@babylonjs/core 6.41.0 → 6.41.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (650) hide show
  1. package/Animations/animatable.js +1 -2
  2. package/Animations/animatable.js.map +1 -1
  3. package/Animations/animation.js +4 -6
  4. package/Animations/animation.js.map +1 -1
  5. package/Animations/animationGroup.js +3 -3
  6. package/Animations/animationGroup.js.map +1 -1
  7. package/Animations/runtimeAnimation.js +1 -1
  8. package/Animations/runtimeAnimation.js.map +1 -1
  9. package/Audio/audioEngine.js +3 -5
  10. package/Audio/audioEngine.js.map +1 -1
  11. package/Audio/audioSceneComponent.js +1 -2
  12. package/Audio/audioSceneComponent.js.map +1 -1
  13. package/Audio/sound.js +48 -74
  14. package/Audio/sound.js.map +1 -1
  15. package/Audio/soundTrack.js +6 -12
  16. package/Audio/soundTrack.js.map +1 -1
  17. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -2
  18. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  19. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  20. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  21. package/Behaviors/Meshes/fadeInOutBehavior.js +2 -4
  22. package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
  23. package/Behaviors/Meshes/followBehavior.js +1 -2
  24. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  25. package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
  26. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  27. package/Bones/bone.js +4 -6
  28. package/Bones/bone.js.map +1 -1
  29. package/Bones/skeleton.js +2 -3
  30. package/Bones/skeleton.js.map +1 -1
  31. package/Buffers/buffer.align.js +5 -8
  32. package/Buffers/buffer.align.js.map +1 -1
  33. package/Buffers/buffer.js +6 -8
  34. package/Buffers/buffer.js.map +1 -1
  35. package/Cameras/Inputs/BaseCameraPointersInput.js +3 -4
  36. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  37. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +3 -5
  38. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  39. package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
  40. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  41. package/Cameras/Inputs/freeCameraMouseInput.js +2 -2
  42. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  43. package/Cameras/arcRotateCamera.js +1 -2
  44. package/Cameras/arcRotateCamera.js.map +1 -1
  45. package/Cameras/camera.d.ts +5 -0
  46. package/Cameras/camera.js +18 -11
  47. package/Cameras/camera.js.map +1 -1
  48. package/Collisions/pickingInfo.js +1 -1
  49. package/Collisions/pickingInfo.js.map +1 -1
  50. package/Compute/computeEffect.js +5 -8
  51. package/Compute/computeEffect.js.map +1 -1
  52. package/Compute/computeShader.js +12 -9
  53. package/Compute/computeShader.js.map +1 -1
  54. package/Culling/Octrees/octreeSceneComponent.js +1 -2
  55. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  56. package/Culling/boundingBox.js +2 -3
  57. package/Culling/boundingBox.js.map +1 -1
  58. package/Culling/ray.d.ts +6 -1
  59. package/Culling/ray.js +9 -4
  60. package/Culling/ray.js.map +1 -1
  61. package/Debug/debugLayer.js +4 -1
  62. package/Debug/debugLayer.js.map +1 -1
  63. package/Debug/directionalLightFrustumViewer.js +7 -9
  64. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  65. package/Debug/physicsViewer.js +5 -7
  66. package/Debug/physicsViewer.js.map +1 -1
  67. package/Debug/rayHelper.js +1 -2
  68. package/Debug/rayHelper.js.map +1 -1
  69. package/Debug/skeletonViewer.js +26 -31
  70. package/Debug/skeletonViewer.js.map +1 -1
  71. package/Decorators/nodeDecorator.js +1 -1
  72. package/Decorators/nodeDecorator.js.map +1 -1
  73. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -5
  74. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  75. package/DeviceInput/eventFactory.js +1 -1
  76. package/DeviceInput/eventFactory.js.map +1 -1
  77. package/DeviceInput/internalDeviceSourceManager.js +1 -2
  78. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  79. package/DeviceInput/webDeviceInputSystem.js +9 -12
  80. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  81. package/Engines/Extensions/engine.cubeTexture.js +6 -1
  82. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  83. package/Engines/Extensions/engine.multiRender.js +3 -4
  84. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  85. package/Engines/Extensions/engine.rawTexture.js +4 -4
  86. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  87. package/Engines/Extensions/engine.readTexture.js +2 -3
  88. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  89. package/Engines/Extensions/engine.renderTarget.js +9 -5
  90. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  91. package/Engines/Extensions/engine.renderTargetCube.js +9 -1
  92. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  93. package/Engines/Extensions/engine.views.js +1 -2
