@babylonjs/core 6.30.0 → 6.32.0
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/Actions/action.js.map +1 -1
- package/Animations/animation.d.ts +8 -2
- package/Animations/animation.js +21 -13
- package/Animations/animation.js.map +1 -1
- package/Animations/runtimeAnimation.js +6 -15
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
- package/Cameras/camera.js +1 -1
- package/Cameras/camera.js.map +1 -1
- package/Culling/ray.js +24 -24
- package/Culling/ray.js.map +1 -1
- package/Debug/skeletonViewer.d.ts +2 -2
- package/Debug/skeletonViewer.js +38 -12
- package/Debug/skeletonViewer.js.map +1 -1
- package/DeviceInput/InputDevices/deviceSource.js.map +1 -1
- package/DeviceInput/InputDevices/deviceTypes.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.views.d.ts +8 -5
- package/Engines/Extensions/engine.views.js +14 -8
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Processors/shaderCodeNode.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.js +6 -3
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/engine.d.ts +16 -1
- package/Engines/engine.js +1 -1
- package/Engines/engine.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphMatrixBlocks.js +12 -12
- package/FlowGraph/Blocks/Data/Math/flowGraphMatrixBlocks.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphNumberMathBlocks.js +4 -4
- package/FlowGraph/Blocks/Data/Math/flowGraphNumberMathBlocks.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphVector2MathBlocks.js +9 -9
- package/FlowGraph/Blocks/Data/Math/flowGraphVector2MathBlocks.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphVector3MathBlocks.js +11 -11
- package/FlowGraph/Blocks/Data/Math/flowGraphVector3MathBlocks.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphVector4MathBlocks.js +10 -10
- package/FlowGraph/Blocks/Data/Math/flowGraphVector4MathBlocks.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js +2 -2
- package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js +4 -4
- package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js +1 -1
- package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.js +4 -4
- package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js +2 -2
- package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js +1 -1
- package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.d.ts +4 -4
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +16 -6
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.d.ts +1 -0
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js +5 -1
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.d.ts +17 -6
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +16 -9
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js +2 -2
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js +2 -2
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js +4 -4
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.d.ts +1 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js +8 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.d.ts +1 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js +5 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js +2 -2
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.d.ts +1 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js +4 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.d.ts +1 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js +6 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js +2 -2
- package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.d.ts +8 -12
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js +9 -19
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js +2 -2
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
- package/FlowGraph/flowGraphBlock.d.ts +2 -2
- package/FlowGraph/flowGraphBlock.js +20 -4
- package/FlowGraph/flowGraphBlock.js.map +1 -1
- package/FlowGraph/flowGraphContext.d.ts +4 -4
- package/FlowGraph/flowGraphContext.js +22 -40
- package/FlowGraph/flowGraphContext.js.map +1 -1
- package/FlowGraph/flowGraphPath.d.ts +27 -0
- package/FlowGraph/flowGraphPath.js +136 -0
- package/FlowGraph/flowGraphPath.js.map +1 -0
- package/FlowGraph/flowGraphPathComponent.d.ts +42 -0
- package/FlowGraph/flowGraphPathComponent.js +51 -0
- package/FlowGraph/flowGraphPathComponent.js.map +1 -0
- package/FlowGraph/index.d.ts +1 -0
- package/FlowGraph/index.js +1 -0
- package/FlowGraph/index.js.map +1 -1
- package/Gizmos/axisDragGizmo.d.ts +4 -2
- package/Gizmos/axisDragGizmo.js +18 -6
- package/Gizmos/axisDragGizmo.js.map +1 -1
- package/Gizmos/axisScaleGizmo.d.ts +2 -2
- package/Gizmos/axisScaleGizmo.js +1 -1
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/planeDragGizmo.d.ts +4 -4
- package/Gizmos/planeDragGizmo.js +1 -1
- package/Gizmos/planeDragGizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.d.ts +13 -7
- package/Gizmos/planeRotationGizmo.js +26 -10
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +8 -0
- package/Lights/Shadows/shadowGenerator.js +12 -0
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +6 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js +22 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
- package/Materials/Node/Blocks/modBlock.js +1 -0
- package/Materials/Node/Blocks/modBlock.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.d.ts +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/multiRenderTarget.d.ts +14 -10
- package/Materials/Textures/multiRenderTarget.js +7 -5
- package/Materials/Textures/multiRenderTarget.js.map +1 -1
- package/Materials/imageProcessingConfiguration.d.ts +2 -2
- package/Materials/imageProcessingConfiguration.js +2 -2
- package/Materials/imageProcessingConfiguration.js.map +1 -1
- package/Maths/math.size.d.ts +6 -0
- package/Maths/math.size.js +8 -0
- package/Maths/math.size.js.map +1 -1
- package/Maths/math.vector.d.ts +5 -5
- package/Maths/math.vector.js +6 -5
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/linesBuilder.js +4 -2
- package/Meshes/Builders/linesBuilder.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +1 -1
- package/Meshes/GreasedLine/greasedLineBaseMesh.js +1 -1
- package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
- package/Meshes/geometry.d.ts +8 -0
- package/Meshes/geometry.js +20 -1
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/groundMesh.js +1 -1
- package/Meshes/groundMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +8 -0
- package/Meshes/mesh.js +14 -2
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Misc/dds.js.map +1 -1
- package/Misc/greasedLineTools.js.map +1 -1
- package/Misc/tools.js.map +1 -1
- package/Physics/physicsHelper.d.ts +1 -1
- package/Physics/physicsHelper.js +1 -1
- package/Physics/physicsHelper.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.d.ts +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
- package/PostProcesses/bloomEffect.d.ts +1 -1
- package/PostProcesses/bloomEffect.js +1 -1
- package/PostProcesses/bloomEffect.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +10 -2
- package/PostProcesses/postProcess.js +17 -7
- package/PostProcesses/postProcess.js.map +1 -1
- package/Rendering/depthPeelingRenderer.d.ts +5 -0
- package/Rendering/depthPeelingRenderer.js +33 -9
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/depthRenderer.js +9 -0
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.d.ts +6 -3
- package/Rendering/geometryBufferRenderer.js +28 -10
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/geometryBufferRendererSceneComponent.d.ts +5 -2
- package/Rendering/geometryBufferRendererSceneComponent.js.map +1 -1
- package/Shaders/ShadersInclude/bonesDeclaration.js +1 -1
- package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/Shaders/depth.vertex.d.ts +2 -0
- package/Shaders/depth.vertex.js +4 -0
- package/Shaders/depth.vertex.js.map +1 -1
- package/XR/features/WebXRAbstractFeature.d.ts +10 -1
- package/XR/features/WebXRAbstractFeature.js +13 -0
- package/XR/features/WebXRAbstractFeature.js.map +1 -1
- package/XR/features/WebXRLightEstimation.d.ts +5 -0
- package/XR/features/WebXRLightEstimation.js +14 -2
- package/XR/features/WebXRLightEstimation.js.map +1 -1
- package/XR/features/WebXRRawCameraAccess.d.ts +81 -0
- package/XR/features/WebXRRawCameraAccess.js +169 -0
- package/XR/features/WebXRRawCameraAccess.js.map +1 -0
- package/XR/features/index.d.ts +1 -0
- package/XR/features/index.js +1 -0
- package/XR/features/index.js.map +1 -1
- package/XR/webXRFeaturesManager.d.ts +13 -0
- package/XR/webXRFeaturesManager.js +4 -0
- package/XR/webXRFeaturesManager.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +1 -1
- package/scene.js +11 -6
- package/scene.js.map +1 -1
- package/types.js.map +1 -1
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{ Matrix } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { PrePassRenderer } from \"../Rendering/prePassRenderer\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Shaders/geometry.fragment\";\r\nimport \"../Shaders/geometry.vertex\";\r\nimport { MaterialFlags } from \"../Materials/materialFlags\";\r\nimport { addClipPlaneUniforms, bindClipPlane, prepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\r\n\r\n/** @internal */\r\ninterface ISavedTransformationMatrix {\r\n world: Matrix;\r\n viewProjection: Matrix;\r\n}\r\n\r\n/** list the uniforms used by the geometry renderer */\r\nconst uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"viewProjection\",\r\n \"diffuseMatrix\",\r\n \"view\",\r\n \"previousWorld\",\r\n \"previousViewProjection\",\r\n \"mPreviousBones\",\r\n \"bumpMatrix\",\r\n \"reflectivityMatrix\",\r\n \"albedoMatrix\",\r\n \"reflectivityColor\",\r\n \"albedoColor\",\r\n \"metallic\",\r\n \"glossiness\",\r\n \"vTangentSpaceParams\",\r\n \"vBumpInfos\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n];\r\naddClipPlaneUniforms(uniforms);\r\n\r\n/**\r\n * This renderer is helpful to fill one of the render target with a geometry buffer.\r\n */\r\nexport class GeometryBufferRenderer {\r\n /**\r\n * Constant used to retrieve the depth texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.DEPTH_TEXTURE_INDEX)\r\n */\r\n public static readonly DEPTH_TEXTURE_TYPE = 0;\r\n /**\r\n * Constant used to retrieve the normal texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.NORMAL_TEXTURE_INDEX)\r\n */\r\n public static readonly NORMAL_TEXTURE_TYPE = 1;\r\n /**\r\n * Constant used to retrieve the position texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)\r\n */\r\n public static readonly POSITION_TEXTURE_TYPE = 2;\r\n /**\r\n * Constant used to retrieve the velocity texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)\r\n */\r\n public static readonly VELOCITY_TEXTURE_TYPE = 3;\r\n /**\r\n * Constant used to retrieve the reflectivity texture index in the G-Buffer textures array\r\n * using the getIndex(GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE)\r\n */\r\n public static readonly REFLECTIVITY_TEXTURE_TYPE = 4;\r\n\r\n /**\r\n * Dictionary used to store the previous transformation matrices of each rendered mesh\r\n * in order to compute objects velocities when enableVelocity is set to \"true\"\r\n * @internal\r\n */\r\n public _previousTransformationMatrices: { [index: number]: ISavedTransformationMatrix } = {};\r\n /**\r\n * Dictionary used to store the previous bones transformation matrices of each rendered mesh\r\n * in order to compute objects velocities when enableVelocity is set to \"true\"\r\n * @internal\r\n */\r\n public _previousBonesTransformationMatrices: { [index: number]: Float32Array } = {};\r\n /**\r\n * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).\r\n * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).