@babylonjs/core 6.0.0 → 6.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animatable.js +4 -0
- package/Animations/animatable.js.map +1 -1
- package/Animations/runtimeAnimation.d.ts +0 -1
- package/Animations/runtimeAnimation.js +0 -1
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Engines/Extensions/engine.cubeTexture.js +1 -1
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.js +1 -1
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/engine.d.ts +7 -20
- package/Engines/thinEngine.d.ts +7 -1
- package/Engines/thinEngine.js +36 -19
- package/Engines/thinEngine.js.map +1 -1
- package/Layers/effectLayer.d.ts +15 -0
- package/Layers/effectLayer.js +21 -0
- package/Layers/effectLayer.js.map +1 -1
- package/Materials/Node/Blocks/index.d.ts +1 -0
- package/Materials/Node/Blocks/index.js +1 -0
- package/Materials/Node/Blocks/index.js.map +1 -1
- package/Materials/Node/Blocks/meshAttributeExistsBlock.d.ts +52 -0
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js +199 -0
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -0
- package/Materials/Node/nodeMaterial.d.ts +1 -0
- package/Materials/Node/nodeMaterial.js +5 -1
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Textures/equiRectangularCubeTexture.d.ts +3 -1
- package/Materials/Textures/equiRectangularCubeTexture.js +3 -2
- package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.d.ts +2 -1
- package/Materials/Textures/hdrCubeTexture.js +3 -2
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Misc/HighDynamicRange/hdr.d.ts +1 -1
- package/Misc/HighDynamicRange/hdr.js +2 -2
- package/Misc/HighDynamicRange/hdr.js.map +1 -1
- package/Misc/HighDynamicRange/panoramaToCubemap.d.ts +1 -1
- package/Misc/HighDynamicRange/panoramaToCubemap.js +31 -23
- package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
- package/Physics/v2/physicsBody.d.ts +2 -1
- package/Physics/v2/physicsBody.js.map +1 -1
- package/Rendering/prePassRenderer.d.ts +2 -0
- package/Rendering/prePassRenderer.js +12 -1
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js +1 -1
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
- package/Shaders/glowMapGeneration.fragment.js +2 -2
- package/Shaders/glowMapGeneration.fragment.js.map +1 -1
- package/package.json +1 -1
- package/readme.md +2 -6
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type { IPhysicsCollisionEvent, IPhysicsEnginePluginV2, PhysicsMassProperties, PhysicsMotionType } from \"./IPhysicsEnginePlugin\";\r\nimport type { PhysicsShape } from \"./physicsShape\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { PhysicsEngine } from \"./physicsEngine\";\r\nimport type { Mesh, TransformNode, AbstractMesh } from \"../../Meshes\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { PhysicsConstraint } from \"./physicsConstraint\";\r\nimport type { Bone } from \"core/Bones/bone\";\r\nimport { Space } from \"core/Maths/math.axis\";\r\nimport type { Observable, Observer } from \"../../Misc/observable\";\r\nimport type { Node } from \"../../node\";\r\n\r\n/**\r\n * PhysicsBody is useful for creating a physics body that can be used in a physics engine. It allows\r\n * the user to set the mass and velocity of the body, which can then be used to calculate the\r\n * motion of the body in the physics engine.\r\n */\r\nexport class PhysicsBody {\r\n /**\r\n * V2 Physics plugin private data for single Transform\r\n */\r\n public _pluginData: any = undefined;\r\n /**\r\n * V2 Physics plugin private data for instances\r\n */\r\n public _pluginDataInstances: Array<any> = [];\r\n /**\r\n * The V2 plugin used to create and manage this Physics Body\r\n */\r\n private _physicsPlugin: IPhysicsEnginePluginV2;\r\n /**\r\n * The engine used to create and manage this Physics Body\r\n */\r\n private _physicsEngine: PhysicsEngine;\r\n /**\r\n * If the collision callback is enabled\r\n */\r\n private _collisionCBEnabled: boolean = false;\r\n /**\r\n * The transform node associated with this Physics Body\r\n */\r\n transformNode: TransformNode;\r\n /**\r\n * Disable pre-step that consists in updating Physics Body from Transform Node Translation/Orientation.\r\n * True by default for maximum performance.\r\n */\r\n disablePreStep: boolean = true;\r\n\r\n /**\r\n * Physics engine will try to make this body sleeping and not active\r\n */\r\n public startAsleep: boolean;\r\n\r\n private _nodeDisposeObserver: Nullable<Observer<Node>>;\r\n\r\n /**\r\n * Constructs a new physics body for the given node.\r\n * @param transformNode - The Transform Node to construct the physics body for.\r\n * @param motionType - The motion type of the physics body.\r\n * @param scene - The scene containing the physics engine.\r\n *\r\n * This code is useful for creating a physics body for a given Transform Node in a scene.\r\n * It checks the version of the physics engine and the physics plugin, and initializes the body accordingly.\r\n * It also sets the node's rotation quaternion if it is not already set. Finally, it adds the body to the physics engine.\r\n */\r\n constructor(transformNode: TransformNode, motionType: PhysicsMotionType, startsAsleep: boolean, scene: Scene) {\r\n if (!scene) {\r\n return;\r\n }\r\n const physicsEngine = scene.getPhysicsEngine() as PhysicsEngine;\r\n if (!physicsEngine) {\r\n throw new Error(\"No Physics Engine available.\");\r\n }\r\n this._physicsEngine = physicsEngine;\r\n if (physicsEngine.getPluginVersion() != 2) {\r\n throw new Error(\"Plugin version is incorrect. Expected version 2.\");\r\n }\r\n const physicsPlugin = physicsEngine.getPhysicsPlugin();\r\n if (!physicsPlugin) {\r\n throw new Error(\"No Physics Plugin available.\");\r\n }\r\n\r\n this._physicsPlugin = physicsPlugin as IPhysicsEnginePluginV2;\r\n if (!transformNode.rotationQuaternion) {\r\n transformNode.rotationQuaternion = Quaternion.FromEulerAngles(transformNode.rotation.x, transformNode.rotation.y, transformNode.rotation.z);\r\n }\r\n\r\n this.startAsleep = startsAsleep;\r\n\r\n // instances?\r\n const m = transformNode as Mesh;\r\n if (m.hasThinInstances) {\r\n this._physicsPlugin.initBodyInstances(this, motionType, m);\r\n } else {\r\n // single instance\r\n this._physicsPlugin.initBody(this, motionType, transformNode.position, transformNode.rotationQuaternion);\r\n }\r\n this.transformNode = transformNode;\r\n transformNode.physicsBody = this;\r\n physicsEngine.addBody(this);\r\n\r\n this._nodeDisposeObserver = transformNode.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n /**\r\n * Returns the string \"PhysicsBody\".\r\n * @returns \"PhysicsBody\"\r\n */\r\n public getClassName() {\r\n return \"PhysicsBody\";\r\n }\r\n\r\n /**\r\n * Clone the PhysicsBody to a new body and assign it to the transformNode parameter\r\n * @param transformNode transformNode that will be used for the cloned PhysicsBody\r\n * @returns the newly cloned PhysicsBody\r\n */\r\n public clone(transformNode: TransformNode): PhysicsBody {\r\n const clonedBody = new PhysicsBody(transformNode, this.getMotionType(), this.startAsleep, this.transformNode.getScene());\r\n clonedBody.shape = this.shape;\r\n return clonedBody;\r\n }\r\n\r\n /**\r\n * If a physics body is connected to an instanced node, update the number physic instances to match the number of node instances.\r\n */\r\n public updateBodyInstances() {\r\n const m = this.transformNode as Mesh;\r\n if (m.hasThinInstances) {\r\n this._physicsPlugin.updateBodyInstances(this, m);\r\n }\r\n }\r\n\r\n /**\r\n * This returns the number of internal instances of the physics body\r\n */\r\n public get numInstances(): number {\r\n return this._pluginDataInstances.length;\r\n }\r\n\r\n /**\r\n * Sets the shape of the physics body.\r\n * @param shape - The shape of the physics body.\r\n *\r\n * This method is useful for setting the shape of the physics body, which is necessary for the physics engine to accurately simulate the body's behavior.\r\n * The shape is used to calculate the body's mass, inertia, and other properties.\r\n */\r\n public set shape(shape: Nullable<PhysicsShape>) {\r\n this._physicsPlugin.setShape(this, shape);\r\n }\r\n\r\n /**\r\n * Retrieves the physics shape associated with this object.\r\n *\r\n * @returns The physics shape associated with this object, or `undefined` if no\r\n * shape is associated.\r\n *\r\n * This method is useful for retrieving the physics shape associated with this object,\r\n * which can be used to apply physical forces to the object or to detect collisions.\r\n */\r\n public get shape(): Nullable<PhysicsShape> {\r\n return this._physicsPlugin.getShape(this);\r\n }\r\n\r\n /**\r\n * Sets the event mask for the physics engine.\r\n *\r\n * @param eventMask - A bitmask that determines which events will be sent to the physics engine.\r\n *\r\n * This method is useful for setting the event mask for the physics engine, which determines which events\r\n * will be sent to the physics engine. This allows the user to control which events the physics engine will respond to.\r\n */\r\n public setEventMask(eventMask: number, instanceIndex?: number) {\r\n this._physicsPlugin.setEventMask(this, eventMask, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the event mask of the physics engine.\r\n *\r\n * @returns The event mask of the physics engine.\r\n *\r\n * This method is useful for getting the event mask of the physics engine,\r\n * which is used to determine which events the engine will respond to.\r\n * This is important for ensuring that the engine is responding to the correct events and not\r\n * wasting resources on unnecessary events.\r\n */\r\n public getEventMask(instanceIndex?: number): number {\r\n return this._physicsPlugin.getEventMask(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the motion type of the physics body. Can be STATIC, DYNAMIC, or ANIMATED.\r\n */\r\n public setMotionType(motionType: PhysicsMotionType, instanceIndex?: number) {\r\n this._physicsPlugin.setMotionType(this, motionType, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the motion type of the physics body. Can be STATIC, DYNAMIC, or ANIMATED.\r\n */\r\n public getMotionType(instanceIndex?: number): PhysicsMotionType {\r\n return this._physicsPlugin.getMotionType(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Computes the mass properties of the physics object, based on the set of physics shapes this body uses.\r\n * This method is useful for computing the initial mass properties of a physics object, such as its mass,\r\n * inertia, and center of mass; these values are important for accurately simulating the physics of the\r\n * object in the physics engine, and computing values based on the shape will provide you with reasonable\r\n * intial values, which you can then customize.\r\n */\r\n public computeMassProperties(instanceIndex?: number): PhysicsMassProperties {\r\n return this._physicsPlugin.computeMassProperties(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the mass properties of the physics object.\r\n *\r\n * @param massProps - The mass properties to set.\r\n * @param instanceIndex - The index of the instance to set the mass properties for. If not defined, the mass properties will be set for all instances.\r\n *\r\n * This method is useful for setting the mass properties of a physics object, such as its mass,\r\n * inertia, and center of mass. This is important for accurately simulating the physics of the object in the physics engine.\r\n */\r\n public setMassProperties(massProps: PhysicsMassProperties, instanceIndex?: number): void {\r\n this._physicsPlugin.setMassProperties(this, massProps, instanceIndex);\r\n }\r\n\r\n /**\r\n * Retrieves the mass properties of the object.\r\n *\r\n * @returns The mass properties of the object.\r\n *\r\n * This method is useful for physics simulations, as it allows the user to\r\n * retrieve the mass properties of the object, such as its mass, center of mass,\r\n * and moment of inertia. This information is necessary for accurate physics\r\n * simulations.\r\n */\r\n public getMassProperties(instanceIndex?: number): PhysicsMassProperties {\r\n return this._physicsPlugin.getMassProperties(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the linear damping of the physics body.\r\n *\r\n * @param damping - The linear damping value.\r\n *\r\n * This method is useful for controlling the linear damping of the physics body,\r\n * which is the rate at which the body's velocity decreases over time. This is useful for simulating\r\n * the effects of air resistance or other forms of friction.\r\n */\r\n public setLinearDamping(damping: number, instanceIndex?: number) {\r\n this._physicsPlugin.setLinearDamping(this, damping, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the linear damping of the physics body.\r\n * @returns The linear damping of the physics body.\r\n *\r\n * This method is useful for retrieving the linear damping of the physics body, which is the amount of\r\n * resistance the body has to linear motion. This is useful for simulating realistic physics behavior\r\n * in a game.\r\n */\r\n public getLinearDamping(instanceIndex?: number): number {\r\n return this._physicsPlugin.getLinearDamping(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the angular damping of the physics body.\r\n * @param damping The angular damping of the body.\r\n *\r\n * This method is useful for controlling the angular velocity of a physics body.\r\n * By setting the damping, the body's angular velocity will be reduced over time, simulating the effect of friction.\r\n * This can be used to create realistic physical behavior in a physics engine.\r\n */\r\n public setAngularDamping(damping: number, instanceIndex?: number) {\r\n this._physicsPlugin.setAngularDamping(this, damping, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the angular damping of the physics body.\r\n *\r\n * @returns The angular damping of the physics body.\r\n *\r\n * This method is useful for getting the angular damping of the physics body,\r\n * which is the rate of reduction of the angular velocity over time.\r\n * This is important for simulating realistic physics behavior in a game.\r\n */\r\n public getAngularDamping(instanceIndex?: number): number {\r\n return this._physicsPlugin.getAngularDamping(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the linear velocity of the physics object.\r\n * @param linVel - The linear velocity to set.