAe,GAAG,CAAC,CAAC,CAAC,CAAC,eAAe,CAAC,CAAC,CAAC,iBAAiB,CAAC,CAAC;YACtF,MAAM,CAAC,MAAM,CAAC,SAAS,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;YAChD,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;YAChD,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;YACtD,IAAI,IAAI,CAAC,uBAAuB,EAAE;gBAC9B,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,uBAAuB,CAAC,UAAU,EAAE,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;aAC5F;iBAAM,IAAI,IAAI,CAAC,gBAAgB,EAAE;gBAC9B,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,gBAAgB,CAAC,eAAe,EAAE,CAAC,QAAQ,CAAC,IAAI,CAAC,gBAAgB,CAAC,QAAQ,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC,CAAC,CAAC;aAC7J;QACL,CAAC,CAAC;QAEF,UAAU,CAAC,OAAO,GAAG,IAAI,CAAC,cAAc,CAAC;QACzC,OAAO,UAAU,CAAC;IACtB,CAAC;IAID,gCAAgC;IACxB,mBAAmB,CAAC,CAAS;QACjC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;QAClB,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,KAAK,CAAC,CAAC;QACtE,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,UAAU,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,UAAU,CAAC,KAAK,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC;QACnG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,UAAU,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,UAAU,CAAC,KAAK,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC;QACnG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,UAAU,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,UAAU,CAAC,KAAK,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC;QACnG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,UAAU,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,UAAU,CAAC,KAAK,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC;QACnG,OAAO,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,sBAAsB,CAAC,CAAC,gCAAgC;IACnF,CAAC;IAEO,WAAW,CAAC,CAAS,EAAE,CAAS;QACpC,OAAO,CAAC,CAAC,GAAG,CAAC,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC,CAAC;IAChD,CAAC;IAEO,yBAAyB,CAAC,CAAS,EAAE,CAAS;QAClD,MAAM,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,EAAE,CAAC;QAC9B,kFAAkF;QAClF,MAAM,QAAQ,GAAG,GAAG,GAAG,CAAC,GAAG,IAAI,CAAC;QAChC,MAAM,QAAQ,GAAG,IAAI,CAAC,IAAI,CAAC,GAAG,GAAG,QAAQ,GAAG,QAAQ,CAAC,CAAC;QACtD,OAAO,IAAI,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,QAAQ,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,QAAQ,EAAE,QAAQ,CAAC,CAAC;IACrF,CAAC;IAEO,mBAAmB;QACvB,MAAM,UAAU,GAAG,IAAI,CAAC,OAAO,CAAC;QAChC,MAAM,MAAM,GAAG,EAAE,CAAC;QAClB,IAAI,MAAM,CAAC;QAEX,IAAI,CAAC,GAAG,CAAC,CAAC;QACV,OAAO,CAAC,GAAG,UAAU,EAAE;YACnB,IAAI,UAAU,GAAG,EAAE,EAAE;gBACjB,MAAM,GAAG,IAAI,CAAC,yBAAyB,CAAC,IAAI,CAAC,MAAM,EAAE,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,CAAC;aACzE;iBAAM;gBACH,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC;gBAC7C,MAAM,GAAG,IAAI,CAAC,yBAAyB,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC;aAC7D;YAED,MAAM,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;YAC1C,CAAC,EAAE,CAAC;SACP;QAED,OAAO,MAAM,CAAC;IAClB,CAAC;IAEO,kBAAkB;QACtB,MAAM,OAAO,GAAG,iCAAiC,IAAI,CAAC,OAAO,qBAAqB,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC;QAE5G,OAAO,OAAO,CAAC;IACnB,CAAC;IAMO,sBAAsB,CAAC,KAAa,EAAE,WAAmB;QAC7D,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC;QAEhD,MAAM,OAAO,GAAG,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAC1C,MAAM,QAAQ,GAAG,CAAC,eAAe,EAAE,cAAc,EAAE,eAAe,CAAC,CAAC;QAEpE,IAAI,CAAC,gBAAgB,GAAG,IAAI,WAAW,CACnC,OAAO,EACP,OAAO,EACP;YACI,cAAc;YACd,eAAe;YACf,kBAAkB;YAClB,eAAe;YACf,QAAQ;YACR,MAAM;YACN,OAAO;YACP,YAAY;YACZ,MAAM;YACN,WAAW;YACX,WAAW;YACX,WAAW;YACX,MAAM;YACN,YAAY;YACZ,iBAAiB;SACpB,EACD,QAAQ,EACR,KAAK,EACL,IAAI,EACJ,OAAO,CAAC,qBAAqB,EAC7B,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EACvB,KAAK,EACL,OAAO,EACP,WAAW,CACd,CAAC;QAEF,IAAI,CAAC,gBAAgB,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;;YAC/C,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE;gBAC3B,OAAO;aACV;YAED,MAAM,CAAC,SAAS,CAAC,cAAc,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YACrD,MAAM,CAAC,QAAQ,CAAC,kBAAkB,EAAE,IAAI,CAAC,CAAC;YAC1C,MAAM,CAAC,QAAQ,CAAC,eAAe,EAAE,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC;YACnD,MAAM,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YACrD,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,CAAC,GAAG,IAAI,CAAC,gBAAgB,CAAC,KAAK,EAAE,CAAC,GAAG,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,CAAC;YACjG,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;YACvC,MAAM,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC;YACnC,MAAM,CAAC,QAAQ,CAAC,YAAY,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;YAC/C,MAAM,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC;YACnC,MAAM,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;YACvD,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,KAAK,MAAM,CAAC,kBAAkB,EAAE;gBAC7D,MAAM,CAAC,YAAY,CAAC,iBAAiB,EAAE,sBAAsB,CAAC,4BAA4B,CAAC,CAAC;gBAC5F,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,cAAc,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,IAAI,CAAC,CAAC,CAAC;gBAClJ,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;aAC5E;iBAAM;gBACH,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,GAAG,GAAG,CAAC;gBACjE,MAAM,UAAU,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,EAAE,GAAG,GAAG,CAAC;gBACnE,MAAM,SAAS,GAAG,MAAA,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,SAAS,mCAAI,CAAC,SAAS,CAAC;gBACnE,MAAM,UAAU,GAAG,MAAA,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,UAAU,mCAAI,SAAS,CAAC;gBACpE,MAAM,WAAW,GAAG,MAAA,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,WAAW,mCAAI,CAAC,UAAU,CAAC;gBACxE,MAAM,QAAQ,GAAG,MAAA,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,QAAQ,mCAAI,UAAU,CAAC;gBACjE,MAAM,CAAC,YAAY,CAAC,iBAAiB,EAAE,sBAAsB,CAAC,sBAAsB,CAAC,CAAC;gBACtF,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,CAAC,UAAU,GAAG,SAAS,CAAC,GAAG,GAAG,CAAC,CAAC;gBAC7D,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,CAAC,QAAQ,GAAG,WAAW,CAAC,GAAG,GAAG,CAAC,CAAC;aAChE;YACD,MAAM,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,MAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC;YAElE,IAAI,IAAI,CAAC,uBAAuB,EAAE;gBAC9B,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,uBAAuB,CAAC,UAAU,EAAE,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;gBACzF,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,CAAC,uBAAuB,CAAC,UAAU,EAAE,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;aAC7F;iBAAM,IAAI,IAAI,CAAC,gBAAgB,EAAE;gBAC9B,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,gBAAgB,CAAC,eAAe,EAAE,CAAC,QAAQ,CAAC,IAAI,CAAC,gBAAgB,CAAC,QAAQ,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC,CAAC,CAAC;gBAC1J,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,CAAC,gBAAgB,CAAC,eAAe,EAAE,CAAC,QAAQ,CAAC,IAAI,CAAC,gBAAgB,CAAC,QAAQ,CAAC,SAAS,CAAC,2BAA2B,CAAC,CAAC,CAAC,CAAC;aAC/J;YACD,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QAC5D,CAAC,CAAC;QACF,IAAI,CAAC,gBAAgB,CAAC,OAAO,GAAG,IAAI,CAAC,cAAc,CAAC;QAEpD,IAAI,CAAC,IAAI,CAAC,oBAAoB,EAAE;YAC5B,IAAI,CAAC,gBAAgB,CAAC,2BAA2B,GAAG,IAAI,kBAAkB,EAAE,CAAC;SAChF;IACL,CAAC;IAEO,6BAA6B,CAAC,KAAa,EAAE,WAAmB;QACpE,IAAI,CAAC,uBAAuB,GAAG,IAAI,WAAW,CAC1C,aAAa,EACb,aAAa,EACb,EAAE,EACF,CAAC,eAAe,EAAE,UAAU,CAAC,EAC7B,KAAK,EACL,IAAI,EACJ,OAAO,CAAC,qBAAqB,EAC7B,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EACvB,KAAK,EACL,SAAS,EACT,WAAW,CACd,CAAC;QAEF,IAAI,CAAC,uBAAuB,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;YACtD,MAAM,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,YAAa,CAAC,QAAQ,CAAC;YACpD,MAAM,CAAC,UAAU,CAAC,UAAU,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,KAAK,EAAE,QAAQ,CAAC,MAAM,CAAC,CAAC,CAAC;YAC7H,MAAM,CAAC,+BAA+B,CAAC,eAAe,EAAE,IAAI,CAAC,yBAAyB,CAAC,CAAC;QAC5F,CAAC,CAAC;QACF,IAAI,CAAC,uBAAuB,CAAC,OAAO,GAAG,IAAI,CAAC,cAAc,CAAC;IAC/D,CAAC;IAEO,oBAAoB;QACxB,MAAM,IAAI,GAAG,GAAG,CAAC;QAEjB,IAAI,CAAC,cAAc,GAAG,IAAI,cAAc,CAAC,mBAAmB,EAAE,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,OAAO,CAAC,qBAAqB,CAAC,CAAC;QACvH,IAAI,CAAC,cAAc,CAAC,KAAK,GAAG,OAAO,CAAC,gBAAgB,CAAC;QACrD,IAAI,CAAC,cAAc,CAAC,KAAK,GAAG,OAAO,CAAC,gBAAgB,CAAC;QAErD,MAAM,OAAO,GAAG,IAAI,CAAC,cAAc,CAAC,UAAU,EAAE,CAAC;QAEjD,MAAM,IAAI,GAAG,CAAC,GAAW,EAAE,GAAW,EAAE,EAAE;YACtC,OAAO,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC;QAC7C,CAAC,CAAC;QAEF,MAAM,UAAU,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAElC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,EAAE,CAAC,EAAE,EAAE;YAC3B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,EAAE,CAAC,EAAE,EAAE;gBAC3B,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;gBAC9B,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;gBAC9B,UAAU,CAAC,CAAC,GAAG,GAAG,CAAC;gBAEnB,UAAU,CAAC,SAAS,EAAE,CAAC;gBAEvB,UAAU,CAAC,YAAY,CAAC,GAAG,CAAC,CAAC;gBAC7B,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;gBACxC,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;gBAExC,OAAO,CAAC,SAAS,GAAG,MAAM,GAAG,UAAU,CAAC,CAAC,GAAG,IAAI,GAAG,UAAU,CAAC,CAAC,GAAG,IAAI,GAAG,UAAU,CAAC,CAAC,GAAG,GAAG,CAAC;gBAC5F,OAAO,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;aAChC;SACJ;QAED,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;IACtC,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAChE,mBAAmB,CAAC,UAAU,GAAG,wBAAwB,CAAC;QAE1D,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,KAAK,CAAC,MAAW,EAAE,KAAY,EAAE,OAAe;QAC1D,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE,CAAC,IAAI,sBAAsB,CAAC,MAAM,CAAC,KAAK,EAAE,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,SAAS,EAAE,MAAM,CAAC,oBAAoB,EAAE,MAAM,CAAC,YAAY,CAAC,EACjI,MAAM,EACN,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;;AA3KuB,6CAAsB,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AAErD,mDAA4B,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AA7cnF;IADC,SAAS,EAAE;6DACuB;AAMnC;IADC,SAAS,EAAE;oDACgB;AAM5B;IADC,SAAS,EAAE;0DACoB;AAGhC;IADC,SAAS,CAAC,SAAS,CAAC;wDACW;AAehC;IADC,SAAS,CAAC,SAAS,CAAC;wDACQ;AAc7B;IADC,SAAS,CAAC,gBAAgB,CAAC;+DACQ;AAqBpC;IADC,SAAS,EAAE;oEACkC;AAkB9C;IADC,SAAS,EAAE;sDACQ;AAMpB;IADC,SAAS,EAAE;4DACiB;AAW7B;IADC,SAAS,EAAE;sDACgB;AAO5B;IADC,SAAS,EAAE;oDACY;AAGxB;IADC,SAAS,CAAC,YAAY,CAAC;2DACa;AAkBrC;IADC,SAAS,CAAC,eAAe,CAAC;8DACY;AA0BvC;IADC,SAAS,EAAE;gEACyB;AAYrC;IADC,SAAS,EAAE;+DACuB;AAUnC;IADC,SAAS,EAAE;kEAC0B;AAyc1C,aAAa,CAAC,gCAAgC,EAAE,sBAAsB,CAAC,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { serialize, SerializationHelper } from \"../../../Misc/decorators\";\r\nimport { Vector3, TmpVectors } from \"../../../Maths/math.vector\";\r\nimport { Camera } from \"../../../Cameras/camera\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { DynamicTexture } from \"../../../Materials/Textures/dynamicTexture\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { PassPostProcess } from \"../../../PostProcesses/passPostProcess\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { SSAO2Configuration } from \"../../../Rendering/ssao2Configuration\";\r\nimport type { PrePassRenderer } from \"../../../Rendering/prePassRenderer\";\r\nimport type { GeometryBufferRenderer } from \"../../../Rendering/geometryBufferRenderer\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { Nullable } from \"../../../types\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nimport \"../../../Shaders/ssao2.fragment\";\r\nimport \"../../../Shaders/ssaoCombine.fragment\";\r\n\r\n/**\r\n * Render pipeline to produce ssao effect\r\n */\r\nexport class SSAO2RenderingPipeline extends PostProcessRenderPipeline {\r\n // Members\r\n\r\n /**\r\n * @ignore\r\n * The PassPostProcess id in the pipeline that contains the original scene color\r\n */\r\n public SSAOOriginalSceneColorEffect: string = \"SSAOOriginalSceneColorEffect\";\r\n /**\r\n * @ignore\r\n * The SSAO PostProcess id in the pipeline\r\n */\r\n public SSAORenderEffect: string = \"SSAORenderEffect\";\r\n /**\r\n * @ignore\r\n * The horizontal blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurHRenderEffect: string = \"SSAOBlurHRenderEffect\";\r\n /**\r\n * @ignore\r\n * The vertical blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurVRenderEffect: string = \"SSAOBlurVRenderEffect\";\r\n /**\r\n * @ignore\r\n * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)\r\n */\r\n public SSAOCombineRenderEffect: string = \"SSAOCombineRenderEffect\";\r\n\r\n /**\r\n * The output strength of the SSAO post-process. Default value is 1.0.\r\n */\r\n @serialize()\r\n public totalStrength: number = 1.0;\r\n\r\n /**\r\n * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.\r\n */\r\n @serialize()\r\n public maxZ: number = 100.0;\r\n\r\n /**\r\n * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much.\r\n */\r\n @serialize()\r\n public minZAspect: number = 0.2;\r\n\r\n @serialize(\"epsilon\")\r\n private _epsilon: number = 0.02;\r\n /**\r\n * Used in SSAO calculations to compensate for accuracy issues with depth values. Default 0.02.\r\n *\r\n * Normally you do not need to change this value, but you can experiment with it if you get a lot of in false self-occlusion on flat surfaces when using fewer than 16 samples. Useful range is normally [0..0.1] but higher values is allowed.\r\n */\r\n public set epsilon(n: number) {\r\n this._epsilon = n;\r\n this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());\r\n }\r\n public get epsilon(): number {\r\n return this._epsilon;\r\n }\r\n\r\n @serialize(\"samples\")\r\n private _samples: number = 8;\r\n /**\r\n * Number of samples used for the SSAO calculations. Default value is 8.\r\n */\r\n public set samples(n: number) {\r\n this._samples = n;\r\n this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());\r\n this._sampleSphere = this._generateHemisphere();\r\n }\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n @serialize(\"textureSamples\")\r\n private _textureSamples: number = 1;\r\n /**\r\n * Number of samples to use for antialiasing.\r\n */\r\n public set textureSamples(n: number) {\r\n this._textureSamples = n;\r\n\r\n if (this._prePassRenderer) {\r\n this._prePassRenderer.samples = n;\r\n } else {\r\n this._originalColorPostProcess.samples = n;\r\n }\r\n }\r\n public get textureSamples(): number {\r\n return this._textureSamples;\r\n }\r\n\r\n /**\r\n * Force rendering the geometry through geometry buffer.