\r\n */\r\n public excludedSkinnedMeshesFromVelocity: AbstractMesh[] = [];\r\n\r\n /** Gets or sets a boolean indicating if transparent meshes should be rendered */\r\n public renderTransparentMeshes = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if normals should be generated in world space (default: false, meaning normals are generated in view space)\r\n */\r\n public generateNormalsInWorldSpace = false;\r\n\r\n private _scene: Scene;\r\n private _resizeObserver: Nullable<Observer<Engine>> = null;\r\n private _multiRenderTarget: MultiRenderTarget;\r\n private _ratio: number;\r\n private _enablePosition: boolean = false;\r\n private _enableVelocity: boolean = false;\r\n private _enableReflectivity: boolean = false;\r\n private _depthFormat: number;\r\n private _clearColor = new Color4(0, 0, 0, 0);\r\n private _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 _positionIndex: number = -1;\r\n private _velocityIndex: number = -1;\r\n private _reflectivityIndex: number = -1;\r\n private _depthIndex: number = -1;\r\n private _normalIndex: number = -1;\r\n\r\n private _linkedWithPrePass: boolean = false;\r\n private _prePassRenderer: PrePassRenderer;\r\n private _attachmentsFromPrePass: number[];\r\n private _useUbo: boolean;\r\n\r\n protected _cachedDefines: string;\r\n\r\n /**\r\n * @internal\r\n * Sets up internal structures to share outputs with PrePassRenderer\r\n * This method should only be called by the PrePassRenderer itself\r\n */\r\n public _linkPrePassRenderer(prePassRenderer: PrePassRenderer) {\r\n this._linkedWithPrePass = true;\r\n this._prePassRenderer = prePassRenderer;\r\n\r\n if (this._multiRenderTarget) {\r\n // prevents clearing of the RT since it's done by prepass\r\n this._multiRenderTarget.onClearObservable.clear();\r\n this._multiRenderTarget.onClearObservable.add(() => {\r\n // pass\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Separates internal structures from PrePassRenderer so the geometry buffer can now operate by itself.\r\n * This method should only be called by the PrePassRenderer itself\r\n */\r\n public _unlinkPrePassRenderer() {\r\n this._linkedWithPrePass = false;\r\n this._createRenderTargets();\r\n }\r\n\r\n /**\r\n * @internal\r\n * Resets the geometry buffer layout\r\n */\r\n public _resetLayout() {\r\n this._enablePosition = false;\r\n this._enableReflectivity = false;\r\n this._enableVelocity = false;\r\n this._attachmentsFromPrePass = [];\r\n }\r\n\r\n /**\r\n * @internal\r\n * Replaces a texture in the geometry buffer renderer\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _forceTextureType(geometryBufferType: number, index: number) {\r\n if (geometryBufferType === GeometryBufferRenderer.POSITION_TEXTURE_TYPE) {\r\n this._positionIndex = index;\r\n this._enablePosition = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE) {\r\n this._velocityIndex = index;\r\n this._enableVelocity = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE) {\r\n this._reflectivityIndex = index;\r\n this._enableReflectivity = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.DEPTH_TEXTURE_TYPE) {\r\n this._depthIndex = index;\r\n } else if (geometryBufferType === GeometryBufferRenderer.NORMAL_TEXTURE_TYPE) {\r\n this._normalIndex = index;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Sets texture attachments\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _setAttachments(attachments: number[]) {\r\n this._attachmentsFromPrePass = attachments;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Replaces the first texture which is hard coded as a depth texture in the geometry buffer\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _linkInternalTexture(internalTexture: InternalTexture) {\r\n this._multiRenderTarget.setInternalTexture(internalTexture, 0, false);\r\n }\r\n\r\n /**\r\n * Gets the render list (meshes to be rendered) used in the G buffer.\r\n */\r\n public get renderList() {\r\n return this._multiRenderTarget.renderList;\r\n }\r\n\r\n /**\r\n * Set the render list (meshes to be rendered) used in the G buffer.\r\n */\r\n public set renderList(meshes: Nullable<AbstractMesh[]>) {\r\n this._multiRenderTarget.renderList = meshes;\r\n }\r\n\r\n /**\r\n * Gets whether or not G buffer are supported by the running hardware.\r\n * This requires draw buffer supports\r\n */\r\n public get isSupported(): boolean {\r\n return this._multiRenderTarget.isSupported;\r\n }\r\n\r\n /**\r\n * Returns the index of the given texture type in the G-Buffer textures array\r\n * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX\r\n * @returns the index of the given texture type in the G-Buffer textures array\r\n */\r\n public getTextureIndex(textureType: number): number {\r\n switch (textureType) {\r\n case GeometryBufferRenderer.POSITION_TEXTURE_TYPE:\r\n return this._positionIndex;\r\n case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE:\r\n return this._velocityIndex;\r\n case GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE:\r\n return this._reflectivityIndex;\r\n case GeometryBufferRenderer.DEPTH_TEXTURE_TYPE:\r\n return this._linkedWithPrePass ? this._depthIndex : 0;\r\n case GeometryBufferRenderer.NORMAL_TEXTURE_TYPE:\r\n return this._linkedWithPrePass ? this._normalIndex : 1;\r\n default:\r\n return -1;\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects positions are enabled for the G buffer.\r\n */\r\n public get enablePosition(): boolean {\r\n return this._enablePosition;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects positions are enabled for the G buffer.\r\n */\r\n public set enablePosition(enable: boolean) {\r\n this._enablePosition = enable;\r\n\r\n // PrePass handles index and texture links\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects velocities are enabled for the G buffer.\r\n */\r\n public get enableVelocity(): boolean {\r\n return this._enableVelocity;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects velocities are enabled for the G buffer.\r\n */\r\n public set enableVelocity(enable: boolean) {\r\n this._enableVelocity = enable;\r\n\r\n if (!enable) {\r\n this._previousTransformationMatrices = {};\r\n }\r\n\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n\r\n this._scene.needsPreviousWorldMatrices = enable;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects reflectivity are enabled in the G buffer.\r\n */\r\n public get enableReflectivity(): boolean {\r\n return this._enableReflectivity;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects reflectivity are enabled for the G buffer.\r\n * For Metallic-Roughness workflow with ORM texture, we assume that ORM texture is defined according to the default layout:\r\n * pbr.useRoughnessFromMetallicTextureAlpha = false;\r\n * pbr.useRoughnessFromMetallicTextureGreen = true;\r\n * pbr.useMetallnessFromMetallicTextureBlue = true;\r\n */\r\n public set enableReflectivity(enable: boolean) {\r\n this._enableReflectivity = enable;\r\n\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n }\r\n\r\n /**\r\n * 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 useSpecificClearForDepthTexture = false;\r\n\r\n /**\r\n * Gets the scene associated with the buffer.\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the ratio used by the buffer during its creation.\r\n * How big is the buffer related to the main canvas.\r\n */\r\n public get ratio(): number {\r\n return this._ratio;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"GeometryBufferRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * Creates a new G Buffer for the scene\r\n * @param scene The scene the buffer belongs to\r\n * @param ratio How big is the buffer related to the main canvas (default: 1)\r\n * @param depthFormat Format of the depth texture (default: Constants.TEXTUREFORMAT_DEPTH16)\r\n */\r\n constructor(scene: Scene, ratio: number = 1, depthFormat = Constants.TEXTUREFORMAT_DEPTH16) {\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n this._useUbo = scene.getEngine().supportsUniformBuffers;\r\n this._depthFormat = depthFormat;\r\n\r\n GeometryBufferRenderer._SceneComponentInitialization(this._scene);\r\n\r\n // Render target\r\n this._createRenderTargets();\r\n }\r\n\r\n /**\r\n * Checks whether everything is ready to render a submesh to the G buffer.\r\n * @param subMesh the submesh to check readiness for\r\n * @param useInstances is the mesh drawn using instance or not\r\n * @returns true if ready otherwise false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const material = <any>subMesh.getMaterial();\r\n\r\n if (material && material.disableDepthWrite) {\r\n return false;\r\n }\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n const mesh = subMesh.getMesh();\r\n\r\n // Alpha test\r\n if (material) {\r\n let needUv = false;\r\n if (material.needAlphaTesting() && material.getAlphaTestTexture()) {\r\n defines.push(\"#define ALPHATEST\");\r\n defines.push(`#define ALPHATEST_UV${material.getAlphaTestTexture().coordinatesIndex + 1}`);\r\n needUv = true;\r\n }\r\n\r\n if (material.bumpTexture && MaterialFlags.BumpTextureEnabled) {\r\n defines.push(\"#define BUMP\");\r\n defines.push(`#define BUMP_UV${material.bumpTexture.coordinatesIndex + 1}`);\r\n needUv = true;\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n let metallicWorkflow = false;\r\n // for PBR materials: cf. https://doc.babylonjs.com/features/featuresDeepDive/materials/using/masterPBR\r\n if (material.getClassName() === \"PBRMetallicRoughnessMaterial\") {\r\n // if it is a PBR material in MetallicRoughness Mode:\r\n if (material.metallicRoughnessTexture !== null) {\r\n defines.push(\"#define ORMTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.metallicRoughnessTexture.coordinatesIndex + 1}`);\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n needUv = true;\r\n metallicWorkflow = true;\r\n }\r\n if (material.metallic !== null) {\r\n defines.push(\"#define METALLIC\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n if (material.roughness !== null) {\r\n defines.push(\"#define ROUGHNESS\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n if (metallicWorkflow) {\r\n if (material.baseTexture !== null) {\r\n defines.push(\"#define ALBEDOTEXTURE\");\r\n defines.push(`#define ALBEDO_UV${material.baseTexture.coordinatesIndex + 1}`);\r\n if (material.baseTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAALBEDO\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.baseColor !== null) {\r\n defines.push(\"#define ALBEDOCOLOR\");\r\n }\r\n }\r\n } else if (material.getClassName() === \"PBRSpecularGlossinessMaterial\") {\r\n // if it is a PBR material in Specular/Glossiness Mode:\r\n if (material.specularGlossinessTexture !== null) {\r\n defines.push(\"#define SPECULARGLOSSINESSTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.specularGlossinessTexture.coordinatesIndex + 1}`);\r\n needUv = true;\r\n if (material.specularGlossinessTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n } else {\r\n if (material.specularColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n }\r\n if (material.glossiness !== null) {\r\n defines.push(\"#define GLOSSINESS\");\r\n }\r\n } else if (material.getClassName() === \"PBRMaterial\") {\r\n // if it is the bigger PBRMaterial\r\n if (material.metallicTexture !== null) {\r\n defines.push(\"#define ORMTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.metallicTexture.coordinatesIndex + 1}`);\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n needUv = true;\r\n metallicWorkflow = true;\r\n }\r\n if (material.metallic !== null) {\r\n defines.push(\"#define METALLIC\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n\r\n if (material.roughness !== null) {\r\n defines.push(\"#define ROUGHNESS\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n\r\n if (metallicWorkflow) {\r\n if (material.albedoTexture !== null) {\r\n defines.push(\"#define ALBEDOTEXTURE\");\r\n defines.push(`#define ALBEDO_UV${material.albedoTexture.coordinatesIndex + 1}`);\r\n if (material.albedoTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAALBEDO\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.albedoColor !