  94. package/Engines/Extensions/engine.views.js.map +1 -1
  95. package/Engines/Processors/shaderCodeNode.js +6 -7
  96. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  97. package/Engines/Processors/shaderProcessor.js +6 -11
  98. package/Engines/Processors/shaderProcessor.js.map +1 -1
  99. package/Engines/WebGL/webGLHardwareTexture.js +1 -2
  100. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  101. package/Engines/WebGL/webGLRenderTargetWrapper.js +3 -5
  102. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  103. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +9 -2
  104. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  105. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +1 -2
  106. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  107. package/Engines/WebGPU/Extensions/engine.multiRender.js +5 -6
  108. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  109. package/Engines/WebGPU/Extensions/engine.query.js +2 -4
  110. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  111. package/Engines/WebGPU/Extensions/engine.rawTexture.js +4 -4
  112. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  113. package/Engines/WebGPU/Extensions/engine.renderTarget.js +11 -5
  114. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  115. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +11 -3
  116. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  117. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +2 -3
  118. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  119. package/Engines/WebGPU/Extensions/engine.textureSampler.js +1 -2
  120. package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +1 -1
  121. package/Engines/WebGPU/Extensions/engine.videoTexture.js +1 -2
  122. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  123. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  124. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  125. package/Engines/WebGPU/webgpuCacheBindGroups.js +6 -7
  126. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  127. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +15 -20
  128. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  129. package/Engines/WebGPU/webgpuCacheSampler.js +10 -5
  130. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  131. package/Engines/WebGPU/webgpuClearQuad.js +2 -3
  132. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  133. package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -2
  134. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  135. package/Engines/WebGPU/webgpuDepthCullingState.js +2 -2
  136. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  137. package/Engines/WebGPU/webgpuDrawContext.js +1 -2
  138. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  139. package/Engines/WebGPU/webgpuHardwareTexture.js +4 -6
  140. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  141. package/Engines/WebGPU/webgpuMaterialContext.js +2 -3
  142. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  143. package/Engines/WebGPU/webgpuOcclusionQuery.js +3 -5
  144. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  145. package/Engines/WebGPU/webgpuPipelineContext.js +2 -4
  146. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  147. package/Engines/WebGPU/webgpuQuerySet.js +1 -1
  148. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  149. package/Engines/WebGPU/webgpuShaderProcessingContext.js +2 -4
  150. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  151. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -4
  152. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  153. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +5 -4
  154. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  155. package/Engines/WebGPU/webgpuStencilStateComposer.js +1 -2
  156. package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
  157. package/Engines/WebGPU/webgpuTextureManager.js +40 -43
  158. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  159. package/Engines/WebGPU/webgpuTimestampQuery.js +12 -7
  160. package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
  161. package/Engines/WebGPU/webgpuTintWASM.js +4 -1
  162. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  163. package/Engines/engine.js +4 -7
  164. package/Engines/engine.js.map +1 -1
  165. package/Engines/nativeEngine.js +16 -22
  166. package/Engines/nativeEngine.js.map +1 -1
  167. package/Engines/nullEngine.js +9 -1
  168. package/Engines/nullEngine.js.map +1 -1
  169. package/Engines/renderTargetWrapper.js +11 -16
  170. package/Engines/renderTargetWrapper.js.map +1 -1
  171. package/Engines/thinEngine.js +32 -44
  172. package/Engines/thinEngine.js.map +1 -1
  173. package/Engines/webgpuEngine.js +77 -95
  174. package/Engines/webgpuEngine.js.map +1 -1
  175. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +2 -3