\r\n */\r\n @serialize()\r\n private _forceGeometryBuffer: boolean = false;\r\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\r\n if (!this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.geometryBufferRenderer;\r\n }\r\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\r\n if (this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.prePassRenderer;\r\n }\r\n\r\n /**\r\n * Ratio object used for SSAO ratio and blur ratio\r\n */\r\n @serialize()\r\n private _ratio: any;\r\n\r\n /*\r\n * The texture type used by the different post processes created by SSAO\r\n */\r\n @serialize()\r\n private _textureType: number;\r\n\r\n /**\r\n * Dynamically generated sphere sampler.\r\n */\r\n private _sampleSphere: number[];\r\n\r\n /**\r\n * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0\r\n */\r\n @serialize()\r\n public radius: number = 2.0;\r\n\r\n /**\r\n * The base color of the SSAO post-process\r\n * The final result is \"base + ssao\" between [0, 1]\r\n */\r\n @serialize()\r\n public base: number = 0;\r\n\r\n @serialize(\"bypassBlur\")\r\n private _bypassBlur: boolean = false;\r\n /**\r\n * Skips the denoising (blur) stage of the SSAO calculations.\r\n *\r\n * Useful to temporarily set while experimenting with the other SSAO2 settings.\r\n */\r\n public set bypassBlur(b: boolean) {\r\n const defines = this._getDefinesForBlur(this.expensiveBlur, b);\r\n const samplers = this._getSamplersForBlur(b);\r\n this._blurHPostProcess.updateEffect(defines.h, null, samplers);\r\n this._blurVPostProcess.updateEffect(defines.v, null, samplers);\r\n this._bypassBlur = b;\r\n }\r\n public get bypassBlur(): boolean {\r\n return this._bypassBlur;\r\n }\r\n\r\n @serialize(\"expensiveBlur\")\r\n private _expensiveBlur: boolean = true;\r\n /**\r\n * Enables the configurable bilateral denoising (blurring) filter. Default is true.\r\n * Set to false to instead use a legacy bilateral filter that can't be configured.\r\n *\r\n * The denoising filter runs after the SSAO calculations and is a very important step. Both options results in a so called bilateral being used, but the \"expensive\" one can be\r\n * configured in several ways to fit your scene.\r\n */\r\n public set expensiveBlur(b: boolean) {\r\n const defines = this._getDefinesForBlur(b, this._bypassBlur);\r\n this._blurHPostProcess.updateEffect(defines.h);\r\n this._blurVPostProcess.updateEffect(defines.v);\r\n this._expensiveBlur = b;\r\n }\r\n public get expensiveBlur(): boolean {\r\n return this._expensiveBlur;\r\n }\r\n\r\n /**\r\n * The number of samples the bilateral filter uses in both dimensions when denoising the SSAO calculations. Default value is 16.\r\n *\r\n * A higher value should result in smoother shadows but will use more processing time in the shaders.\r\n *\r\n * A high value can cause the shadows to get to blurry or create visible artifacts (bands) near sharp details in the geometry. The artifacts can sometimes be mitigated by increasing the bilateralSoften setting.\r\n */\r\n @serialize()\r\n public bilateralSamples: number = 16;\r\n\r\n /**\r\n * Controls the shape of the denoising kernel used by the bilateral filter. Default value is 0.\r\n *\r\n * By default the bilateral filter acts like a box-filter, treating all samples on the same depth with equal weights. This is effective to maximize the denoising effect given a limited set of samples. However, it also often results in visible ghosting around sharp shadow regions and can spread out lines over large areas so they are no longer visible.\r\n *\r\n * Increasing this setting will make the filter pay less attention to samples further away from the center sample, reducing many artifacts but at the same time increasing noise.\r\n *\r\n * Useful value range is [0..1].\r\n */\r\n @serialize()\r\n public bilateralSoften: number = 0;\r\n\r\n /**\r\n * How forgiving the bilateral denoiser should be when rejecting samples. Default value is 0.\r\n *\r\n * A higher value results in the bilateral filter being more forgiving and thus doing a better job at denoising slanted and curved surfaces, but can lead to shadows spreading out around corners or between objects that are close to each other depth wise.\r\n *\r\n * Useful value range is normally [0..1], but higher values are allowed.\r\n */\r\n @serialize()\r\n public bilateralTolerance: number = 0;\r\n\r\n /**\r\n * Support test.\r\n */\r\n public static get IsSupported(): boolean {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n return engine._features.supportSSAO2;\r\n }\r\n\r\n private _scene: Scene;\r\n private _randomTexture: DynamicTexture;\r\n private _originalColorPostProcess: PassPostProcess;\r\n private _ssaoPostProcess: PostProcess;\r\n private _blurHPostProcess: PostProcess;\r\n private _blurVPostProcess: PostProcess;\r\n private _ssaoCombinePostProcess: PostProcess;\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * @constructor\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to\r\n * @param forceGeometryBuffer Set to true if you want to use the legacy geometry buffer renderer\r\n * @param textureType The texture type used by the different post processes created by SSAO (default: Constants.TEXTURETYPE_UNSIGNED_INT)\r\n */\r\n constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[], forceGeometryBuffer = false, textureType = Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n super(scene.getEngine(), name);\r\n\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n this._textureType = textureType;\r\n this._forceGeometryBuffer = forceGeometryBuffer;\r\n\r\n if (!this.isSupported) {\r\n Logger.Error(\"The current engine does not support SSAO 2.\");\r\n return;\r\n }\r\n\r\n const ssaoRatio = this._ratio.ssaoRatio || ratio;\r\n const blurRatio = this._ratio.blurRatio || ratio;\r\n\r\n // Set up assets\r\n if (this._forceGeometryBuffer) {\r\n scene.enableGeometryBufferRenderer();\r\n } else {\r\n scene.enablePrePassRenderer();\r\n }\r\n\r\n this._createRandomTexture();\r\n\r\n this._originalColorPostProcess = new PassPostProcess(\"SSAOOriginalSceneColor\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), undefined, this._textureType);\r\n this._originalColorPostProcess.samples = this.textureSamples;\r\n this._createSSAOPostProcess(1.0, textureType);\r\n this._createBlurPostProcess(ssaoRatio, blurRatio, this._textureType);\r\n this._createSSAOCombinePostProcess(blurRatio, this._textureType);\r\n\r\n // Set up pipeline\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOOriginalSceneColorEffect,\r\n () => {\r\n return this._originalColorPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAORenderEffect,\r\n () => {\r\n return this._ssaoPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurHRenderEffect,\r\n () => {\r\n return this._blurHPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurVRenderEffect,\r\n () => {\r\n return this._blurVPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOCombineRenderEffect,\r\n () => {\r\n return this._ssaoCombinePostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n // Finish\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n if (cameras) {\r\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\r\n }\r\n }\r\n\r\n // Public Methods\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"SSAO2RenderingPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"SSAO2RenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n * @param disableGeometryBufferRenderer\r\n */\r\n public dispose(disableGeometryBufferRenderer: boolean = false): void {\r\n for (let i = 0; i < this._scene.cameras.length; i++) {\r\n const camera = this._scene.cameras[i];\r\n\r\n this._originalColorPostProcess.dispose(camera);\r\n this._ssaoPostProcess.dispose(camera);\r\n this._blurHPostProcess.dispose(camera);\r\n this._blurVPostProcess.dispose(camera);\r\n this._ssaoCombinePostProcess.dispose(camera);\r\n }\r\n\r\n this._randomTexture.dispose();\r\n\r\n if (disableGeometryBufferRenderer) {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\r\n\r\n super.dispose();\r\n }\r\n\r\n // Private Methods\r\n\r\n /** @internal */\r\n public _rebuild() {\r\n super._rebuild();\r\n }\r\n\r\n private _getSamplersForBlur(disabled: boolean): Array<string> {\r\n return disabled ? [\"textureSampler\"] : [\"textureSampler\", \"depthSampler\"];\r\n }\r\n\r\n private _getDefinesForBlur(bilateral: boolean, disabled: boolean): { h: string; v: string } {\r\n let define = \"#define BLUR\\n\";\r\n if (disabled) {\r\n define += \"#define BLUR_BYPASS\\n\";\r\n }\r\n if (!bilateral) {\r\n define += \"#define BLUR_LEGACY\\n\";\r\n }\r\n return { h: define + \"#define BLUR_H\\n\", v: define };\r\n }\r\n\r\n private _createBlurPostProcess(ssaoRatio: number, blurRatio: number, textureType: number): void {\r\n const defines = this._getDefinesForBlur(this.expensiveBlur, this.bypassBlur);\r\n const samplers = this._getSamplersForBlur(this.bypassBlur);\r\n\r\n this._blurHPostProcess = this._createBlurFilter(\"BlurH\", samplers, ssaoRatio, defines.h, textureType, true);\r\n this._blurVPostProcess = this._createBlurFilter(\"BlurV\", samplers, blurRatio, defines.v, textureType, false);\r\n }\r\n\r\n private _createBlurFilter(name: string, samplers: Array<string>, ratio: number, defines: string, textureType: number, horizontal: boolean): PostProcess {\r\n const blurFilter = new PostProcess(\r\n name,\r\n \"ssao2\",\r\n [\"outSize\", \"samples\", \"soften\", \"tolerance\"],\r\n samplers,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n defines,\r\n textureType\r\n );\r\n\r\n blurFilter.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n const ssaoCombineSize = horizontal ? this._ssaoCombinePostProcess.width : this._ssaoCombinePostProcess.height;\r\n const originalColorSize = horizontal ? this._originalColorPostProcess.width : this._originalColorPostProcess.height;\r\n\r\n effect.setFloat(\"outSize\", ssaoCombineSize > 0 ? ssaoCombineSize : originalColorSize);\r\n effect.setInt(\"samples\", this.bilateralSamples);\r\n effect.setFloat(\"soften\", this.bilateralSoften);\r\n effect.setFloat(\"tolerance\", this.bilateralTolerance);\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n }\r\n };\r\n\r\n blurFilter.samples = this.textureSamples;\r\n return blurFilter;\r\n }\r\n\r\n private _bits = new Uint32Array(1);\r\n\r\n //Van der Corput radical inverse\r\n private _radicalInverse_VdC(i: number) {\r\n this._bits[0] = i;\r\n this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;\r\n this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | (((this._bits[0] & 0xaaaaaaaa) >>> 1) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | (((this._bits[0] & 0xcccccccc) >>> 2) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x0f0f0f0f) << 4) | (((this._bits[0] & 0xf0f0f0f0) >>> 4) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x00ff00ff) << 8) | (((this._bits[0] & 0xff00ff00) >>> 8) >>> 0);\r\n return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296\r\n }\r\n\r\n private _hammersley(i: number, n: number) {\r\n return [i / n, this._radicalInverse_VdC(i)];\r\n }\r\n\r\n private _hemisphereSample_uniform(u: number, v: number): Vector3 {\r\n const phi = v * 2.0 * Math.PI;\r\n // rejecting samples that are close to tangent plane to avoid z-fighting artifacts\r\n const cosTheta = 1.0 - u * 0.85;\r\n const sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);\r\n return new Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);\r\n }\r\n\r\n private _generateHemisphere(): number[] {\r\n const numSamples = this.samples;\r\n const result = [];\r\n let vector;\r\n\r\n let i = 0;\r\n while (i < numSamples) {\r\n if (numSamples < 16) {\r\n vector = this._hemisphereSample_uniform(Math.random(), Math.random());\r\n } else {\r\n const rand = this._hammersley(i, numSamples);\r\n vector = this._hemisphereSample_uniform(rand[0], rand[1]);\r\n }\r\n\r\n result.push(vector.x, vector.y, vector.z);\r\n i++;\r\n }\r\n\r\n return result;\r\n }\r\n\r\n private _getDefinesForSSAO() {\r\n const defines = `#define SSAO\\n#define SAMPLES ${this.samples}\\n#define EPSILON ${this.epsilon.toFixed(4)}`;\r\n\r\n return defines;\r\n }\r\n\r\n private static readonly ORTHO_DEPTH_PROJECTION = [1, 0, 0, 0, 1, 0, 0, 0, 1];\r\n\r\n private static readonly PERSPECTIVE_DEPTH_PROJECTION = [0, 0, 0, 0, 0, 0, 1, 1, 1];\r\n\r\n private _createSSAOPostProcess(ratio: number, textureType: number): void {\r\n this._sampleSphere = this._generateHemisphere();\r\n\r\n const defines = this._getDefinesForSSAO();\r\n const samplers = [\"randomSampler\", \"depthSampler\", \"normalSampler\"];\r\n\r\n this._ssaoPostProcess = new PostProcess(\r\n \"ssao2\",\r\n \"ssao2\",\r\n [\r\n \"sampleSphere\",\r\n \"samplesFactor\",\r\n \"randTextureTiles\",\r\n \"totalStrength\",\r\n \"radius\",\r\n \"base\",\r\n \"range\",\r\n \"projection\",\r\n \"near\",\r\n \"texelSize\",\r\n \"xViewport\",\r\n \"yViewport\",\r\n \"maxZ\",\r\n \"minZAspect\",\r\n \"depthProjection\",\r\n ],\r\n samplers,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n defines,\r\n textureType\r\n );\r\n\r\n this._ssaoPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setArray3(\"sampleSphere\", this._sampleSphere);\r\n effect.setFloat(\"randTextureTiles\", 32.0);\r\n effect.setFloat(\"samplesFactor\", 1 / this.samples);\r\n effect.setFloat(\"totalStrength\", this.totalStrength);\r\n effect.setFloat2(\"texelSize\", 1 / this._ssaoPostProcess.width, 1 / this._ssaoPostProcess.height);\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setFloat(\"maxZ\", this.maxZ);\r\n effect.setFloat(\"minZAspect\", this.minZAspect);\r\n effect.setFloat(\"base\", this.base);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n if (this._scene.activeCamera.mode === Camera.PERSPECTIVE_CAMERA) {\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.PERSPECTIVE_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", Math.tan(this._scene.activeCamera.fov / 2) * this._scene.getEngine().getAspectRatio(this._scene.activeCamera, true));\r\n effect.setFloat(\"yViewport\", Math.tan(this._scene.activeCamera.fov / 2));\r\n } else {\r\n const halfWidth = this._scene.getEngine().getRenderWidth() / 2.0;\r\n const halfHeight = this._scene.getEngine().getRenderHeight() / 2.0;\r\n const orthoLeft = this._scene.activeCamera.orthoLeft ?? -halfWidth;\r\n const orthoRight = this._scene.activeCamera.orthoRight ?? halfWidth;\r\n const orthoBottom = this._scene.activeCamera.orthoBottom ?? -halfHeight;\r\n const orthoTop = this._scene.activeCamera.orthoTop ?? halfHeight;\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.ORTHO_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", (orthoRight - orthoLeft) * 0.5);\r\n effect.setFloat(\"yViewport\", (orthoTop - orthoBottom) * 0.5);\r\n }\r\n effect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n effect.setTexture(\"normalSampler\", this._geometryBufferRenderer.getGBuffer().textures[1]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\"normalSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_NORMAL_TEXTURE_TYPE)]);\r\n }\r\n effect.setTexture(\"randomSampler\", this._randomTexture);\r\n };\r\n this._ssaoPostProcess.samples = this.textureSamples;\r\n\r\n if (!this._forceGeometryBuffer) {\r\n this._ssaoPostProcess._prePassEffectConfiguration = new SSAO2Configuration();\r\n }\r\n }\r\n\r\n private _createSSAOCombinePostProcess(ratio: number, textureType: number): void {\r\n this._ssaoCombinePostProcess = new PostProcess(\r\n \"ssaoCombine\",\r\n \"ssaoCombine\",\r\n [],\r\n [\"originalColor\", \"viewport\"],\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n undefined,\r\n textureType\r\n );\r\n\r\n this._ssaoCombinePostProcess.onApply = (effect: Effect) => {\r\n const viewport = this._scene.activeCamera!.viewport;\r\n effect.setVector4(\"viewport\", TmpVectors.