\r\n *\r\n * This method is useful for setting the linear velocity of a physics object,\r\n * which is necessary for simulating realistic physics in a game engine.\r\n * By setting the linear velocity, the physics object will move in the direction and speed specified by the vector.\r\n * This allows for realistic physics simulations, such as simulating the motion of a ball rolling down a hill.\r\n */\r\n public setLinearVelocity(linVel: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.setLinearVelocity(this, linVel, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the linear velocity of the physics body and stores it in the given vector3.\r\n * @param linVel - The vector3 to store the linear velocity in.\r\n *\r\n * This method is useful for getting the linear velocity of a physics body in a physics engine.\r\n * This can be used to determine the speed and direction of the body, which can be used to calculate the motion of the body.*/\r\n public getLinearVelocityToRef(linVel: Vector3, instanceIndex?: number): void {\r\n return this._physicsPlugin.getLinearVelocityToRef(this, linVel, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the angular velocity of the physics object.\r\n * @param angVel - The angular velocity to set.\r\n *\r\n * This method is useful for setting the angular velocity of a physics object, which is necessary for\r\n * simulating realistic physics behavior. The angular velocity is used to determine the rate of rotation of the object,\r\n * which is important for simulating realistic motion.\r\n */\r\n public setAngularVelocity(angVel: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.setAngularVelocity(this, angVel, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the angular velocity of the physics body and stores it in the given vector3.\r\n * @param angVel - The vector3 to store the angular velocity in.\r\n *\r\n * This method is useful for getting the angular velocity of a physics body, which can be used to determine the body's\r\n * rotational speed. This information can be used to create realistic physics simulations.\r\n */\r\n public getAngularVelocityToRef(angVel: Vector3, instanceIndex?: number): void {\r\n return this._physicsPlugin.getAngularVelocityToRef(this, angVel, instanceIndex);\r\n }\r\n\r\n /**\r\n * Applies an impulse to the physics object.\r\n *\r\n * @param impulse The impulse vector.\r\n * @param location The location of the impulse.\r\n * @param instanceIndex For a instanced body, the instance to where the impulse should be applied. If not specified, the impulse is applied to all instances.\r\n *\r\n * This method is useful for applying an impulse to a physics object, which can be used to simulate physical forces such as gravity,\r\n * collisions, and explosions. This can be used to create realistic physics simulations in a game or other application.\r\n */\r\n public applyImpulse(impulse: Vector3, location: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.applyImpulse(this, impulse, location, instanceIndex);\r\n }\r\n\r\n /**\r\n * Applies a force to the physics object.\r\n *\r\n * @param force The force vector.\r\n * @param location The location of the force.\r\n * @param instanceIndex For a instanced body, the instance to where the force should be applied. If not specified, the force is applied to all instances.\r\n *\r\n * This method is useful for applying a force to a physics object, which can be used to simulate physical forces such as gravity,\r\n * collisions, and explosions. This can be used to create realistic physics simulations in a game or other application.\r\n */\r\n public applyForce(force: Vector3, location: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.applyForce(this, force, location, instanceIndex);\r\n }\r\n\r\n /**\r\n * Retrieves the geometry of the body from the physics plugin.\r\n *\r\n * @returns The geometry of the body.\r\n *\r\n * This method is useful for retrieving the geometry of the body from the physics plugin, which can be used for various physics calculations.\r\n */\r\n public getGeometry(): {} {\r\n return this._physicsPlugin.getBodyGeometry(this);\r\n }\r\n\r\n /**\r\n * Returns an observable that will be notified for all collisions happening for event-enabled bodies\r\n * @returns Observable\r\n */\r\n public getCollisionObservable(): Observable<IPhysicsCollisionEvent> {\r\n return this._physicsPlugin.getCollisionObservable(this);\r\n }\r\n\r\n /**\r\n * Enable or disable collision callback for this PhysicsBody.\r\n * @param enabled true if PhysicsBody's collision will rise a collision event and notifies the observable\r\n */\r\n public setCollisionCallbackEnabled(enabled: boolean): void {\r\n this._collisionCBEnabled = enabled;\r\n this._physicsPlugin.setCollisionCallbackEnabled(this, enabled);\r\n }\r\n\r\n /*\r\n * Get the center of the object in world space.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the center for.\r\n * @returns geometric center of the associated mesh\r\n */\r\n public getObjectCenterWorld(instanceIndex?: number): Vector3 {\r\n const ref = new Vector3();\r\n return this.getObjectCenterWorldToRef(ref, instanceIndex);\r\n }\r\n\r\n /*\r\n * Get the center of the object in world space.\r\n * @param ref - The vector3 to store the result in.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the center for.\r\n * @returns geometric center of the associated mesh\r\n */\r\n public getObjectCenterWorldToRef(ref: Vector3, instanceIndex?: number): Vector3 {\r\n if (this._pluginDataInstances?.length > 0) {\r\n const index = instanceIndex || 0;\r\n const matrixData = (this.transformNode as Mesh)._thinInstanceDataStorage.matrixData;\r\n if (matrixData) {\r\n ref.set(matrixData[index * 16 + 12], matrixData[index * 16 + 13], matrixData[index * 16 + 14]);\r\n }\r\n } else {\r\n ref.copyFrom(this.transformNode.position);\r\n }\r\n return ref;\r\n }\r\n\r\n /**\r\n * Adds a constraint to the physics engine.\r\n *\r\n * @param childBody - The body to which the constraint will be applied.\r\n * @param constraint - The constraint to be applied.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to which the constraint will be applied. If not specified, no constraint will be applied.\r\n * @param childInstanceIndex - If the child body is instanced, the index of the instance to which the constraint will be applied. If not specified, no constraint will be applied.\r\n *\r\n */\r\n public addConstraint(childBody: PhysicsBody, constraint: PhysicsConstraint, instanceIndex?: number, childInstanceIndex?: number): void {\r\n this._physicsPlugin.addConstraint(this, childBody, constraint, instanceIndex, childInstanceIndex);\r\n }\r\n\r\n /**\r\n * Sync with a bone\r\n * @param bone The bone that the impostor will be synced to.\r\n * @param boneMesh The mesh that the bone is influencing.\r\n * @param jointPivot The pivot of the joint / bone in local space.\r\n * @param distToJoint Optional distance from the impostor to the joint.\r\n * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.\r\n * @param boneAxis Optional vector3 axis the bone is aligned with\r\n */\r\n public syncWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3) {\r\n const mesh = this.transformNode;\r\n\r\n if (mesh.rotationQuaternion) {\r\n if (adjustRotation) {\r\n const tempQuat = TmpVectors.Quaternion[0];\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, tempQuat);\r\n tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);\r\n } else {\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, mesh.rotationQuaternion);\r\n }\r\n }\r\n\r\n const pos = TmpVectors.Vector3[0];\r\n const boneDir = TmpVectors.Vector3[1];\r\n\r\n if (!boneAxis) {\r\n boneAxis = TmpVectors.Vector3[2];\r\n boneAxis.x = 0;\r\n boneAxis.y = 1;\r\n boneAxis.z = 0;\r\n }\r\n\r\n bone.getDirectionToRef(boneAxis, boneMesh, boneDir);\r\n bone.getAbsolutePositionToRef(boneMesh, pos);\r\n\r\n if ((distToJoint === undefined || distToJoint === null) && jointPivot) {\r\n distToJoint = jointPivot.length();\r\n }\r\n\r\n if (distToJoint !== undefined && distToJoint !== null) {\r\n pos.x += boneDir.x * distToJoint;\r\n pos.y += boneDir.y * distToJoint;\r\n pos.z += boneDir.z * distToJoint;\r\n }\r\n\r\n mesh.setAbsolutePosition(pos);\r\n }\r\n\r\n /**\r\n * Executes a callback on the body or all of the instances of a body\r\n * @param callback the callback to execute\r\n */\r\n public iterateOverAllInstances(callback: (body: PhysicsBody, instanceIndex?: number) => void) {\r\n if (this._pluginDataInstances?.length > 0) {\r\n for (let i = 0; i < this._pluginDataInstances.length; i++) {\r\n callback(this, i);\r\n }\r\n } else {\r\n callback(this, undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the body from the physics engine.\r\n *\r\n * This method is useful for cleaning up the physics engine when a body is no longer needed. Disposing the body will free up resources and prevent memory leaks.\r\n */\r\n public dispose() {\r\n // Disable collisions CB so it doesn't fire when the body is disposed\r\n if (this._collisionCBEnabled) {\r\n this.setCollisionCallbackEnabled(false);\r\n }\r\n if (this._nodeDisposeObserver) {\r\n this.transformNode.onDisposeObservable.remove(this._nodeDisposeObserver);\r\n this._nodeDisposeObserver = null;\r\n }\r\n this._physicsEngine.removeBody(this);\r\n this._physicsPlugin.removeBody(this);\r\n this._physicsPlugin.disposeBody(this);\r\n this._pluginData = null;\r\n this._pluginDataInstances.length = 0;\r\n }\r\n}\r\n"]}
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{"version":3,"file":"physicsBody.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Physics/v2/physicsBody.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,OAAO,EAAE,UAAU,EAAE,UAAU,EAAE,MAAM,yBAAyB,CAAC;AAM1E,OAAO,EAAE,KAAK,EAAE,iCAA6B;AAO7C;;;;GAIG;AACH,MAAM,OAAO,WAAW;IAsCpB;;;;;;;;;OASG;IACH,YAAY,aAA4B,EAAE,UAA6B,EAAE,YAAqB,EAAE,KAAY;QA/C5G;;WAEG;QACI,gBAAW,GAAQ,SAAS,CAAC;QACpC;;WAEG;QACI,yBAAoB,GAAe,EAAE,CAAC;QAS7C;;WAEG;QACK,wBAAmB,GAAY,KAAK,CAAC;QAK7C;;;WAGG;QACH,mBAAc,GAAY,IAAI,CAAC;QAoB3B,IAAI,CAAC,KAAK,EAAE;YACR,OAAO;SACV;QACD,MAAM,aAAa,GAAG,KAAK,CAAC,gBAAgB,EAAmB,CAAC;QAChE,IAAI,CAAC,aAAa,EAAE;YAChB,MAAM,IAAI,KAAK,CAAC,8BAA8B,CAAC,CAAC;SACnD;QACD,IAAI,CAAC,cAAc,GAAG,aAAa,CAAC;QACpC,IAAI,aAAa,CAAC,gBAAgB,EAAE,IAAI,CAAC,EAAE;YACvC,MAAM,IAAI,KAAK,CAAC,kDAAkD,CAAC,CAAC;SACvE;QACD,MAAM,aAAa,GAAG,aAAa,CAAC,gBAAgB,EAAE,CAAC;QACvD,IAAI,CAAC,aAAa,EAAE;YAChB,MAAM,IAAI,KAAK,CAAC,8BAA8B,CAAC,CAAC;SACnD;QAED,IAAI,CAAC,cAAc,GAAG,aAAuC,CAAC;QAC9D,IAAI,CAAC,aAAa,CAAC,kBAAkB,EAAE;YACnC,aAAa,CAAC,kBAAkB,GAAG,UAAU,CAAC,eAAe,CAAC,aAAa,CAAC,QAAQ,CAAC,CAAC,EAAE,aAAa,CAAC,QAAQ,CAAC,CAAC,EAAE,aAAa,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;SAC/I;QAED,IAAI,CAAC,WAAW,GAAG,YAAY,CAAC;QAEhC,aAAa;QACb,MAAM,CAAC,GAAG,aAAqB,CAAC;QAChC,IAAI,CAAC,CAAC,gBAAgB,EAAE;YACpB,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC,IAAI,EAAE,UAAU,EAAE,CAAC,CAAC,CAAC;SAC9D;aAAM;YACH,kBAAkB;YAClB,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,EAAE,UAAU,EAAE,aAAa,CAAC,QAAQ,EAAE,aAAa,CAAC,kBAAkB,CAAC,CAAC;SAC5G;QACD,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC;QACnC,aAAa,CAAC,WAAW,GAAG,IAAI,CAAC;QACjC,aAAa,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QAE5B,IAAI,CAAC,oBAAoB,GAAG,aAAa,CAAC,mBAAmB,CAAC,GAAG,CAAC,GAAG,EAAE;YACnE,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,aAAa,CAAC;IACzB,CAAC;IAED;;;;OAIG;IACI,KAAK,CAAC,aAA4B;QACrC,MAAM,UAAU,GAAG,IAAI,WAAW,CAAC,aAAa,EAAE,IAAI,CAAC,aAAa,EAAE,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,CAAC,CAAC;QACzH,UAAU,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAC9B,OAAO,UAAU,CAAC;IACtB,CAAC;IAED;;OAEG;IACI,mBAAmB;QACtB,MAAM,CAAC,GAAG,IAAI,CAAC,aAAqB,CAAC;QACrC,IAAI,CAAC,CAAC,gBAAgB,EAAE;YACpB,IAAI,CAAC,cAAc,CAAC,mBAAmB,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;SACpD;IACL,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,oBAAoB,CAAC,MAAM,CAAC;IAC5C,CAAC;IAED;;;;;;OAMG;IACH,IAAW,KAAK,CAAC,KAA6B;QAC1C,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IAC9C,CAAC;IAED;;;;;;;;OAQG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC;IAC9C,CAAC;IAED;;;;;;;OAOG;IACI,YAAY,CAAC,SAAiB,EAAE,aAAsB;QACzD,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,IAAI,EAAE,SAAS,EAAE,aAAa,CAAC,CAAC;IACrE,CAAC;IAED;;;;;;;;;OASG;IACI,YAAY,CAAC,aAAsB;QACtC,OAAO,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;IACjE,CAAC;IAED;;OAEG;IACI,aAAa,CAAC,UAA6B,EAAE,aAAsB;QACtE,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,IAAI,EAAE,UAAU,EAAE,aAAa,CAAC,CAAC;IACvE,CAAC;IAED;;OAEG;IACI,aAAa,CAAC,aAAsB;QACvC,OAAO,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;IAClE,CAAC;IAED;;;;;;OAMG;IACI,qBAAqB,CAAC,aAAsB;QAC/C,OAAO,IAAI,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;IAC1E,CAAC;IAED;;;;;;;;OAQG;IACI,iBAAiB,CAAC,SAAgC,EAAE,aAAsB;QAC7E,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC,IAAI,EAAE,SAAS,EAAE,aAAa,CAAC,CAAC;IAC1E,CAAC;IAED;;;;;;;;;OASG;IACI,iBAAiB,CAAC,aAAsB;QAC3C,OAAO,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;IACtE,CAAC;IAED;;;;;;;;OAQG;IACI,gBAAgB,CAAC,OAAe,EAAE,aAAsB;QAC3D,IAAI,CAAC,cAAc,CAAC,gBAAgB,CAAC,IAAI,EAAE,OAAO,EAAE,aAAa,CAAC,CAAC;IACvE,CAAC;IAED;;;;;;;OAOG;IACI,gBAAgB,CAAC,aAAsB;QAC1C,OAAO,IAAI,CAAC,cAAc,CAAC,gBAAgB,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;IACrE,CAAC;IAED;;;;;;;OAOG;IACI,iBAAiB,CAAC,OAAe,EAAE,aAAsB;QAC5D,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC,IAAI,EAAE,OAAO,EAAE,aAAa,CAAC,CAAC;IACxE,CAAC;IAED;;;;;;;;OAQG;IACI,iBAAiB,CAAC,aAAsB;QAC3C,OAAO,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;IACtE,CAAC;IAED;;;;;;;;OAQG;IACI,iBAAiB,CAAC,MAAe,EAAE,aAAsB;QAC5D,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC,IAAI,EAAE,MAAM,EAAE,aAAa,CAAC,CAAC;IACvE,CAAC;IAED;;;;;kIAK8H;IACvH,sBAAsB,CAAC,MAAe,EAAE,aAAsB;QACjE,OAAO,IAAI,CAAC,cAAc,CAAC,sBAAsB,CAAC,IAAI,EAAE,MAAM,EAAE,aAAa,CAAC,CAAC;IACnF,CAAC;IAED;;;;;;;OAOG;IACI,kBAAkB,CAAC,MAAe,EAAE,aAAsB;QAC7D,IAAI,CAAC,cAAc,CAAC,kBAAkB,CAAC,IAAI,EAAE,MAAM,EAAE,aAAa,CAAC,CAAC;IACxE,CAAC;IAED;;;;;;OAMG;IACI,uBAAuB,CAAC,MAAe,EAAE,aAAsB;QAClE,OAAO,IAAI,CAAC,cAAc,CAAC,uBAAuB,CAAC,IAAI,EAAE,MAAM,EAAE,aAAa,CAAC,CAAC;IACpF,CAAC;IAED;;;;;;;;;OASG;IACI,YAAY,CAAC,OAAgB,EAAE,QAAiB,EAAE,aAAsB;QAC3E,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,IAAI,EAAE,OAAO,EAAE,QAAQ,EAAE,aAAa,CAAC,CAAC;IAC7E,CAAC;IAED;;;;;;;;;OASG;IACI,UAAU,CAAC,KAAc,EAAE,QAAiB,EAAE,aAAsB;QACvE,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,IAAI,EAAE,KAAK,EAAE,QAAQ,EAAE,aAAa,CAAC,CAAC;IACzE,CAAC;IAED;;;;;;OAMG;IACI,WAAW;QACd,OAAO,IAAI,CAAC,cAAc,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IACrD,CAAC;IAED;;;OAGG;IACI,sBAAsB;QACzB,OAAO,IAAI,CAAC,cAAc,CAAC,sBAAsB,CAAC,IAAI,CAAC,CAAC;IAC5D,CAAC;IAED;;;OAGG;IACI,2BAA2B,CAAC,OAAgB;QAC/C,IAAI,CAAC,mBAAmB,GAAG,OAAO,CAAC;QACnC,IAAI,CAAC,cAAc,CAAC,2BAA2B,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;IACnE,CA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type { IPhysicsCollisionEvent, IPhysicsEnginePluginV2, PhysicsMassProperties, PhysicsMotionType } from \"./IPhysicsEnginePlugin\";\r\nimport type { PhysicsShape } from \"./physicsShape\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { PhysicsEngine } from \"./physicsEngine\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { PhysicsConstraint } from \"./physicsConstraint\";\r\nimport type { Bone } from \"core/Bones/bone\";\r\nimport { Space } from \"core/Maths/math.axis\";\r\nimport type { Observable, Observer } from \"../../Misc/observable\";\r\nimport type { Node } from \"../../node\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\n\r\n/**\r\n * PhysicsBody is useful for creating a physics body that can be used in a physics engine. It allows\r\n * the user to set the mass and velocity of the body, which can then be used to calculate the\r\n * motion of the body in the physics engine.