== null) {\r\n defines.push(\"#define ALBEDOCOLOR\");\r\n }\r\n } else {\r\n // SpecularGlossiness Model\r\n if (material.reflectivityTexture !== null) {\r\n defines.push(\"#define SPECULARGLOSSINESSTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.reflectivityTexture.coordinatesIndex + 1}`);\r\n if (material.reflectivityTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n needUv = true;\r\n } else if (material.reflectivityColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n if (material.microSurface !== null) {\r\n defines.push(\"#define GLOSSINESS\");\r\n }\r\n }\r\n } else if (material.getClassName() === \"StandardMaterial\") {\r\n // if StandardMaterial:\r\n if (material.specularTexture !== null) {\r\n defines.push(\"#define REFLECTIVITYTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.specularTexture.coordinatesIndex + 1}`);\r\n if (material.specularTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.specularColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n }\r\n }\r\n\r\n if (needUv) {\r\n defines.push(\"#define NEED_UV\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n }\r\n\r\n // PrePass\r\n if (this._linkedWithPrePass) {\r\n defines.push(\"#define PREPASS\");\r\n if (this._depthIndex !== -1) {\r\n defines.push(\"#define DEPTH_INDEX \" + this._depthIndex);\r\n defines.push(\"#define PREPASS_DEPTH\");\r\n }\r\n if (this._normalIndex !== -1) {\r\n defines.push(\"#define NORMAL_INDEX \" + this._normalIndex);\r\n defines.push(\"#define PREPASS_NORMAL\");\r\n }\r\n }\r\n\r\n // Buffers\r\n if (this._enablePosition) {\r\n defines.push(\"#define POSITION\");\r\n defines.push(\"#define POSITION_INDEX \" + this._positionIndex);\r\n }\r\n\r\n if (this._enableVelocity) {\r\n defines.push(\"#define VELOCITY\");\r\n defines.push(\"#define VELOCITY_INDEX \" + this._velocityIndex);\r\n if (this.excludedSkinnedMeshesFromVelocity.indexOf(mesh) === -1) {\r\n defines.push(\"#define BONES_VELOCITY_ENABLED\");\r\n }\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n defines.push(\"#define REFLECTIVITY\");\r\n defines.push(\"#define REFLECTIVITY_INDEX \" + this._reflectivityIndex);\r\n }\r\n\r\n if (this.generateNormalsInWorldSpace) {\r\n defines.push(\"#define NORMAL_WORLDSPACE\");\r\n }\r\n\r\n // Bones\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const morphTargetManager = (mesh as Mesh).morphTargetManager;\r\n let numMorphInfluencers = 0;\r\n if (morphTargetManager) {\r\n if (morphTargetManager.numInfluencers > 0) {\r\n numMorphInfluencers = morphTargetManager.numInfluencers;\r\n\r\n defines.push(\"#define MORPHTARGETS\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + numMorphInfluencers);\r\n if (morphTargetManager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\r\n }\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, numMorphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs, this._enableVelocity);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Setup textures count\r\n if (this._linkedWithPrePass) {\r\n defines.push(\"#define RENDER_TARGET_COUNT \" + this._attachmentsFromPrePass.length);\r\n } else {\r\n defines.push(\"#define RENDER_TARGET_COUNT \" + this._multiRenderTarget.textures.length);\r\n }\r\n\r\n prepareStringDefinesForClipPlanes(material, this._scene, defines);\r\n\r\n // Get correct effect\r\n const engine = this._scene.getEngine();\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n drawWrapper.setEffect(\r\n engine.createEffect(\r\n \"geometry\",\r\n {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n samplers: [\"diffuseSampler\", \"bumpSampler\", \"reflectivitySampler\", \"albedoSampler\", \"morphTargets\"],\r\n defines: join,\r\n onCompiled: null,\r\n fallbacks: null,\r\n onError: null,\r\n uniformBuffersNames: [\"Scene\"],\r\n indexParameters: { buffersCount: this._multiRenderTarget.textures.length - 1, maxSimultaneousMorphTargets: numMorphInfluencers },\r\n },\r\n engine\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Gets the current underlying G Buffer.\r\n * @returns the buffer\r\n */\r\n public getGBuffer(): MultiRenderTarget {\r\n return this._multiRenderTarget;\r\n }\r\n\r\n /**\r\n * Gets the number of samples used to render the buffer (anti aliasing).\r\n */\r\n public get samples(): number {\r\n return this._multiRenderTarget.samples;\r\n }\r\n\r\n /**\r\n * Sets the number of samples used to render the buffer (anti aliasing).\r\n */\r\n public set samples(value: number) {\r\n this._multiRenderTarget.samples = value;\r\n }\r\n\r\n /**\r\n * Disposes the renderer and frees up associated resources.\r\n */\r\n public dispose(): void {\r\n if (this._resizeObserver) {\r\n const engine = this._scene.getEngine();\r\n engine.onResizeObservable.remove(this._resizeObserver);\r\n this._resizeObserver = null;\r\n }\r\n this.getGBuffer().dispose();\r\n }\r\n\r\n private _assignRenderTargetIndices(): [number, string[]] {\r\n const textureNames: string[] = [];\r\n let count = 2;\r\n\r\n textureNames.push(\"gBuffer_Depth\", \"gBuffer_Normal\");\r\n\r\n if (this._enablePosition) {\r\n this._positionIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Position\");\r\n }\r\n\r\n if (this._enableVelocity) {\r\n this._velocityIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Velocity\");\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n this._reflectivityIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Reflectivity\");\r\n }\r\n\r\n return [count, textureNames];\r\n }\r\n\r\n protected _createRenderTargets(): void {\r\n const engine = this._scene.getEngine();\r\n const [count, textureNames] = this._assignRenderTargetIndices();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (engine._caps.textureFloat && engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (engine._caps.textureHalfFloat && engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n this._multiRenderTarget = new MultiRenderTarget(\r\n \"gBuffer\",\r\n { width: engine.getRenderWidth() * this._ratio, height: engine.getRenderHeight() * this._ratio },\r\n count,\r\n this._scene,\r\n { generateMipMaps: false, generateDepthTexture: true, defaultType: type, depthTextureFormat: this._depthFormat },\r\n textureNames.concat(\"gBuffer_DepthBuffer\")\r\n );\r\n if (!this.isSupported) {\r\n return;\r\n }\r\n this._multiRenderTarget.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._multiRenderTarget.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._multiRenderTarget.refreshRate = 1;\r\n this._multiRenderTarget.renderParticles = false;\r\n this._multiRenderTarget.renderList = null;\r\n\r\n // Depth is always the first texture in the geometry buffer renderer!\r\n const layoutAttachmentsAll = [true];\r\n const layoutAttachmentsAllButDepth = [false];\r\n const layoutAttachmentsDepthOnly = [true];\r\n\r\n for (let i = 1; i < count; ++i) {\r\n layoutAttachmentsAll.push(true);\r\n layoutAttachmentsDepthOnly.push(false);\r\n layoutAttachmentsAllButDepth.push(true);\r\n }\r\n\r\n const attachmentsAll = engine.buildTextureLayout(layoutAttachmentsAll);\r\n const attachmentsAllButDepth = engine.buildTextureLayout(layoutAttachmentsAllButDepth);\r\n const attachmentsDepthOnly = engine.buildTextureLayout(layoutAttachmentsDepthOnly);\r\n\r\n this._multiRenderTarget.onClearObservable.add((engine) => {\r\n engine.bindAttachments(this.useSpecificClearForDepthTexture ? attachmentsAllButDepth : attachmentsAll);\r\n engine.clear(this._clearColor, true, true, true);\r\n if (this.useSpecificClearForDepthTexture) {\r\n engine.bindAttachments(attachmentsDepthOnly);\r\n engine.clear(this._clearDepthColor, true, true, true);\r\n }\r\n engine.bindAttachments(attachmentsAll);\r\n });\r\n\r\n this._resizeObserver = engine.onResizeObservable.add(() => {\r\n if (this._multiRenderTarget) {\r\n this._multiRenderTarget.resize({ width: engine.getRenderWidth() * this._ratio, height: engine.getRenderHeight() * this._ratio });\r\n }\r\n });\r\n\r\n // Custom render function\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const material = <any>subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n // Velocity\r\n if (this._enableVelocity && !this._previousTransformationMatrices[effectiveMesh.uniqueId]) {\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId] = {\r\n world: Matrix.Identity(),\r\n viewProjection: scene.getTransformMatrix(),\r\n };\r\n\r\n if (renderingMesh.skeleton) {\r\n const bonesTransformations = renderingMesh.skeleton.getTransformMatrices(renderingMesh);\r\n this._previousBonesTransformationMatrices[renderingMesh.uniqueId] = this._copyBonesTransformationMatrices(\r\n bonesTransformations,\r\n new Float32Array(bonesTransformations.length)\r\n );\r\n }\r\n }\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n const world = effectiveMesh.getWorldMatrix();\r\n\r\n if (this.isReady(subMesh, hardwareInstancedRendering)) {\r\n const drawWrapper = subMesh._getDrawWrapper();\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (!this._useUbo) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"view\", scene.getViewMatrix());\r\n } else {\r\n MaterialHelper.BindSceneUniformBuffer(effect, this._scene.getSceneUniformBuffer());\r\n this._scene.finalizeSceneUbo();\r\n }\r\n\r\n let sideOrientation: Nullable<number>;\r\n const instanceDataStorage = (renderingMesh as Mesh)._instanceDataStorage;\r\n\r\n if (!instanceDataStorage.isFrozen && (material.backFaceCulling || renderingMesh.overrideMaterialSideOrientation !== null)) {\r\n const mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\r\n sideOrientation = renderingMesh.overrideMaterialSideOrientation;\r\n if (sideOrientation === null) {\r\n sideOrientation = material.sideOrientation;\r\n }\r\n if (mainDeterminant < 0) {\r\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\r\n }\r\n } else {\r\n sideOrientation = instanceDataStorage.sideOrientation;\r\n }\r\n\r\n material._preBind(drawWrapper, sideOrientation);\r\n\r\n // Alpha test\r\n if (material.needAlphaTesting()) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bump\r\n if (material.bumpTexture && scene.getEngine().getCaps().standardDerivatives && MaterialFlags.BumpTextureEnabled) {\r\n effect.setFloat3(\"vBumpInfos\", material.bumpTexture.coordinatesIndex, 1.0 / material.bumpTexture.level, material.parallaxScaleBias);\r\n effect.setMatrix(\"bumpMatrix\", material.bumpTexture.getTextureMatrix());\r\n effect.setTexture(\"bumpSampler\", material.bumpTexture);\r\n effect.setFloat2(\"vTangentSpaceParams\", material.invertNormalMapX ? -1.0 : 1.0, material.invertNormalMapY ? -1.0 : 1.0);\r\n }\r\n\r\n // Reflectivity\r\n if (this._enableReflectivity) {\r\n // for PBR materials: cf. https://doc.babylonjs.com/features/featuresDeepDive/materials/using/masterPBR\r\n if (material.getClassName() === \"PBRMetallicRoughnessMaterial\") {\r\n // if it is a PBR material in MetallicRoughness Mode:\r\n if (material.metallicRoughnessTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.metallicRoughnessTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.metallicRoughnessTexture.getTextureMatrix());\r\n }\r\n if (material.metallic !== null) {\r\n effect.setFloat(\"metallic\", material.metallic);\r\n }\r\n if (material.roughness !== null) {\r\n effect.setFloat(\"glossiness\", 1.0 - material.roughness);\r\n }\r\n if (material.baseTexture !== null) {\r\n effect.setTexture(\"albedoSampler\", material.baseTexture);\r\n effect.setMatrix(\"albedoMatrix\", material.baseTexture.getTextureMatrix());\r\n }\r\n if (material.baseColor !== null) {\r\n effect.setColor3(\"albedoColor\", material.baseColor);\r\n }\r\n } else if (material.getClassName() === \"PBRSpecularGlossinessMaterial\") {\r\n // if it is a PBR material in Specular/Glossiness Mode:\r\n if (material.specularGlossinessTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.specularGlossinessTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.specularGlossinessTexture.getTextureMatrix());\r\n } else {\r\n if (material.specularColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.specularColor);\r\n }\r\n }\r\n if (material.glossiness !