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));\r\n effect.setTextureFromPostProcessOutput(\"originalColor\", this._originalColorPostProcess);\r\n };\r\n this._ssaoCombinePostProcess.samples = this.textureSamples;\r\n }\r\n\r\n private _createRandomTexture(): void {\r\n const size = 128;\r\n\r\n this._randomTexture = new DynamicTexture(\"SSAORandomTexture\", size, this._scene, false, Texture.BILINEAR_SAMPLINGMODE);\r\n this._randomTexture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n this._randomTexture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n\r\n const context = this._randomTexture.getContext();\r\n\r\n const rand = (min: number, max: number) => {\r\n return Math.random() * (max - min) + min;\r\n };\r\n\r\n const randVector = Vector3.Zero();\r\n\r\n for (let x = 0; x < size; x++) {\r\n for (let y = 0; y < size; y++) {\r\n randVector.x = rand(0.0, 1.0);\r\n randVector.y = rand(0.0, 1.0);\r\n randVector.z = 0.0;\r\n\r\n randVector.normalize();\r\n\r\n randVector.scaleInPlace(255);\r\n randVector.x = Math.floor(randVector.x);\r\n randVector.y = Math.floor(randVector.y);\r\n\r\n context.fillStyle = \"rgb(\" + randVector.x + \", \" + randVector.y + \", \" + randVector.z + \")\";\r\n context.fillRect(x, y, 1, 1);\r\n }\r\n }\r\n\r\n this._randomTexture.update(false);\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"SSAO2RenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline {\r\n return SerializationHelper.Parse(\r\n () => new SSAO2RenderingPipeline(source._name, scene, source._ratio, undefined, source._forceGeometryBuffer, source._textureType),\r\n source,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SSAO2RenderingPipeline\", SSAO2RenderingPipeline);\r\n"]}
@@ -55,7 +55,7 @@ export class DepthRenderer {
55
55
  this.clearColor = new Color4(1.0, 1.0, 1.0, 1.0);
56
56
  }
57
57
  else {
58
- this.clearColor = new Color4(1.0, 0.0, 0.0, 1.0);
58
+ this.clearColor = new Color4(storeCameraSpaceZ ? 1e8 : 1.0, 0.0, 0.0, 1.0);
59
59
  }
60
60
  DepthRenderer._SceneComponentInitialization(this._scene);
61
61
  const engine = scene.getEngine();
@@ -1 +1 @@
1
- {"version":3,"file":"depthRenderer.js","sourceRoot":"","sources":["../../../../lts/core/generated/Rendering/depthRenderer.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAG7C,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AAGjD,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,mBAAmB,EAAE,MAAM,2CAA2C,CAAC;AAChF,OAAO,EAAE,cAAc,EAAE,MAAM,6BAA6B,CAAC;AAC7D,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,2BAA2B,CAAC;AACnC,OAAO,yBAAyB,CAAC;AACjC,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,OAAO,EAAE,oBAAoB,EAAE,aAAa,EAAE,2BAA2B,EAAE,MAAM,sCAAsC,CAAC;AAKxH;;;GAGG;AACH,MAAM,OAAO,aAAa;IAuCtB;;;;OAIG;IACI,uBAAuB,CAAC,IAAmC,EAAE,QAAmB;QACnF,IAAI,CAAC,SAAS,CAAC,uBAAuB,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;IAC3D,CAAC;IAED;;;;;;;;;OASG;IACH,YACI,KAAY,EACZ,OAAe,SAAS,CAAC,iBAAiB,EAC1C,SAA2B,IAAI,EAC/B,mBAAmB,GAAG,KAAK,EAC3B,YAAY,GAAG,OAAO,CAAC,sBAAsB,EAC7C,iBAAiB,GAAG,KAAK,EACzB,IAAa;QAnDjB,4FAA4F;QACrF,YAAO,GAAG,IAAI,CAAC;QAEtB,+DAA+D;QACxD,qCAAgC,GAAG,KAAK,CAAC;QAEhD;;;;WAIG;QACI,0BAAqB,GAAY,KAAK,CAAC;QAE9C;;WAEG;QACI,mBAAc,GAAG,KAAK,CAAC;QAqC1B,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,oBAAoB,GAAG,mBAAmB,CAAC;QAChD,IAAI,CAAC,kBAAkB,GAAG,iBAAiB,CAAC;QAC5C,IAAI,CAAC,QAAQ,GAAG,IAAI,KAAK,SAAS,CAAC,yBAAyB,CAAC;QAC7D,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,IAAI,CAAC,UAAU,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;SACpD;aAAM;YACH,IAAI,CAAC,UAAU,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;SACpD;QAED,aAAa,CAAC,6BAA6B,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAEzD,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QAEtB,IAAI,YAAY,KAAK,OAAO,CAAC,oBAAoB,EAAE;YAC/C,IAAI,IAAI,KAAK,SAAS,CAAC,iBAAiB,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,2BAA2B,EAAE;gBACnF,YAAY,GAAG,OAAO,CAAC,oBAAoB,CAAC;aAC/C;YACD,IAAI,IAAI,KAAK,SAAS,CAAC,sBAAsB,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,+BAA+B,EAAE;gBAC5F,YAAY,GAAG,OAAO,CAAC,oBAAoB,CAAC;aAC/C;SACJ;QAED,gBAAgB;QAChB,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,6BAA6B,CAAC,CAAC,CAAC,SAAS,CAAC,kBAAkB,CAAC,CAAC,CAAC,SAAS,CAAC,eAAe,CAAC;QAC3I,IAAI,CAAC,SAAS,GAAG,IAAI,mBAAmB,CACpC,IAAI,aAAJ,IAAI,cAAJ,IAAI,GAAI,eAAe,EACvB,EAAE,KAAK,EAAE,MAAM,CAAC,cAAc,EAAE,EAAE,MAAM,EAAE,MAAM,CAAC,eAAe,EAAE,EAAE,EACpE,IAAI,CAAC,MAAM,EACX,KAAK,EACL,IAAI,EACJ,IAAI,EACJ,KAAK,EACL,YAAY,EACZ,SAAS,EACT,SAAS,EACT,SAAS,EACT,MAAM,CACT,CAAC;QACF,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QACjD,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QACjD,IAAI,CAAC,SAAS,CAAC,WAAW,GAAG,CAAC,CAAC;QAC/B,IAAI,CAAC,SAAS,CAAC,eAAe,GAAG,KAAK,CAAC;QACvC,IAAI,CAAC,SAAS,CAAC,UAAU,GAAG,IAAI,CAAC;QAEjC,sEAAsE;QACtE,IAAI,CAAC,SAAS,CAAC,YAAY,GAAG,IAAI,CAAC,OAAO,CAAC;QAC3C,IAAI,CAAC,SAAS,CAAC,oBAAoB,GAAG,IAAI,CAAC;QAC3C,IAAI,CAAC,SAAS,CAAC,sBAAsB,GAAG,KAAK,CAAC;QAE9C,4CAA4C;QAC5C,IAAI,CAAC,SAAS,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,EAAE;YAC5C,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QACpD,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,SAAS,CAAC,sBAAsB,CAAC,GAAG,CAAC,GAAG,EAAE;;YAC3C,MAAA,MAAM,CAAC,eAAe,uDAAG,gBAAgB,EAAE,CAAC,CAAC,CAAC;QAClD,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,SAAS,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;;YAC5C,MAAA,MAAM,CAAC,cAAc,uDAAG,CAAC,CAAC,CAAC;QAC/B,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,SAAS,CAAC,qBAAqB,GAAG,CAAC,IAAkB,EAAE,WAAmB,EAAE,OAAiB,EAAE,EAAE;YAClG,IAAI,CAAC,OAAO,IAAI,WAAW,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC,SAAS,EAAE;gBAClD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE;oBAC5C,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;oBAClC,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;oBAEjD,MAAM,KAAK,GAAG,aAAa,CAAC,uBAAuB,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,OAAO,CAAC,kBAAkB,EAAE,CAAC,CAAC;oBACjG,MAAM,0BAA0B,GAC5B,MAAM,CAAC,OAAO,EAAE,CAAC,eAAe;wBAChC,CAAC,CAAC,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,IAAI,IAAI,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,SAAS,CAAC,IAAI,aAAa,CAAC,gBAAgB,CAAC,CAAC;oBAE5I,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,0BAA0B,CAAC,EAAE;wBACpD,OAAO,KAAK,CAAC;qBAChB;iBACJ;aACJ;YAED,OAAO,IAAI,CAAC;QAChB,CAAC,CAAC;QAEF,yBAAyB;QACzB,MAAM,aAAa,GAAG,CAAC,OAAgB,EAAQ,EAAE;;YAC7C,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;YACjD,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;YACjD,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;YAC1B,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;YACjC,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;YAEvC,aAAa,CAAC,6BAA6B,CAAC,qBAAqB,GAAG,KAAK,CAAC;YAE1E,IAAI,CAAC,QAAQ,IAAI,aAAa,CAAC,gBAAgB,IAAI,QAAQ,CAAC,iBAAiB,IAAI,OAAO,CAAC,aAAa,KAAK,CAAC,IAAI,OAAO,CAAC,SAAS,KAAK,KAAK,CAAC,WAAW,EAAE,EAAE;gBACvJ,OAAO;aACV;YAED,UAAU;YACV,MAAM,MAAM,GAAG,aAAa,CAAC,0BAA0B,EAAE,GAAG,CAAC,CAAC;YAC9D,IAAI,eAAe,GAAG,MAAA,aAAa,CAAC,+BAA+B,mCAAI,QAAQ,CAAC,eAAe,CAAC;YAChG,IAAI,MAAM,EAAE;gBACR,eAAe;oBACX,eAAe,KAAK,SAAS,CAAC,iCAAiC;wBAC3D,CAAC,CAAC,SAAS,CAAC,wCAAwC;wBACpD,CAAC,CAAC,SAAS,CAAC,iCAAiC,CAAC;aACzD;YACD,MAAM,sBAAsB,GAAG,eAAe,KAAK,SAAS,CAAC,iCAAiC,CAAC;YAE/F,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,eAAe,EAAE,CAAC,EAAE,KAAK,EAAE,sBAAsB,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,aAAa,CAAC,CAAC,CAAC,QAAQ,CAAC,aAAa,CAAC,CAAC;YAEpJ,qBAAqB;YACrB,MAAM,KAAK,GAAG,aAAa,CAAC,uBAAuB,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,OAAO,CAAC,kBAAkB,EAAE,CAAC,CAAC;YAEjG,IAAI,KAAK,CAAC,UAAU,EAAE;gBAClB,OAAO;aACV;YAED,MAAM,0BAA0B,GAC5B,MAAM,CAAC,OAAO,EAAE,CAAC,eAAe;gBAChC,CAAC,CAAC,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,IAAI,IAAI,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,SAAS,CAAC,IAAI,aAAa,CAAC,gBAAgB,CAAC,CAAC;YAE5I,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,IAAI,KAAK,CAAC,YAAY,CAAC;YAClD,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,0BAA0B,CAAC,IAAI,MAAM,EAAE;gBAC7D,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC;gBAExC,MAAM,iBAAiB,GAAG,MAAA,aAAa,CAAC,6BAA6B,CAAC,sBAAsB,0CAAG,MAAM,CAAC,mBAAmB,CAAC,CAAC;gBAE3H,IAAI,WAAW,GAAG,OAAO,CAAC,eAAe,EAAE,CAAC;gBAC5C,IAAI,CAAC,WAAW,IAAI,iBAAiB,EAAE;oBACnC,WAAW,GAAG,iBAAiB,CAAC,eAAe,EAAE,CAAC;iBACrD;gBACD,MAAM,aAAa,GAAG,MAAM,CAAC,IAAI,KAAK,MAAM,CAAC,mBAAmB,CAAC;gBAEjE,IAAI,CAAC,WAAW,EAAE;oBACd,OAAO;iBACV;gBAED,MAAM,MAAM,GAAG,WAAW,CAAC,MAAO,CAAC;gBAEnC,MAAM,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;gBAEjC,IAAI,CAAC,0BAA0B,EAAE;oBAC7B,aAAa,CAAC,KAAK,CAAC,OAAO,EAAE,MAAM,EAAE,QAAQ,CAAC,QAAQ,CAAC,CAAC;iBAC3D;gBAED,IAAI,CAAC,iBAAiB,EAAE;oBACpB,MAAM,CAAC,SAAS,CAAC,gBAAgB,EAAE,KAAK,CAAC,kBAAkB,EAAE,CAAC,CAAC;oBAC/D,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,aAAa,CAAC,cAAc,EAAE,CAAC,CAAC;oBAC1D,IAAI,IAAI,CAAC,kBAAkB,EAAE;wBACzB,MAAM,CAAC,SAAS,CAAC,MAAM,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC,CAAC;qBACnD;iBACJ;qBAAM;oBACH,iBAAiB,CAAC,cAAc,CAAC,aAAa,CAAC,cAAc,EAAE,EAAE,aAAqB,EAAE,OAAO,CAAC,CAAC;iBACpG;gBAED,IAAI,IAAY,EAAE,IAAY,CAAC;gBAE/B,IAAI,aAAa,EAAE;oBACf,IAAI,GAAG,CAAC,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBACvE,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;iBACzE;qBAAM;oBACH,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC;oBACvH,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC;iBACnF;gBAED,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,EAAE,IAAI,GAAG,IAAI,CAAC,CAAC;gBAEnD,IAAI,CAAC,iBAAiB,EAAE;oBACpB,aAAa;oBACb,IAAI,QAAQ,CAAC,gBAAgB,EAAE,EAAE;wBAC7B,MAAM,YAAY,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;wBAEpD,IAAI,YAAY,EAAE;4BACd,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,YAAY,CAAC,CAAC;4BAClD,MAAM,CAAC,SAAS,CAAC,eAAe,EAAE,YAAY,CAAC,gBAAgB,EAAE,CAAC,CAAC;yBACtE;qBACJ;oBAED,QAAQ;oBACR,IAAI,aAAa,CAAC,QAAQ,IAAI,aAAa,CAAC,wBAAwB,IAAI,aAAa,CAAC,QAAQ,EAAE;wBAC5F,MAAM,QAAQ,GAAG,aAAa,CAAC,QAAQ,CAAC;wBAExC,IAAI,QAAQ,CAAC,yBAAyB,EAAE;4BACpC,MAAM,WAAW,GAAG,QAAQ,CAAC,yBAAyB,CAAC,aAAa,CAAC,CAAC;4BACtE,IAAI,CAAC,WAAW,EAAE;gCACd,OAAO;6BACV;4BAED,MAAM,CAAC,UAAU,CAAC,aAAa,EAAE,WAAW,CAAC,CAAC;4BAC9C,MAAM,CAAC,QAAQ,CAAC,kBAAkB,EAAE,GAAG,GAAG,CAAC,QAAQ,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC;yBAC1E;6BAAM;4BACH,MAAM,CAAC,WAAW,CAAC,QAAQ,EAAE,QAAQ,CAAC,oBAAoB,CAAC,aAAa,CAAC,CAAC,CAAC;yBAC9E;qBACJ;oBAED,cAAc;oBACd,aAAa,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;oBAEvC,gBAAgB;oBAChB,cAAc,CAAC,yBAAyB,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;oBAChE,IAAI,aAAa,CAAC,kBAAkB,IAAI,aAAa,CAAC,kBAAkB,CAAC,wBAAwB,EAAE;wBAC/F,aAAa,CAAC,kBAAkB,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;qBAClD;iBACJ;gBAED,OAAO;gBACP,aAAa,CAAC,iBAAiB,CAAC,aAAa,EAAE,OAAO,EAAE,MAAM,EAAE,QAAQ,CAAC,QAAQ,EAAE,KAAK,EAAE,0BAA0B,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,EAAE,CACxI,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,CAAC,CACnC,CAAC;aACL;QACL,CAAC,CAAC;QAEF,IAAI,CAAC,SAAS,CAAC,oBAAoB,GAAG,CAClC,eAAoC,EACpC,kBAAuC,EACvC,oBAAyC,EACzC,kBAAuC,EACnC,EAAE;YACN,IAAI,KAAK,CAAC;YAEV,IAAI,kBAAkB,CAAC,MAAM,EAAE;gBAC3B,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,kBAAkB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;oBACxD,aAAa,CAAC,kBAAkB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;iBACjD;aACJ;YAED,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;gBACrD,aAAa,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;aAC9C;YAED,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,kBAAkB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;gBACxD,aAAa,CAAC,kBAAkB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;aACjD;YAED,IAAI,IAAI,CAAC,gCAAgC,EAAE;gBACvC,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;oBAC1D,aAAa,CAAC,oBAAoB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;iBACnD;aACJ;iBAAM;gBACH,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;oBAC1D,oBAAoB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,gBAAgB,EAAE,CAAC,6BAA6B,CAAC,qBAAqB,GAAG,KAAK,CAAC;iBACnH;aACJ;QACL,CAAC,CAAC;IACN,CAAC;IAED;;;;;OAKG;IACI,OAAO,CAAC,OAAgB,EAAE,YAAqB;;QAClD,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,IAAI,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;QAC/B,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,MAAM,iBAAiB,GAAG,MAAA,IAAI,CAAC,6BAA6B,CAAC,sBAAsB,0CAAG,MAAM,CAAC,mBAAmB,CAAC,CAAC;QAElH,IAAI,iBAAiB,EAAE;YACnB,OAAO,iBAAiB,CAAC,iBAAiB,CAAC,IAAI,EAAE,OAAO,EAAE,YAAY,CAAC,CAAC;SAC3E;QAED,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QACvC,IAAI,CAAC,QAAQ,IAAI,QAAQ,CAAC,iBAAiB,EAAE;YACzC,OAAO,KAAK,CAAC;SAChB;QAED,MAAM,OAAO,GAAG,EAAE,CAAC;QAEnB,MAAM,OAAO,GAAG,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAE5C,aAAa;QACb,IAAI,QAAQ,IAAI,QAAQ,CAAC,gBAAgB,EAAE,IAAI,QAAQ,CAAC,mBAAmB,EAAE,EAAE;YAC3E,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAClC,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,MAAM,CAAC,EAAE;gBACjD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;gBAClC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;aAC/B;YACD,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,OAAO,CAAC,EAAE;gBAClD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;gBACnC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;aAC/B;SACJ;QAED,QAAQ;QACR,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,wBAAwB,EAAE;YAChD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,IAAI,IAAI,CAAC,kBAAkB,GAAG,CAAC,EAAE;gBAC7B,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC;gBACpD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC;aACvD;YACD,OAAO,CAAC,IAAI,CAAC,+BAA+B,GAAG,IAAI,CAAC,kBAAkB,CAAC,CAAC;YACxE,OAAO,CAAC,IAAI,CAAC,uBAAuB,GAAG,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAE7F,MAAM,QAAQ,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC,QAAQ,CAAC;YAErD,IAAI,QAAQ,aAAR,QAAQ,uBAAR,QAAQ,CAAE,yBAAyB,EAAE;gBACrC,OAAO,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;aACvC;SACJ;aAAM;YACH,OAAO,CAAC,IAAI,CAAC,gCAAgC,CAAC,CAAC;SAClD;QAED,gBAAgB;QAChB,MAAM,kBAAkB,GAAI,IAAa,CAAC,kBAAkB,CAAC;QAC7D,IAAI,mBAAmB,GAAG,CAAC,CAAC;QAC5B,IAAI,kBAAkB,EAAE;YACpB,IAAI,kBAAkB,CAAC,cAAc,GAAG,CAAC,EAAE;gBACvC,mBAAmB,GAAG,kBAAkB,CAAC,cAAc,CAAC;gBAExD,OAAO,CAAC,IAAI,CAAC,sBAAsB,CAAC,CAAC;gBACrC,OAAO,CAAC,IAAI,CAAC,gCAAgC,GAAG,mBAAmB,CAAC,CAAC;gBAErE,IAAI,kBAAkB,CAAC,wBAAwB,EAAE;oBAC7C,OAAO,CAAC,IAAI,CAAC,8BAA8B,CAAC,CAAC;iBAChD;gBAED,cAAc,CAAC,2CAA2C,CAAC,OAAO,EAAE,IAAI,EAAE,mBAAmB,CAAC,CAAC;aAClG;SACJ;QAED,YAAY;QACZ,IAAI,YAAY,EAAE;YACd,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAClC,cAAc,CAAC,0BAA0B,CAAC,OAAO,CAAC,CAAC;YACnD,IAAI,OAAO,CAAC,gBAAgB,EAAE,CAAC,gBAAgB,EAAE;gBAC7C,OAAO,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;aAC1C;SACJ;QAED,oBAAoB;QACpB,IAAI,IAAI,CAAC,oBAAoB,EAAE;YAC3B,OAAO,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;SAC1C;QAED,mDAAmD;QACnD,IAAI,IAAI,CAAC,kBAAkB,EAAE;YACzB,OAAO,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;SAC/C;QAED,aAAa;QACb,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,OAAO,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;SAClC;QAED,cAAc;QACd,2BAA2B,CAAC,QAAQ,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAEtD,qBAAqB;QACrB,MAAM,WAAW,GAAG,OAAO,CAAC,eAAe,CAAC,SAAS,EAAE,IAAI,CAAE,CAAC;QAC9D,MAAM,aAAa,GAAG,WAAW,CAAC,OAAO,CAAC;QAC1C,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAChC,IAAI,aAAa,KAAK,IAAI,EAAE;YACxB,MAAM,QAAQ,GAAG;gBACb,OAAO;gBACP,QAAQ;gBACR,kBAAkB;gBAClB,gBAAgB;gBAChB,MAAM;gBACN,eAAe;gBACf,aAAa;gBACb,uBAAuB;gBACvB,wBAAwB;gBACxB,2BAA2B;aAC9B,CAAC;YACF,oBAAoB,CAAC,QAAQ,CAAC,CAAC;YAE/B,WAAW,CAAC,SAAS,CACjB,MAAM,CAAC,YAAY,CAAC,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAE,CAAC,gBAAgB,EAAE,cAAc,EAAE,aAAa,CAAC,EAAE,IAAI,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE;gBACtI,2BAA2B,EAAE,mBAAmB;aACnD,CAAC,EACF,IAAI,CACP,CAAC;SACL;QAED,OAAO,WAAW,CAAC,MAAO,CAAC,OAAO,EAAE,CAAC;IACzC,CAAC;IAED;;;OAGG;IACI,WAAW;QACd,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,YAAY,GAAG,EAAE,CAAC;QACxB,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE;YAC1C,MAAM,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;YACtD,IAAI,aAAa,KAAK,IAAI,EAAE;gBACxB,YAAY,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;aAC1B;SACJ;QAED,IAAI,YAAY,CAAC,MAAM,GAAG,CAAC,EAAE;YACzB,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;YAEzB,KAAK,MAAM,GAAG,IAAI,YAAY,EAAE;gBAC5B,OAAO,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;aAC1C;SACJ;IACL,CAAC;;AA5bD;;GAEG;AACW,2CAA6B,GAA2B,CAAC,CAAC,EAAE,EAAE;IACxE,MAAM,WAAW,CAAC,6BAA6B,CAAC,CAAC;AACrD,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/depth.fragment\";\r\nimport \"../Shaders/depth.vertex\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { addClipPlaneUniforms, bindClipPlane, prepareDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\r\n\r\ndeclare type Material = import(\"../Materials/material\").Material;\r\ndeclare type AbstractMesh = import(\"../Meshes/abstractMesh\").AbstractMesh;\r\n\r\n/**\r\n * This represents a depth renderer in Babylon.\r\n * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing\r\n */\r\nexport class DepthRenderer {\r\n private _scene: Scene;\r\n private _depthMap: RenderTargetTexture;\r\n private readonly _storeNonLinearDepth: boolean;\r\n private readonly _storeCameraSpaceZ: boolean;\r\n\r\n /** Color used to clear the depth texture. Default: (1,0,0,1) */\r\n public clearColor: Color4;\r\n\r\n /** Get if the depth renderer is using packed depth or not */\r\n public readonly isPacked: boolean;\r\n\r\n private _camera: Nullable<Camera>;\r\n\r\n /** Enable or disable the depth renderer. When disabled, the depth texture is not updated */\r\n public enabled = true;\r\n\r\n /** Force writing the transparent objects into the depth map */\r\n public forceDepthWriteTransparentMeshes = false;\r\n\r\n /**\r\n * Specifies that the depth renderer will only be used within\r\n * the camera it is created for.\r\n * This can help forcing its rendering during the camera processing.\r\n */\r\n public useOnlyInActiveCamera: boolean = false;\r\n\r\n /** If true, reverse the culling of materials before writing to the depth texture.\r\n * So, basically, when \"true\", back facing instead of front facing faces are rasterized into the texture\r\n */\r\n public reverseCulling = false;\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"DepthRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes by the depth renderer\r\n * @param mesh mesh or array of meshes\r\n * @param material material to use by the depth render when rendering the mesh(es). If undefined is passed, the specific material created by the depth renderer will be used.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material): void {\r\n this._depthMap.setMaterialForRendering(mesh, material);\r\n }\r\n\r\n /**\r\n * Instantiates a depth renderer\r\n * @param scene The scene the renderer belongs to\r\n * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)\r\n * @param camera The camera to be used to render the depth map (default: scene's active camera)\r\n * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z\r\n * @param samplingMode The sampling mode to be used with the render target (Linear, Nearest...) (default: TRILINEAR_SAMPLINGMODE)\r\n * @param storeCameraSpaceZ Defines whether the depth stored is the Z coordinate in camera space. If true, storeNonLinearDepth has no effect. (Default: false)\r\n * @param name Name of the render target (default: DepthRenderer)\r\n */\r\n constructor(\r\n scene: Scene,\r\n type: number = Constants.TEXTURETYPE_FLOAT,\r\n camera: Nullable<Camera> = null,\r\n storeNonLinearDepth = false,\r\n samplingMode = Texture.TRILINEAR_SAMPLINGMODE,\r\n storeCameraSpaceZ = false,\r\n name?: string\r\n ) {\r\n this._scene = scene;\r\n this._storeNonLinearDepth = storeNonLinearDepth;\r\n this._storeCameraSpaceZ = storeCameraSpaceZ;\r\n this.isPacked = type === Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this.isPacked) {\r\n this.clearColor = new Color4(1.0, 1.0, 1.0, 1.0);\r\n } else {\r\n this.clearColor = new Color4(1.0, 0.0, 0.0, 1.0);\r\n }\r\n\r\n DepthRenderer._SceneComponentInitialization(this._scene);\r\n\r\n const engine = scene.getEngine();\r\n\r\n this._camera = camera;\r\n\r\n if (samplingMode !== Texture.NEAREST_SAMPLINGMODE) {\r\n if (type === Constants.TEXTURETYPE_FLOAT && !engine._caps.textureFloatLinearFiltering) {\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE;\r\n }\r\n if (type === Constants.TEXTURETYPE_HALF_FLOAT && !engine._caps.textureHalfFloatLinearFiltering) {\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE;\r\n }\r\n }\r\n\r\n // Render target\r\n const format = this.isPacked || !engine._features.supportExtendedTextureFormats ? Constants.TEXTUREFORMAT_RGBA : Constants.TEXTUREFORMAT_R;\r\n this._depthMap = new RenderTargetTexture(\r\n name ?? \"DepthRenderer\",\r\n { width: engine.getRenderWidth(), height: engine.getRenderHeight() },\r\n this._scene,\r\n false,\r\n true,\r\n type,\r\n false,\r\n samplingMode,\r\n undefined,\r\n undefined,\r\n undefined,\r\n format\r\n );\r\n this._depthMap.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.refreshRate = 1;\r\n this._depthMap.renderParticles = false;\r\n this._depthMap.renderList = null;\r\n\r\n // Camera to get depth map from to support multiple concurrent cameras\r\n this._depthMap.activeCamera = this._camera;\r\n this._depthMap.ignoreCameraViewport = true;\r\n this._depthMap.useCameraPostProcesses = false;\r\n\r\n // set default depth value to 1.0 (far away)\r\n this._depthMap.onClearObservable.add((engine) => {\r\n engine.clear(this.clearColor, true, true, true);\r\n });\r\n\r\n this._depthMap.onBeforeBindObservable.add(() => {\r\n engine._debugPushGroup?.(\"depth renderer\", 1);\r\n });\r\n\r\n this._depthMap.onAfterUnbindObservable.add(() => {\r\n engine._debugPopGroup?.(1);\r\n });\r\n\r\n this._depthMap.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || renderingMesh.hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n // Custom render function\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const material = subMesh.getMaterial();\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n if (!material || effectiveMesh.infiniteDistance || material.disableDepthWrite || subMesh.verticesCount === 0 || subMesh._renderId === scene.getRenderId()) {\r\n return;\r\n }\r\n\r\n // Culling\r\n const detNeg = effectiveMesh._getWorldMatrixDeterminant() < 0;\r\n let sideOrientation = renderingMesh.overrideMaterialSideOrientation ?? material.sideOrientation;\r\n if (detNeg) {\r\n sideOrientation =\r\n sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation\r\n ? Constants.MATERIAL_CounterClockWiseSideOrientation\r\n : Constants.MATERIAL_ClockWiseSideOrientation;\r\n }\r\n const reverseSideOrientation = sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation;\r\n\r\n engine.setState(material.backFaceCulling, 0, false, reverseSideOrientation, this.reverseCulling ? !material.cullBackFaces : material.cullBackFaces);\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || renderingMesh.hasThinInstances);\r\n\r\n const camera = this._camera || scene.activeCamera;\r\n if (this.isReady(subMesh, hardwareInstancedRendering) && camera) {\r\n subMesh._renderId = scene.getRenderId();\r\n\r\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n let drawWrapper = subMesh._getDrawWrapper();\r\n if (!drawWrapper && renderingMaterial) {\r\n drawWrapper = renderingMaterial._getDrawWrapper();\r\n }\r\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (!renderingMaterial) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n if (this._storeCameraSpaceZ) {\r\n effect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n } else {\r\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\r\n }\r\n\r\n let minZ: number, maxZ: number;\r\n\r\n if (cameraIsOrtho) {\r\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n } else {\r\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\r\n }\r\n\r\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\r\n\r\n if (!renderingMaterial) {\r\n // Alpha test\r\n if (material.needAlphaTesting()) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n const skeleton = renderingMesh.skeleton;\r\n\r\n if (skeleton.isUsingTextureForMatrices) {\r\n const boneTexture = skeleton.getTransformMatrixTexture(renderingMesh);\r\n if (!boneTexture) {\r\n return;\r\n }\r\n\r\n effect.setTexture(\"boneSampler\", boneTexture);\r\n effect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n } else {\r\n effect.setMatrices(\"mBones\", skeleton.getTransformMatrices(renderingMesh));\r\n }\r\n }\r\n\r\n // Clip planes\r\n bindClipPlane(effect, material, scene);\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\r\n effect.setMatrix(\"world\", world)\r\n );\r\n }\r\n };\r\n\r\n this._depthMap.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n let index;\r\n\r\n if (depthOnlySubMeshes.length) {\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (this.forceDepthWriteTransparentMeshes) {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n renderSubMesh(transparentSubMeshes.data[index]);\r\n }\r\n } else {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n transparentSubMeshes.data[index].getEffectiveMesh()._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n }\r\n }\r\n };\r\n }\r\n\r\n /**\r\n * Creates the depth rendering effect and checks if the effect is ready.\r\n * @param subMesh The submesh to be used to render the depth map of\r\n * @param useInstances If multiple world instances should be used\r\n * @returns if the depth renderer is ready to render the depth map\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const engine = this._scene.getEngine();\r\n const mesh = subMesh.getMesh();\r\n const scene = mesh.getScene();\r\n\r\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n if (renderingMaterial) {\r\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\r\n }\r\n\r\n const material = subMesh.getMaterial();\r\n if (!material || material.disableDepthWrite) {\r\n return false;\r\n }\r\n\r\n const defines = [];\r\n\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n // Alpha test\r\n if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {\r\n defines.push(\"#define ALPHATEST\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n\r\n // Bones\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));\r\n\r\n const skeleton = subMesh.getRenderingMesh().skeleton;\r\n\r\n if (skeleton?.