\r\n */\r\nexport class PhysicsBody {\r\n /**\r\n * V2 Physics plugin private data for single Transform\r\n */\r\n public _pluginData: any = undefined;\r\n /**\r\n * V2 Physics plugin private data for instances\r\n */\r\n public _pluginDataInstances: Array<any> = [];\r\n /**\r\n * The V2 plugin used to create and manage this Physics Body\r\n */\r\n private _physicsPlugin: IPhysicsEnginePluginV2;\r\n /**\r\n * The engine used to create and manage this Physics Body\r\n */\r\n private _physicsEngine: PhysicsEngine;\r\n /**\r\n * If the collision callback is enabled\r\n */\r\n private _collisionCBEnabled: boolean = false;\r\n /**\r\n * The transform node associated with this Physics Body\r\n */\r\n transformNode: TransformNode;\r\n /**\r\n * Disable pre-step that consists in updating Physics Body from Transform Node Translation/Orientation.\r\n * True by default for maximum performance.\r\n */\r\n disablePreStep: boolean = true;\r\n\r\n /**\r\n * Physics engine will try to make this body sleeping and not active\r\n */\r\n public startAsleep: boolean;\r\n\r\n private _nodeDisposeObserver: Nullable<Observer<Node>>;\r\n\r\n /**\r\n * Constructs a new physics body for the given node.\r\n * @param transformNode - The Transform Node to construct the physics body for.\r\n * @param motionType - The motion type of the physics body.\r\n * @param scene - The scene containing the physics engine.\r\n *\r\n * This code is useful for creating a physics body for a given Transform Node in a scene.\r\n * It checks the version of the physics engine and the physics plugin, and initializes the body accordingly.\r\n * It also sets the node's rotation quaternion if it is not already set. Finally, it adds the body to the physics engine.\r\n */\r\n constructor(transformNode: TransformNode, motionType: PhysicsMotionType, startsAsleep: boolean, scene: Scene) {\r\n if (!scene) {\r\n return;\r\n }\r\n const physicsEngine = scene.getPhysicsEngine() as PhysicsEngine;\r\n if (!physicsEngine) {\r\n throw new Error(\"No Physics Engine available.\");\r\n }\r\n this._physicsEngine = physicsEngine;\r\n if (physicsEngine.getPluginVersion() != 2) {\r\n throw new Error(\"Plugin version is incorrect. Expected version 2.\");\r\n }\r\n const physicsPlugin = physicsEngine.getPhysicsPlugin();\r\n if (!physicsPlugin) {\r\n throw new Error(\"No Physics Plugin available.\");\r\n }\r\n\r\n this._physicsPlugin = physicsPlugin as IPhysicsEnginePluginV2;\r\n if (!transformNode.rotationQuaternion) {\r\n transformNode.rotationQuaternion = Quaternion.FromEulerAngles(transformNode.rotation.x, transformNode.rotation.y, transformNode.rotation.z);\r\n }\r\n\r\n this.startAsleep = startsAsleep;\r\n\r\n // instances?\r\n const m = transformNode as Mesh;\r\n if (m.hasThinInstances) {\r\n this._physicsPlugin.initBodyInstances(this, motionType, m);\r\n } else {\r\n // single instance\r\n this._physicsPlugin.initBody(this, motionType, transformNode.position, transformNode.rotationQuaternion);\r\n }\r\n this.transformNode = transformNode;\r\n transformNode.physicsBody = this;\r\n physicsEngine.addBody(this);\r\n\r\n this._nodeDisposeObserver = transformNode.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n /**\r\n * Returns the string \"PhysicsBody\".\r\n * @returns \"PhysicsBody\"\r\n */\r\n public getClassName() {\r\n return \"PhysicsBody\";\r\n }\r\n\r\n /**\r\n * Clone the PhysicsBody to a new body and assign it to the transformNode parameter\r\n * @param transformNode transformNode that will be used for the cloned PhysicsBody\r\n * @returns the newly cloned PhysicsBody\r\n */\r\n public clone(transformNode: TransformNode): PhysicsBody {\r\n const clonedBody = new PhysicsBody(transformNode, this.getMotionType(), this.startAsleep, this.transformNode.getScene());\r\n clonedBody.shape = this.shape;\r\n return clonedBody;\r\n }\r\n\r\n /**\r\n * If a physics body is connected to an instanced node, update the number physic instances to match the number of node instances.\r\n */\r\n public updateBodyInstances() {\r\n const m = this.transformNode as Mesh;\r\n if (m.hasThinInstances) {\r\n this._physicsPlugin.updateBodyInstances(this, m);\r\n }\r\n }\r\n\r\n /**\r\n * This returns the number of internal instances of the physics body\r\n */\r\n public get numInstances(): number {\r\n return this._pluginDataInstances.length;\r\n }\r\n\r\n /**\r\n * Sets the shape of the physics body.\r\n * @param shape - The shape of the physics body.\r\n *\r\n * This method is useful for setting the shape of the physics body, which is necessary for the physics engine to accurately simulate the body's behavior.\r\n * The shape is used to calculate the body's mass, inertia, and other properties.\r\n */\r\n public set shape(shape: Nullable<PhysicsShape>) {\r\n this._physicsPlugin.setShape(this, shape);\r\n }\r\n\r\n /**\r\n * Retrieves the physics shape associated with this object.\r\n *\r\n * @returns The physics shape associated with this object, or `undefined` if no\r\n * shape is associated.\r\n *\r\n * This method is useful for retrieving the physics shape associated with this object,\r\n * which can be used to apply physical forces to the object or to detect collisions.\r\n */\r\n public get shape(): Nullable<PhysicsShape> {\r\n return this._physicsPlugin.getShape(this);\r\n }\r\n\r\n /**\r\n * Sets the event mask for the physics engine.\r\n *\r\n * @param eventMask - A bitmask that determines which events will be sent to the physics engine.\r\n *\r\n * This method is useful for setting the event mask for the physics engine, which determines which events\r\n * will be sent to the physics engine. This allows the user to control which events the physics engine will respond to.\r\n */\r\n public setEventMask(eventMask: number, instanceIndex?: number) {\r\n this._physicsPlugin.setEventMask(this, eventMask, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the event mask of the physics engine.\r\n *\r\n * @returns The event mask of the physics engine.\r\n *\r\n * This method is useful for getting the event mask of the physics engine,\r\n * which is used to determine which events the engine will respond to.\r\n * This is important for ensuring that the engine is responding to the correct events and not\r\n * wasting resources on unnecessary events.\r\n */\r\n public getEventMask(instanceIndex?: number): number {\r\n return this._physicsPlugin.getEventMask(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the motion type of the physics body. Can be STATIC, DYNAMIC, or ANIMATED.\r\n */\r\n public setMotionType(motionType: PhysicsMotionType, instanceIndex?: number) {\r\n this._physicsPlugin.setMotionType(this, motionType, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the motion type of the physics body. Can be STATIC, DYNAMIC, or ANIMATED.\r\n */\r\n public getMotionType(instanceIndex?: number): PhysicsMotionType {\r\n return this._physicsPlugin.getMotionType(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Computes the mass properties of the physics object, based on the set of physics shapes this body uses.\r\n * This method is useful for computing the initial mass properties of a physics object, such as its mass,\r\n * inertia, and center of mass; these values are important for accurately simulating the physics of the\r\n * object in the physics engine, and computing values based on the shape will provide you with reasonable\r\n * intial values, which you can then customize.\r\n */\r\n public computeMassProperties(instanceIndex?: number): PhysicsMassProperties {\r\n return this._physicsPlugin.computeMassProperties(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the mass properties of the physics object.\r\n *\r\n * @param massProps - The mass properties to set.\r\n * @param instanceIndex - The index of the instance to set the mass properties for. If not defined, the mass properties will be set for all instances.\r\n *\r\n * This method is useful for setting the mass properties of a physics object, such as its mass,\r\n * inertia, and center of mass. This is important for accurately simulating the physics of the object in the physics engine.\r\n */\r\n public setMassProperties(massProps: PhysicsMassProperties, instanceIndex?: number): void {\r\n this._physicsPlugin.setMassProperties(this, massProps, instanceIndex);\r\n }\r\n\r\n /**\r\n * Retrieves the mass properties of the object.\r\n *\r\n * @returns The mass properties of the object.\r\n *\r\n * This method is useful for physics simulations, as it allows the user to\r\n * retrieve the mass properties of the object, such as its mass, center of mass,\r\n * and moment of inertia. This information is necessary for accurate physics\r\n * simulations.\r\n */\r\n public getMassProperties(instanceIndex?: number): PhysicsMassProperties {\r\n return this._physicsPlugin.getMassProperties(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the linear damping of the physics body.\r\n *\r\n * @param damping - The linear damping value.\r\n *\r\n * This method is useful for controlling the linear damping of the physics body,\r\n * which is the rate at which the body's velocity decreases over time. This is useful for simulating\r\n * the effects of air resistance or other forms of friction.\r\n */\r\n public setLinearDamping(damping: number, instanceIndex?: number) {\r\n this._physicsPlugin.setLinearDamping(this, damping, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the linear damping of the physics body.\r\n * @returns The linear damping of the physics body.\r\n *\r\n * This method is useful for retrieving the linear damping of the physics body, which is the amount of\r\n * resistance the body has to linear motion. This is useful for simulating realistic physics behavior\r\n * in a game.\r\n */\r\n public getLinearDamping(instanceIndex?: number): number {\r\n return this._physicsPlugin.getLinearDamping(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the angular damping of the physics body.\r\n * @param damping The angular damping of the body.\r\n *\r\n * This method is useful for controlling the angular velocity of a physics body.\r\n * By setting the damping, the body's angular velocity will be reduced over time, simulating the effect of friction.\r\n * This can be used to create realistic physical behavior in a physics engine.\r\n */\r\n public setAngularDamping(damping: number, instanceIndex?: number) {\r\n this._physicsPlugin.setAngularDamping(this, damping, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the angular damping of the physics body.\r\n *\r\n * @returns The angular damping of the physics body.\r\n *\r\n * This method is useful for getting the angular damping of the physics body,\r\n * which is the rate of reduction of the angular velocity over time.\r\n * This is important for simulating realistic physics behavior in a game.\r\n */\r\n public getAngularDamping(instanceIndex?: number): number {\r\n return this._physicsPlugin.getAngularDamping(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the linear velocity of the physics object.\r\n * @param linVel - The linear velocity to set.\r\n *\r\n * This method is useful for setting the linear velocity of a physics object,\r\n * which is necessary for simulating realistic physics in a game engine.\r\n * By setting the linear velocity, the physics object will move in the direction and speed specified by the vector.\r\n * This allows for realistic physics simulations, such as simulating the motion of a ball rolling down a hill.\r\n */\r\n public setLinearVelocity(linVel: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.setLinearVelocity(this, linVel, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the linear velocity of the physics body and stores it in the given vector3.\r\n * @param linVel - The vector3 to store the linear velocity in.\r\n *\r\n * This method is useful for getting the linear velocity of a physics body in a physics engine.\r\n * This can be used to determine the speed and direction of the body, which can be used to calculate the motion of the body.*/\r\n public getLinearVelocityToRef(linVel: Vector3, instanceIndex?: number): void {\r\n return this._physicsPlugin.getLinearVelocityToRef(this, linVel, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the angular velocity of the physics object.\r\n * @param angVel - The angular velocity to set.\r\n *\r\n * This method is useful for setting the angular velocity of a physics object, which is necessary for\r\n * simulating realistic physics behavior. The angular velocity is used to determine the rate of rotation of the object,\r\n * which is important for simulating realistic motion.\r\n */\r\n public setAngularVelocity(angVel: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.setAngularVelocity(this, angVel, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the angular velocity of the physics body and stores it in the given vector3.\r\n * @param angVel - The vector3 to store the angular velocity in.\r\n *\r\n * This method is useful for getting the angular velocity of a physics body, which can be used to determine the body's\r\n * rotational speed. This information can be used to create realistic physics simulations.