== null) {\r\n effect.setFloat(\"glossiness\", material.glossiness);\r\n }\r\n } else if (material.getClassName() === \"PBRMaterial\") {\r\n // if it is the bigger PBRMaterial\r\n if (material.metallicTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.metallicTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.metallicTexture.getTextureMatrix());\r\n }\r\n if (material.metallic !== null) {\r\n effect.setFloat(\"metallic\", material.metallic);\r\n }\r\n\r\n if (material.roughness !== null) {\r\n effect.setFloat(\"glossiness\", 1.0 - material.roughness);\r\n }\r\n\r\n if (material.roughness !== null || material.metallic !== null || material.metallicTexture !== null) {\r\n // MetallicRoughness Model\r\n if (material.albedoTexture !== null) {\r\n effect.setTexture(\"albedoSampler\", material.albedoTexture);\r\n effect.setMatrix(\"albedoMatrix\", material.albedoTexture.getTextureMatrix());\r\n }\r\n if (material.albedoColor !== null) {\r\n effect.setColor3(\"albedoColor\", material.albedoColor);\r\n }\r\n } else {\r\n // SpecularGlossiness Model\r\n if (material.reflectivityTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.reflectivityTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.reflectivityTexture.getTextureMatrix());\r\n } else if (material.reflectivityColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.reflectivityColor);\r\n }\r\n if (material.microSurface !== null) {\r\n effect.setFloat(\"glossiness\", material.microSurface);\r\n }\r\n }\r\n } else if (material.getClassName() === \"StandardMaterial\") {\r\n // if StandardMaterial:\r\n if (material.specularTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.specularTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.specularTexture.getTextureMatrix());\r\n }\r\n if (material.specularColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.specularColor);\r\n }\r\n }\r\n }\r\n\r\n // Clip plane\r\n bindClipPlane(effect, material, this._scene);\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n effect.setMatrices(\"mBones\", renderingMesh.skeleton.getTransformMatrices(renderingMesh));\r\n if (this._enableVelocity) {\r\n effect.setMatrices(\"mPreviousBones\", this._previousBonesTransformationMatrices[renderingMesh.uniqueId]);\r\n }\r\n }\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Velocity\r\n if (this._enableVelocity) {\r\n effect.setMatrix(\"previousWorld\", this._previousTransformationMatrices[effectiveMesh.uniqueId].world);\r\n effect.setMatrix(\"previousViewProjection\", this._previousTransformationMatrices[effectiveMesh.uniqueId].viewProjection);\r\n }\r\n\r\n if (hardwareInstancedRendering && renderingMesh.hasThinInstances) {\r\n effect.setMatrix(\"world\", world);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, w) => {\r\n if (!isInstance) {\r\n effect.setMatrix(\"world\", w);\r\n }\r\n });\r\n }\r\n\r\n // Velocity\r\n if (this._enableVelocity) {\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId].world = world.clone();\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId].viewProjection = this._scene.getTransformMatrix().clone();\r\n if (renderingMesh.skeleton) {\r\n this._copyBonesTransformationMatrices(\r\n renderingMesh.skeleton.getTransformMatrices(renderingMesh),\r\n this._previousBonesTransformationMatrices[effectiveMesh.uniqueId]\r\n );\r\n }\r\n }\r\n };\r\n\r\n this._multiRenderTarget.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n if (!material) {\r\n continue;\r\n }\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n this._multiRenderTarget.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n let index;\r\n\r\n if (this._linkedWithPrePass) {\r\n if (!this._prePassRenderer.enabled) {\r\n return;\r\n }\r\n this._scene.getEngine().bindAttachments(this._attachmentsFromPrePass);\r\n }\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n engine.setDepthWrite(false);\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (this.renderTransparentMeshes) {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n renderSubMesh(transparentSubMeshes.data[index]);\r\n }\r\n }\r\n engine.setDepthWrite(true);\r\n };\r\n }\r\n\r\n // Copies the bones transformation matrices into the target array and returns the target's reference\r\n private _copyBonesTransformationMatrices(source: Float32Array, target: Float32Array): Float32Array {\r\n for (let i = 0; i < source.length; i++) {\r\n target[i] = source[i];\r\n }\r\n\r\n return target;\r\n }\r\n}\r\n"]}
|
|
1
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+
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{ Matrix } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { PrePassRenderer } from \"../Rendering/prePassRenderer\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Shaders/geometry.fragment\";\r\nimport \"../Shaders/geometry.vertex\";\r\nimport { MaterialFlags } from \"../Materials/materialFlags\";\r\nimport { addClipPlaneUniforms, bindClipPlane, prepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\r\n\r\n/** @internal */\r\ninterface ISavedTransformationMatrix {\r\n world: Matrix;\r\n viewProjection: Matrix;\r\n}\r\n\r\n/** list the uniforms used by the geometry renderer */\r\nconst uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"viewProjection\",\r\n \"diffuseMatrix\",\r\n \"view\",\r\n \"previousWorld\",\r\n \"previousViewProjection\",\r\n \"mPreviousBones\",\r\n \"bumpMatrix\",\r\n \"reflectivityMatrix\",\r\n \"albedoMatrix\",\r\n \"reflectivityColor\",\r\n \"albedoColor\",\r\n \"metallic\",\r\n \"glossiness\",\r\n \"vTangentSpaceParams\",\r\n \"vBumpInfos\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"boneTextureWidth\",\r\n];\r\naddClipPlaneUniforms(uniforms);\r\n\r\n/**\r\n * This renderer is helpful to fill one of the render target with a geometry buffer.\r\n */\r\nexport class GeometryBufferRenderer {\r\n /**\r\n * Constant used to retrieve the depth texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.DEPTH_TEXTURE_INDEX)\r\n */\r\n public static readonly DEPTH_TEXTURE_TYPE = 0;\r\n /**\r\n * Constant used to retrieve the normal texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.NORMAL_TEXTURE_INDEX)\r\n */\r\n public static readonly NORMAL_TEXTURE_TYPE = 1;\r\n /**\r\n * Constant used to retrieve the position texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)\r\n */\r\n public static readonly POSITION_TEXTURE_TYPE = 2;\r\n /**\r\n * Constant used to retrieve the velocity texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)\r\n */\r\n public static readonly VELOCITY_TEXTURE_TYPE = 3;\r\n /**\r\n * Constant used to retrieve the reflectivity texture index in the G-Buffer textures array\r\n * using the getIndex(GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE)\r\n */\r\n public static readonly REFLECTIVITY_TEXTURE_TYPE = 4;\r\n\r\n /**\r\n * Dictionary used to store the previous transformation matrices of each rendered mesh\r\n * in order to compute objects velocities when enableVelocity is set to \"true\"\r\n * @internal\r\n */\r\n public _previousTransformationMatrices: { [index: number]: ISavedTransformationMatrix } = {};\r\n /**\r\n * Dictionary used to store the previous bones transformation matrices of each rendered mesh\r\n * in order to compute objects velocities when enableVelocity is set to \"true\"\r\n * @internal\r\n */\r\n public _previousBonesTransformationMatrices: { [index: number]: Float32Array } = {};\r\n /**\r\n * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).\r\n * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).\r\n */\r\n public excludedSkinnedMeshesFromVelocity: AbstractMesh[] = [];\r\n\r\n /** Gets or sets a boolean indicating if transparent meshes should be rendered */\r\n public renderTransparentMeshes = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if normals should be generated in world space (default: false, meaning normals are generated in view space)\r\n */\r\n public generateNormalsInWorldSpace = false;\r\n\r\n private _scene: Scene;\r\n private _resizeObserver: Nullable<Observer<Engine>> = null;\r\n private _multiRenderTarget: MultiRenderTarget;\r\n private _ratioOrDimensions: number | { width: number; height: number };\r\n private _enablePosition: boolean = false;\r\n private _enableVelocity: boolean = false;\r\n private _enableReflectivity: boolean = false;\r\n private _depthFormat: number;\r\n private _clearColor = new Color4(0, 0, 0, 0);\r\n private _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 _positionIndex: number = -1;\r\n private _velocityIndex: number = -1;\r\n private _reflectivityIndex: number = -1;\r\n private _depthIndex: number = -1;\r\n private _normalIndex: number = -1;\r\n\r\n private _linkedWithPrePass: boolean = false;\r\n private _prePassRenderer: PrePassRenderer;\r\n private _attachmentsFromPrePass: number[];\r\n private _useUbo: boolean;\r\n\r\n protected _cachedDefines: string;\r\n\r\n /**\r\n * @internal\r\n * Sets up internal structures to share outputs with PrePassRenderer\r\n * This method should only be called by the PrePassRenderer itself\r\n */\r\n public _linkPrePassRenderer(prePassRenderer: PrePassRenderer) {\r\n this._linkedWithPrePass = true;\r\n this._prePassRenderer = prePassRenderer;\r\n\r\n if (this._multiRenderTarget) {\r\n // prevents clearing of the RT since it's done by prepass\r\n this._multiRenderTarget.onClearObservable.clear();\r\n this._multiRenderTarget.onClearObservable.add(() => {\r\n // pass\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Separates internal structures from PrePassRenderer so the geometry buffer can now operate by itself.\r\n * This method should only be called by the PrePassRenderer itself\r\n */\r\n public _unlinkPrePassRenderer() {\r\n this._linkedWithPrePass = false;\r\n this._createRenderTargets();\r\n }\r\n\r\n /**\r\n * @internal\r\n * Resets the geometry buffer layout\r\n */\r\n public _resetLayout() {\r\n this._enablePosition = false;\r\n this._enableReflectivity = false;\r\n this._enableVelocity = false;\r\n this._attachmentsFromPrePass = [];\r\n }\r\n\r\n /**\r\n * @internal\r\n * Replaces a texture in the geometry buffer renderer\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _forceTextureType(geometryBufferType: number, index: number) {\r\n if (geometryBufferType === GeometryBufferRenderer.POSITION_TEXTURE_TYPE) {\r\n this._positionIndex = index;\r\n this._enablePosition = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE) {\r\n this._velocityIndex = index;\r\n this._enableVelocity = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE) {\r\n this._reflectivityIndex = index;\r\n this._enableReflectivity = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.DEPTH_TEXTURE_TYPE) {\r\n this._depthIndex = index;\r\n } else if (geometryBufferType === GeometryBufferRenderer.NORMAL_TEXTURE_TYPE) {\r\n this._normalIndex = index;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Sets texture attachments\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _setAttachments(attachments: number[]) {\r\n this._attachmentsFromPrePass = attachments;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Replaces the first texture which is hard coded as a depth texture in the geometry buffer\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _linkInternalTexture(internalTexture: InternalTexture) {\r\n this._multiRenderTarget.setInternalTexture(internalTexture, 0, false);\r\n }\r\n\r\n /**\r\n * Gets the render list (meshes to be rendered) used in the G buffer.\r\n */\r\n public get renderList() {\r\n return this._multiRenderTarget.renderList;\r\n }\r\n\r\n /**\r\n * Set the render list (meshes to be rendered) used in the G buffer.