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const morphTargetManager = (mesh as Mesh).morphTargetManager;\r\n let numMorphInfluencers = 0;\r\n if (morphTargetManager) {\r\n if (morphTargetManager.numInfluencers > 0) {\r\n numMorphInfluencers = morphTargetManager.numInfluencers;\r\n\r\n defines.push(\"#define MORPHTARGETS\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + numMorphInfluencers);\r\n\r\n if (morphTargetManager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, numMorphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // None linear depth\r\n if (this._storeNonLinearDepth) {\r\n defines.push(\"#define NONLINEARDEPTH\");\r\n }\r\n\r\n // Store camera space Z coordinate instead of NDC Z\r\n if (this._storeCameraSpaceZ) {\r\n defines.push(\"#define STORE_CAMERASPACE_Z\");\r\n }\r\n\r\n // Float Mode\r\n if (this.isPacked) {\r\n defines.push(\"#define PACKED\");\r\n }\r\n\r\n // Clip planes\r\n prepareDefinesForClipPlanes(material, scene, defines);\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"boneTextureWidth\",\r\n \"viewProjection\",\r\n \"view\",\r\n \"diffuseMatrix\",\r\n \"depthValues\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n ];\r\n addClipPlaneUniforms(uniforms);\r\n\r\n drawWrapper.setEffect(\r\n engine.createEffect(\"depth\", attribs, uniforms, [\"diffuseSampler\", \"morphTargets\", \"boneSampler\"], join, undefined, undefined, undefined, {\r\n maxSimultaneousMorphTargets: numMorphInfluencers,\r\n }),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Gets the texture which the depth map will be written to.\r\n * @returns The depth map texture\r\n */\r\n public getDepthMap(): RenderTargetTexture {\r\n return this._depthMap;\r\n }\r\n\r\n /**\r\n * Disposes of the depth renderer.\r\n */\r\n public dispose(): void {\r\n const keysToDelete = [];\r\n for (const key in this._scene._depthRenderer) {\r\n const depthRenderer = this._scene._depthRenderer[key];\r\n if (depthRenderer === this) {\r\n keysToDelete.push(key);\r\n }\r\n }\r\n\r\n if (keysToDelete.length > 0) {\r\n this._depthMap.dispose();\r\n\r\n for (const key of keysToDelete) {\r\n delete this._scene._depthRenderer[key];\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"depthRenderer.js","sourceRoot":"","sources":["../../../../lts/core/generated/Rendering/depthRenderer.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAG7C,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AAGjD,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,mBAAmB,EAAE,MAAM,2CAA2C,CAAC;AAChF,OAAO,EAAE,cAAc,EAAE,MAAM,6BAA6B,CAAC;AAC7D,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,2BAA2B,CAAC;AACnC,OAAO,yBAAyB,CAAC;AACjC,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,OAAO,EAAE,oBAAoB,EAAE,aAAa,EAAE,2BAA2B,EAAE,MAAM,sCAAsC,CAAC;AAKxH;;;GAGG;AACH,MAAM,OAAO,aAAa;IAuCtB;;;;OAIG;IACI,uBAAuB,CAAC,IAAmC,EAAE,QAAmB;QACnF,IAAI,CAAC,SAAS,CAAC,uBAAuB,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;IAC3D,CAAC;IAED;;;;;;;;;OASG;IACH,YACI,KAAY,EACZ,OAAe,SAAS,CAAC,iBAAiB,EAC1C,SAA2B,IAAI,EAC/B,mBAAmB,GAAG,KAAK,EAC3B,YAAY,GAAG,OAAO,CAAC,sBAAsB,EAC7C,iBAAiB,GAAG,KAAK,EACzB,IAAa;QAnDjB,4FAA4F;QACrF,YAAO,GAAG,IAAI,CAAC;QAEtB,+DAA+D;QACxD,qCAAgC,GAAG,KAAK,CAAC;QAEhD;;;;WAIG;QACI,0BAAqB,GAAY,KAAK,CAAC;QAE9C;;WAEG;QACI,mBAAc,GAAG,KAAK,CAAC;QAqC1B,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,oBAAoB,GAAG,mBAAmB,CAAC;QAChD,IAAI,CAAC,kBAAkB,GAAG,iBAAiB,CAAC;QAC5C,IAAI,CAAC,QAAQ,GAAG,IAAI,KAAK,SAAS,CAAC,yBAAyB,CAAC;QAC7D,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,IAAI,CAAC,UAAU,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;SACpD;aAAM;YACH,IAAI,CAAC,UAAU,GAAG,IAAI,MAAM,CAAC,iBAAiB,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;SAC9E;QAED,aAAa,CAAC,6BAA6B,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAEzD,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QAEtB,IAAI,YAAY,KAAK,OAAO,CAAC,oBAAoB,EAAE;YAC/C,IAAI,IAAI,KAAK,SAAS,CAAC,iBAAiB,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,2BAA2B,EAAE;gBACnF,YAAY,GAAG,OAAO,CAAC,oBAAoB,CAAC;aAC/C;YACD,IAAI,IAAI,KAAK,SAAS,CAAC,sBAAsB,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,+BAA+B,EAAE;gBAC5F,YAAY,GAAG,OAAO,CAAC,oBAAoB,CAAC;aAC/C;SACJ;QAED,gBAAgB;QAChB,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,6BAA6B,CAAC,CAAC,CAAC,SAAS,CAAC,kBAAkB,CAAC,CAAC,CAAC,SAAS,CAAC,eAAe,CAAC;QAC3I,IAAI,CAAC,SAAS,GAAG,IAAI,mBAAmB,CACpC,IAAI,aAAJ,IAAI,cAAJ,IAAI,GAAI,eAAe,EACvB,EAAE,KAAK,EAAE,MAAM,CAAC,cAAc,EAAE,EAAE,MAAM,EAAE,MAAM,CAAC,eAAe,EAAE,EAAE,EACpE,IAAI,CAAC,MAAM,EACX,KAAK,EACL,IAAI,EACJ,IAAI,EACJ,KAAK,EACL,YAAY,EACZ,SAAS,EACT,SAAS,EACT,SAAS,EACT,MAAM,CACT,CAAC;QACF,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QACjD,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QACjD,IAAI,CAAC,SAAS,CAAC,WAAW,GAAG,CAAC,CAAC;QAC/B,IAAI,CAAC,SAAS,CAAC,eAAe,GAAG,KAAK,CAAC;QACvC,IAAI,CAAC,SAAS,CAAC,UAAU,GAAG,IAAI,CAAC;QAEjC,sEAAsE;QACtE,IAAI,CAAC,SAAS,CAAC,YAAY,GAAG,IAAI,CAAC,OAAO,CAAC;QAC3C,IAAI,CAAC,SAAS,CAAC,oBAAoB,GAAG,IAAI,CAAC;QAC3C,IAAI,CAAC,SAAS,CAAC,sBAAsB,GAAG,KAAK,CAAC;QAE9C,4CAA4C;QAC5C,IAAI,CAAC,SAAS,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,EAAE;YAC5C,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QACpD,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,SAAS,CAAC,sBAAsB,CAAC,GAAG,CAAC,GAAG,EAAE;;YAC3C,MAAA,MAAM,CAAC,eAAe,uDAAG,gBAAgB,EAAE,CAAC,CAAC,CAAC;QAClD,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,SAAS,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;;YAC5C,MAAA,MAAM,CAAC,cAAc,uDAAG,CAAC,CAAC,CAAC;QAC/B,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,SAAS,CAAC,qBAAqB,GAAG,CAAC,IAAkB,EAAE,WAAmB,EAAE,OAAiB,EAAE,EAAE;YAClG,IAAI,CAAC,OAAO,IAAI,WAAW,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC,SAAS,EAAE;gBAClD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE;oBAC5C,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;oBAClC,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;oBAEjD,MAAM,KAAK,GAAG,aAAa,CAAC,uBAAuB,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,OAAO,CAAC,kBAAkB,EAAE,CAAC,CAAC;oBACjG,MAAM,0BAA0B,GAC5B,MAAM,CAAC,OAAO,EAAE,CAAC,eAAe;wBAChC,CAAC,CAAC,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,IAAI,IAAI,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,SAAS,CAAC,IAAI,aAAa,CAAC,gBAAgB,CAAC,CAAC;oBAE5I,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,0BAA0B,CAAC,EAAE;wBACpD,OAAO,KAAK,CAAC;qBAChB;iBACJ;aACJ;YAED,OAAO,IAAI,CAAC;QAChB,CAAC,CAAC;QAEF,yBAAyB;QACzB,MAAM,aAAa,GAAG,CAAC,OAAgB,EAAQ,EAAE;;YAC7C,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;YACjD,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;YACjD,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;YAC1B,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;YACjC,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;YAEvC,aAAa,CAAC,6BAA6B,CAAC,qBAAqB,GAAG,KAAK,CAAC;YAE1E,IAAI,CAAC,QAAQ,IAAI,aAAa,CAAC,gBAAgB,IAAI,QAAQ,CAAC,iBAAiB,IAAI,OAAO,CAAC,aAAa,KAAK,CAAC,IAAI,OAAO,CAAC,SAAS,KAAK,KAAK,CAAC,WAAW,EAAE,EAAE;gBACvJ,OAAO;aACV;YAED,UAAU;YACV,MAAM,MAAM,GAAG,aAAa,CAAC,0BAA0B,EAAE,GAAG,CAAC,CAAC;YAC9D,IAAI,eAAe,GAAG,MAAA,aAAa,CAAC,+BAA+B,mCAAI,QAAQ,CAAC,eAAe,CAAC;YAChG,IAAI,MAAM,EAAE;gBACR,eAAe;oBACX,eAAe,KAAK,SAAS,CAAC,iCAAiC;wBAC3D,CAAC,CAAC,SAAS,CAAC,wCAAwC;wBACpD,CAAC,CAAC,SAAS,CAAC,iCAAiC,CAAC;aACzD;YACD,MAAM,sBAAsB,GAAG,eAAe,KAAK,SAAS,CAAC,iCAAiC,CAAC;YAE/F,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,eAAe,EAAE,CAAC,EAAE,KAAK,EAAE,sBAAsB,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,aAAa,CAAC,CAAC,CAAC,QAAQ,CAAC,aAAa,CAAC,CAAC;YAEpJ,qBAAqB;YACrB,MAAM,KAAK,GAAG,aAAa,CAAC,uBAAuB,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,OAAO,CAAC,kBAAkB,EAAE,CAAC,CAAC;YAEjG,IAAI,KAAK,CAAC,UAAU,EAAE;gBAClB,OAAO;aACV;YAED,MAAM,0BAA0B,GAC5B,MAAM,CAAC,OAAO,EAAE,CAAC,eAAe;gBAChC,CAAC,CAAC,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,IAAI,IAAI,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,SAAS,CAAC,IAAI,aAAa,CAAC,gBAAgB,CAAC,CAAC;YAE5I,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,IAAI,KAAK,CAAC,YAAY,CAAC;YAClD,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,0BAA0B,CAAC,IAAI,MAAM,EAAE;gBAC7D,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC;gBAExC,MAAM,iBAAiB,GAAG,MAAA,aAAa,CAAC,6BAA6B,CAAC,sBAAsB,0CAAG,MAAM,CAAC,mBAAmB,CAAC,CAAC;gBAE3H,IAAI,WAAW,GAAG,OAAO,CAAC,eAAe,EAAE,CAAC;gBAC5C,IAAI,CAAC,WAAW,IAAI,iBAAiB,EAAE;oBACnC,WAAW,GAAG,iBAAiB,CAAC,eAAe,EAAE,CAAC;iBACrD;gBACD,MAAM,aAAa,GAAG,MAAM,CAAC,IAAI,KAAK,MAAM,CAAC,mBAAmB,CAAC;gBAEjE,IAAI,CAAC,WAAW,EAAE;oBACd,OAAO;iBACV;gBAED,MAAM,MAAM,GAAG,WAAW,CAAC,MAAO,CAAC;gBAEnC,MAAM,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;gBAEjC,IAAI,CAAC,0BAA0B,EAAE;oBAC7B,aAAa,CAAC,KAAK,CAAC,OAAO,EAAE,MAAM,EAAE,QAAQ,CAAC,QAAQ,CAAC,CAAC;iBAC3D;gBAED,IAAI,CAAC,iBAAiB,EAAE;oBACpB,MAAM,CAAC,SAAS,CAAC,gBAAgB,EAAE,KAAK,CAAC,kBAAkB,EAAE,CAAC,CAAC;oBAC/D,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,aAAa,CAAC,cAAc,EAAE,CAAC,CAAC;oBAC1D,IAAI,IAAI,CAAC,kBAAkB,EAAE;wBACzB,MAAM,CAAC,SAAS,CAAC,MAAM,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC,CAAC;qBACnD;iBACJ;qBAAM;oBACH,iBAAiB,CAAC,cAAc,CAAC,aAAa,CAAC,cAAc,EAAE,EAAE,aAAqB,EAAE,OAAO,CAAC,CAAC;iBACpG;gBAED,IAAI,IAAY,EAAE,IAAY,CAAC;gBAE/B,IAAI,aAAa,EAAE;oBACf,IAAI,GAAG,CAAC,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBACvE,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;iBACzE;qBAAM;oBACH,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC;oBACvH,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC;iBACnF;gBAED,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,EAAE,IAAI,GAAG,IAAI,CAAC,CAAC;gBAEnD,IAAI,CAAC,iBAAiB,EAAE;oBACpB,aAAa;oBACb,IAAI,QAAQ,CAAC,gBAAgB,EAAE,EAAE;wBAC7B,MAAM,YAAY,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;wBAEpD,IAAI,YAAY,EAAE;4BACd,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,YAAY,CAAC,CAAC;4BAClD,MAAM,CAAC,SAAS,CAAC,eAAe,EAAE,YAAY,CAAC,gBAAgB,EAAE,CAAC,CAAC;yBACtE;qBACJ;oBAED,QAAQ;oBACR,IAAI,aAAa,CAAC,QAAQ,IAAI,aAAa,CAAC,wBAAwB,IAAI,aAAa,CAAC,QAAQ,EAAE;wBAC5F,MAAM,QAAQ,GAAG,aAAa,CAAC,QAAQ,CAAC;wBAExC,IAAI,QAAQ,CAAC,yBAAyB,EAAE;4BACpC,MAAM,WAAW,GAAG,QAAQ,CAAC,yBAAyB,CAAC,aAAa,CAAC,CAAC;4BACtE,IAAI,CAAC,WAAW,EAAE;gCACd,OAAO;6BACV;4BAED,MAAM,CAAC,UAAU,CAAC,aAAa,EAAE,WAAW,CAAC,CAAC;4BAC9C,MAAM,CAAC,QAAQ,CAAC,kBAAkB,EAAE,GAAG,GAAG,CAAC,QAAQ,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC;yBAC1E;6BAAM;4BACH,MAAM,CAAC,WAAW,CAAC,QAAQ,EAAE,QAAQ,CAAC,oBAAoB,CAAC,aAAa,CAAC,CAAC,CAAC;yBAC9E;qBACJ;oBAED,cAAc;oBACd,aAAa,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;oBAEvC,gBAAgB;oBAChB,cAAc,CAAC,yBAAyB,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;oBAChE,IAAI,aAAa,CAAC,kBAAkB,IAAI,aAAa,CAAC,kBAAkB,CAAC,wBAAwB,EAAE;wBAC/F,aAAa,CAAC,kBAAkB,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;qBAClD;iBACJ;gBAED,OAAO;gBACP,aAAa,CAAC,iBAAiB,CAAC,aAAa,EAAE,OAAO,EAAE,MAAM,EAAE,QAAQ,CAAC,QAAQ,EAAE,KAAK,EAAE,0BAA0B,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,EAAE,CACxI,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,CAAC,CACnC,CAAC;aACL;QACL,CAAC,CAAC;QAEF,IAAI,CAAC,SAAS,CAAC,oBAAoB,GAAG,CAClC,eAAoC,EACpC,kBAAuC,EACvC,oBAAyC,EACzC,kBAAuC,EACnC,EAAE;YACN,IAAI,KAAK,CAAC;YAEV,IAAI,kBAAkB,CAAC,MAAM,EAAE;gBAC3B,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,kBAAkB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;oBACxD,aAAa,CAAC,kBAAkB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;iBACjD;aACJ;YAED,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;gBACrD,aAAa,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;aAC9C;YAED,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,kBAAkB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;gBACxD,aAAa,CAAC,kBAAkB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;aACjD;YAED,IAAI,IAAI,CAAC,gCAAgC,EAAE;gBACvC,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;oBAC1D,aAAa,CAAC,oBAAoB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;iBACnD;aACJ;iBAAM;gBACH,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;oBAC1D,oBAAoB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,gBAAgB,EAAE,CAAC,6BAA6B,CAAC,qBAAqB,GAAG,KAAK,CAAC;iBACnH;aACJ;QACL,CAAC,CAAC;IACN,CAAC;IAED;;;;;OAKG;IACI,OAAO,CAAC,OAAgB,EAAE,YAAqB;;QAClD,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,IAAI,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;QAC/B,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,MAAM,iBAAiB,GAAG,MAAA,IAAI,CAAC,6BAA6B,CAAC,sBAAsB,0CAAG,MAAM,CAAC,mBAAmB,CAAC,CAAC;QAElH,IAAI,iBAAiB,EAAE;YACnB,OAAO,iBAAiB,CAAC,iBAAiB,CAAC,IAAI,EAAE,OAAO,EAAE,YAAY,CAAC,CAAC;SAC3E;QAED,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QACvC,IAAI,CAAC,QAAQ,IAAI,QAAQ,CAAC,iBAAiB,EAAE;YACzC,OAAO,KAAK,CAAC;SAChB;QAED,MAAM,OAAO,GAAG,EAAE,CAAC;QAEnB,MAAM,OAAO,GAAG,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAE5C,aAAa;QACb,IAAI,QAAQ,IAAI,QAAQ,CAAC,gBAAgB,EAAE,IAAI,QAAQ,CAAC,mBAAmB,EAAE,EAAE;YAC3E,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAClC,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,MAAM,CAAC,EAAE;gBACjD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;gBAClC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;aAC/B;YACD,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,OAAO,CAAC,EAAE;gBAClD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;gBACnC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;aAC/B;SACJ;QAED,QAAQ;QACR,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,wBAAwB,EAAE;YAChD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,IAAI,IAAI,CAAC,kBAAkB,GAAG,CAAC,EAAE;gBAC7B,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC;gBACpD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC;aACvD;YACD,OAAO,CAAC,IAAI,CAAC,+BAA+B,GAAG,IAAI,CAAC,kBAAkB,CAAC,CAAC;YACxE,OAAO,CAAC,IAAI,CAAC,uBAAuB,GAAG,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAE7F,MAAM,QAAQ,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC,QAAQ,CAAC;YAErD,IAAI,QAAQ,aAAR,QAAQ,uBAAR,QAAQ,CAAE,yBAAyB,EAAE;gBACrC,OAAO,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;aACvC;SACJ;aAAM;YACH,OAAO,CAAC,IAAI,CAAC,gCAAgC,CAAC,CAAC;SAClD;QAED,gBAAgB;QAChB,MAAM,kBAAkB,GAAI,IAAa,CAAC,kBAAkB,CAAC;QAC7D,IAAI,mBAAmB,GAAG,CAAC,CAAC;QAC5B,IAAI,kBAAkB,EAAE;YACpB,IAAI,kBAAkB,CAAC,cAAc,GAAG,CAAC,EAAE;gBACvC,mBAAmB,GAAG,kBAAkB,CAAC,cAAc,CAAC;gBAExD,OAAO,CAAC,IAAI,CAAC,sBAAsB,CAAC,CAAC;gBACrC,OAAO,CAAC,IAAI,CAAC,gCAAgC,GAAG,mBAAmB,CAAC,CAAC;gBAErE,IAAI,kBAAkB,CAAC,wBAAwB,EAAE;oBAC7C,OAAO,CAAC,IAAI,CAAC,8BAA8B,CAAC,CAAC;iBAChD;gBAED,cAAc,CAAC,2CAA2C,CAAC,OAAO,EAAE,IAAI,EAAE,mBAAmB,CAAC,CAAC;aAClG;SACJ;QAED,YAAY;QACZ,IAAI,YAAY,EAAE;YACd,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAClC,cAAc,CAAC,0BAA0B,CAAC,OAAO,CAAC,CAAC;YACnD,IAAI,OAAO,CAAC,gBAAgB,EAAE,CAAC,gBAAgB,EAAE;gBAC7C,OAAO,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;aAC1C;SACJ;QAED,oBAAoB;QACpB,IAAI,IAAI,CAAC,oBAAoB,EAAE;YAC3B,OAAO,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;SAC1C;QAED,mDAAmD;QACnD,IAAI,IAAI,CAAC,kBAAkB,EAAE;YACzB,OAAO,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;SAC/C;QAED,aAAa;QACb,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,OAAO,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;SAClC;QAED,cAAc;QACd,2BAA2B,CAAC,QAAQ,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAEtD,qBAAqB;QACrB,MAAM,WAAW,GAAG,OAAO,CAAC,eAAe,CAAC,SAAS,EAAE,IAAI,CAAE,CAAC;QAC9D,MAAM,aAAa,GAAG,WAAW,CAAC,OAAO,CAAC;QAC1C,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAChC,IAAI,aAAa,KAAK,IAAI,EAAE;YACxB,MAAM,QAAQ,GAAG;gBACb,OAAO;gBACP,QAAQ;gBACR,kBAAkB;gBAClB,gBAAgB;gBAChB,MAAM;gBACN,eAAe;gBACf,aAAa;gBACb,uBAAuB;gBACvB,wBAAwB;gBACxB,2BAA2B;aAC9B,CAAC;YACF,oBAAoB,CAAC,QAAQ,CAAC,CAAC;YAE/B,WAAW,CAAC,SAAS,CACjB,MAAM,CAAC,YAAY,CAAC,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAE,CAAC,gBAAgB,EAAE,cAAc,EAAE,aAAa,CAAC,EAAE,IAAI,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE;gBACtI,2BAA2B,EAAE,mBAAmB;aACnD,CAAC,EACF,IAAI,CACP,CAAC;SACL;QAED,OAAO,WAAW,CAAC,MAAO,CAAC,OAAO,EAAE,CAAC;IACzC,CAAC;IAED;;;OAGG;IACI,WAAW;QACd,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,YAAY,GAAG,EAAE,CAAC;QACxB,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE;YAC1C,MAAM,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;YACtD,IAAI,aAAa,KAAK,IAAI,EAAE;gBACxB,YAAY,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;aAC1B;SACJ;QAED,IAAI,YAAY,CAAC,MAAM,GAAG,CAAC,EAAE;YACzB,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;YAEzB,KAAK,MAAM,GAAG,IAAI,YAAY,EAAE;gBAC5B,OAAO,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;aAC1C;SACJ;IACL,CAAC;;AA5bD;;GAEG;AACW,2CAA6B,GAA2B,CAAC,CAAC,EAAE,EAAE;IACxE,MAAM,WAAW,CAAC,6BAA6B,CAAC,CAAC;AACrD,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/depth.fragment\";\r\nimport \"../Shaders/depth.vertex\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { addClipPlaneUniforms, bindClipPlane, prepareDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\r\n\r\ndeclare type Material = import(\"../Materials/material\").Material;\r\ndeclare type AbstractMesh = import(\"../Meshes/abstractMesh\").AbstractMesh;\r\n\r\n/**\r\n * This represents a depth renderer in Babylon.\r\n * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing\r\n */\r\nexport class DepthRenderer {\r\n private _scene: Scene;\r\n private _depthMap: RenderTargetTexture;\r\n private readonly _storeNonLinearDepth: boolean;\r\n private readonly _storeCameraSpaceZ: boolean;\r\n\r\n /** Color used to clear the depth texture. Default: (1,0,0,1) */\r\n public clearColor: Color4;\r\n\r\n /** Get if the depth renderer is using packed depth or not */\r\n public readonly isPacked: boolean;\r\n\r\n private _camera: Nullable<Camera>;\r\n\r\n /** Enable or disable the depth renderer. When disabled, the depth texture is not updated */\r\n public enabled = true;\r\n\r\n /** Force writing the transparent objects into the depth map */\r\n public forceDepthWriteTransparentMeshes = false;\r\n\r\n /**\r\n * Specifies that the depth renderer will only be used within\r\n * the camera it is created for.\r\n * This can help forcing its rendering during the camera processing.\r\n */\r\n public useOnlyInActiveCamera: boolean = false;\r\n\r\n /** If true, reverse the culling of materials before writing to the depth texture.\r\n * So, basically, when \"true\", back facing instead of front facing faces are rasterized into the texture\r\n */\r\n public reverseCulling = false;\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"DepthRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes by the depth renderer\r\n * @param mesh mesh or array of meshes\r\n * @param material material to use by the depth render when rendering the mesh(es). If undefined is passed, the specific material created by the depth renderer will be used.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material): void {\r\n this._depthMap.setMaterialForRendering(mesh, material);\r\n }\r\n\r\n /**\r\n * Instantiates a depth renderer\r\n * @param scene The scene the renderer belongs to\r\n * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)\r\n * @param camera The camera to be used to render the depth map (default: scene's active camera)\r\n * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z\r\n * @param samplingMode The sampling mode to be used with the render target (Linear, Nearest...) (default: TRILINEAR_SAMPLINGMODE)\r\n * @param storeCameraSpaceZ Defines whether the depth stored is the Z coordinate in camera space. If true, storeNonLinearDepth has no effect. (Default: false)\r\n * @param name Name of the render target (default: DepthRenderer)\r\n */\r\n constructor(\r\n scene: Scene,\r\n type: number = Constants.TEXTURETYPE_FLOAT,\r\n camera: Nullable<Camera> = null,\r\n storeNonLinearDepth = false,\r\n samplingMode = Texture.TRILINEAR_SAMPLINGMODE,\r\n storeCameraSpaceZ = false,\r\n name?: string\r\n ) {\r\n this._scene = scene;\r\n this._storeNonLinearDepth = storeNonLinearDepth;\r\n this._storeCameraSpaceZ = storeCameraSpaceZ;\r\n this.isPacked = type === Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this.isPacked) {\r\n this.clearColor = new Color4(1.0, 1.0, 1.0, 1.0);\r\n } else {\r\n this.clearColor = new Color4(storeCameraSpaceZ ? 1e8 : 1.0, 0.0, 0.0, 1.0);\r\n }\r\n\r\n DepthRenderer._SceneComponentInitialization(this._scene);\r\n\r\n const engine = scene.getEngine();\r\n\r\n this._camera = camera;\r\n\r\n if (samplingMode !== Texture.NEAREST_SAMPLINGMODE) {\r\n if (type === Constants.TEXTURETYPE_FLOAT && !engine._caps.textureFloatLinearFiltering) {\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE;\r\n }\r\n if (type === Constants.TEXTURETYPE_HALF_FLOAT && !engine._caps.textureHalfFloatLinearFiltering) {\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE;\r\n }\r\n }\r\n\r\n // Render target\r\n const format = this.isPacked || !engine._features.supportExtendedTextureFormats ? Constants.TEXTUREFORMAT_RGBA : Constants.TEXTUREFORMAT_R;\r\n this._depthMap = new RenderTargetTexture(\r\n name ?? \"DepthRenderer\",\r\n { width: engine.getRenderWidth(), height: engine.getRenderHeight() },\r\n this._scene,\r\n false,\r\n true,\r\n type,\r\n false,\r\n samplingMode,\r\n undefined,\r\n undefined,\r\n undefined,\r\n format\r\n );\r\n this._depthMap.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.refreshRate = 1;\r\n this._depthMap.renderParticles = false;\r\n this._depthMap.renderList = null;\r\n\r\n // Camera to get depth map from to support multiple concurrent cameras\r\n this._depthMap.activeCamera = this._camera;\r\n this._depthMap.ignoreCameraViewport = true;\r\n this._depthMap.useCameraPostProcesses = false;\r\n\r\n // set default depth value to 1.0 (far away)\r\n this._depthMap.onClearObservable.add((engine) => {\r\n engine.clear(this.clearColor, true, true, true);\r\n });\r\n\r\n this._depthMap.onBeforeBindObservable.add(() => {\r\n engine._debugPushGroup?.(\"depth renderer\", 1);\r\n });\r\n\r\n this._depthMap.onAfterUnbindObservable.add(() => {\r\n engine._debugPopGroup?.(1);\r\n });\r\n\r\n this._depthMap.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || renderingMesh.hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n // Custom render function\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const material = subMesh.getMaterial();\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n if (!material || effectiveMesh.infiniteDistance || material.disableDepthWrite || subMesh.verticesCount === 0 || subMesh._renderId === scene.getRenderId()) {\r\n return;\r\n }\r\n\r\n // Culling\r\n const detNeg = effectiveMesh._getWorldMatrixDeterminant() < 0;\r\n let sideOrientation = renderingMesh.overrideMaterialSideOrientation ?? material.sideOrientation;\r\n if (detNeg) {\r\n sideOrientation =\r\n sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation\r\n ? Constants.MATERIAL_CounterClockWiseSideOrientation\r\n : Constants.MATERIAL_ClockWiseSideOrientation;\r\n }\r\n const reverseSideOrientation = sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation;\r\n\r\n engine.setState(material.backFaceCulling, 0, false, reverseSideOrientation, this.reverseCulling ? !material.cullBackFaces : material.cullBackFaces);\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || renderingMesh.hasThinInstances);\r\n\r\n const camera = this._camera || scene.activeCamera;\r\n if (this.isReady(subMesh, hardwareInstancedRendering) && camera) {\r\n subMesh._renderId = scene.getRenderId();\r\n\r\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n let drawWrapper = subMesh._getDrawWrapper();\r\n if (!drawWrapper && renderingMaterial) {\r\n drawWrapper = renderingMaterial._getDrawWrapper();\r\n }\r\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (!renderingMaterial) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n if (this._storeCameraSpaceZ) {\r\n effect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n } else {\r\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\r\n }\r\n\r\n let minZ: number, maxZ: number;\r\n\r\n if (cameraIsOrtho) {\r\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n } else {\r\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\r\n }\r\n\r\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\r\n\r\n if (!renderingMaterial) {\r\n // Alpha test\r\n if (material.needAlphaTesting()) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n const skeleton = renderingMesh.skeleton;\r\n\r\n if (skeleton.isUsingTextureForMatrices) {\r\n const boneTexture = skeleton.getTransformMatrixTexture(renderingMesh);\r\n if (!boneTexture) {\r\n return;\r\n }\r\n\r\n effect.setTexture(\"boneSampler\", boneTexture);\r\n effect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n } else {\r\n effect.setMatrices(\"mBones\", skeleton.getTransformMatrices(renderingMesh));\r\n }\r\n }\r\n\r\n // Clip planes\r\n bindClipPlane(effect, material, scene);\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\r\n effect.setMatrix(\"world\", world)\r\n );\r\n }\r\n };\r\n\r\n this._depthMap.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n let index;\r\n\r\n if (depthOnlySubMeshes.length) {\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (this.forceDepthWriteTransparentMeshes) {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n renderSubMesh(transparentSubMeshes.data[index]);\r\n }\r\n } else {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n transparentSubMeshes.data[index].getEffectiveMesh()._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n }\r\n }\r\n };\r\n }\r\n\r\n /**\r\n * Creates the depth rendering effect and checks if the effect is ready.\r\n * @param subMesh The submesh to be used to render the depth map of\r\n * @param useInstances If multiple world instances should be used\r\n * @returns if the depth renderer is ready to render the depth map\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const engine = this._scene.getEngine();\r\n const mesh = subMesh.getMesh();\r\n const scene = mesh.getScene();\r\n\r\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n if (renderingMaterial) {\r\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\r\n }\r\n\r\n const material = subMesh.getMaterial();\r\n if (!material || material.disableDepthWrite) {\r\n return false;\r\n }\r\n\r\n const defines = [];\r\n\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n // Alpha test\r\n if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {\r\n defines.push(\"#define ALPHATEST\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n\r\n // Bones\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));\r\n\r\n const skeleton = subMesh.getRenderingMesh().skeleton;\r\n\r\n if (skeleton?.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const morphTargetManager = (mesh as Mesh).morphTargetManager;\r\n let numMorphInfluencers = 0;\r\n if (morphTargetManager) {\r\n if (morphTargetManager.numInfluencers > 0) {\r\n numMorphInfluencers = morphTargetManager.numInfluencers;\r\n\r\n defines.push(\"#define MORPHTARGETS\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + numMorphInfluencers);\r\n\r\n if (morphTargetManager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, numMorphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // None linear depth\r\n if (this._storeNonLinearDepth) {\r\n defines.push(\"#define NONLINEARDEPTH\");\r\n }\r\n\r\n // Store camera space Z coordinate instead of NDC Z\r\n if (this._storeCameraSpaceZ) {\r\n defines.push(\"#define STORE_CAMERASPACE_Z\");\r\n }\r\n\r\n // Float Mode\r\n if (this.isPacked) {\r\n defines.push(\"#define PACKED\");\r\n }\r\n\r\n // Clip planes\r\n prepareDefinesForClipPlanes(material, scene, defines);\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"boneTextureWidth\",\r\n \"viewProjection\",\r\n \"view\",\r\n \"diffuseMatrix\",\r\n \"depthValues\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n ];\r\n addClipPlaneUniforms(uniforms);\r\n\r\n drawWrapper.setEffect(\r\n engine.createEffect(\"depth\", attribs, uniforms, [\"diffuseSampler\", \"morphTargets\", \"boneSampler\"], join, undefined, undefined, undefined, {\r\n maxSimultaneousMorphTargets: numMorphInfluencers,\r\n }),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Gets the texture which the depth map will be written to.\r\n * @returns The depth map texture\r\n */\r\n public getDepthMap(): RenderTargetTexture {\r\n return this._depthMap;\r\n }\r\n\r\n /**\r\n * Disposes of the depth renderer.\r\n */\r\n public dispose(): void {\r\n const keysToDelete = [];\r\n for (const key in this._scene._depthRenderer) {\r\n const depthRenderer = this._scene._depthRenderer[key];\r\n if (depthRenderer === this) {\r\n keysToDelete.push(key);\r\n }\r\n }\r\n\r\n if (keysToDelete.length > 0) {\r\n this._depthMap.dispose();\r\n\r\n for (const key of keysToDelete) {\r\n delete this._scene._depthRenderer[key];\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -15,9 +15,10 @@ declare module "../scene" {
15
15
  * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
16
16
  * @param force32bitsFloat Forces 32 bits float when supported (else 16 bits float is prioritized over 32 bits float if supported)
17
17
  * @param samplingMode The sampling mode to be used with the render target (Linear, Nearest...)