\r\n */\r\n public getAngularVelocityToRef(angVel: Vector3, instanceIndex?: number): void {\r\n return this._physicsPlugin.getAngularVelocityToRef(this, angVel, instanceIndex);\r\n }\r\n\r\n /**\r\n * Applies an impulse to the physics object.\r\n *\r\n * @param impulse The impulse vector.\r\n * @param location The location of the impulse.\r\n * @param instanceIndex For a instanced body, the instance to where the impulse should be applied. If not specified, the impulse is applied to all instances.\r\n *\r\n * This method is useful for applying an impulse to a physics object, which can be used to simulate physical forces such as gravity,\r\n * collisions, and explosions. This can be used to create realistic physics simulations in a game or other application.\r\n */\r\n public applyImpulse(impulse: Vector3, location: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.applyImpulse(this, impulse, location, instanceIndex);\r\n }\r\n\r\n /**\r\n * Applies a force to the physics object.\r\n *\r\n * @param force The force vector.\r\n * @param location The location of the force.\r\n * @param instanceIndex For a instanced body, the instance to where the force should be applied. If not specified, the force is applied to all instances.\r\n *\r\n * This method is useful for applying a force to a physics object, which can be used to simulate physical forces such as gravity,\r\n * collisions, and explosions. This can be used to create realistic physics simulations in a game or other application.\r\n */\r\n public applyForce(force: Vector3, location: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.applyForce(this, force, location, instanceIndex);\r\n }\r\n\r\n /**\r\n * Retrieves the geometry of the body from the physics plugin.\r\n *\r\n * @returns The geometry of the body.\r\n *\r\n * This method is useful for retrieving the geometry of the body from the physics plugin, which can be used for various physics calculations.\r\n */\r\n public getGeometry(): {} {\r\n return this._physicsPlugin.getBodyGeometry(this);\r\n }\r\n\r\n /**\r\n * Returns an observable that will be notified for all collisions happening for event-enabled bodies\r\n * @returns Observable\r\n */\r\n public getCollisionObservable(): Observable<IPhysicsCollisionEvent> {\r\n return this._physicsPlugin.getCollisionObservable(this);\r\n }\r\n\r\n /**\r\n * Enable or disable collision callback for this PhysicsBody.\r\n * @param enabled true if PhysicsBody's collision will rise a collision event and notifies the observable\r\n */\r\n public setCollisionCallbackEnabled(enabled: boolean): void {\r\n this._collisionCBEnabled = enabled;\r\n this._physicsPlugin.setCollisionCallbackEnabled(this, enabled);\r\n }\r\n\r\n /*\r\n * Get the center of the object in world space.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the center for.\r\n * @returns geometric center of the associated mesh\r\n */\r\n public getObjectCenterWorld(instanceIndex?: number): Vector3 {\r\n const ref = new Vector3();\r\n return this.getObjectCenterWorldToRef(ref, instanceIndex);\r\n }\r\n\r\n /*\r\n * Get the center of the object in world space.\r\n * @param ref - The vector3 to store the result in.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the center for.\r\n * @returns geometric center of the associated mesh\r\n */\r\n public getObjectCenterWorldToRef(ref: Vector3, instanceIndex?: number): Vector3 {\r\n if (this._pluginDataInstances?.length > 0) {\r\n const index = instanceIndex || 0;\r\n const matrixData = (this.transformNode as Mesh)._thinInstanceDataStorage.matrixData;\r\n if (matrixData) {\r\n ref.set(matrixData[index * 16 + 12], matrixData[index * 16 + 13], matrixData[index * 16 + 14]);\r\n }\r\n } else {\r\n ref.copyFrom(this.transformNode.position);\r\n }\r\n return ref;\r\n }\r\n\r\n /**\r\n * Adds a constraint to the physics engine.\r\n *\r\n * @param childBody - The body to which the constraint will be applied.\r\n * @param constraint - The constraint to be applied.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to which the constraint will be applied. If not specified, no constraint will be applied.\r\n * @param childInstanceIndex - If the child body is instanced, the index of the instance to which the constraint will be applied. If not specified, no constraint will be applied.\r\n *\r\n */\r\n public addConstraint(childBody: PhysicsBody, constraint: PhysicsConstraint, instanceIndex?: number, childInstanceIndex?: number): void {\r\n this._physicsPlugin.addConstraint(this, childBody, constraint, instanceIndex, childInstanceIndex);\r\n }\r\n\r\n /**\r\n * Sync with a bone\r\n * @param bone The bone that the impostor will be synced to.\r\n * @param boneMesh The mesh that the bone is influencing.\r\n * @param jointPivot The pivot of the joint / bone in local space.\r\n * @param distToJoint Optional distance from the impostor to the joint.\r\n * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.\r\n * @param boneAxis Optional vector3 axis the bone is aligned with\r\n */\r\n public syncWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3) {\r\n const mesh = this.transformNode;\r\n\r\n if (mesh.rotationQuaternion) {\r\n if (adjustRotation) {\r\n const tempQuat = TmpVectors.Quaternion[0];\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, tempQuat);\r\n tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);\r\n } else {\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, mesh.rotationQuaternion);\r\n }\r\n }\r\n\r\n const pos = TmpVectors.Vector3[0];\r\n const boneDir = TmpVectors.Vector3[1];\r\n\r\n if (!boneAxis) {\r\n boneAxis = TmpVectors.Vector3[2];\r\n boneAxis.x = 0;\r\n boneAxis.y = 1;\r\n boneAxis.z = 0;\r\n }\r\n\r\n bone.getDirectionToRef(boneAxis, boneMesh, boneDir);\r\n bone.getAbsolutePositionToRef(boneMesh, pos);\r\n\r\n if ((distToJoint === undefined || distToJoint === null) && jointPivot) {\r\n distToJoint = jointPivot.length();\r\n }\r\n\r\n if (distToJoint !== undefined && distToJoint !== null) {\r\n pos.x += boneDir.x * distToJoint;\r\n pos.y += boneDir.y * distToJoint;\r\n pos.z += boneDir.z * distToJoint;\r\n }\r\n\r\n mesh.setAbsolutePosition(pos);\r\n }\r\n\r\n /**\r\n * Executes a callback on the body or all of the instances of a body\r\n * @param callback the callback to execute\r\n */\r\n public iterateOverAllInstances(callback: (body: PhysicsBody, instanceIndex?: number) => void) {\r\n if (this._pluginDataInstances?.length > 0) {\r\n for (let i = 0; i < this._pluginDataInstances.length; i++) {\r\n callback(this, i);\r\n }\r\n } else {\r\n callback(this, undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the body from the physics engine.\r\n *\r\n * This method is useful for cleaning up the physics engine when a body is no longer needed. Disposing the body will free up resources and prevent memory leaks.\r\n */\r\n public dispose() {\r\n // Disable collisions CB so it doesn't fire when the body is disposed\r\n if (this._collisionCBEnabled) {\r\n this.setCollisionCallbackEnabled(false);\r\n }\r\n if (this._nodeDisposeObserver) {\r\n this.transformNode.onDisposeObservable.remove(this._nodeDisposeObserver);\r\n this._nodeDisposeObserver = null;\r\n }\r\n this._physicsEngine.removeBody(this);\r\n this._physicsPlugin.removeBody(this);\r\n this._physicsPlugin.disposeBody(this);\r\n this._pluginData = null;\r\n this._pluginDataInstances.length = 0;\r\n }\r\n}\r\n"]}
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{ PrePassRenderTarget } from \"../Materials/Textures/prePassRenderTarget\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Material } from \"../Materials/material\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\n\r\n/**\r\n * Renders a pre pass of the scene\r\n * This means every mesh in the scene will be rendered to a render target texture\r\n * And then this texture will be composited to the rendering canvas with post processes\r\n * It is necessary for effects like subsurface scattering or deferred shading\r\n */\r\nexport class PrePassRenderer {\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"PrePassRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * To save performance, we can excluded skinned meshes from the prepass\r\n */\r\n public excludedSkinnedMesh: AbstractMesh[] = [];\r\n\r\n /**\r\n * Force material to be excluded from the prepass\r\n * Can be useful when `useGeometryBufferFallback` is set to `true`\r\n * and you don't want a material to show in the effect.\r\n */\r\n public excludedMaterials: Material[] = [];\r\n\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n\r\n /**\r\n * Number of textures in the multi render target texture where the scene is directly rendered\r\n */\r\n public mrtCount: number = 0;\r\n\r\n private _mrtTypes: number[] = [];\r\n private _mrtLayout: number[] = [];\r\n private _mrtNames: string[] = [];\r\n private _textureIndices: number[] = [];\r\n\r\n private _multiRenderAttachments: number[];\r\n private _defaultAttachments: number[];\r\n private _clearAttachments: number[];\r\n private _clearDepthAttachments: number[];\r\n\r\n /**\r\n * Returns the index of a texture in the multi render target texture array.\r\n * @param type Texture type\r\n * @returns The index\r\n */\r\n public getIndex(type: number): number {\r\n return this._textureIndices[type];\r\n }\r\n\r\n /**\r\n * How many samples are used for MSAA of the scene render target\r\n */\r\n public get samples() {\r\n return this.defaultRT.samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this.defaultRT.samples = n;\r\n }\r\n\r\n private _useSpecificClearForDepthTexture = false;\r\n\r\n /**\r\n * If set to true (default: false), the depth texture will be cleared with the depth value corresponding to the far plane (1 in normal mode, 0 in reverse depth buffer mode)\r\n * If set to false, the depth texture is always cleared with 0.\r\n */\r\n public get useSpecificClearForDepthTexture() {\r\n return this._useSpecificClearForDepthTexture;\r\n }\r\n\r\n public set useSpecificClearForDepthTexture(value: boolean) {\r\n if (this._useSpecificClearForDepthTexture === value) {\r\n return;\r\n }\r\n\r\n this._useSpecificClearForDepthTexture = value;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Describes the types and formats of the textures used by the pre-pass renderer\r\n */\r\n public static TextureFormats = [\r\n {\r\n purpose: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n name: \"prePass_Irradiance\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n name: \"prePass_Position\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n name: \"prePass_Velocity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n name: \"prePass_Reflectivity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_COLOR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n name: \"prePass_Color\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n name: \"prePass_Depth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n name: \"prePass_Normal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n name: \"prePass_Albedo\",\r\n },\r\n ];\r\n\r\n private _isDirty: boolean = true;\r\n\r\n /**\r\n * The render target where the scene is directly rendered\r\n */\r\n public defaultRT: PrePassRenderTarget;\r\n\r\n /**\r\n * Configuration for prepass effects\r\n */\r\n private _effectConfigurations: PrePassEffectConfiguration[] = [];\r\n\r\n /**\r\n * @returns the prepass render target for the rendering pass.\r\n * If we are currently rendering a render target, it returns the PrePassRenderTarget\r\n * associated with that render target. Otherwise, it returns the scene default PrePassRenderTarget\r\n */\r\n public getRenderTarget(): PrePassRenderTarget {\r\n return this._currentTarget;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Managed by the scene component\r\n * @param prePassRenderTarget\r\n */\r\n public _setRenderTarget(prePassRenderTarget: Nullable<PrePassRenderTarget>): void {\r\n if (prePassRenderTarget) {\r\n this._currentTarget = prePassRenderTarget;\r\n } else {\r\n this._currentTarget = this.defaultRT;\r\n this._engine.currentRenderPassId = this._currentTarget.renderPassId;\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if the currently rendered prePassRenderTarget is the one\r\n * associated with the scene.\r\n */\r\n public get currentRTisSceneRT(): boolean {\r\n return this._currentTarget === this.defaultRT;\r\n }\r\n\r\n private _geometryBuffer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Prevents the PrePassRenderer from using the GeometryBufferRenderer as a fallback\r\n */\r\n public doNotUseGeometryRendererFallback = true;\r\n\r\n private _refreshGeometryBufferRendererLink() {\r\n if (!this.doNotUseGeometryRendererFallback) {\r\n this._geometryBuffer = this._scene.enableGeometryBufferRenderer();\r\n\r\n if (!this._geometryBuffer) {\r\n // Not supported\r\n this.doNotUseGeometryRendererFallback = true;\r\n return;\r\n }\r\n\r\n this._geometryBuffer._linkPrePassRenderer(this);\r\n } else {\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._unlinkPrePassRenderer();\r\n }\r\n this._geometryBuffer = null;\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n }\r\n\r\n private _currentTarget: PrePassRenderTarget;\r\n\r\n /**\r\n * All the render targets generated by prepass\r\n */\r\n public renderTargets: PrePassRenderTarget[] = [];\r\n\r\n private readonly _clearColor = new Color4(0, 0, 0, 0);\r\n private readonly _clearDepthColor = new Color4(1e8, 0, 0, 1); // \"infinity\" value - depth in the depth texture is view.z, not a 0..1 value!\r\n\r\n private _enabled: boolean = false;\r\n\r\n private _needsCompositionForThisPass = false;\r\n private _postProcessesSourceForThisPass: Nullable<PostProcess>[];\r\n\r\n /**\r\n * Indicates if the prepass is enabled\r\n */\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n\r\n /**\r\n * Set to true to disable gamma transform in PrePass.\r\n * Can be useful in case you already proceed to gamma transform on a material level\r\n * and your post processes don't need to be in linear color space.\r\n */\r\n public disableGammaTransform = false;\r\n\r\n /**\r\n * Instantiates a prepass renderer\r\n * @param scene The scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this._engine._caps.textureFloat && this._engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (this._engine._caps.textureHalfFloat && this._engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n if (type !