\r\n */\r\n public set renderList(meshes: Nullable<AbstractMesh[]>) {\r\n this._multiRenderTarget.renderList = meshes;\r\n }\r\n\r\n /**\r\n * Gets whether or not G buffer are supported by the running hardware.\r\n * This requires draw buffer supports\r\n */\r\n public get isSupported(): boolean {\r\n return this._multiRenderTarget.isSupported;\r\n }\r\n\r\n /**\r\n * Returns the index of the given texture type in the G-Buffer textures array\r\n * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX\r\n * @returns the index of the given texture type in the G-Buffer textures array\r\n */\r\n public getTextureIndex(textureType: number): number {\r\n switch (textureType) {\r\n case GeometryBufferRenderer.POSITION_TEXTURE_TYPE:\r\n return this._positionIndex;\r\n case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE:\r\n return this._velocityIndex;\r\n case GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE:\r\n return this._reflectivityIndex;\r\n case GeometryBufferRenderer.DEPTH_TEXTURE_TYPE:\r\n return this._linkedWithPrePass ? this._depthIndex : 0;\r\n case GeometryBufferRenderer.NORMAL_TEXTURE_TYPE:\r\n return this._linkedWithPrePass ? this._normalIndex : 1;\r\n default:\r\n return -1;\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects positions are enabled for the G buffer.\r\n */\r\n public get enablePosition(): boolean {\r\n return this._enablePosition;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects positions are enabled for the G buffer.\r\n */\r\n public set enablePosition(enable: boolean) {\r\n this._enablePosition = enable;\r\n\r\n // PrePass handles index and texture links\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects velocities are enabled for the G buffer.\r\n */\r\n public get enableVelocity(): boolean {\r\n return this._enableVelocity;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects velocities are enabled for the G buffer.\r\n */\r\n public set enableVelocity(enable: boolean) {\r\n this._enableVelocity = enable;\r\n\r\n if (!enable) {\r\n this._previousTransformationMatrices = {};\r\n }\r\n\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n\r\n this._scene.needsPreviousWorldMatrices = enable;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects reflectivity are enabled in the G buffer.\r\n */\r\n public get enableReflectivity(): boolean {\r\n return this._enableReflectivity;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects reflectivity are enabled for the G buffer.\r\n * For Metallic-Roughness workflow with ORM texture, we assume that ORM texture is defined according to the default layout:\r\n * pbr.useRoughnessFromMetallicTextureAlpha = false;\r\n * pbr.useRoughnessFromMetallicTextureGreen = true;\r\n * pbr.useMetallnessFromMetallicTextureBlue = true;\r\n */\r\n public set enableReflectivity(enable: boolean) {\r\n this._enableReflectivity = enable;\r\n\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n }\r\n\r\n /**\r\n * 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 useSpecificClearForDepthTexture = false;\r\n\r\n /**\r\n * Gets the scene associated with the buffer.\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the ratio used by the buffer during its creation.\r\n * How big is the buffer related to the main canvas.\r\n */\r\n public get ratio(): number {\r\n return typeof this._ratioOrDimensions === \"object\" ? 1 : this._ratioOrDimensions;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"GeometryBufferRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * Creates a new G Buffer for the scene\r\n * @param scene The scene the buffer belongs to\r\n * @param ratioOrDimensions How big is the buffer related to the main canvas (default: 1). You can also directly pass a width and height for the generated textures @since\r\n * @param depthFormat Format of the depth texture (default: Constants.TEXTUREFORMAT_DEPTH16)\r\n */\r\n constructor(scene: Scene, ratioOrDimensions: number | { width: number; height: number } = 1, depthFormat = Constants.TEXTUREFORMAT_DEPTH16) {\r\n this._scene = scene;\r\n this._ratioOrDimensions = ratioOrDimensions;\r\n this._useUbo = scene.getEngine().supportsUniformBuffers;\r\n this._depthFormat = depthFormat;\r\n\r\n GeometryBufferRenderer._SceneComponentInitialization(this._scene);\r\n\r\n // Render target\r\n this._createRenderTargets();\r\n }\r\n\r\n /**\r\n * Checks whether everything is ready to render a submesh to the G buffer.\r\n * @param subMesh the submesh to check readiness for\r\n * @param useInstances is the mesh drawn using instance or not\r\n * @returns true if ready otherwise false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const material = <any>subMesh.getMaterial();\r\n\r\n if (material && material.disableDepthWrite) {\r\n return false;\r\n }\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n const mesh = subMesh.getMesh();\r\n\r\n // Alpha test\r\n if (material) {\r\n let needUv = false;\r\n if (material.needAlphaTesting() && material.getAlphaTestTexture()) {\r\n defines.push(\"#define ALPHATEST\");\r\n defines.push(`#define ALPHATEST_UV${material.getAlphaTestTexture().coordinatesIndex + 1}`);\r\n needUv = true;\r\n }\r\n\r\n if (material.bumpTexture && MaterialFlags.BumpTextureEnabled) {\r\n defines.push(\"#define BUMP\");\r\n defines.push(`#define BUMP_UV${material.bumpTexture.coordinatesIndex + 1}`);\r\n needUv = true;\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n let metallicWorkflow = false;\r\n // for PBR materials: cf. https://doc.babylonjs.com/features/featuresDeepDive/materials/using/masterPBR\r\n if (material.getClassName() === \"PBRMetallicRoughnessMaterial\") {\r\n // if it is a PBR material in MetallicRoughness Mode:\r\n if (material.metallicRoughnessTexture !== null) {\r\n defines.push(\"#define ORMTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.metallicRoughnessTexture.coordinatesIndex + 1}`);\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n needUv = true;\r\n metallicWorkflow = true;\r\n }\r\n if (material.metallic !== null) {\r\n defines.push(\"#define METALLIC\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n if (material.roughness !== null) {\r\n defines.push(\"#define ROUGHNESS\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n if (metallicWorkflow) {\r\n if (material.baseTexture !== null) {\r\n defines.push(\"#define ALBEDOTEXTURE\");\r\n defines.push(`#define ALBEDO_UV${material.baseTexture.coordinatesIndex + 1}`);\r\n if (material.baseTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAALBEDO\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.baseColor !== null) {\r\n defines.push(\"#define ALBEDOCOLOR\");\r\n }\r\n }\r\n } else if (material.getClassName() === \"PBRSpecularGlossinessMaterial\") {\r\n // if it is a PBR material in Specular/Glossiness Mode:\r\n if (material.specularGlossinessTexture !== null) {\r\n defines.push(\"#define SPECULARGLOSSINESSTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.specularGlossinessTexture.coordinatesIndex + 1}`);\r\n needUv = true;\r\n if (material.specularGlossinessTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n } else {\r\n if (material.specularColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n }\r\n if (material.glossiness !== null) {\r\n defines.push(\"#define GLOSSINESS\");\r\n }\r\n } else if (material.getClassName() === \"PBRMaterial\") {\r\n // if it is the bigger PBRMaterial\r\n if (material.metallicTexture !== null) {\r\n defines.push(\"#define ORMTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.metallicTexture.coordinatesIndex + 1}`);\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n needUv = true;\r\n metallicWorkflow = true;\r\n }\r\n if (material.metallic !== null) {\r\n defines.push(\"#define METALLIC\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n\r\n if (material.roughness !== null) {\r\n defines.push(\"#define ROUGHNESS\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n\r\n if (metallicWorkflow) {\r\n if (material.albedoTexture !== null) {\r\n defines.push(\"#define ALBEDOTEXTURE\");\r\n defines.push(`#define ALBEDO_UV${material.albedoTexture.coordinatesIndex + 1}`);\r\n if (material.albedoTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAALBEDO\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.albedoColor !== null) {\r\n defines.push(\"#define ALBEDOCOLOR\");\r\n }\r\n } else {\r\n // SpecularGlossiness Model\r\n if (material.reflectivityTexture !== null) {\r\n defines.push(\"#define SPECULARGLOSSINESSTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.reflectivityTexture.coordinatesIndex + 1}`);\r\n if (material.reflectivityTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n needUv = true;\r\n } else if (material.reflectivityColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n if (material.microSurface !== null) {\r\n defines.push(\"#define GLOSSINESS\");\r\n }\r\n }\r\n } else if (material.getClassName() === \"StandardMaterial\") {\r\n // if StandardMaterial:\r\n if (material.specularTexture !== null) {\r\n defines.push(\"#define REFLECTIVITYTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.specularTexture.coordinatesIndex + 1}`);\r\n if (material.specularTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.specularColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n }\r\n }\r\n\r\n if (needUv) {\r\n defines.push(\"#define NEED_UV\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n }\r\n\r\n // PrePass\r\n if (this._linkedWithPrePass) {\r\n defines.push(\"#define PREPASS\");\r\n if (this._depthIndex !== -1) {\r\n defines.push(\"#define DEPTH_INDEX \" + this._depthIndex);\r\n defines.push(\"#define PREPASS_DEPTH\");\r\n }\r\n if (this._normalIndex !== -1) {\r\n defines.push(\"#define NORMAL_INDEX \" + this._normalIndex);\r\n defines.push(\"#define PREPASS_NORMAL\");\r\n }\r\n }\r\n\r\n // Buffers\r\n if (this._enablePosition) {\r\n defines.push(\"#define POSITION\");\r\n defines.push(\"#define POSITION_INDEX \" + this._positionIndex);\r\n }\r\n\r\n if (this._enableVelocity) {\r\n defines.push(\"#define VELOCITY\");\r\n defines.push(\"#define VELOCITY_INDEX \" + this._velocityIndex);\r\n if (this.excludedSkinnedMeshesFromVelocity.indexOf(mesh) === -1) {\r\n defines.push(\"#define BONES_VELOCITY_ENABLED\");\r\n }\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n defines.push(\"#define REFLECTIVITY\");\r\n defines.push(\"#define REFLECTIVITY_INDEX \" + this._reflectivityIndex);\r\n }\r\n\r\n if (this.generateNormalsInWorldSpace) {\r\n defines.push(\"#define NORMAL_WORLDSPACE\");\r\n }\r\n\r\n // Bones\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BONETEXTURE \" + mesh.skeleton.isUsingTextureForMatrices);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton.bones.length + 1));\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n defines.push(\"#define BONETEXTURE false\");\r\n defines.push(\"#define BonesPerMesh 0\");\r\n }\r\n\r\n // Morph targets\r\n const morphTargetManager = (mesh as Mesh).morphTargetManager;\r\n let numMorphInfluencers = 0;\r\n if (morphTargetManager) {\r\n if (morphTargetManager.numInfluencers > 0) {\r\n numMorphInfluencers = morphTargetManager.numInfluencers;\r\n\r\n defines.push(\"#define MORPHTARGETS\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + numMorphInfluencers);\r\n if (morphTargetManager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\r\n }\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, numMorphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs, this._enableVelocity);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Setup textures count\r\n if (this._linkedWithPrePass) {\r\n defines.push(\"#define RENDER_TARGET_COUNT \" + this._attachmentsFromPrePass.length);\r\n } else {\r\n defines.push(\"#define RENDER_TARGET_COUNT \" + this._multiRenderTarget.textures.length);\r\n }\r\n\r\n prepareStringDefinesForClipPlanes(material, this._scene, defines);\r\n\r\n // Get correct effect\r\n const engine = this._scene.getEngine();\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n drawWrapper.setEffect(\r\n engine.createEffect(\r\n \"geometry\",\r\n {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n samplers: [\"diffuseSampler\", \"bumpSampler\", \"reflectivitySampler\", \"albedoSampler\", \"morphTargets\", \"boneSampler\"],\r\n defines: join,\r\n onCompiled: null,\r\n fallbacks: null,\r\n onError: null,\r\n uniformBuffersNames: [\"Scene\"],\r\n indexParameters: { buffersCount: this._multiRenderTarget.textures.length - 1, maxSimultaneousMorphTargets: numMorphInfluencers },\r\n },\r\n engine\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Gets the current underlying G Buffer.