  176. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
  177. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +3 -6
  178. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  179. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js +1 -2
  180. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js.map +1 -1
  181. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js +1 -2
  182. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js.map +1 -1
  183. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js +2 -4
  184. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js.map +1 -1
  185. package/FlowGraph/flowGraph.js +1 -2
  186. package/FlowGraph/flowGraph.js.map +1 -1
  187. package/FlowGraph/flowGraphBlock.js +2 -4
  188. package/FlowGraph/flowGraphBlock.js.map +1 -1
  189. package/FlowGraph/flowGraphContext.js +1 -2
  190. package/FlowGraph/flowGraphContext.js.map +1 -1
  191. package/FlowGraph/flowGraphCoordinator.js +4 -7
  192. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  193. package/FlowGraph/flowGraphSignalConnection.js +1 -2
  194. package/FlowGraph/flowGraphSignalConnection.js.map +1 -1
  195. package/FlowGraph/serialization.js +2 -3
  196. package/FlowGraph/serialization.js.map +1 -1
  197. package/Gamepads/gamepadManager.js +1 -1
  198. package/Gamepads/gamepadManager.js.map +1 -1
  199. package/Gizmos/axisDragGizmo.js +2 -4
  200. package/Gizmos/axisDragGizmo.js.map +1 -1
  201. package/Gizmos/axisScaleGizmo.js +5 -8
  202. package/Gizmos/axisScaleGizmo.js.map +1 -1
  203. package/Gizmos/boundingBoxGizmo.js +1 -1
  204. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  205. package/Gizmos/cameraGizmo.js +2 -3
  206. package/Gizmos/cameraGizmo.js.map +1 -1
  207. package/Gizmos/gizmo.js +4 -7
  208. package/Gizmos/gizmo.js.map +1 -1
  209. package/Gizmos/gizmoManager.js +3 -4
  210. package/Gizmos/gizmoManager.js.map +1 -1
  211. package/Gizmos/planeDragGizmo.js +2 -4
  212. package/Gizmos/planeDragGizmo.js.map +1 -1
  213. package/Gizmos/planeRotationGizmo.js +2 -4
  214. package/Gizmos/planeRotationGizmo.js.map +1 -1
  215. package/Helpers/environmentHelper.js +8 -2
  216. package/Helpers/environmentHelper.js.map +1 -1
  217. package/Helpers/videoDome.js +1 -2
  218. package/Helpers/videoDome.js.map +1 -1
  219. package/Inputs/scene.inputManager.js +8 -10
  220. package/Inputs/scene.inputManager.js.map +1 -1
  221. package/Layers/effectLayer.js +16 -10
  222. package/Layers/effectLayer.js.map +1 -1
  223. package/Layers/glowLayer.js +16 -6
  224. package/Layers/glowLayer.js.map +1 -1
  225. package/Layers/highlightLayer.js +12 -3
  226. package/Layers/highlightLayer.js.map +1 -1
  227. package/Layers/layer.js +1 -2
  228. package/Layers/layer.js.map +1 -1
  229. package/LensFlares/lensFlareSystem.js +1 -2
  230. package/LensFlares/lensFlareSystem.js.map +1 -1
  231. package/Lights/Shadows/cascadedShadowGenerator.js +21 -25
  232. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  233. package/Lights/Shadows/shadowGenerator.js +18 -21
  234. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  235. package/Lights/light.js +2 -4
  236. package/Lights/light.js.map +1 -1
  237. package/Lights/shadowLight.js +1 -1
  238. package/Lights/shadowLight.js.map +1 -1
  239. package/Loading/Plugins/babylonFileLoader.js +1 -2
  240. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  241. package/Loading/sceneLoader.js +1 -1
  242. package/Loading/sceneLoader.js.map +1 -1
  243. package/Materials/GreasedLine/greasedLinePluginMaterial.js +26 -32
  244. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  245. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +22 -27
  246. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  247. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +6 -7
  248. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  249. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -2
  250. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  251. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +1 -2
  252. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  253. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +1 -1
  254. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  255. package/Materials/Node/Blocks/Dual/textureBlock.js +10 -16
  256. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  257. package/Materials/Node/Blocks/Fragment/TBNBlock.js +2 -3
  258. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  259. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +1 -2
  260. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  261. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +2 -4
  262. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  263. package/Materials/Node/Blocks/Input/inputBlock.js +1 -2