== Constants.TEXTURETYPE_FLOAT) {\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; ++i) {\r\n if (PrePassRenderer.TextureFormats[i].type === Constants.TEXTURETYPE_FLOAT) {\r\n PrePassRenderer.TextureFormats[Constants.PREPASS_DEPTH_TEXTURE_TYPE].type = type;\r\n }\r\n }\r\n }\r\n\r\n PrePassRenderer._SceneComponentInitialization(this._scene);\r\n this.defaultRT = this._createRenderTarget(\"sceneprePassRT\", null);\r\n this._currentTarget = this.defaultRT;\r\n }\r\n\r\n /**\r\n * Creates a new PrePassRenderTarget\r\n * This should be the only way to instantiate a `PrePassRenderTarget`\r\n * @param name Name of the `PrePassRenderTarget`\r\n * @param renderTargetTexture RenderTarget the `PrePassRenderTarget` will be attached to.\r\n * Can be `null` if the created `PrePassRenderTarget` is attached to the scene (default framebuffer).\r\n * @internal\r\n */\r\n public _createRenderTarget(name: string, renderTargetTexture: Nullable<RenderTargetTexture>): PrePassRenderTarget {\r\n const rt = new PrePassRenderTarget(name, renderTargetTexture, { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, 0, this._scene, {\r\n generateMipMaps: false,\r\n generateStencilBuffer: this._engine.isStencilEnable,\r\n defaultType: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n types: [],\r\n drawOnlyOnFirstAttachmentByDefault: true,\r\n });\r\n\r\n this.renderTargets.push(rt);\r\n\r\n return rt;\r\n }\r\n\r\n /**\r\n * Indicates if rendering a prepass is supported\r\n */\r\n public get isSupported() {\r\n return this._scene.getEngine().getCaps().drawBuffersExtension;\r\n }\r\n\r\n /**\r\n * Sets the proper output textures to draw in the engine.\r\n * @param effect The effect that is drawn. It can be or not be compatible with drawing to several output textures.\r\n * @param subMesh Submesh on which the effect is applied\r\n */\r\n public bindAttachmentsForEffect(effect: Effect, subMesh: SubMesh) {\r\n const material = subMesh.getMaterial();\r\n const isPrePassCapable = material && material.isPrePassCapable;\r\n const excluded = material && this.excludedMaterials.indexOf(material) !== -1;\r\n\r\n if (this.enabled && this._currentTarget.enabled) {\r\n if (effect._multiTarget && isPrePassCapable && !excluded) {\r\n this._engine.bindAttachments(this._multiRenderAttachments);\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n\r\n if (this._geometryBuffer && this.currentRTisSceneRT && !excluded) {\r\n this._geometryBuffer.renderList!.push(subMesh.getRenderingMesh());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _reinitializeAttachments() {\r\n const multiRenderLayout = [];\r\n const clearLayout = [false];\r\n const clearDepthLayout = [false];\r\n const defaultLayout = [true];\r\n\r\n for (let i = 0; i < this.mrtCount; i++) {\r\n multiRenderLayout.push(true);\r\n\r\n if (i > 0) {\r\n if (this._useSpecificClearForDepthTexture && this._mrtLayout[i] === Constants.PREPASS_DEPTH_TEXTURE_TYPE) {\r\n clearLayout.push(false);\r\n clearDepthLayout.push(true);\r\n } else {\r\n clearLayout.push(true);\r\n clearDepthLayout.push(false);\r\n }\r\n defaultLayout.push(false);\r\n }\r\n }\r\n\r\n this._multiRenderAttachments = this._engine.buildTextureLayout(multiRenderLayout);\r\n this._clearAttachments = this._engine.buildTextureLayout(clearLayout);\r\n this._clearDepthAttachments = this._engine.buildTextureLayout(clearDepthLayout);\r\n this._defaultAttachments = this._engine.buildTextureLayout(defaultLayout);\r\n }\r\n\r\n private _resetLayout() {\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; i++) {\r\n this._textureIndices[PrePassRenderer.TextureFormats[i].purpose] = -1;\r\n }\r\n\r\n this._textureIndices[Constants.PREPASS_COLOR_TEXTURE_TYPE] = 0;\r\n this._mrtLayout = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n this._mrtTypes = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].type];\r\n this._mrtNames = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].name];\r\n this.mrtCount = 1;\r\n }\r\n\r\n private _updateGeometryBufferLayout() {\r\n this._refreshGeometryBufferRendererLink();\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._resetLayout();\r\n\r\n const texturesActivated = [];\r\n\r\n for (let i = 0; i < this._mrtLayout.length; i++) {\r\n texturesActivated.push(false);\r\n }\r\n\r\n this._geometryBuffer._linkInternalTexture(this.defaultRT.getInternalTexture()!);\r\n\r\n const matches = [\r\n {\r\n prePassConstant: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.DEPTH_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.NORMAL_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.POSITION_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE,\r\n },\r\n ];\r\n\r\n // replace textures in the geometryBuffer RT\r\n for (let i = 0; i < matches.length; i++) {\r\n const index = this._mrtLayout.indexOf(matches[i].prePassConstant);\r\n if (index !== -1) {\r\n this._geometryBuffer._forceTextureType(matches[i].geometryBufferConstant, index);\r\n texturesActivated[index] = true;\r\n }\r\n }\r\n\r\n this._geometryBuffer._setAttachments(this._engine.buildTextureLayout(texturesActivated));\r\n }\r\n }\r\n\r\n /**\r\n * Restores attachments for single texture draw.\r\n */\r\n public restoreAttachments() {\r\n if (this.enabled && this._currentTarget.enabled && this._defaultAttachments) {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public _beforeDraw(camera?: Camera, faceIndex?: number, layer?: number) {\r\n // const previousEnabled = this._enabled && this._currentTarget.enabled;\r\n\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (!this._enabled || !this._currentTarget.enabled) {\r\n return;\r\n }\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer.renderList = [];\r\n }\r\n\r\n this._setupOutputForThisPass(this._currentTarget, camera);\r\n }\r\n\r\n private _prepareFrame(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number, layer?: number) {\r\n if (prePassRenderTarget.renderTargetTexture) {\r\n prePassRenderTarget.renderTargetTexture._prepareFrame(this._scene, faceIndex, layer, prePassRenderTarget.renderTargetTexture.useCameraPostProcesses);\r\n } else if (this._postProcessesSourceForThisPass.length) {\r\n this._scene.postProcessManager._prepareFrame();\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an intermediary texture between prepass and postprocesses. This texture\r\n * will be used as input for post processes\r\n * @param rt\r\n * @returns true if there are postprocesses that will use this texture,\r\n * false if there is no postprocesses - and the function has no effect\r\n */\r\n public setCustomOutput(rt: RenderTargetTexture) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n if (!firstPP) {\r\n return false;\r\n }\r\n\r\n firstPP.inputTexture = rt.renderTarget!;\r\n\r\n return true;\r\n }\r\n\r\n private _renderPostProcesses(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n const outputTexture = firstPP ? firstPP.inputTexture : prePassRenderTarget.renderTargetTexture ? prePassRenderTarget.renderTargetTexture.renderTarget : null;\r\n\r\n // Build post process chain for this prepass post draw\r\n let postProcessChain = this._currentTarget._beforeCompositionPostProcesses;\r\n\r\n if (this._needsCompositionForThisPass) {\r\n postProcessChain = postProcessChain.concat([this._currentTarget.imageProcessingPostProcess]);\r\n }\r\n\r\n // Activates and renders the chain\r\n if (postProcessChain.length) {\r\n this._scene.postProcessManager._prepareFrame(this._currentTarget.renderTarget?.texture, postProcessChain);\r\n this._scene.postProcessManager.directRender(postProcessChain, outputTexture, false, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _afterDraw(faceIndex?: number, layer?: number) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._prepareFrame(this._currentTarget, faceIndex, layer);\r\n this._renderPostProcesses(this._currentTarget, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Clears the current prepass render target (in the sense of settings pixels to the scene clear color value)\r\n * @internal\r\n */\r\n public _clear() {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._bindFrameBuffer(this._currentTarget);\r\n\r\n // Clearing other attachment with 0 on all other attachments\r\n this._engine.bindAttachments(this._clearAttachments);\r\n this._engine.clear(this._clearColor, true, false, false);\r\n if (this._useSpecificClearForDepthTexture) {\r\n this._engine.bindAttachments(this._clearDepthAttachments);\r\n this._engine.clear(this._clearDepthColor, true, false, false);\r\n }\r\n // Regular clear color with the scene clear color of the 1st attachment\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _bindFrameBuffer(prePassRenderTarget: PrePassRenderTarget) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._currentTarget._checkSize();\r\n const internalTexture = this._currentTarget.renderTarget;\r\n if (internalTexture) {\r\n this._engine.bindFramebuffer(internalTexture);\r\n }\r\n }\r\n }\r\n\r\n private _setEnabled(enabled: boolean) {\r\n this._enabled = enabled;\r\n }\r\n\r\n private _setRenderTargetEnabled(prePassRenderTarget: PrePassRenderTarget, enabled: boolean) {\r\n prePassRenderTarget.enabled = enabled;\r\n if (!enabled) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Adds an effect configuration to the prepass render target.\r\n * If an effect has already been added, it won't add it twice and will return the configuration\r\n * already present.\r\n * @param cfg the effect configuration\r\n * @returns the effect configuration now used by the prepass\r\n */\r\n public addEffectConfiguration(cfg: PrePassEffectConfiguration): PrePassEffectConfiguration {\r\n // Do not add twice\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === cfg.name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n this._effectConfigurations.push(cfg);\r\n return cfg;\r\n }\r\n\r\n private _enable() {\r\n const previousMrtCount = this.mrtCount;\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled) {\r\n this._enableTextures(this._effectConfigurations[i].texturesRequired);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.mrtCount !== previousMrtCount || this.renderTargets[i].count !== this.mrtCount) {\r\n this.renderTargets[i].updateCount(this.mrtCount, { types: this._mrtTypes }, this._mrtNames.concat(\"prePass_DepthBuffer\"));\r\n }\r\n\r\n this.renderTargets[i]._resetPostProcessChain();\r\n\r\n for (let j = 0; j < this._effectConfigurations.length; j++) {\r\n if (this._effectConfigurations[j].enabled) {\r\n // TODO : subsurface scattering has 1 scene-wide effect configuration\r\n // solution : do not stock postProcess on effectConfiguration, but in the prepassRenderTarget (hashmap configuration => postProcess)\r\n // And call createPostProcess whenever the post process does not exist in the RT\r\n if (!this._effectConfigurations[j].postProcess && this._effectConfigurations[j].createPostProcess) {\r\n this._effectConfigurations[j].createPostProcess!();\r\n }\r\n\r\n if (this._effectConfigurations[j].postProcess) {\r\n this.renderTargets[i]._beforeCompositionPostProcesses.push(this._effectConfigurations[j].postProcess!);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._reinitializeAttachments();\r\n this._setEnabled(true);\r\n this._updateGeometryBufferLayout();\r\n }\r\n\r\n private _disable() {\r\n this._setEnabled(false);\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], false);\r\n }\r\n\r\n this._resetLayout();\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n this._effectConfigurations[i].enabled = false;\r\n }\r\n }\r\n\r\n private _getPostProcessesSource(prePassRenderTarget: PrePassRenderTarget, camera?: Camera): Nullable<PostProcess>[] {\r\n if (camera) {\r\n return camera._postProcesses;\r\n } else if (prePassRenderTarget.renderTargetTexture) {\r\n if (prePassRenderTarget.renderTargetTexture.useCameraPostProcesses) {\r\n const camera = prePassRenderTarget.renderTargetTexture.activeCamera ? prePassRenderTarget.renderTargetTexture.activeCamera : this._scene.activeCamera;\r\n return camera ? camera._postProcesses : [];\r\n } else if (prePassRenderTarget.renderTargetTexture.postProcesses) {\r\n return prePassRenderTarget.renderTargetTexture.postProcesses;\r\n } else {\r\n return [];\r\n }\r\n } else {\r\n return this._scene.activeCamera ? this._scene.activeCamera._postProcesses : [];\r\n }\r\n }\r\n\r\n private _setupOutputForThisPass(prePassRenderTarget: PrePassRenderTarget, camera?: Camera) {\r\n // Order is : draw ===> prePassRenderTarget._postProcesses ==> ipp ==> camera._postProcesses\r\n const secondaryCamera = camera && this._scene.activeCameras && !!this._scene.activeCameras.length && this._scene.activeCameras.indexOf(camera) !== 0;\r\n this._postProcessesSourceForThisPass = this._getPostProcessesSource(prePassRenderTarget, camera);\r\n this._postProcessesSourceForThisPass = this._postProcessesSourceForThisPass.filter((pp) => {\r\n return pp != null;\r\n });\r\n this._scene.autoClear = true;\r\n\r\n const cameraHasImageProcessing = this._hasImageProcessing(this._postProcessesSourceForThisPass);\r\n this._needsCompositionForThisPass = !cameraHasImageProcessing && !this.disableGammaTransform && this._needsImageProcessing() && !secondaryCamera;\r\n\r\n const firstCameraPP = this._getFirstPostProcess(this._postProcessesSourceForThisPass);\r\n const firstPrePassPP = prePassRenderTarget._beforeCompositionPostProcesses && prePassRenderTarget._beforeCompositionPostProcesses[0];\r\n let firstPP = null;\r\n\r\n // Setting the scene-wide post process configuration\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = this._needsCompositionForThisPass || cameraHasImageProcessing;\r\n\r\n // Create composition effect if needed\r\n if (this._needsCompositionForThisPass && !prePassRenderTarget.imageProcessingPostProcess) {\r\n prePassRenderTarget._createCompositionEffect();\r\n }\r\n\r\n // Setting the prePassRenderTarget as input texture of the first PP\r\n if (firstPrePassPP) {\r\n firstPP = firstPrePassPP;\r\n } else if (this._needsCompositionForThisPass) {\r\n firstPP = prePassRenderTarget.imageProcessingPostProcess;\r\n } else if (firstCameraPP) {\r\n firstPP = firstCameraPP;\r\n }\r\n\r\n this._bindFrameBuffer(prePassRenderTarget);\r\n this._linkInternalTexture(prePassRenderTarget, firstPP);\r\n }\r\n\r\n private _linkInternalTexture(prePassRenderTarget: PrePassRenderTarget, postProcess: Nullable<PostProcess>) {\r\n if (postProcess) {\r\n postProcess.autoClear = false;\r\n postProcess.inputTexture = prePassRenderTarget.renderTarget!;\r\n }\r\n\r\n if (prePassRenderTarget._outputPostProcess !