\r\n * @returns the buffer\r\n */\r\n public getGBuffer(): MultiRenderTarget {\r\n return this._multiRenderTarget;\r\n }\r\n\r\n /**\r\n * Gets the number of samples used to render the buffer (anti aliasing).\r\n */\r\n public get samples(): number {\r\n return this._multiRenderTarget.samples;\r\n }\r\n\r\n /**\r\n * Sets the number of samples used to render the buffer (anti aliasing).\r\n */\r\n public set samples(value: number) {\r\n this._multiRenderTarget.samples = value;\r\n }\r\n\r\n /**\r\n * Disposes the renderer and frees up associated resources.\r\n */\r\n public dispose(): void {\r\n if (this._resizeObserver) {\r\n const engine = this._scene.getEngine();\r\n engine.onResizeObservable.remove(this._resizeObserver);\r\n this._resizeObserver = null;\r\n }\r\n this.getGBuffer().dispose();\r\n }\r\n\r\n private _assignRenderTargetIndices(): [number, string[]] {\r\n const textureNames: string[] = [];\r\n let count = 2;\r\n\r\n textureNames.push(\"gBuffer_Depth\", \"gBuffer_Normal\");\r\n\r\n if (this._enablePosition) {\r\n this._positionIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Position\");\r\n }\r\n\r\n if (this._enableVelocity) {\r\n this._velocityIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Velocity\");\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n this._reflectivityIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Reflectivity\");\r\n }\r\n\r\n return [count, textureNames];\r\n }\r\n\r\n protected _createRenderTargets(): void {\r\n const engine = this._scene.getEngine();\r\n const [count, textureNames] = this._assignRenderTargetIndices();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (engine._caps.textureFloat && engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (engine._caps.textureHalfFloat && engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n const dimensions =\r\n (this._ratioOrDimensions as any).width !== undefined\r\n ? (this._ratioOrDimensions as { width: number; height: number })\r\n : { width: engine.getRenderWidth() * (this._ratioOrDimensions as number), height: engine.getRenderHeight() * (this._ratioOrDimensions as number) };\r\n\r\n this._multiRenderTarget = new MultiRenderTarget(\r\n \"gBuffer\",\r\n dimensions,\r\n count,\r\n this._scene,\r\n { generateMipMaps: false, generateDepthTexture: true, defaultType: type, depthTextureFormat: this._depthFormat },\r\n textureNames.concat(\"gBuffer_DepthBuffer\")\r\n );\r\n if (!this.isSupported) {\r\n return;\r\n }\r\n this._multiRenderTarget.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._multiRenderTarget.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._multiRenderTarget.refreshRate = 1;\r\n this._multiRenderTarget.renderParticles = false;\r\n this._multiRenderTarget.renderList = null;\r\n\r\n // Depth is always the first texture in the geometry buffer renderer!\r\n const layoutAttachmentsAll = [true];\r\n const layoutAttachmentsAllButDepth = [false];\r\n const layoutAttachmentsDepthOnly = [true];\r\n\r\n for (let i = 1; i < count; ++i) {\r\n layoutAttachmentsAll.push(true);\r\n layoutAttachmentsDepthOnly.push(false);\r\n layoutAttachmentsAllButDepth.push(true);\r\n }\r\n\r\n const attachmentsAll = engine.buildTextureLayout(layoutAttachmentsAll);\r\n const attachmentsAllButDepth = engine.buildTextureLayout(layoutAttachmentsAllButDepth);\r\n const attachmentsDepthOnly = engine.buildTextureLayout(layoutAttachmentsDepthOnly);\r\n\r\n this._multiRenderTarget.onClearObservable.add((engine) => {\r\n engine.bindAttachments(this.useSpecificClearForDepthTexture ? attachmentsAllButDepth : attachmentsAll);\r\n engine.clear(this._clearColor, true, true, true);\r\n if (this.useSpecificClearForDepthTexture) {\r\n engine.bindAttachments(attachmentsDepthOnly);\r\n engine.clear(this._clearDepthColor, true, true, true);\r\n }\r\n engine.bindAttachments(attachmentsAll);\r\n });\r\n\r\n this._resizeObserver = engine.onResizeObservable.add(() => {\r\n if (this._multiRenderTarget) {\r\n const dimensions =\r\n (this._ratioOrDimensions as any).width !== undefined\r\n ? (this._ratioOrDimensions as { width: number; height: number })\r\n : { width: engine.getRenderWidth() * (this._ratioOrDimensions as number), height: engine.getRenderHeight() * (this._ratioOrDimensions as number) };\r\n this._multiRenderTarget.resize(dimensions);\r\n }\r\n });\r\n\r\n // Custom render function\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const material = <any>subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n // Velocity\r\n if (this._enableVelocity && !this._previousTransformationMatrices[effectiveMesh.uniqueId]) {\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId] = {\r\n world: Matrix.Identity(),\r\n viewProjection: scene.getTransformMatrix(),\r\n };\r\n\r\n if (renderingMesh.skeleton) {\r\n const bonesTransformations = renderingMesh.skeleton.getTransformMatrices(renderingMesh);\r\n this._previousBonesTransformationMatrices[renderingMesh.uniqueId] = this._copyBonesTransformationMatrices(\r\n bonesTransformations,\r\n new Float32Array(bonesTransformations.length)\r\n );\r\n }\r\n }\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n const world = effectiveMesh.getWorldMatrix();\r\n\r\n if (this.isReady(subMesh, hardwareInstancedRendering)) {\r\n const drawWrapper = subMesh._getDrawWrapper();\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (!this._useUbo) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"view\", scene.getViewMatrix());\r\n } else {\r\n MaterialHelper.BindSceneUniformBuffer(effect, this._scene.getSceneUniformBuffer());\r\n this._scene.finalizeSceneUbo();\r\n }\r\n\r\n let sideOrientation: Nullable<number>;\r\n const instanceDataStorage = (renderingMesh as Mesh)._instanceDataStorage;\r\n\r\n if (!instanceDataStorage.isFrozen && (material.backFaceCulling || renderingMesh.overrideMaterialSideOrientation !== null)) {\r\n const mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\r\n sideOrientation = renderingMesh.overrideMaterialSideOrientation;\r\n if (sideOrientation === null) {\r\n sideOrientation = material.sideOrientation;\r\n }\r\n if (mainDeterminant < 0) {\r\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\r\n }\r\n } else {\r\n sideOrientation = instanceDataStorage.sideOrientation;\r\n }\r\n\r\n material._preBind(drawWrapper, sideOrientation);\r\n\r\n // Alpha test\r\n if (material.needAlphaTesting()) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bump\r\n if (material.bumpTexture && scene.getEngine().getCaps().standardDerivatives && MaterialFlags.BumpTextureEnabled) {\r\n effect.setFloat3(\"vBumpInfos\", material.bumpTexture.coordinatesIndex, 1.0 / material.bumpTexture.level, material.parallaxScaleBias);\r\n effect.setMatrix(\"bumpMatrix\", material.bumpTexture.getTextureMatrix());\r\n effect.setTexture(\"bumpSampler\", material.bumpTexture);\r\n effect.setFloat2(\"vTangentSpaceParams\", material.invertNormalMapX ? -1.0 : 1.0, material.invertNormalMapY ? -1.0 : 1.0);\r\n }\r\n\r\n // Reflectivity\r\n if (this._enableReflectivity) {\r\n // for PBR materials: cf. https://doc.babylonjs.com/features/featuresDeepDive/materials/using/masterPBR\r\n if (material.getClassName() === \"PBRMetallicRoughnessMaterial\") {\r\n // if it is a PBR material in MetallicRoughness Mode:\r\n if (material.metallicRoughnessTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.metallicRoughnessTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.metallicRoughnessTexture.getTextureMatrix());\r\n }\r\n if (material.metallic !== null) {\r\n effect.setFloat(\"metallic\", material.metallic);\r\n }\r\n if (material.roughness !== null) {\r\n effect.setFloat(\"glossiness\", 1.0 - material.roughness);\r\n }\r\n if (material.baseTexture !== null) {\r\n effect.setTexture(\"albedoSampler\", material.baseTexture);\r\n effect.setMatrix(\"albedoMatrix\", material.baseTexture.getTextureMatrix());\r\n }\r\n if (material.baseColor !== null) {\r\n effect.setColor3(\"albedoColor\", material.baseColor);\r\n }\r\n } else if (material.getClassName() === \"PBRSpecularGlossinessMaterial\") {\r\n // if it is a PBR material in Specular/Glossiness Mode:\r\n if (material.specularGlossinessTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.specularGlossinessTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.specularGlossinessTexture.getTextureMatrix());\r\n } else {\r\n if (material.specularColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.specularColor);\r\n }\r\n }\r\n if (material.glossiness !== null) {\r\n effect.setFloat(\"glossiness\", material.glossiness);\r\n }\r\n } else if (material.getClassName() === \"PBRMaterial\") {\r\n // if it is the bigger PBRMaterial\r\n if (material.metallicTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.metallicTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.metallicTexture.getTextureMatrix());\r\n }\r\n if (material.metallic !== null) {\r\n effect.setFloat(\"metallic\", material.metallic);\r\n }\r\n\r\n if (material.roughness !== null) {\r\n effect.setFloat(\"glossiness\", 1.0 - material.roughness);\r\n }\r\n\r\n if (material.roughness !== null || material.metallic !== null || material.metallicTexture !== null) {\r\n // MetallicRoughness Model\r\n if (material.albedoTexture !== null) {\r\n effect.setTexture(\"albedoSampler\", material.albedoTexture);\r\n effect.setMatrix(\"albedoMatrix\", material.albedoTexture.getTextureMatrix());\r\n }\r\n if (material.albedoColor !== null) {\r\n effect.setColor3(\"albedoColor\", material.albedoColor);\r\n }\r\n } else {\r\n // SpecularGlossiness Model\r\n if (material.reflectivityTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.reflectivityTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.reflectivityTexture.getTextureMatrix());\r\n } else if (material.reflectivityColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.reflectivityColor);\r\n }\r\n if (material.microSurface !== null) {\r\n effect.setFloat(\"glossiness\", material.microSurface);\r\n }\r\n }\r\n } else if (material.getClassName() === \"StandardMaterial\") {\r\n // if StandardMaterial:\r\n if (material.specularTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.specularTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.specularTexture.getTextureMatrix());\r\n }\r\n if (material.specularColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.specularColor);\r\n }\r\n }\r\n }\r\n\r\n // Clip plane\r\n bindClipPlane(effect, material, this._scene);\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n const skeleton = renderingMesh.skeleton;\r\n\r\n if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex(\"boneTextureWidth\") > -1) {\r\n const boneTexture = skeleton.getTransformMatrixTexture(renderingMesh);\r\n effect.setTexture(\"boneSampler\", boneTexture);\r\n effect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n } else {\r\n effect.setMatrices(\"mBones\", renderingMesh.skeleton.getTransformMatrices(renderingMesh));\r\n }\r\n\r\n if (this._enableVelocity) {\r\n effect.setMatrices(\"mPreviousBones\", this._previousBonesTransformationMatrices[renderingMesh.uniqueId]);\r\n }\r\n }\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Velocity\r\n if (this._enableVelocity) {\r\n effect.setMatrix(\"previousWorld\", this._previousTransformationMatrices[effectiveMesh.uniqueId].world);\r\n effect.setMatrix(\"previousViewProjection\", this._previousTransformationMatrices[effectiveMesh.uniqueId].viewProjection);\r\n }\r\n\r\n if (hardwareInstancedRendering && renderingMesh.hasThinInstances) {\r\n effect.setMatrix(\"world\", world);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, w) => {\r\n if (!isInstance) {\r\n effect.setMatrix(\"world\", w);\r\n }\r\n });\r\n }\r\n\r\n // Velocity\r\n if (this._enableVelocity) {\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId].world = world.clone();\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId].viewProjection = this._scene.getTransformMatrix().clone();\r\n if (renderingMesh.skeleton) {\r\n this._copyBonesTransformationMatrices(\r\n renderingMesh.skeleton.getTransformMatrices(renderingMesh),\r\n this._previousBonesTransformationMatrices[effectiveMesh.uniqueId]\r\n );\r\n }\r\n }\r\n };\r\n\r\n this._multiRenderTarget.