  264. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  265. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +24 -26
  266. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  267. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +3 -3
  268. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  269. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +45 -49
  270. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  271. package/Materials/Node/Blocks/PBR/reflectionBlock.js +1 -2
  272. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  273. package/Materials/Node/Blocks/PBR/refractionBlock.js +1 -2
  274. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  275. package/Materials/Node/Blocks/PBR/sheenBlock.js +13 -13
  276. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  277. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +27 -28
  278. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  279. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +1 -2
  280. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  281. package/Materials/Node/Blocks/Vertex/instancesBlock.js +2 -2
  282. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  283. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +43 -33
  284. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  285. package/Materials/Node/Blocks/biPlanarBlock.js +1 -2
  286. package/Materials/Node/Blocks/biPlanarBlock.js.map +1 -1
  287. package/Materials/Node/Blocks/cloudBlock.js +2 -3
  288. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  289. package/Materials/Node/Blocks/colorMergerBlock.js +4 -5
  290. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  291. package/Materials/Node/Blocks/customBlock.js +4 -6
  292. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  293. package/Materials/Node/Blocks/meshAttributeExistsBlock.js +2 -4
  294. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  295. package/Materials/Node/Blocks/triPlanarBlock.js +14 -23
  296. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  297. package/Materials/Node/Blocks/vectorMergerBlock.js +4 -5
  298. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  299. package/Materials/Node/nodeMaterial.js +16 -11
  300. package/Materials/Node/nodeMaterial.js.map +1 -1
  301. package/Materials/Node/nodeMaterialBlock.js +3 -4
  302. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  303. package/Materials/Node/nodeMaterialBuildState.js +1 -1
  304. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  305. package/Materials/PBR/pbrBaseMaterial.js +25 -28
  306. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  307. package/Materials/PBR/pbrClearCoatConfiguration.js +6 -9
  308. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  309. package/Materials/PBR/pbrIridescenceConfiguration.js +4 -7
  310. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  311. package/Materials/PBR/pbrSheenConfiguration.js +4 -7
  312. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  313. package/Materials/Textures/Loaders/envTextureLoader.js +2 -2
  314. package/Materials/Textures/Loaders/envTextureLoader.js.map +1 -1
  315. package/Materials/Textures/Packer/packer.js +13 -14
  316. package/Materials/Textures/Packer/packer.js.map +1 -1
  317. package/Materials/Textures/Procedurals/noiseProceduralTexture.js +1 -2
  318. package/Materials/Textures/Procedurals/noiseProceduralTexture.js.map +1 -1
  319. package/Materials/Textures/Procedurals/proceduralTexture.js +19 -11
  320. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  321. package/Materials/Textures/baseTexture.js +2 -4
  322. package/Materials/Textures/baseTexture.js.map +1 -1
  323. package/Materials/Textures/cubeTexture.js +7 -13
  324. package/Materials/Textures/cubeTexture.js.map +1 -1
  325. package/Materials/Textures/dynamicTexture.js +1 -2
  326. package/Materials/Textures/dynamicTexture.js.map +1 -1
  327. package/Materials/Textures/hdrCubeTexture.js +2 -4
  328. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  329. package/Materials/Textures/htmlElementTexture.js +5 -3
  330. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  331. package/Materials/Textures/internalTexture.js +3 -5
  332. package/Materials/Textures/internalTexture.js.map +1 -1
  333. package/Materials/Textures/mirrorTexture.js +3 -6
  334. package/Materials/Textures/mirrorTexture.js.map +1 -1
  335. package/Materials/Textures/multiRenderTarget.js +5 -8
  336. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  337. package/Materials/Textures/rawTexture.js +1 -1
  338. package/Materials/Textures/rawTexture.js.map +1 -1
  339. package/Materials/Textures/renderTargetTexture.js +22 -34
  340. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  341. package/Materials/Textures/texture.js +16 -21
  342. package/Materials/Textures/texture.js.map +1 -1
  343. package/Materials/Textures/thinRenderTargetTexture.js +2 -4