== postProcess) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n prePassRenderTarget._outputPostProcess = postProcess;\r\n }\r\n\r\n if (prePassRenderTarget._internalTextureDirty) {\r\n this._updateGeometryBufferLayout();\r\n prePassRenderTarget._internalTextureDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _unlinkInternalTexture(prePassRenderTarget: PrePassRenderTarget) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n prePassRenderTarget._outputPostProcess.autoClear = true;\r\n prePassRenderTarget._outputPostProcess.restoreDefaultInputTexture();\r\n prePassRenderTarget._outputPostProcess = null;\r\n }\r\n }\r\n\r\n private _needsImageProcessing(): boolean {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled && this._effectConfigurations[i].needsImageProcessing) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _hasImageProcessing(postProcesses: Nullable<PostProcess>[]): boolean {\r\n let isIPPAlreadyPresent = false;\r\n if (postProcesses) {\r\n for (let i = 0; i < postProcesses.length; i++) {\r\n if (postProcesses[i]?.getClassName() === \"ImageProcessingPostProcess\") {\r\n isIPPAlreadyPresent = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return isIPPAlreadyPresent;\r\n }\r\n\r\n /**\r\n * Internal, gets the first post proces.\r\n * @param postProcesses\r\n * @returns the first post process to be run on this camera.\r\n */\r\n private _getFirstPostProcess(postProcesses: Nullable<PostProcess>[]): Nullable<PostProcess> {\r\n for (let ppIndex = 0; ppIndex < postProcesses.length; ppIndex++) {\r\n if (postProcesses[ppIndex] !== null) {\r\n return postProcesses[ppIndex];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Marks the prepass renderer as dirty, triggering a check if the prepass is necessary for the next rendering.\r\n */\r\n public markAsDirty() {\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Enables a texture on the MultiRenderTarget for prepass\r\n * @param types\r\n */\r\n private _enableTextures(types: number[]) {\r\n // For velocity : enable storage of previous matrices for instances\r\n this._scene.needsPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < types.length; i++) {\r\n const type = types[i];\r\n\r\n if (this._textureIndices[type] === -1) {\r\n this._textureIndices[type] = this._mrtLayout.length;\r\n this._mrtLayout.push(type);\r\n\r\n this._mrtTypes.push(PrePassRenderer.TextureFormats[type].type);\r\n this._mrtNames.push(PrePassRenderer.TextureFormats[type].name);\r\n this.mrtCount++;\r\n }\r\n\r\n if (type === Constants.PREPASS_VELOCITY_TEXTURE_TYPE) {\r\n this._scene.needsPreviousWorldMatrices = true;\r\n }\r\n }\r\n }\r\n\r\n private _update() {\r\n this._disable();\r\n let enablePrePass = false;\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n\r\n if (this._scene._depthPeelingRenderer && this._scene.useOrderIndependentTransparency) {\r\n this._scene._depthPeelingRenderer.setPrePassRenderer(this);\r\n enablePrePass = true;\r\n }\r\n\r\n for (let i = 0; i < this._scene.materials.length; i++) {\r\n if (this._scene.materials[i].setPrePassRenderer(this)) {\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (enablePrePass) {\r\n this._setRenderTargetEnabled(this.defaultRT, true);\r\n }\r\n\r\n let postProcesses;\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.renderTargets[i].renderTargetTexture) {\r\n postProcesses = this._getPostProcessesSource(this.renderTargets[i]);\r\n } else {\r\n const camera = this._scene.activeCamera;\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n postProcesses = camera._postProcesses;\r\n }\r\n\r\n if (!postProcesses) {\r\n continue;\r\n }\r\n\r\n postProcesses = <Nullable<PostProcess[]>>postProcesses.filter((pp) => {\r\n return pp != null;\r\n });\r\n\r\n if (postProcesses) {\r\n for (let j = 0; j < postProcesses.length; j++) {\r\n if (postProcesses[j].setPrePassRenderer(this)) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], true);\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (this._hasImageProcessing(postProcesses)) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n }\r\n }\r\n\r\n this._markAllMaterialsAsPrePassDirty();\r\n this._isDirty = false;\r\n\r\n if (enablePrePass) {\r\n this._enable();\r\n }\r\n }\r\n\r\n private _markAllMaterialsAsPrePassDirty() {\r\n const materials = this._scene.materials;\r\n\r\n for (let i = 0; i < materials.length; i++) {\r\n materials[i].markAsDirty(Material.PrePassDirtyFlag);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the prepass renderer.\r\n */\r\n public dispose() {\r\n for (let i = this.renderTargets.length - 1; i >= 0; i--) {\r\n this.renderTargets[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].dispose) {\r\n this._effectConfigurations[i].dispose!();\r\n }\r\n }\r\n }\r\n}\r\n"]}
|
|
1
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+
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{ PrePassRenderTarget } from \"../Materials/Textures/prePassRenderTarget\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Material } from \"../Materials/material\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\n\r\n/**\r\n * Renders a pre pass of the scene\r\n * This means every mesh in the scene will be rendered to a render target texture\r\n * And then this texture will be composited to the rendering canvas with post processes\r\n * It is necessary for effects like subsurface scattering or deferred shading\r\n */\r\nexport class PrePassRenderer {\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"PrePassRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * To save performance, we can excluded skinned meshes from the prepass\r\n */\r\n public excludedSkinnedMesh: AbstractMesh[] = [];\r\n\r\n /**\r\n * Force material to be excluded from the prepass\r\n * Can be useful when `useGeometryBufferFallback` is set to `true`\r\n * and you don't want a material to show in the effect.\r\n */\r\n public excludedMaterials: Material[] = [];\r\n\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n\r\n /**\r\n * Number of textures in the multi render target texture where the scene is directly rendered\r\n */\r\n public mrtCount: number = 0;\r\n\r\n private _mrtTypes: number[] = [];\r\n private _mrtFormats: number[] = [];\r\n private _mrtLayout: number[] = [];\r\n private _mrtNames: string[] = [];\r\n private _textureIndices: number[] = [];\r\n\r\n private _multiRenderAttachments: number[];\r\n private _defaultAttachments: number[];\r\n private _clearAttachments: number[];\r\n private _clearDepthAttachments: number[];\r\n\r\n /**\r\n * Returns the index of a texture in the multi render target texture array.\r\n * @param type Texture type\r\n * @returns The index\r\n */\r\n public getIndex(type: number): number {\r\n return this._textureIndices[type];\r\n }\r\n\r\n /**\r\n * How many samples are used for MSAA of the scene render target\r\n */\r\n public get samples() {\r\n return this.defaultRT.samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this.defaultRT.samples = n;\r\n }\r\n\r\n private _useSpecificClearForDepthTexture = false;\r\n\r\n /**\r\n * If set to true (default: false), the depth texture will be cleared with the depth value corresponding to the far plane (1 in normal mode, 0 in reverse depth buffer mode)\r\n * If set to false, the depth texture is always cleared with 0.\r\n */\r\n public get useSpecificClearForDepthTexture() {\r\n return this._useSpecificClearForDepthTexture;\r\n }\r\n\r\n public set useSpecificClearForDepthTexture(value: boolean) {\r\n if (this._useSpecificClearForDepthTexture === value) {\r\n return;\r\n }\r\n\r\n this._useSpecificClearForDepthTexture = value;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Describes the types and formats of the textures used by the pre-pass renderer\r\n */\r\n public static TextureFormats = [\r\n {\r\n purpose: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Irradiance\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Position\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Velocity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Reflectivity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_COLOR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Color\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_R,\r\n name: \"prePass_Depth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Normal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Albedo\",\r\n },\r\n ];\r\n\r\n private _isDirty: boolean = true;\r\n\r\n /**\r\n * The render target where the scene is directly rendered\r\n */\r\n public defaultRT: PrePassRenderTarget;\r\n\r\n /**\r\n * Configuration for prepass effects\r\n */\r\n private _effectConfigurations: PrePassEffectConfiguration[] = [];\r\n\r\n /**\r\n * @returns the prepass render target for the rendering pass.\r\n * If we are currently rendering a render target, it returns the PrePassRenderTarget\r\n * associated with that render target. Otherwise, it returns the scene default PrePassRenderTarget\r\n */\r\n public getRenderTarget(): PrePassRenderTarget {\r\n return this._currentTarget;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Managed by the scene component\r\n * @param prePassRenderTarget\r\n */\r\n public _setRenderTarget(prePassRenderTarget: Nullable<PrePassRenderTarget>): void {\r\n if (prePassRenderTarget) {\r\n this._currentTarget = prePassRenderTarget;\r\n } else {\r\n this._currentTarget = this.defaultRT;\r\n this._engine.currentRenderPassId = this._currentTarget.renderPassId;\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if the currently rendered prePassRenderTarget is the one\r\n * associated with the scene.\r\n */\r\n public get currentRTisSceneRT(): boolean {\r\n return this._currentTarget === this.defaultRT;\r\n }\r\n\r\n private _geometryBuffer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Prevents the PrePassRenderer from using the GeometryBufferRenderer as a fallback\r\n */\r\n public doNotUseGeometryRendererFallback = true;\r\n\r\n private _refreshGeometryBufferRendererLink() {\r\n if (!this.doNotUseGeometryRendererFallback) {\r\n this._geometryBuffer = this._scene.enableGeometryBufferRenderer();\r\n\r\n if (!this._geometryBuffer) {\r\n // Not supported\r\n this.doNotUseGeometryRendererFallback = true;\r\n return;\r\n }\r\n\r\n this._geometryBuffer._linkPrePassRenderer(this);\r\n } else {\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._unlinkPrePassRenderer();\r\n }\r\n this._geometryBuffer = null;\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n }\r\n\r\n private _currentTarget: PrePassRenderTarget;\r\n\r\n /**\r\n * All the render targets generated by prepass\r\n */\r\n public renderTargets: PrePassRenderTarget[] = [];\r\n\r\n private readonly _clearColor = new Color4(0, 0, 0, 0);\r\n private readonly _clearDepthColor = new Color4(1e8, 0, 0, 1); // \"infinity\" value - depth in the depth texture is view.z, not a 0..1 value!\r\n\r\n private _enabled: boolean = false;\r\n\r\n private _needsCompositionForThisPass = false;\r\n private _postProcessesSourceForThisPass: Nullable<PostProcess>[];\r\n\r\n /**\r\n * Indicates if the prepass is enabled\r\n */\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n\r\n /**\r\n * Set to true to disable gamma transform in PrePass.\r\n * Can be useful in case you already proceed to gamma transform on a material level\r\n * and your post processes don't need to be in linear color space.\r\n */\r\n public disableGammaTransform = false;\r\n\r\n /**\r\n * Instantiates a prepass renderer\r\n * @param scene The scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this._engine._caps.textureFloat && this._engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (this._engine._caps.textureHalfFloat && this._engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n if (type !== Constants.TEXTURETYPE_FLOAT) {\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; ++i) {\r\n if (PrePassRenderer.TextureFormats[i].type === Constants.TEXTURETYPE_FLOAT) {\r\n PrePassRenderer.TextureFormats[Constants.PREPASS_DEPTH_TEXTURE_TYPE].type = type;\r\n }\r\n }\r\n }\r\n\r\n PrePassRenderer._SceneComponentInitialization(this._scene);\r\n this.defaultRT = this._createRenderTarget(\"sceneprePassRT\", null);\r\n this._currentTarget = this.defaultRT;\r\n }\r\n\r\n /**\r\n * Creates a new PrePassRenderTarget\r\n * This should be the only way to instantiate a `PrePassRenderTarget`\r\n * @param name Name of the `PrePassRenderTarget`\r\n * @param renderTargetTexture RenderTarget the `PrePassRenderTarget` will be attached to.\r\n * Can be `null` if the created `PrePassRenderTarget` is attached to the scene (default framebuffer).\r\n * @internal\r\n */\r\n public _createRenderTarget(name: string, renderTargetTexture: Nullable<RenderTargetTexture>): PrePassRenderTarget {\r\n const rt = new PrePassRenderTarget(name, renderTargetTexture, { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, 0, this._scene, {\r\n generateMipMaps: false,\r\n generateStencilBuffer: this._engine.isStencilEnable,\r\n defaultType: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n types: [],\r\n drawOnlyOnFirstAttachmentByDefault: true,\r\n });\r\n\r\n this.renderTargets.push(rt);\r\n\r\n return rt;\r\n }\r\n\r\n /**\r\n * Indicates if rendering a prepass is supported\r\n */\r\n public get isSupported() {\r\n return this._scene.getEngine().getCaps().drawBuffersExtension;\r\n }\r\n\r\n /**\r\n * Sets the proper output textures to draw in the engine.\r\n * @param effect The effect that is drawn. It can be or not be compatible with drawing to several output textures.\r\n * @param subMesh Submesh on which the effect is applied\r\n */\r\n public bindAttachmentsForEffect(effect: Effect, subMesh: SubMesh) {\r\n const material = subMesh.getMaterial();\r\n const isPrePassCapable = material && material.isPrePassCapable;\r\n const excluded = material && this.excludedMaterials.indexOf(material) !