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n if (!material) {\r\n continue;\r\n }\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n this._multiRenderTarget.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n let index;\r\n\r\n if (this._linkedWithPrePass) {\r\n if (!this._prePassRenderer.enabled) {\r\n return;\r\n }\r\n this._scene.getEngine().bindAttachments(this._attachmentsFromPrePass);\r\n }\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n engine.setDepthWrite(false);\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (this.renderTransparentMeshes) {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n renderSubMesh(transparentSubMeshes.data[index]);\r\n }\r\n }\r\n engine.setDepthWrite(true);\r\n };\r\n }\r\n\r\n // Copies the bones transformation matrices into the target array and returns the target's reference\r\n private _copyBonesTransformationMatrices(source: Float32Array, target: Float32Array): Float32Array {\r\n for (let i = 0; i < source.length; i++) {\r\n target[i] = source[i];\r\n }\r\n\r\n return target;\r\n }\r\n}\r\n"]}
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@@ -12,11 +12,14 @@ declare module "../scene" {
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12
12
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geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
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13
13
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/**
|
|
14
14
|
* Enables a GeometryBufferRender and associates it with the scene
|
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15
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-
* @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
|
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15
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+
* @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution). You can also directly pass a width and height for the generated textures
|
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16
16
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* @param depthFormat Format of the depth texture (default: Constants.TEXTUREFORMAT_DEPTH16)
|
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17
17
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* @returns the GeometryBufferRenderer
|
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18
18
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*/
|
|
19
|
-
enableGeometryBufferRenderer(ratio?: number
|
|
19
|
+
enableGeometryBufferRenderer(ratio?: number | {
|
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20
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+
width: number;
|
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21
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+
height: number;
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22
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+
}, depthFormat?: number): Nullable<GeometryBufferRenderer>;
|
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20
23
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/**
|
|
21
24
|
* Disables the GeometryBufferRender associated with the scene
|
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22
25
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*/
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@@ -1 +1 @@
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1
|
-
{"version":3,"file":"geometryBufferRendererSceneComponent.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/geometryBufferRendererSceneComponent.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AAEjC,OAAO,EAAE,uBAAuB,EAAE,MAAM,mBAAmB,CAAC;AAG5D,OAAO,EAAE,sBAAsB,EAAE,MAAM,0BAA0B,CAAC;AAClE,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AA2BjD,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,SAAS,EAAE,wBAAwB,EAAE;IAC7D,GAAG,EAAE;QACD,OAAO,IAAI,CAAC,uBAAuB,CAAC;IACxC,CAAC;IACD,GAAG,EAAE,UAAuB,KAAuC;QAC/D,IAAI,KAAK,IAAI,KAAK,CAAC,WAAW,EAAE;YAC5B,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;SACxC;IACL,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAEH,KAAK,CAAC,SAAS,CAAC,4BAA4B,GAAG,
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|
1
|
+
{"version":3,"file":"geometryBufferRendererSceneComponent.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/geometryBufferRendererSceneComponent.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AAEjC,OAAO,EAAE,uBAAuB,EAAE,MAAM,mBAAmB,CAAC;AAG5D,OAAO,EAAE,sBAAsB,EAAE,MAAM,0BAA0B,CAAC;AAClE,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AA2BjD,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,SAAS,EAAE,wBAAwB,EAAE;IAC7D,GAAG,EAAE;QACD,OAAO,IAAI,CAAC,uBAAuB,CAAC;IACxC,CAAC;IACD,GAAG,EAAE,UAAuB,KAAuC;QAC/D,IAAI,KAAK,IAAI,KAAK,CAAC,WAAW,EAAE;YAC5B,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;SACxC;IACL,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAEH,KAAK,CAAC,SAAS,CAAC,4BAA4B,GAAG,UAC3C,QAAoD,CAAC,EACrD,WAAW,GAAG,SAAS,CAAC,qBAAqB;IAE7C,IAAI,IAAI,CAAC,uBAAuB,EAAE;QAC9B,OAAO,IAAI,CAAC,uBAAuB,CAAC;KACvC;IAED,IAAI,CAAC,uBAAuB,GAAG,IAAI,sBAAsB,CAAC,IAAI,EAAE,KAAK,EAAE,WAAW,CAAC,CAAC;IACpF,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,EAAE;QAC3C,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC;KACvC;IAED,OAAO,IAAI,CAAC,uBAAuB,CAAC;AACxC,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,6BAA6B,GAAG;IAC5C,IAAI,CAAC,IAAI,CAAC,uBAAuB,EAAE;QAC/B,OAAO;KACV;IAED,IAAI,CAAC,uBAAuB,CAAC,OAAO,EAAE,CAAC;IACvC,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC;AACxC,CAAC,CAAC;AAEF;;;GAGG;AACH,MAAM,OAAO,oCAAoC;IAW7C;;;OAGG;IACH,YAAY,KAAY;QAdxB;;WAEG;QACa,SAAI,GAAG,uBAAuB,CAAC,2BAA2B,CAAC;QAYvE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,QAAQ;QACX,IAAI,CAAC,KAAK,CAAC,yBAAyB,CAAC,YAAY,CAAC,uBAAuB,CAAC,+CAA+C,EAAE,IAAI,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;IAChK,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,mCAAmC;IACvC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,mCAAmC;IACvC,CAAC;IAEO,oBAAoB,CAAC,aAAyD;QAClF,IAAI,IAAI,CAAC,KAAK,CAAC,uBAAuB,EAAE;YACpC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,uBAAuB,CAAC,UAAU,EAAE,CAAC,CAAC;SACvE;IACL,CAAC;CACJ;AAED,sBAAsB,CAAC,6BAA6B,GAAG,CAAC,KAAY,EAAE,EAAE;IACpE,gDAAgD;IAChD,IAAI,SAAS,GAAG,KAAK,CAAC,aAAa,CAAC,uBAAuB,CAAC,2BAA2B,CAAyC,CAAC;IACjI,IAAI,CAAC,SAAS,EAAE;QACZ,SAAS,GAAG,IAAI,oCAAoC,CAAC,KAAK,CAAC,CAAC;QAC5D,KAAK,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;KAClC;AACL,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport type { SmartArrayNoDuplicate } from \"../Misc/smartArray\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { GeometryBufferRenderer } from \"./geometryBufferRenderer\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Gets or Sets the current geometry buffer associated to the scene.\r\n */\r\n geometryBufferRenderer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Enables a GeometryBufferRender and associates it with the scene\r\n * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution). You can also directly pass a width and height for the generated textures\r\n * @param depthFormat Format of the depth texture (default: Constants.TEXTUREFORMAT_DEPTH16)\r\n * @returns the GeometryBufferRenderer\r\n */\r\n enableGeometryBufferRenderer(ratio?: number | { width: number; height: number }, depthFormat?: number): Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Disables the GeometryBufferRender associated with the scene\r\n */\r\n disableGeometryBufferRenderer(): void;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"geometryBufferRenderer\", {\r\n get: function (this: Scene) {\r\n return this._geometryBufferRenderer;\r\n },\r\n set: function (this: Scene, value: Nullable<GeometryBufferRenderer>) {\r\n if (value && value.isSupported) {\r\n this._geometryBufferRenderer = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.enableGeometryBufferRenderer = function (\r\n ratio: number | { width: number; height: number } = 1,\r\n depthFormat = Constants.TEXTUREFORMAT_DEPTH16\r\n): Nullable<GeometryBufferRenderer> {\r\n if (this._geometryBufferRenderer) {\r\n return this._geometryBufferRenderer;\r\n }\r\n\r\n this._geometryBufferRenderer = new GeometryBufferRenderer(this, ratio, depthFormat);\r\n if (!this._geometryBufferRenderer.isSupported) {\r\n this._geometryBufferRenderer = null;\r\n }\r\n\r\n return this._geometryBufferRenderer;\r\n};\r\n\r\nScene.prototype.disableGeometryBufferRenderer = function (): void {\r\n if (!this._geometryBufferRenderer) {\r\n return;\r\n }\r\n\r\n this._geometryBufferRenderer.dispose();\r\n this._geometryBufferRenderer = null;\r\n};\r\n\r\n/**\r\n * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful\r\n * in several rendering techniques.\r\n */\r\nexport class GeometryBufferRendererSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherRenderTargetsStage.registerStep(SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n private _gatherRenderTargets(renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n if (this.scene._geometryBufferRenderer) {\r\n renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());\r\n }\r\n }\r\n}\r\n\r\nGeometryBufferRenderer._SceneComponentInitialization = (scene: Scene) => {\r\n // Register the G Buffer component to the scene.\r\n let component = scene._getComponent(SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER) as GeometryBufferRendererSceneComponent;\r\n if (!component) {\r\n component = new GeometryBufferRendererSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n};\r\n"]}
|
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@@ -11,10 +11,10 @@ attribute vec4 matricesIndicesExtra;attribute vec4 matricesWeightsExtra;
|
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11
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uniform highp sampler2D boneSampler;uniform float boneTextureWidth;
|
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12
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#else
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uniform mat4 mBones[BonesPerMesh];
|
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+
#endif
|
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#ifdef BONES_VELOCITY_ENABLED
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uniform mat4 mPreviousBones[BonesPerMesh];
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#endif
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-
#endif
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#ifdef BONETEXTURE
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#define inline
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mat4 readMatrixFromRawSampler(sampler2D smp,float index)