18
+ * @param storeCameraSpaceZ Defines whether the depth stored is the Z coordinate in camera space. If true, storeNonLinearDepth has no effect. (Default: false)
18
19
  * @returns the created depth renderer
19
20
  */
20
- enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean, force32bitsFloat?: boolean, samplingMode?: number): DepthRenderer;
21
+ enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean, force32bitsFloat?: boolean, samplingMode?: number, storeCameraSpaceZ?: boolean): DepthRenderer;
21
22
  /**
22
23
  * Disables a depth renderer for a given camera
23
24
  * @param camera The camera to disable the depth renderer on (default: scene's active camera)
@@ -2,7 +2,7 @@ import { Scene } from "../scene.js";
2
2
  import { DepthRenderer } from "./depthRenderer.js";
3
3
 
4
4
  import { SceneComponentConstants } from "../sceneComponent.js";
5
- Scene.prototype.enableDepthRenderer = function (camera, storeNonLinearDepth = false, force32bitsFloat = false, samplingMode = 3) {
5
+ Scene.prototype.enableDepthRenderer = function (camera, storeNonLinearDepth = false, force32bitsFloat = false, samplingMode = 3, storeCameraSpaceZ = false) {
6
6
  camera = camera || this.activeCamera;
7
7
  if (!camera) {
8
8
  throw "No camera available to enable depth renderer";
@@ -22,7 +22,7 @@ Scene.prototype.enableDepthRenderer = function (camera, storeNonLinearDepth = fa
22
22
  else {
23
23
  textureType = 0;
24
24
  }
25
- this._depthRenderer[camera.id] = new DepthRenderer(this, textureType, camera, storeNonLinearDepth, samplingMode);
25
+ this._depthRenderer[camera.id] = new DepthRenderer(this, textureType, camera, storeNonLinearDepth, samplingMode, storeCameraSpaceZ);
26
26
  }
27
27
  return this._depthRenderer[camera.id];
28
28
  };
@@ -1 +1 @@
1
- {"version":3,"file":"depthRendererSceneComponent.js","sourceRoot":"","sources":["../../../../lts/core/generated/Rendering/depthRendererSceneComponent.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AAEjC,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,EAAE,uBAAuB,EAAE,MAAM,mBAAmB,CAAC;AA0B5D,KAAK,CAAC,SAAS,CAAC,mBAAmB,GAAG,UAClC,MAAyB,EACzB,mBAAmB,GAAG,KAAK,EAC3B,mBAA4B,KAAK,EACjC,YAAY,GAAG,SAAS,CAAC,8BAA8B;IAEvD,MAAM,GAAG,MAAM,IAAI,IAAI,CAAC,YAAY,CAAC;IACrC,IAAI,CAAC,MAAM,EAAE;QACT,MAAM,8CAA8C,CAAC;KACxD;IACD,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE;QACtB,IAAI,CAAC,cAAc,GAAG,EAAE,CAAC;KAC5B;IACD,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,EAAE,CAAC,EAAE;QACjC,MAAM,gBAAgB,GAAG,CAAC,CAAC,IAAI,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,kBAAkB,CAAC;QACzE,IAAI,WAAW,GAAG,CAAC,CAAC;QACpB,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,sBAAsB,IAAI,CAAC,CAAC,gBAAgB,IAAI,CAAC,gBAAgB,CAAC,EAAE;YAC/F,WAAW,GAAG,SAAS,CAAC,sBAAsB,CAAC;SAClD;aAAM,IAAI,gBAAgB,EAAE;YACzB,WAAW,GAAG,SAAS,CAAC,iBAAiB,CAAC;SAC7C;aAAM;YACH,WAAW,GAAG,SAAS,CAAC,yBAAyB,CAAC;SACrD;QACD,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,EAAE,CAAC,GAAG,IAAI,aAAa,CAAC,IAAI,EAAE,WAAW,EAAE,MAAM,EAAE,mBAAmB,EAAE,YAAY,CAAC,CAAC;KACpH;IAED,OAAO,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;AAC1C,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,oBAAoB,GAAG,UAAU,MAAyB;IACtE,MAAM,GAAG,MAAM,IAAI,IAAI,CAAC,YAAY,CAAC;IACrC,IAAI,CAAC,MAAM,IAAI,CAAC,IAAI,CAAC,cAAc,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,EAAE,CAAC,EAAE;QACpE,OAAO;KACV;IAED,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC,OAAO,EAAE,CAAC;AAC7C,CAAC,CAAC;AAEF;;;GAGG;AACH,MAAM,OAAO,2BAA2B;IAWpC;;;OAGG;IACH,YAAY,KAAY;QAdxB;;WAEG;QACa,SAAI,GAAG,uBAAuB,CAAC,kBAAkB,CAAC;QAY9D,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,QAAQ;QACX,IAAI,CAAC,KAAK,CAAC,yBAAyB,CAAC,YAAY,CAAC,uBAAuB,CAAC,sCAAsC,EAAE,IAAI,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;QACnJ,IAAI,CAAC,KAAK,CAAC,qCAAqC,CAAC,YAAY,CACzD,uBAAuB,CAAC,kDAAkD,EAC1E,IAAI,EACJ,IAAI,CAAC,gCAAgC,CACxC,CAAC;IACN,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,mCAAmC;IACvC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE;YACzC,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC,OAAO,EAAE,CAAC;SAC5C;IACL,CAAC;IAEO,oBAAoB,CAAC,aAAyD;QAClF,IAAI,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE;YAC3B,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE;gBACzC,MAAM,aAAa,GAAG,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;gBACrD,IAAI,aAAa,CAAC,OAAO,IAAI,CAAC,aAAa,CAAC,qBAAqB,EAAE;oBAC/D,aAAa,CAAC,IAAI,CAAC,aAAa,CAAC,WAAW,EAAE,CAAC,CAAC;iBACnD;aACJ;SACJ;IACL,CAAC;IAEO,gCAAgC,CAAC,aAAyD;QAC9F,IAAI,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE;YAC3B,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE;gBACzC,MAAM,aAAa,GAAG,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;gBACrD,IAAI,aAAa,CAAC,OAAO,IAAI,aAAa,CAAC,qBAAqB,IAAI,IAAI,CAAC,KAAK,CAAC,YAAa,CAAC,EAAE,KAAK,GAAG,EAAE;oBACrG,aAAa,CAAC,IAAI,CAAC,aAAa,CAAC,WAAW,EAAE,CAAC,CAAC;iBACnD;aACJ;SACJ;IACL,CAAC;CACJ;AAED,aAAa,CAAC,6BAA6B,GAAG,CAAC,KAAY,EAAE,EAAE;IAC3D,gDAAgD;IAChD,IAAI,SAAS,GAAG,KAAK,CAAC,aAAa,CAAC,uBAAuB,CAAC,kBAAkB,CAAgC,CAAC;IAC/G,IAAI,CAAC,SAAS,EAAE;QACZ,SAAS,GAAG,IAAI,2BAA2B,CAAC,KAAK,CAAC,CAAC;QACnD,KAAK,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;KAClC;AACL,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport type { SmartArrayNoDuplicate } from \"../Misc/smartArray\";\r\nimport { DepthRenderer } from \"./depthRenderer\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _depthRenderer: { [id: string]: DepthRenderer };\r\n\r\n /**\r\n * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.\r\n * @param camera The camera to create the depth renderer on (default: scene's active camera)\r\n * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z\r\n * @param force32bitsFloat Forces 32 bits float when supported (else 16 bits float is prioritized over 32 bits float if supported)\r\n * @param samplingMode The sampling mode to be used with the render target (Linear, Nearest...)\r\n * @returns the created depth renderer\r\n */\r\n enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean, force32bitsFloat?: boolean, samplingMode?: number): DepthRenderer;\r\n\r\n /**\r\n * Disables a depth renderer for a given camera\r\n * @param camera The camera to disable the depth renderer on (default: scene's active camera)\r\n */\r\n disableDepthRenderer(camera?: Nullable<Camera>): void;\r\n }\r\n}\r\n\r\nScene.prototype.enableDepthRenderer = function (\r\n camera?: Nullable<Camera>,\r\n storeNonLinearDepth = false,\r\n force32bitsFloat: boolean = false,\r\n samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE\r\n): DepthRenderer {\r\n camera = camera || this.activeCamera;\r\n if (!camera) {\r\n throw \"No camera available to enable depth renderer\";\r\n }\r\n if (!this._depthRenderer) {\r\n this._depthRenderer = {};\r\n }\r\n if (!this._depthRenderer[camera.id]) {\r\n const supportFullfloat = !!this.getEngine().getCaps().textureFloatRender;\r\n let textureType = 0;\r\n if (this.getEngine().getCaps().textureHalfFloatRender && (!force32bitsFloat || !supportFullfloat)) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (supportFullfloat) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n } else {\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n this._depthRenderer[camera.id] = new DepthRenderer(this, textureType, camera, storeNonLinearDepth, samplingMode);\r\n }\r\n\r\n return this._depthRenderer[camera.id];\r\n};\r\n\r\nScene.prototype.disableDepthRenderer = function (camera?: Nullable<Camera>): void {\r\n camera = camera || this.activeCamera;\r\n if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {\r\n return;\r\n }\r\n\r\n this._depthRenderer[camera.id].dispose();\r\n};\r\n\r\n/**\r\n * Defines the Depth Renderer scene component responsible to manage a depth buffer useful\r\n * in several rendering techniques.\r\n */\r\nexport class DepthRendererSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_DEPTHRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherRenderTargetsStage.registerStep(SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);\r\n this.scene._gatherActiveCameraRenderTargetsStage.registerStep(\r\n SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER,\r\n this,\r\n this._gatherActiveCameraRenderTargets\r\n );\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n for (const key in this.scene._depthRenderer) {\r\n this.scene._depthRenderer[key].dispose();\r\n }\r\n }\r\n\r\n private _gatherRenderTargets(renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n if (this.scene._depthRenderer) {\r\n for (const key in this.scene._depthRenderer) {\r\n const depthRenderer = this.scene._depthRenderer[key];\r\n if (depthRenderer.enabled && !depthRenderer.useOnlyInActiveCamera) {\r\n renderTargets.push(depthRenderer.getDepthMap());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _gatherActiveCameraRenderTargets(renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n if (this.scene._depthRenderer) {\r\n for (const key in this.scene._depthRenderer) {\r\n const depthRenderer = this.scene._depthRenderer[key];\r\n if (depthRenderer.enabled && depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera!.id === key) {\r\n renderTargets.push(depthRenderer.getDepthMap());\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\nDepthRenderer._SceneComponentInitialization = (scene: Scene) => {\r\n // Register the G Buffer component to the scene.\r\n let component = scene._getComponent(SceneComponentConstants.NAME_DEPTHRENDERER) as DepthRendererSceneComponent;\r\n if (!component) {\r\n component = new DepthRendererSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n};\r\n"]}
1
+ {"version":3,"file":"depthRendererSceneComponent.js","sourceRoot":"","sources":["../../../../lts/core/generated/Rendering/depthRendererSceneComponent.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AAEjC,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,EAAE,uBAAuB,EAAE,MAAM,mBAAmB,CAAC;AAiC5D,KAAK,CAAC,SAAS,CAAC,mBAAmB,GAAG,UAClC,MAAyB,EACzB,mBAAmB,GAAG,KAAK,EAC3B,mBAA4B,KAAK,EACjC,YAAY,GAAG,SAAS,CAAC,8BAA8B,EACvD,oBAA6B,KAAK;IAElC,MAAM,GAAG,MAAM,IAAI,IAAI,CAAC,YAAY,CAAC;IACrC,IAAI,CAAC,MAAM,EAAE;QACT,MAAM,8CAA8C,CAAC;KACxD;IACD,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE;QACtB,IAAI,CAAC,cAAc,GAAG,EAAE,CAAC;KAC5B;IACD,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,EAAE,CAAC,EAAE;QACjC,MAAM,gBAAgB,GAAG,CAAC,CAAC,IAAI,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,kBAAkB,CAAC;QACzE,IAAI,WAAW,GAAG,CAAC,CAAC;QACpB,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,sBAAsB,IAAI,CAAC,CAAC,gBAAgB,IAAI,CAAC,gBAAgB,CAAC,EAAE;YAC/F,WAAW,GAAG,SAAS,CAAC,sBAAsB,CAAC;SAClD;aAAM,IAAI,gBAAgB,EAAE;YACzB,WAAW,GAAG,SAAS,CAAC,iBAAiB,CAAC;SAC7C;aAAM;YACH,WAAW,GAAG,SAAS,CAAC,yBAAyB,CAAC;SACrD;QACD,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,EAAE,CAAC,GAAG,IAAI,aAAa,CAAC,IAAI,EAAE,WAAW,EAAE,MAAM,EAAE,mBAAmB,EAAE,YAAY,EAAE,iBAAiB,CAAC,CAAC;KACvI;IAED,OAAO,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;AAC1C,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,oBAAoB,GAAG,UAAU,MAAyB;IACtE,MAAM,GAAG,MAAM,IAAI,IAAI,CAAC,YAAY,CAAC;IACrC,IAAI,CAAC,MAAM,IAAI,CAAC,IAAI,CAAC,cAAc,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,EAAE,CAAC,EAAE;QACpE,OAAO;KACV;IAED,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC,OAAO,EAAE,CAAC;AAC7C,CAAC,CAAC;AAEF;;;GAGG;AACH,MAAM,OAAO,2BAA2B;IAWpC;;;OAGG;IACH,YAAY,KAAY;QAdxB;;WAEG;QACa,SAAI,GAAG,uBAAuB,CAAC,kBAAkB,CAAC;QAY9D,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,QAAQ;QACX,IAAI,CAAC,KAAK,CAAC,yBAAyB,CAAC,YAAY,CAAC,uBAAuB,CAAC,sCAAsC,EAAE,IAAI,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;QACnJ,IAAI,CAAC,KAAK,CAAC,qCAAqC,CAAC,YAAY,CACzD,uBAAuB,CAAC,kDAAkD,EAC1E,IAAI,EACJ,IAAI,CAAC,gCAAgC,CACxC,CAAC;IACN,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,mCAAmC;IACvC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE;YACzC,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC,OAAO,EAAE,CAAC;SAC5C;IACL,CAAC;IAEO,oBAAoB,CAAC,aAAyD;QAClF,IAAI,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE;YAC3B,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE;gBACzC,MAAM,aAAa,GAAG,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;gBACrD,IAAI,aAAa,CAAC,OAAO,IAAI,CAAC,aAAa,CAAC,qBAAqB,EAAE;oBAC/D,aAAa,CAAC,IAAI,CAAC,aAAa,CAAC,WAAW,EAAE,CAAC,CAAC;iBACnD;aACJ;SACJ;IACL,CAAC;IAEO,gCAAgC,CAAC,aAAyD;QAC9F,IAAI,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE;YAC3B,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE;gBACzC,MAAM,aAAa,GAAG,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;gBACrD,IAAI,aAAa,CAAC,OAAO,IAAI,aAAa,CAAC,qBAAqB,IAAI,IAAI,CAAC,KAAK,CAAC,YAAa,CAAC,EAAE,KAAK,GAAG,EAAE;oBACrG,aAAa,CAAC,IAAI,CAAC,aAAa,CAAC,WAAW,EAAE,CAAC,CAAC;iBACnD;aACJ;SACJ;IACL,CAAC;CACJ;AAED,aAAa,CAAC,6BAA6B,GAAG,CAAC,KAAY,EAAE,EAAE;IAC3D,gDAAgD;IAChD,IAAI,SAAS,GAAG,KAAK,CAAC,aAAa,CAAC,uBAAuB,CAAC,kBAAkB,CAAgC,CAAC;IAC/G,IAAI,CAAC,SAAS,EAAE;QACZ,SAAS,GAAG,IAAI,2BAA2B,CAAC,KAAK,CAAC,CAAC;QACnD,KAAK,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;KAClC;AACL,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport type { SmartArrayNoDuplicate } from \"../Misc/smartArray\";\r\nimport { DepthRenderer } from \"./depthRenderer\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _depthRenderer: { [id: string]: DepthRenderer };\r\n\r\n /**\r\n * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.\r\n * @param camera The camera to create the depth renderer on (default: scene's active camera)\r\n * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z\r\n * @param force32bitsFloat Forces 32 bits float when supported (else 16 bits float is prioritized over 32 bits float if supported)\r\n * @param samplingMode The sampling mode to be used with the render target (Linear, Nearest...)\r\n * @param storeCameraSpaceZ Defines whether the depth stored is the Z coordinate in camera space. If true, storeNonLinearDepth has no effect. (Default: false)\r\n * @returns the created depth renderer\r\n */\r\n enableDepthRenderer(\r\n camera?: Nullable<Camera>,\r\n storeNonLinearDepth?: boolean,\r\n force32bitsFloat?: boolean,\r\n samplingMode?: number,\r\n storeCameraSpaceZ?: boolean\r\n ): DepthRenderer;\r\n\r\n /**\r\n * Disables a depth renderer for a given camera\r\n * @param camera The camera to disable the depth renderer on (default: scene's active camera)\r\n */\r\n disableDepthRenderer(camera?: Nullable<Camera>): void;\r\n }\r\n}\r\n\r\nScene.prototype.enableDepthRenderer = function (\r\n camera?: Nullable<Camera>,\r\n storeNonLinearDepth = false,\r\n force32bitsFloat: boolean = false,\r\n samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n storeCameraSpaceZ: boolean = false\r\n): DepthRenderer {\r\n camera = camera || this.activeCamera;\r\n if (!camera) {\r\n throw \"No camera available to enable depth renderer\";\r\n }\r\n if (!this._depthRenderer) {\r\n this._depthRenderer = {};\r\n }\r\n if (!this._depthRenderer[camera.id]) {\r\n const supportFullfloat = !!this.getEngine().getCaps().textureFloatRender;\r\n let textureType = 0;\r\n if (this.getEngine().getCaps().textureHalfFloatRender && (!force32bitsFloat || !supportFullfloat)) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (supportFullfloat) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n } else {\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n this._depthRenderer[camera.id] = new DepthRenderer(this, textureType, camera, storeNonLinearDepth, samplingMode, storeCameraSpaceZ);\r\n }\r\n\r\n return this._depthRenderer[camera.id];\r\n};\r\n\r\nScene.prototype.disableDepthRenderer = function (camera?: Nullable<Camera>): void {\r\n camera = camera || this.activeCamera;\r\n if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {\r\n return;\r\n }\r\n\r\n this._depthRenderer[camera.id].dispose();\r\n};\r\n\r\n/**\r\n * Defines the Depth Renderer scene component responsible to manage a depth buffer useful\r\n * in several rendering techniques.\r\n */\r\nexport class DepthRendererSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_DEPTHRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherRenderTargetsStage.registerStep(SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);\r\n this.scene._gatherActiveCameraRenderTargetsStage.registerStep(\r\n SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER,\r\n this,\r\n this._gatherActiveCameraRenderTargets\r\n );\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n for (const key in this.scene._depthRenderer) {\r\n this.scene._depthRenderer[key].dispose();\r\n }\r\n }\r\n\r\n private _gatherRenderTargets(renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n if (this.scene._depthRenderer) {\r\n for (const key in this.scene._depthRenderer) {\r\n const depthRenderer = this.scene._depthRenderer[key];\r\n if (depthRenderer.enabled && !depthRenderer.useOnlyInActiveCamera) {\r\n renderTargets.push(depthRenderer.getDepthMap());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _gatherActiveCameraRenderTargets(renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n if (this.scene._depthRenderer) {\r\n for (const key in this.scene._depthRenderer) {\r\n const depthRenderer = this.scene._depthRenderer[key];\r\n if (depthRenderer.enabled && depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera!.id === key) {\r\n renderTargets.push(depthRenderer.getDepthMap());\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\nDepthRenderer._SceneComponentInitialization = (scene: Scene) => {\r\n // Register the G Buffer component to the scene.\r\n let component = scene._getComponent(SceneComponentConstants.NAME_DEPTHRENDERER) as DepthRendererSceneComponent;\r\n if (!component) {\r\n component = new DepthRendererSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n};\r\n"]}