== -1;\r\n\r\n if (this.enabled && this._currentTarget.enabled) {\r\n if (effect._multiTarget && isPrePassCapable && !excluded) {\r\n this._engine.bindAttachments(this._multiRenderAttachments);\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n\r\n if (this._geometryBuffer && this.currentRTisSceneRT && !excluded) {\r\n this._geometryBuffer.renderList!.push(subMesh.getRenderingMesh());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _reinitializeAttachments() {\r\n const multiRenderLayout = [];\r\n const clearLayout = [false];\r\n const clearDepthLayout = [false];\r\n const defaultLayout = [true];\r\n\r\n for (let i = 0; i < this.mrtCount; i++) {\r\n multiRenderLayout.push(true);\r\n\r\n if (i > 0) {\r\n if (this._useSpecificClearForDepthTexture && this._mrtLayout[i] === Constants.PREPASS_DEPTH_TEXTURE_TYPE) {\r\n clearLayout.push(false);\r\n clearDepthLayout.push(true);\r\n } else {\r\n clearLayout.push(true);\r\n clearDepthLayout.push(false);\r\n }\r\n defaultLayout.push(false);\r\n }\r\n }\r\n\r\n this._multiRenderAttachments = this._engine.buildTextureLayout(multiRenderLayout);\r\n this._clearAttachments = this._engine.buildTextureLayout(clearLayout);\r\n this._clearDepthAttachments = this._engine.buildTextureLayout(clearDepthLayout);\r\n this._defaultAttachments = this._engine.buildTextureLayout(defaultLayout);\r\n }\r\n\r\n private _resetLayout() {\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; i++) {\r\n this._textureIndices[PrePassRenderer.TextureFormats[i].purpose] = -1;\r\n }\r\n\r\n this._textureIndices[Constants.PREPASS_COLOR_TEXTURE_TYPE] = 0;\r\n this._mrtLayout = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n this._mrtTypes = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].type];\r\n this._mrtFormats = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].format];\r\n this._mrtNames = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].name];\r\n this.mrtCount = 1;\r\n }\r\n\r\n private _updateGeometryBufferLayout() {\r\n this._refreshGeometryBufferRendererLink();\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._resetLayout();\r\n\r\n const texturesActivated = [];\r\n\r\n for (let i = 0; i < this._mrtLayout.length; i++) {\r\n texturesActivated.push(false);\r\n }\r\n\r\n this._geometryBuffer._linkInternalTexture(this.defaultRT.getInternalTexture()!);\r\n\r\n const matches = [\r\n {\r\n prePassConstant: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.DEPTH_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.NORMAL_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.POSITION_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE,\r\n },\r\n ];\r\n\r\n // replace textures in the geometryBuffer RT\r\n for (let i = 0; i < matches.length; i++) {\r\n const index = this._mrtLayout.indexOf(matches[i].prePassConstant);\r\n if (index !== -1) {\r\n this._geometryBuffer._forceTextureType(matches[i].geometryBufferConstant, index);\r\n texturesActivated[index] = true;\r\n }\r\n }\r\n\r\n this._geometryBuffer._setAttachments(this._engine.buildTextureLayout(texturesActivated));\r\n }\r\n }\r\n\r\n /**\r\n * Restores attachments for single texture draw.\r\n */\r\n public restoreAttachments() {\r\n if (this.enabled && this._currentTarget.enabled && this._defaultAttachments) {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public _beforeDraw(camera?: Camera, faceIndex?: number, layer?: number) {\r\n // const previousEnabled = this._enabled && this._currentTarget.enabled;\r\n\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (!this._enabled || !this._currentTarget.enabled) {\r\n return;\r\n }\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer.renderList = [];\r\n }\r\n\r\n this._setupOutputForThisPass(this._currentTarget, camera);\r\n }\r\n\r\n private _prepareFrame(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number, layer?: number) {\r\n if (prePassRenderTarget.renderTargetTexture) {\r\n prePassRenderTarget.renderTargetTexture._prepareFrame(this._scene, faceIndex, layer, prePassRenderTarget.renderTargetTexture.useCameraPostProcesses);\r\n } else if (this._postProcessesSourceForThisPass.length) {\r\n this._scene.postProcessManager._prepareFrame();\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an intermediary texture between prepass and postprocesses. This texture\r\n * will be used as input for post processes\r\n * @param rt\r\n * @returns true if there are postprocesses that will use this texture,\r\n * false if there is no postprocesses - and the function has no effect\r\n */\r\n public setCustomOutput(rt: RenderTargetTexture) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n if (!firstPP) {\r\n return false;\r\n }\r\n\r\n firstPP.inputTexture = rt.renderTarget!;\r\n\r\n return true;\r\n }\r\n\r\n private _renderPostProcesses(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n const outputTexture = firstPP ? firstPP.inputTexture : prePassRenderTarget.renderTargetTexture ? prePassRenderTarget.renderTargetTexture.renderTarget : null;\r\n\r\n // Build post process chain for this prepass post draw\r\n let postProcessChain = this._currentTarget._beforeCompositionPostProcesses;\r\n\r\n if (this._needsCompositionForThisPass) {\r\n postProcessChain = postProcessChain.concat([this._currentTarget.imageProcessingPostProcess]);\r\n }\r\n\r\n // Activates and renders the chain\r\n if (postProcessChain.length) {\r\n this._scene.postProcessManager._prepareFrame(this._currentTarget.renderTarget?.texture, postProcessChain);\r\n this._scene.postProcessManager.directRender(postProcessChain, outputTexture, false, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _afterDraw(faceIndex?: number, layer?: number) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._prepareFrame(this._currentTarget, faceIndex, layer);\r\n this._renderPostProcesses(this._currentTarget, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Clears the current prepass render target (in the sense of settings pixels to the scene clear color value)\r\n * @internal\r\n */\r\n public _clear() {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._bindFrameBuffer(this._currentTarget);\r\n\r\n // Clearing other attachment with 0 on all other attachments\r\n this._engine.bindAttachments(this._clearAttachments);\r\n this._engine.clear(this._clearColor, true, false, false);\r\n if (this._useSpecificClearForDepthTexture) {\r\n this._engine.bindAttachments(this._clearDepthAttachments);\r\n this._engine.clear(this._clearDepthColor, true, false, false);\r\n }\r\n // Regular clear color with the scene clear color of the 1st attachment\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _bindFrameBuffer(prePassRenderTarget: PrePassRenderTarget) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._currentTarget._checkSize();\r\n const internalTexture = this._currentTarget.renderTarget;\r\n if (internalTexture) {\r\n this._engine.bindFramebuffer(internalTexture);\r\n }\r\n }\r\n }\r\n\r\n private _setEnabled(enabled: boolean) {\r\n this._enabled = enabled;\r\n }\r\n\r\n private _setRenderTargetEnabled(prePassRenderTarget: PrePassRenderTarget, enabled: boolean) {\r\n prePassRenderTarget.enabled = enabled;\r\n if (!enabled) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Adds an effect configuration to the prepass render target.\r\n * If an effect has already been added, it won't add it twice and will return the configuration\r\n * already present.\r\n * @param cfg the effect configuration\r\n * @returns the effect configuration now used by the prepass\r\n */\r\n public addEffectConfiguration(cfg: PrePassEffectConfiguration): PrePassEffectConfiguration {\r\n // Do not add twice\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === cfg.name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n this._effectConfigurations.push(cfg);\r\n return cfg;\r\n }\r\n\r\n private _enable() {\r\n const previousMrtCount = this.mrtCount;\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled) {\r\n this._enableTextures(this._effectConfigurations[i].texturesRequired);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.mrtCount !== previousMrtCount || this.renderTargets[i].count !== this.mrtCount) {\r\n this.renderTargets[i].updateCount(this.mrtCount, { types: this._mrtTypes, formats: this._mrtFormats }, this._mrtNames.concat(\"prePass_DepthBuffer\"));\r\n }\r\n\r\n this.renderTargets[i]._resetPostProcessChain();\r\n\r\n for (let j = 0; j < this._effectConfigurations.length; j++) {\r\n if (this._effectConfigurations[j].enabled) {\r\n // TODO : subsurface scattering has 1 scene-wide effect configuration\r\n // solution : do not stock postProcess on effectConfiguration, but in the prepassRenderTarget (hashmap configuration => postProcess)\r\n // And call createPostProcess whenever the post process does not exist in the RT\r\n if (!this._effectConfigurations[j].postProcess && this._effectConfigurations[j].createPostProcess) {\r\n this._effectConfigurations[j].createPostProcess!();\r\n }\r\n\r\n if (this._effectConfigurations[j].postProcess) {\r\n this.renderTargets[i]._beforeCompositionPostProcesses.push(this._effectConfigurations[j].postProcess!);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._reinitializeAttachments();\r\n this._setEnabled(true);\r\n this._updateGeometryBufferLayout();\r\n }\r\n\r\n private _disable() {\r\n this._setEnabled(false);\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], false);\r\n }\r\n\r\n this._resetLayout();\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n this._effectConfigurations[i].enabled = false;\r\n }\r\n }\r\n\r\n private _getPostProcessesSource(prePassRenderTarget: PrePassRenderTarget, camera?: Camera): Nullable<PostProcess>[] {\r\n if (camera) {\r\n return camera._postProcesses;\r\n } else if (prePassRenderTarget.renderTargetTexture) {\r\n if (prePassRenderTarget.renderTargetTexture.useCameraPostProcesses) {\r\n const camera = prePassRenderTarget.renderTargetTexture.activeCamera ? prePassRenderTarget.renderTargetTexture.activeCamera : this._scene.activeCamera;\r\n return camera ? camera._postProcesses : [];\r\n } else if (prePassRenderTarget.renderTargetTexture.postProcesses) {\r\n return prePassRenderTarget.renderTargetTexture.postProcesses;\r\n } else {\r\n return [];\r\n }\r\n } else {\r\n return this._scene.activeCamera ? this._scene.activeCamera._postProcesses : [];\r\n }\r\n }\r\n\r\n private _setupOutputForThisPass(prePassRenderTarget: PrePassRenderTarget, camera?: Camera) {\r\n // Order is : draw ===> prePassRenderTarget._postProcesses ==> ipp ==> camera._postProcesses\r\n const secondaryCamera = camera && this._scene.activeCameras && !!this._scene.activeCameras.length && this._scene.activeCameras.indexOf(camera) !== 0;\r\n this._postProcessesSourceForThisPass = this._getPostProcessesSource(prePassRenderTarget, camera);\r\n this._postProcessesSourceForThisPass = this._postProcessesSourceForThisPass.filter((pp) => {\r\n return pp != null;\r\n });\r\n this._scene.autoClear = true;\r\n\r\n const cameraHasImageProcessing = this._hasImageProcessing(this._postProcessesSourceForThisPass);\r\n this._needsCompositionForThisPass = !cameraHasImageProcessing && !this.disableGammaTransform && this._needsImageProcessing() && !secondaryCamera;\r\n\r\n const firstCameraPP = this._getFirstPostProcess(this._postProcessesSourceForThisPass);\r\n const firstPrePassPP = prePassRenderTarget._beforeCompositionPostProcesses && prePassRenderTarget._beforeCompositionPostProcesses[0];\r\n let firstPP = null;\r\n\r\n // Setting the scene-wide post process configuration\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = this._needsCompositionForThisPass || cameraHasImageProcessing;\r\n\r\n // Create composition effect if needed\r\n if (this._needsCompositionForThisPass && !prePassRenderTarget.imageProcessingPostProcess) {\r\n prePassRenderTarget._createCompositionEffect();\r\n }\r\n\r\n // Setting the prePassRenderTarget as input texture of the first PP\r\n if (firstPrePassPP) {\r\n firstPP = firstPrePassPP;\r\n } else if (this._needsCompositionForThisPass) {\r\n firstPP = prePassRenderTarget.imageProcessingPostProcess;\r\n } else if (firstCameraPP) {\r\n firstPP = firstCameraPP;\r\n }\r\n\r\n this._bindFrameBuffer(prePassRenderTarget);\r\n this._linkInternalTexture(prePassRenderTarget, firstPP);\r\n }\r\n\r\n private _linkInternalTexture(prePassRenderTarget: PrePassRenderTarget, postProcess: Nullable<PostProcess>) {\r\n if (postProcess) {\r\n postProcess.autoClear = false;\r\n postProcess.inputTexture = prePassRenderTarget.renderTarget!;\r\n }\r\n\r\n if (prePassRenderTarget._outputPostProcess !== postProcess) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n prePassRenderTarget._outputPostProcess = postProcess;\r\n }\r\n\r\n if (prePassRenderTarget._internalTextureDirty) {\r\n this._updateGeometryBufferLayout();\r\n prePassRenderTarget._internalTextureDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _unlinkInternalTexture(prePassRenderTarget: PrePassRenderTarget) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n prePassRenderTarget._outputPostProcess.autoClear = true;\r\n prePassRenderTarget._outputPostProcess.restoreDefaultInputTexture();\r\n prePassRenderTarget._outputPostProcess = null;\r\n }\r\n }\r\n\r\n private _needsImageProcessing(): boolean {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled && this._effectConfigurations[i].needsImageProcessing) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _hasImageProcessing(postProcesses: Nullable<PostProcess>[]): boolean {\r\n let isIPPAlreadyPresent = false;\r\n if (postProcesses) {\r\n for (let i = 0; i < postProcesses.length; i++) {\r\n if (postProcesses[i]?.getClassName() === \"ImageProcessingPostProcess\") {\r\n isIPPAlreadyPresent = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return isIPPAlreadyPresent;\r\n }\r\n\r\n /**\r\n * Internal, gets the first post proces.\r\n * @param postProcesses\r\n * @returns the first post process to be run on this camera.\r\n */\r\n private _getFirstPostProcess(postProcesses: Nullable<PostProcess>[]): Nullable<PostProcess> {\r\n for (let ppIndex = 0; ppIndex < postProcesses.length; ppIndex++) {\r\n if (postProcesses[ppIndex] !== null) {\r\n return postProcesses[ppIndex];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Marks the prepass renderer as dirty, triggering a check if the prepass is necessary for the next rendering.