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"bonesDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bonesDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bonesDeclaration\";\nconst shader = `#if NUM_BONE_INFLUENCERS>0\nattribute vec4 matricesIndices;attribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;attribute vec4 matricesWeightsExtra;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nuniform highp sampler2D boneSampler;uniform float boneTextureWidth;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#ifdef BONES_VELOCITY_ENABLED\nuniform mat4 mPreviousBones[BonesPerMesh];\n#endif\n#
|
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1
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+
{"version":3,"file":"bonesDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bonesDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bonesDeclaration\";\nconst shader = `#if NUM_BONE_INFLUENCERS>0\nattribute vec4 matricesIndices;attribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;attribute vec4 matricesWeightsExtra;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nuniform highp sampler2D boneSampler;uniform float boneTextureWidth;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#endif\n#ifdef BONES_VELOCITY_ENABLED\nuniform mat4 mPreviousBones[BonesPerMesh];\n#endif\n#ifdef BONETEXTURE\n#define inline\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\n{float offset=index *4.0;float dx=1.0/boneTextureWidth;vec4 m0=texture2D(smp,vec2(dx*(offset+0.5),0.));vec4 m1=texture2D(smp,vec2(dx*(offset+1.5),0.));vec4 m2=texture2D(smp,vec2(dx*(offset+2.5),0.));vec4 m3=texture2D(smp,vec2(dx*(offset+3.5),0.));return mat4(m0,m1,m2,m3);}\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bonesDeclaration = { name, shader };\n"]}
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@@ -4,12 +4,14 @@ import "./ShadersInclude/morphTargetsVertexGlobalDeclaration";
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import "./ShadersInclude/morphTargetsVertexDeclaration";
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import "./ShadersInclude/clipPlaneVertexDeclaration";
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import "./ShadersInclude/instancesDeclaration";
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+
import "./ShadersInclude/pointCloudVertexDeclaration";
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import "./ShadersInclude/morphTargetsVertexGlobal";
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import "./ShadersInclude/morphTargetsVertex";
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import "./ShadersInclude/instancesVertex";
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import "./ShadersInclude/bonesVertex";
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import "./ShadersInclude/bakedVertexAnimation";
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import "./ShadersInclude/clipPlaneVertex";
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import "./ShadersInclude/pointCloudVertex";
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/** @internal */
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export declare const depthVertexShader: {
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name: string;
|
package/Shaders/depth.vertex.js
CHANGED
|
@@ -6,12 +6,14 @@ import "./ShadersInclude/morphTargetsVertexGlobalDeclaration.js";
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6
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import "./ShadersInclude/morphTargetsVertexDeclaration.js";
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7
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import "./ShadersInclude/clipPlaneVertexDeclaration.js";
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import "./ShadersInclude/instancesDeclaration.js";
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+
import "./ShadersInclude/pointCloudVertexDeclaration.js";
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10
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import "./ShadersInclude/morphTargetsVertexGlobal.js";
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import "./ShadersInclude/morphTargetsVertex.js";
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import "./ShadersInclude/instancesVertex.js";
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import "./ShadersInclude/bonesVertex.js";
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import "./ShadersInclude/bakedVertexAnimation.js";
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import "./ShadersInclude/clipPlaneVertex.js";
|
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import "./ShadersInclude/pointCloudVertex.js";
|
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const name = "depthVertexShader";
|
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const shader = `attribute vec3 position;
|
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#include<bonesDeclaration>
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@@ -33,6 +35,7 @@ attribute vec2 uv2;
|
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#ifdef STORE_CAMERASPACE_Z
|
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34
36
|
uniform mat4 view;varying vec4 vViewPos;
|
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35
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|
#endif
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+
#include<pointCloudVertexDeclaration>
|
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36
39
|
varying float vDepthMetric;
|
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37
40
|
#define CUSTOM_VERTEX_DEFINITIONS
|
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void main(void)
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@@ -65,6 +68,7 @@ vUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));
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65
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vUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));
|
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69
|
#endif
|
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70
|
#endif
|
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|
+
#include<pointCloudVertex>
|
|
68
72
|
}
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73
|
`;
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// Sideeffect
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@@ -1 +1 @@
|
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1
|
-
{"version":3,"file":"depth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/depth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;
|
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1
|
+
{"version":3,"file":"depth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/depth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,8CAA8C,CAAC;AACtD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/pointCloudVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/pointCloudVertex\";\n\nconst name = \"depthVertexShader\";\nconst shader = `attribute vec3 position;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\n#include<instancesDeclaration>\nuniform mat4 viewProjection;uniform vec2 depthValues;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;uniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#ifdef STORE_CAMERASPACE_Z\nuniform mat4 view;varying vec4 vViewPos;\n#endif\n#include<pointCloudVertexDeclaration>\nvarying float vDepthMetric;\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\n{vec3 positionUpdated=position;\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n#include<clipPlaneVertex>\ngl_Position=viewProjection*worldPos;\n#ifdef STORE_CAMERASPACE_Z\nvViewPos=view*worldPos;\n#else\n#ifdef USE_REVERSE_DEPTHBUFFER\nvDepthMetric=((-gl_Position.z+depthValues.x)/(depthValues.y));\n#else\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));\n#endif\n#endif\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#include<pointCloudVertex>\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const depthVertexShader = { name, shader };\n"]}
|
|
@@ -1,5 +1,6 @@
|
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1
1
|
import type { IWebXRFeature } from "../webXRFeaturesManager";
|
|
2
|
-
import type {
|
|
2
|
+
import type { EventState } from "../../Misc/observable";
|
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3
|
+
import { Observable } from "../../Misc/observable";
|
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4
|
import type { WebXRSessionManager } from "../webXRSessionManager";
|
|
4
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|
/**
|
|
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6
|
* This is the base class for all WebXR features.
|
|
@@ -22,6 +23,14 @@ export declare abstract class WebXRAbstractFeature implements IWebXRFeature {
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23
|
* The name of the native xr feature name (like anchor, hit-test, or hand-tracking)
|
|
23
24
|
*/
|
|
24
25
|
xrNativeFeatureName: string;
|
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|
+
/**
|
|
27
|
+
* Observers registered here will be executed when the feature is attached
|
|
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|
+
*/
|
|
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|
+
onFeatureAttachObservable: Observable<IWebXRFeature>;
|
|
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|
+
/**
|
|
31
|
+
* Observers registered here will be executed when the feature is detached
|
|
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|
+
*/
|
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|
+
onFeatureDetachObservable: Observable<IWebXRFeature>;
|
|
25
34
|
/**
|
|
26
35
|
* Construct a new (abstract) WebXR feature
|
|
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|
* @param _xrSessionManager the xr session manager for this feature
|
|
@@ -1,3 +1,4 @@
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1
|
+
import { Observable } from "../../Misc/observable.js";
|
|
1
2
|
/**
|
|
2
3
|
* This is the base class for all WebXR features.
|
|
3
4
|
* Since most features require almost the same resources and callbacks, this class can be used to simplify the development
|
|
@@ -24,6 +25,14 @@ export class WebXRAbstractFeature {
|
|
|
24
25
|
* The name of the native xr feature name (like anchor, hit-test, or hand-tracking)
|
|
25
26
|
*/
|
|
26
27
|
this.xrNativeFeatureName = "";
|
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|
+
/**
|
|
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|
+
* Observers registered here will be executed when the feature is attached
|
|
30
|
+
*/
|
|
31
|
+
this.onFeatureAttachObservable = new Observable();
|
|
32
|
+
/**
|
|
33
|
+
* Observers registered here will be executed when the feature is detached
|
|
34
|
+
*/
|
|
35
|
+
this.onFeatureDetachObservable = new Observable();
|
|
27
36
|
}
|
|
28
37
|
/**
|
|
29
38
|
* Is this feature attached
|
|
@@ -55,6 +64,7 @@ export class WebXRAbstractFeature {
|
|
|
55
64
|
}
|
|
56
65
|
this._attached = true;
|
|
57
66
|
this._addNewAttachObserver(this._xrSessionManager.onXRFrameObservable, (frame) => this._onXRFrame(frame));
|
|
67
|
+
this.onFeatureAttachObservable.notifyObservers(this);
|
|
58
68
|
return true;
|
|
59
69
|
}
|
|
60
70
|
/**
|
|
@@ -71,6 +81,7 @@ export class WebXRAbstractFeature {
|
|
|
71
81
|
this._removeOnDetach.forEach((toRemove) => {
|
|
72
82
|
toRemove.observable.remove(toRemove.observer);
|
|
73
83
|
});
|
|
84
|
+
this.onFeatureDetachObservable.notifyObservers(this);
|
|
74
85
|
return true;
|
|
75
86
|
}
|
|
76
87
|
/**
|
|
@@ -79,6 +90,8 @@ export class WebXRAbstractFeature {
|
|
|
79
90
|
dispose() {
|
|
80
91
|
this.detach();
|
|
81
92
|
this.isDisposed = true;
|
|
93
|
+
this.onFeatureAttachObservable.clear();
|
|
94
|
+
this.onFeatureDetachObservable.clear();
|
|
82
95
|
}
|
|
83
96
|
/**
|
|
84
97
|
* This function will be executed during before enabling the feature and can be used to not-allow enabling it.
|