@@ -6,8 +6,13 @@ import "./ShadersInclude/imageProcessingCompatibility.js";
6
6
  const name = "spritesPixelShader";
7
7
  const shader = `uniform bool alphaTest;
8
8
  #define CUSTOM_FRAGMENT_DEFINITIONS
9
+ #ifdef PIXEL_PERFECT
10
+ vec2 uvPixelPerfect(vec2 uv) {
9
11
  void main(void) {
10
- vec4 color=texture2D(diffuseSampler,vUV);
12
+ #ifdef PIXEL_PERFECT
13
+ vec2 uv=uvPixelPerfect(vUV);
14
+ vec2 uv=vUV;
15
+ vec4 color=texture2D(diffuseSampler,uv);
11
16
  gl_FragColor=color;
12
17
  #define CUSTOM_FRAGMENT_MAIN_END
13
18
  }`;
@@ -1 +1 @@
1
- {"version":3,"file":"sprites.fragment.js","sourceRoot":"","sources":["../../../../lts/core/generated/Shaders/sprites.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,yCAAyC,CAAC;AACjD,OAAO,8BAA8B,CAAC;AACtC,OAAO,+CAA+C,CAAC;AAEvD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;EAoBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"spritesPixelShader\";\nconst shader = `uniform bool alphaTest;\rvarying vec4 vColor;\rvarying vec2 vUV;\runiform sampler2D diffuseSampler;\r#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 color=texture2D(diffuseSampler,vUV);\rfloat fAlphaTest=float(alphaTest);\rif (fAlphaTest != 0.)\r{\rif (color.a<0.95)\rdiscard;\r}\rcolor*=vColor;\r#include<fogFragment>\ngl_FragColor=color;\r#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const spritesPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"sprites.fragment.js","sourceRoot":"","sources":["../../../../lts/core/generated/Shaders/sprites.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,yCAAyC,CAAC;AACjD,OAAO,8BAA8B,CAAC;AACtC,OAAO,+CAA+C,CAAC;AAEvD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"spritesPixelShader\";\nconst shader = `uniform bool alphaTest;\rvarying vec4 vColor;\rvarying vec2 vUV;\runiform sampler2D diffuseSampler;\r#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#ifdef PIXEL_PERFECT\nvec2 uvPixelPerfect(vec2 uv) {\rvec2 res=vec2(textureSize(diffuseSampler,0));\ruv=uv*res;\rvec2 seam=floor(uv+0.5);\ruv=seam+clamp((uv-seam)/fwidth(uv),-0.5,0.5);\rreturn uv/res;\r}\r#endif\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#ifdef PIXEL_PERFECT\nvec2 uv=uvPixelPerfect(vUV);\r#else\nvec2 uv=vUV;\r#endif\nvec4 color=texture2D(diffuseSampler,uv);\rfloat fAlphaTest=float(alphaTest);\rif (fAlphaTest != 0.)\r{\rif (color.a<0.95)\rdiscard;\r}\rcolor*=vColor;\r#include<fogFragment>\ngl_FragColor=color;\r#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const spritesPixelShader = { name, shader };\n"]}
@@ -1,19 +1,23 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "ssao2PixelShader";
4
- const shader = `precision highp float;
5
- uniform sampler2D randomSampler;
@@ -1 +1 @@
1
- {"version":3,"file":"ssao2.fragment.js","sourceRoot":"","sources":["../../../../lts/core/generated/Shaders/ssao2.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkMd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"ssao2PixelShader\";\nconst shader = `precision highp float;\runiform sampler2D textureSampler;\runiform float near;\runiform float far;\runiform float radius;\rfloat scales[16]=float[16](\r0.1,\r0.11406250000000001,\r0.131640625,\r0.15625,\r0.187890625,\r0.2265625,\r0.272265625,\r0.325,\r0.384765625,\r0.4515625,\r0.525390625,\r0.60625,\r0.694140625,\r0.7890625,\r0.891015625,\r1.0\r);\rvarying vec2 vUV;\rfloat perspectiveDepthToViewZ(in float invClipZ,in float near,in float far ) {\rreturn ( near*far )/( ( far-near )*invClipZ-far );\r}\rfloat viewZToPerspectiveDepth( in float viewZ,in float near,in float far ) {\rreturn ( near*far/viewZ+far)/( far-near );\r}\rfloat viewZToOrthographicDepth( in float viewZ,in float near,in float far ) {\rreturn ( viewZ+near )/( near-far );\r}\r#ifdef SSAO\nuniform sampler2D randomSampler;\runiform sampler2D depthSampler;\runiform sampler2D normalSampler;\runiform float randTextureTiles;\runiform float samplesFactor;\runiform vec3 sampleSphere[SAMPLES];\runiform float totalStrength;\runiform float base;\runiform float xViewport;\runiform float yViewport;\runiform mat3 depthProjection;\runiform float maxZ;\runiform float minZAspect;\runiform vec2 texelSize;\runiform mat4 projection;\rvoid main()\r{\rvec3 random=texture2D(randomSampler,vUV*randTextureTiles).rgb;\rfloat depth=texture2D(depthSampler,vUV).r;\rfloat depthSign=depth/abs(depth);\rdepth=depth*depthSign;\rvec3 normal=texture2D(normalSampler,vUV).rgb;\rfloat occlusion=0.0;\rfloat correctedRadius=min(radius,minZAspect*depth/near);\rvec3 vViewRay=vec3((vUV.x*2.0-1.0)*xViewport,(vUV.y*2.0-1.0)*yViewport,depthSign);\rvec3 vDepthFactor=depthProjection*vec3(1.0,1.0,depth);\rvec3 origin=vViewRay*vDepthFactor;\rvec3 rvec=random*2.0-1.0;\rrvec.z=0.0;\rfloat dotProduct=dot(rvec,normal);\rrvec=1.0-abs(dotProduct)>1e-2 ? rvec : vec3(-rvec.y,0.0,rvec.x);\rvec3 tangent=normalize(rvec-normal*dot(rvec,normal));\rvec3 bitangent=cross(normal,tangent);\rmat3 tbn=mat3(tangent,bitangent,normal);\rfloat difference;\rfor (int i=0; i<SAMPLES; ++i) {\rvec3 samplePosition=scales[(i+int(random.x*16.0)) % 16]*tbn*sampleSphere[(i+int(random.y*16.0)) % 16];\rsamplePosition=samplePosition*correctedRadius+origin;\rvec4 offset=vec4(samplePosition,1.0);\roffset=projection*offset;\roffset.xyz/=offset.w;\roffset.xy=offset.xy*0.5+0.5;\rif (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {\rcontinue;\r}\rfloat sampleDepth=abs(texture2D(depthSampler,offset.xy).r);\rdifference=depthSign*samplePosition.z-sampleDepth;\rfloat rangeCheck=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);\rocclusion+=(difference>=0.0 ? 1.0 : 0.0)*rangeCheck;\r}\rocclusion=occlusion*(1.0-smoothstep(maxZ*0.75,maxZ,depth));\rfloat ao=1.0-totalStrength*occlusion*samplesFactor;\rfloat result=clamp(ao+base,0.0,1.0);\rgl_FragColor=vec4(vec3(result),1.0);\r}\r#endif\n#ifdef BILATERAL_BLUR\nuniform sampler2D depthSampler;\runiform float outSize;\runiform float samplerOffsets[SAMPLES];\rvec4 blur9(sampler2D image,vec2 uv,float resolution,vec2 direction) {\rvec4 color=vec4(0.0);\rvec2 off1=vec2(1.3846153846)*direction;\rvec2 off2=vec2(3.2307692308)*direction;\rcolor+=texture2D(image,uv)*0.2270270270;\rcolor+=texture2D(image,uv+(off1/resolution))*0.3162162162;\rcolor+=texture2D(image,uv-(off1/resolution))*0.3162162162;\rcolor+=texture2D(image,uv+(off2/resolution))*0.0702702703;\rcolor+=texture2D(image,uv-(off2/resolution))*0.0702702703;\rreturn color;\r}\rvec4 blur13(sampler2D image,vec2 uv,float resolution,vec2 direction) {\rvec4 color=vec4(0.0);\rvec2 off1=vec2(1.411764705882353)*direction;\rvec2 off2=vec2(3.2941176470588234)*direction;\rvec2 off3=vec2(5.176470588235294)*direction;\rcolor+=texture2D(image,uv)*0.1964825501511404;\rcolor+=texture2D(image,uv+(off1/resolution))*0.2969069646728344;\rcolor+=texture2D(image,uv-(off1/resolution))*0.2969069646728344;\rcolor+=texture2D(image,uv+(off2/resolution))*0.09447039785044732;\rcolor+=texture2D(image,uv-(off2/resolution))*0.09447039785044732;\rcolor+=texture2D(image,uv+(off3/resolution))*0.010381362401148057;\rcolor+=texture2D(image,uv-(off3/resolution))*0.010381362401148057;\rreturn color;\r}\rvec4 blur13Bilateral(sampler2D image,vec2 uv,float resolution,vec2 direction) {\rvec4 color=vec4(0.0);\rvec2 off1=vec2(1.411764705882353)*direction;\rvec2 off2=vec2(3.2941176470588234)*direction;\rvec2 off3=vec2(5.176470588235294)*direction;\rfloat compareDepth=abs(texture2D(depthSampler,uv).r);\rfloat sampleDepth;\rfloat weight;\rfloat weightSum=30.0;\rcolor+=texture2D(image,uv)*30.0;\rsampleDepth=abs(texture2D(depthSampler,uv+(off1/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+= weight;\rcolor+=texture2D(image,uv+(off1/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv-(off1/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+= weight;\rcolor+=texture2D(image,uv-(off1/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv+(off2/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rcolor+=texture2D(image,uv+(off2/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv-(off2/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rcolor+=texture2D(image,uv-(off2/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv+(off3/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rcolor+=texture2D(image,uv+(off3/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv-(off3/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rcolor+=texture2D(image,uv-(off3/resolution))*weight;\rreturn color/weightSum;\r}\rvoid main()\r{\r#if EXPENSIVE\nfloat compareDepth=abs(texture2D(depthSampler,vUV).r);\rfloat texelsize=1.0/outSize;\rfloat result=0.0;\rfloat weightSum=0.0;\rfor (int i=0; i<SAMPLES; ++i)\r{\r#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\rvec2 sampleOffset=vec2(texelsize*samplerOffsets[i],0.0);\r#else\nvec2 direction=vec2(0.0,1.0);\rvec2 sampleOffset=vec2(0.0,texelsize*samplerOffsets[i]);\r#endif\nvec2 samplePos=vUV+sampleOffset;\rfloat sampleDepth=abs(texture2D(depthSampler,samplePos).r);\rfloat weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30000.0);\rresult+=texture2D(textureSampler,samplePos).r*weight;\rweightSum+=weight;\r}\rresult/=weightSum;\rgl_FragColor.rgb=vec3(result);\rgl_FragColor.a=1.0;\r#else\nvec4 color;\r#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\rcolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\r#else\nvec2 direction=vec2(0.0,1.0);\rcolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\r#endif\ngl_FragColor.rgb=vec3(color.r);\rgl_FragColor.a=1.0;\r#endif\n}\r#endif\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const ssao2PixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"ssao2.fragment.js","sourceRoot":"","sources":["../../../../lts/core/generated/Shaders/ssao2.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"ssao2PixelShader\";\nconst shader = `precision highp float;\runiform sampler2D textureSampler;\rvarying vec2 vUV;\r#ifdef SSAO\nfloat scales[16]=float[16](\r0.1,\r0.11406250000000001,\r0.131640625,\r0.15625,\r0.187890625,\r0.2265625,\r0.272265625,\r0.325,\r0.384765625,\r0.4515625,\r0.525390625,\r0.60625,\r0.694140625,\r0.7890625,\r0.891015625,\r1.0\r);\runiform float near;\runiform float radius;\runiform sampler2D depthSampler;\runiform sampler2D randomSampler;\runiform sampler2D normalSampler;\runiform float randTextureTiles;\runiform float samplesFactor;\runiform vec3 sampleSphere[SAMPLES];\runiform float totalStrength;\runiform float base;\runiform float xViewport;\runiform float yViewport;\runiform mat3 depthProjection;\runiform float maxZ;\runiform float minZAspect;\runiform vec2 texelSize;\runiform mat4 projection;\rvoid main()\r{\rvec3 random=textureLod(randomSampler,vUV*randTextureTiles,0.0).rgb;\rfloat depth=textureLod(depthSampler,vUV,0.0).r;\rfloat depthSign=depth/abs(depth);\rdepth=depth*depthSign;\rvec3 normal=textureLod(normalSampler,vUV,0.0).rgb;\rfloat occlusion=0.0;\rfloat correctedRadius=min(radius,minZAspect*depth/near);\rvec3 vViewRay=vec3((vUV.x*2.0-1.0)*xViewport,(vUV.y*2.0-1.0)*yViewport,depthSign);\rvec3 vDepthFactor=depthProjection*vec3(1.0,1.0,depth);\rvec3 origin=vViewRay*vDepthFactor;\rvec3 rvec=random*2.0-1.0;\rrvec.z=0.0;\rfloat dotProduct=dot(rvec,normal);\rrvec=1.0-abs(dotProduct)>1e-2 ? rvec : vec3(-rvec.y,0.0,rvec.x);\rvec3 tangent=normalize(rvec-normal*dot(rvec,normal));\rvec3 bitangent=cross(normal,tangent);\rmat3 tbn=mat3(tangent,bitangent,normal);\rfloat difference;\rfor (int i=0; i<SAMPLES; ++i) {\rvec3 samplePosition=scales[(i+int(random.x*16.0)) % 16]*tbn*sampleSphere[(i+int(random.y*16.0)) % 16];\rsamplePosition=samplePosition*correctedRadius+origin;\rvec4 offset=vec4(samplePosition,1.0);\roffset=projection*offset;\roffset.xyz/=offset.w;\roffset.xy=offset.xy*0.5+0.5;\rif (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {\rcontinue;\r}\rfloat sampleDepth=abs(textureLod(depthSampler,offset.xy,0.0).r);\rdifference=depthSign*samplePosition.z-sampleDepth;\rfloat rangeCheck=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);\rocclusion+=step(EPSILON,difference)*rangeCheck;\r}\rocclusion=occlusion*(1.0-smoothstep(maxZ*0.75,maxZ,depth));\rfloat ao=1.0-totalStrength*occlusion*samplesFactor;\rfloat result=clamp(ao+base,0.0,1.0);\rgl_FragColor=vec4(vec3(result),1.0);\r}\r#endif\n#ifdef BLUR\nuniform float outSize;\runiform float soften;\runiform float tolerance;\runiform int samples;\r#ifndef BLUR_BYPASS\nuniform sampler2D depthSampler;\r#ifdef BLUR_LEGACY\nfloat blur13Bilateral(sampler2D image,vec2 uv,vec2 step) {\rfloat result=0.0;\rvec2 off1=vec2(1.411764705882353)*step;\rvec2 off2=vec2(3.2941176470588234)*step;\rvec2 off3=vec2(5.176470588235294)*step;\rfloat compareDepth=abs(textureLod(depthSampler,uv,0.0).r);\rfloat sampleDepth;\rfloat weight;\rfloat weightSum=30.0;\rresult+=textureLod(image,uv,0.0).r*30.0;\rsampleDepth=abs(textureLod(depthSampler,uv+off1,0.0).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+= weight;\rresult+=textureLod(image,uv+off1,0.0).r*weight;\rsampleDepth=abs(textureLod(depthSampler,uv-off1,0.0).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+= weight;\rresult+=textureLod(image,uv-off1,0.0).r*weight;\rsampleDepth=abs(textureLod(depthSampler,uv+off2,0.0).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rresult+=textureLod(image,uv+off2,0.0).r*weight;\rsampleDepth=abs(textureLod(depthSampler,uv-off2,0.0).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rresult+=textureLod(image,uv-off2,0.0).r*weight;\rsampleDepth=abs(textureLod(depthSampler,uv+off3,0.0).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rresult+=textureLod(image,uv+off3,0.0).r*weight;\rsampleDepth=abs(textureLod(depthSampler,uv-off3,0.0).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rresult+=textureLod(image,uv-off3,0.0).r*weight;\rreturn result/weightSum;\r}\r#endif\n#endif\nvoid main()\r{\rfloat result=0.0;\r#ifdef BLUR_BYPASS\nresult=textureLod(textureSampler,vUV,0.0).r;\r#else\n#ifdef BLUR_H\nvec2 step=vec2(1.0/outSize,0.0);\r#else\nvec2 step=vec2(0.0,1.0/outSize);\r#endif\n#ifdef BLUR_LEGACY\nresult=blur13Bilateral(textureSampler,vUV,step);\r#else\nfloat compareDepth=abs(textureLod(depthSampler,vUV,0.0).r);\rfloat weightSum=0.0;\rfor (int i=-samples; i<samples; i+=2)\r{\rvec2 samplePos=vUV+step*(float(i)+0.5);\rfloat sampleDepth=abs(textureLod(depthSampler,samplePos,0.0).r);\rfloat falloff=smoothstep(0.0,\rfloat(samples),\rfloat(samples)-abs(float(i))*soften);\rfloat minDivider=tolerance*0.5+0.003;\rfloat weight=falloff/( minDivider+abs(compareDepth-sampleDepth));\rresult+=textureLod(textureSampler,samplePos,0.0).r*weight;\rweightSum+=weight;\r}\rresult/=weightSum;\r#endif\n#endif\ngl_FragColor.rgb=vec3(result);\rgl_FragColor.a=1.0;\r}\r#endif\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const ssao2PixelShader = { name, shader };\n"]}
@@ -149,6 +149,13 @@ export declare class SpriteManager implements ISpriteManager {
149
149
  */
150
150
  get disableDepthWrite(): boolean;
151
151
  set disableDepthWrite(value: boolean);
152
+ /**
153
+ * Gets or sets a boolean indicating if the renderer must render sprites with pixel perfect rendering
154
+ * In this mode, sprites are rendered as "pixel art", which means that they appear as pixelated but remain stable when moving or when rotated or scaled.
155
+ * Note that for this mode to work as expected, the sprite texture must use the BILINEAR sampling mode, not NEAREST!
156
+ */
157
+ get pixelPerfect(): boolean;
158
+ set pixelPerfect(value: boolean);
152
159
  private _spriteRenderer;
153
160
  /** Associative array from JSON sprite data file */
154
161
  private _cellData;