\r\n */\r\n public markAsDirty() {\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Enables a texture on the MultiRenderTarget for prepass\r\n * @param types\r\n */\r\n private _enableTextures(types: number[]) {\r\n // For velocity : enable storage of previous matrices for instances\r\n this._scene.needsPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < types.length; i++) {\r\n const type = types[i];\r\n\r\n if (this._textureIndices[type] === -1) {\r\n this._textureIndices[type] = this._mrtLayout.length;\r\n this._mrtLayout.push(type);\r\n\r\n this._mrtTypes.push(PrePassRenderer.TextureFormats[type].type);\r\n this._mrtFormats.push(PrePassRenderer.TextureFormats[type].format);\r\n this._mrtNames.push(PrePassRenderer.TextureFormats[type].name);\r\n this.mrtCount++;\r\n }\r\n\r\n if (type === Constants.PREPASS_VELOCITY_TEXTURE_TYPE) {\r\n this._scene.needsPreviousWorldMatrices = true;\r\n }\r\n }\r\n }\r\n\r\n private _update() {\r\n this._disable();\r\n let enablePrePass = false;\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n\r\n if (this._scene._depthPeelingRenderer && this._scene.useOrderIndependentTransparency) {\r\n this._scene._depthPeelingRenderer.setPrePassRenderer(this);\r\n enablePrePass = true;\r\n }\r\n\r\n for (let i = 0; i < this._scene.materials.length; i++) {\r\n if (this._scene.materials[i].setPrePassRenderer(this)) {\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (enablePrePass) {\r\n this._setRenderTargetEnabled(this.defaultRT, true);\r\n }\r\n\r\n let postProcesses;\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.renderTargets[i].renderTargetTexture) {\r\n postProcesses = this._getPostProcessesSource(this.renderTargets[i]);\r\n } else {\r\n const camera = this._scene.activeCamera;\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n postProcesses = camera._postProcesses;\r\n }\r\n\r\n if (!postProcesses) {\r\n continue;\r\n }\r\n\r\n postProcesses = <Nullable<PostProcess[]>>postProcesses.filter((pp) => {\r\n return pp != null;\r\n });\r\n\r\n if (postProcesses) {\r\n for (let j = 0; j < postProcesses.length; j++) {\r\n if (postProcesses[j].setPrePassRenderer(this)) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], true);\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (this._hasImageProcessing(postProcesses)) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n }\r\n }\r\n\r\n this._markAllMaterialsAsPrePassDirty();\r\n this._isDirty = false;\r\n\r\n if (enablePrePass) {\r\n this._enable();\r\n }\r\n }\r\n\r\n private _markAllMaterialsAsPrePassDirty() {\r\n const materials = this._scene.materials;\r\n\r\n for (let i = 0; i < materials.length; i++) {\r\n materials[i].markAsDirty(Material.PrePassDirtyFlag);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the prepass renderer.\r\n */\r\n public dispose() {\r\n for (let i = this.renderTargets.length - 1; i >= 0; i--) {\r\n this.renderTargets[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].dispose) {\r\n this._effectConfigurations[i].dispose!();\r\n }\r\n }\r\n }\r\n}\r\n"]}
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@@ -20,7 +20,7 @@ hit=(rayZMax>=sceneZMax-csZThickness) && (rayZMin<=sceneZMax);
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float sceneBackZ=texelFetch(csZBackBuffer,ivec2(hitPixel/csZBackSizeFactor),0).r;
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hit=(rayZMin<=sceneZMax+csZThickness) && (rayZMax>=sceneZMax);
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#endif
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}
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}
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if (stride>1.0 && hit) {
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Q0.xy+=dQ.xy*stepCount;
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if (((pqk.x+dPQK.x)*stepDirection)>end) {
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@@ -1 +1 @@
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-
{"version":3,"file":"screenSpaceRayTrace.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/ShadersInclude/screenSpaceRayTrace.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG
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1
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{"version":3,"file":"screenSpaceRayTrace.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/ShadersInclude/screenSpaceRayTrace.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Ld,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"screenSpaceRayTrace\";\nconst shader = `float distanceSquared(vec2 a,vec2 b) { a-=b; return dot(a,a); }\r/**\r\\param csOrigin Camera-space ray origin,which must be \rwithin the view volume and must have z>0.01 and project within the valid screen rectangle\r\\param csDirection Unit length camera-space ray direction\r\\param projectToPixelMatrix A projection matrix that maps to **pixel** coordinates \r(**not** [-1,+1] normalized device coordinates).\r\\param csZBuffer The camera-space Z buffer\r\\param csZBufferSize Dimensions of csZBuffer\r\\param csZThickness Camera space csZThickness to ascribe to each pixel in the depth buffer\r\\param nearPlaneZ Positive number. Doesn't have to be THE actual near plane,just a reasonable value\rfor clipping rays headed towards the camera\r\\param stride Step in horizontal or vertical pixels between samples. This is a float\rbecause integer math is slow on GPUs,but should be set to an integer>=1\r\\param jitterFraction Number between 0 and 1 for how far to bump the ray in stride units\rto conceal banding artifacts,plus the stride ray offset.\r\\param maxSteps Maximum number of iterations. Higher gives better images but may be slow\r\\param maxRayTraceDistance Maximum camera-space distance to trace before returning a miss\r\\param selfCollisionNumSkip Number of steps to skip at start when raytracing to avoid self collisions.\r1 is a reasonable value,depending on the scene you may need to set this value to 2\r\\param hitPixel Pixel coordinates of the first intersection with the scene\r\\param numIterations number of iterations performed\r\\param csHitPoint Camera space location of the ray hit\r*/\r#define inline\nbool traceScreenSpaceRay1(\rvec3 csOrigin,\rvec3 csDirection,\rmat4 projectToPixelMatrix,\rsampler2D csZBuffer,\rvec2 csZBufferSize,\r#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nsampler2D csZBackBuffer,\rfloat csZBackSizeFactor,\r#endif\nfloat csZThickness,\rfloat nearPlaneZ,\rfloat stride,\rfloat jitterFraction,\rfloat maxSteps,\rfloat maxRayTraceDistance,\rfloat selfCollisionNumSkip,\rout vec2 startPixel,\rout vec2 hitPixel,\rout vec3 csHitPoint,\rout float numIterations\r#ifdef SSRAYTRACE_DEBUG\n,out vec3 debugColor\r#endif\n)\r{\r#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nfloat rayLength=(csOrigin.z+csDirection.z*maxRayTraceDistance)>-nearPlaneZ ? (-nearPlaneZ-csOrigin.z)/csDirection.z : maxRayTraceDistance;\r#else\nfloat rayLength=(csOrigin.z+csDirection.z*maxRayTraceDistance)<nearPlaneZ ? (nearPlaneZ-csOrigin.z)/csDirection.z : maxRayTraceDistance;\r#endif\nvec3 csEndPoint=csOrigin+csDirection*rayLength;\rhitPixel=vec2(-1.0,-1.0);\rvec4 H0=projectToPixelMatrix*vec4(csOrigin,1.0);\rvec4 H1=projectToPixelMatrix*vec4(csEndPoint,1.0);\rfloat k0=1.0/H0.w;\rfloat k1=1.0/H1.w;\rvec3 Q0=csOrigin*k0;\rvec3 Q1=csEndPoint*k1;\rvec2 P0=H0.xy*k0;\rvec2 P1=H1.xy*k1;\r#ifdef SSRAYTRACE_CLIP_TO_FRUSTUM\nfloat xMax=csZBufferSize.x-0.5,xMin=0.5,yMax=csZBufferSize.y-0.5,yMin=0.5;\rfloat alpha=0.0;\rif ((P1.y>yMax) || (P1.y<yMin)) {\ralpha=(P1.y-((P1.y>yMax) ? yMax : yMin))/(P1.y-P0.y);\r}\rif ((P1.x>xMax) || (P1.x<xMin)) {\ralpha=max(alpha,(P1.x-((P1.x>xMax) ? xMax : xMin))/(P1.x-P0.x));\r}\rP1=mix(P1,P0,alpha); k1=mix(k1,k0,alpha); Q1=mix(Q1,Q0,alpha);\r#endif\nP1+=vec2((distanceSquared(P0,P1)<0.0001) ? 0.01 : 0.0);\rvec2 delta=P1-P0;\rbool permute=false;\rif (abs(delta.x)<abs(delta.y)) { \rpermute=true;\rdelta=delta.yx;\rP0=P0.yx;\rP1=P1.yx; \r}\rfloat stepDirection=sign(delta.x);\rfloat invdx=stepDirection/delta.x;\rvec2 dP=vec2(stepDirection,delta.y*invdx);\rvec3 dQ=(Q1-Q0)*invdx;\rfloat dk=(k1-k0)*invdx;\rfloat zMin=min(csEndPoint.z,csOrigin.z);\rfloat zMax=max(csEndPoint.z,csOrigin.z);\rdP*=stride; dQ*=stride; dk*=stride;\rP0+=dP*jitterFraction; Q0+=dQ*jitterFraction; k0+=dk*jitterFraction;\rvec4 pqk=vec4(P0,Q0.z,k0);\rvec4 dPQK=vec4(dP,dQ.z,dk);\rstartPixel=permute ? P0.yx : P0.xy;\rfloat prevZMaxEstimate=csOrigin.z;\rfloat rayZMin=prevZMaxEstimate,rayZMax=prevZMaxEstimate;\rfloat sceneZMax=rayZMax+1e4;\rfloat end=P1.x*stepDirection;\rbool hit=false;\rfloat stepCount;\rfor (stepCount=0.0;\rstepCount<=selfCollisionNumSkip ||\r(pqk.x*stepDirection)<=end &&\rstepCount<maxSteps &&\r!hit &&\rsceneZMax != 0.0; \rpqk+=dPQK,++stepCount)\r{\rhitPixel=permute ? pqk.yx : pqk.xy;\rrayZMin=prevZMaxEstimate;\rrayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);\rrayZMax=clamp(rayZMax,zMin,zMax);\rprevZMaxEstimate=rayZMax;\rif (rayZMin>rayZMax) { \rfloat t=rayZMin; rayZMin=rayZMax; rayZMax=t;\r}\rsceneZMax=texelFetch(csZBuffer,ivec2(hitPixel),0).r;\r#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nfloat sceneBackZ=texelFetch(csZBackBuffer,ivec2(hitPixel/csZBackSizeFactor),0).r;\rhit=(rayZMax>=sceneBackZ-csZThickness) && (rayZMin<=sceneZMax);\r#else\nhit=(rayZMax>=sceneZMax-csZThickness) && (rayZMin<=sceneZMax);\r#endif\n#else\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nfloat sceneBackZ=texelFetch(csZBackBuffer,ivec2(hitPixel/csZBackSizeFactor),0).r;\rhit=(rayZMin<=sceneBackZ+csZThickness) && (rayZMax>=sceneZMax) && (sceneZMax != 0.0);\r#else\nhit=(rayZMin<=sceneZMax+csZThickness) && (rayZMax>=sceneZMax);\r#endif\n#endif\n}\rpqk-=dPQK;\rstepCount-=1.0;\rif (((pqk.x+dPQK.x)*stepDirection)>end || (stepCount+1.0)>=maxSteps || sceneZMax==0.0) {\rhit=false;\r}\r#ifdef SSRAYTRACE_ENABLE_REFINEMENT\nif (stride>1.0 && hit) {\rpqk-=dPQK;\rstepCount-=1.0;\rfloat invStride=1.0/stride;\rdPQK*=invStride;\rfloat refinementStepCount=0.0;\rprevZMaxEstimate=pqk.z/pqk.w;\rrayZMax=prevZMaxEstimate;\rsceneZMax=rayZMax+1e7;\rfor (;\rrefinementStepCount<=1.0 ||\r(refinementStepCount<=stride*1.4) &&\r(rayZMax<sceneZMax) && (sceneZMax != 0.0);\rpqk+=dPQK,refinementStepCount+=1.0)\r{\rrayZMin=prevZMaxEstimate;\rrayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);\rrayZMax=clamp(rayZMax,zMin,zMax);\rprevZMaxEstimate=rayZMax;\rrayZMax=max(rayZMax,rayZMin);\rhitPixel=permute ? pqk.yx : pqk.xy;\rsceneZMax=texelFetch(csZBuffer,ivec2(hitPixel),0).r;\r}\rpqk-=dPQK;\rrefinementStepCount-=1.0;\rstepCount+=refinementStepCount/stride;\r}\r#endif\nQ0.xy+=dQ.xy*stepCount;\rQ0.z=pqk.z;\rcsHitPoint=Q0/pqk.w;\rnumIterations=stepCount+1.0;\r#ifdef SSRAYTRACE_DEBUG\nif (((pqk.x+dPQK.x)*stepDirection)>end) {\rdebugColor=vec3(0,0,1);\r} else if ((stepCount+1.0)>=maxSteps) {\rdebugColor=vec3(1,0,0);\r} else if (sceneZMax==0.0) {\rdebugColor=vec3(1,1,0);\r} else {\rdebugColor=vec3(0,stepCount/maxSteps,0);\r}\r#endif\nreturn hit;\r}\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const screenSpaceRayTrace = { name, shader };\n"]}
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@@ -15,7 +15,7 @@ varying vec2 vUVOpacity;
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varying vec2 vUVEmissive;
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#ifdef VERTEXALPHA
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varying vec4 vColor;
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uniform vec4 glowColor;
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uniform vec4 glowColor;
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#define CUSTOM_FRAGMENT_DEFINITIONS
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void main(void)
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vec4 finalColor=glowColor;
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@@ -38,7 +38,7 @@ if (finalColor.a<ALPHATESTVALUE)
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#ifdef EMISSIVE
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vec4 emissive=texture2D(emissiveSampler,vUVEmissive);
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emissive=toGammaSpace(emissive);
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gl_FragColor=emissive*finalColor;
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gl_FragColor=emissive*finalColor*glowIntensity;
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gl_FragColor=finalColor;
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#ifdef HIGHLIGHT
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gl_FragColor.a=glowColor.a;
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@@ -1 +1 @@
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-
{"version":3,"file":"glowMapGeneration.fragment.js","sourceRoot":"","sources":["../../../../lts/core/generated/Shaders/glowMapGeneration.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG
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{"version":3,"file":"glowMapGeneration.fragment.js","sourceRoot":"","sources":["../../../../lts/core/generated/Shaders/glowMapGeneration.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAmEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"glowMapGenerationPixelShader\";\nconst shader = `#if defined(DIFFUSE_ISLINEAR) || defined(EMISSIVE_ISLINEAR)\n#include<helperFunctions>\n#endif\n#ifdef DIFFUSE\nvarying vec2 vUVDiffuse;\runiform sampler2D diffuseSampler;\r#endif\n#ifdef OPACITY\nvarying vec2 vUVOpacity;\runiform sampler2D opacitySampler;\runiform float opacityIntensity;\r#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\runiform sampler2D emissiveSampler;\r#endif\n#ifdef VERTEXALPHA\nvarying vec4 vColor;\r#endif\nuniform vec4 glowColor;\runiform float glowIntensity;\r#include<clipPlaneFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\r#include<clipPlaneFragment>\nvec4 finalColor=glowColor;\r#ifdef DIFFUSE\nvec4 albedoTexture=texture2D(diffuseSampler,vUVDiffuse);\r#ifdef DIFFUSE_ISLINEAR\nalbedoTexture=toGammaSpace(albedoTexture);\r#endif\n#ifdef GLOW\nfinalColor.a*=albedoTexture.a;\r#endif\n#ifdef HIGHLIGHT\nfinalColor.a=albedoTexture.a;\r#endif\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vUVOpacity);\r#ifdef OPACITYRGB\nfinalColor.a*=getLuminance(opacityMap.rgb);\r#else\nfinalColor.a*=opacityMap.a;\r#endif\nfinalColor.a*=opacityIntensity;\r#endif\n#ifdef VERTEXALPHA\nfinalColor.a*=vColor.a;\r#endif\n#ifdef ALPHATEST\nif (finalColor.a<ALPHATESTVALUE)\rdiscard;\r#endif\n#ifdef EMISSIVE\nvec4 emissive=texture2D(emissiveSampler,vUVEmissive);\r#ifdef EMISSIVE_ISLINEAR\nemissive=toGammaSpace(emissive);\r#endif\ngl_FragColor=emissive*finalColor*glowIntensity;\r#else\ngl_FragColor=finalColor;\r#endif\n#ifdef HIGHLIGHT\ngl_FragColor.a=glowColor.a;\r#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const glowMapGenerationPixelShader = { name, shader };\n"]}
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