  344. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  345. package/Materials/Textures/thinTexture.js +1 -1
  346. package/Materials/Textures/thinTexture.js.map +1 -1
  347. package/Materials/Textures/videoTexture.js +12 -10
  348. package/Materials/Textures/videoTexture.js.map +1 -1
  349. package/Materials/clipPlaneMaterialHelper.js +18 -21
  350. package/Materials/clipPlaneMaterialHelper.js.map +1 -1
  351. package/Materials/drawWrapper.js +2 -4
  352. package/Materials/drawWrapper.js.map +1 -1
  353. package/Materials/effect.d.ts +4 -0
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@@ -22,8 +22,7 @@ import "../Shaders/glowMapMerge.vertex.js";
22
22
  import "../Shaders/glowBlurPostProcess.fragment.js";
23
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  import "../Layers/effectLayerSceneComponent.js";
24
24
  AbstractScene.prototype.getHighlightLayerByName = function (name) {
25
- var _a;
26
- for (let index = 0; index < ((_a = this.effectLayers) === null || _a === void 0 ? void 0 : _a.length); index++) {
25
+ for (let index = 0; index < this.effectLayers?.length; index++) {
27
26
  if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
28
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  return this.effectLayers[index];
29
28
  }
@@ -115,7 +114,17 @@ export class HighlightLayer extends EffectLayer {
115
114
  Logger.Warn("Rendering the Highlight Layer requires the stencil to be active on the canvas. var engine = new Engine(canvas, antialias, { stencil: true }");
116
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  }
117
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  // Adapt options
118
- this._options = Object.assign({ mainTextureRatio: 0.5, blurTextureSizeRatio: 0.5, blurHorizontalSize: 1.0, blurVerticalSize: 1.0, alphaBlendingMode: 2, camera: null, renderingGroupId: -1, mainTextureType: 0 }, options);
117
+ this._options = {
118
+ mainTextureRatio: 0.5,
119
+ blurTextureSizeRatio: 0.5,
120
+ blurHorizontalSize: 1.0,
121
+ blurVerticalSize: 1.0,
122
+ alphaBlendingMode: 2,
123
+ camera: null,
124
+ renderingGroupId: -1,
125
+ mainTextureType: 0,
126
+ ...options,
127
+ };
119
128
  // Initialize the layer
120
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  this._init({
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  alphaBlendingMode: this._options.alphaBlendingMode,
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { PostProcessOptions } from \"../PostProcesses/postProcess\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { PassPostProcess } from \"../PostProcesses/passPostProcess\";\r\nimport { BlurPostProcess } from \"../PostProcesses/blurPostProcess\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { Color4, Color3 } from \"../Maths/math.color\";\r\n\r\nimport \"../Shaders/glowMapMerge.fragment\";\r\nimport \"../Shaders/glowMapMerge.vertex\";\r\nimport \"../Shaders/glowBlurPostProcess.fragment\";\r\nimport \"../Layers/effectLayerSceneComponent\";\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /**\r\n * Return a the first highlight layer of the scene with a given name.\r\n * @param name The name of the highlight layer to look for.\r\n * @returns The highlight layer if found otherwise null.\r\n */\r\n getHighlightLayerByName(name: string): Nullable<HighlightLayer>;\r\n }\r\n}\r\n\r\nAbstractScene.prototype.getHighlightLayerByName = function (name: string): Nullable<HighlightLayer> {\r\n for (let index = 0; index < this.effectLayers?.length; index++) {\r\n if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {\r\n return (<any>this.effectLayers[index]) as HighlightLayer;\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\n/**\r\n * Special Glow Blur post process only blurring the alpha channel\r\n * It enforces keeping the most luminous color in the color channel.\r\n */\r\nclass GlowBlurPostProcess extends PostProcess {\r\n constructor(\r\n name: string,\r\n public direction: Vector2,\r\n public kernel: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: Engine,\r\n reusable?: boolean\r\n ) {\r\n super(name, \"glowBlurPostProcess\", [\"screenSize\", \"direction\", \"blurWidth\"], null, options, camera, samplingMode, engine, reusable);\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setFloat2(\"screenSize\", this.width, this.height);\r\n effect.setVector2(\"direction\", this.direction);\r\n effect.setFloat(\"blurWidth\", this.kernel);\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * Highlight layer options. This helps customizing the behaviour\r\n * of the highlight layer.\r\n */\r\nexport interface IHighlightLayerOptions {\r\n /**\r\n * Multiplication factor apply to the canvas size to compute the render target size\r\n * used to generated the glowing objects (the smaller the faster). Default: 0.5\r\n */\r\n mainTextureRatio: number;\r\n\r\n /**\r\n * Enforces a fixed size texture to ensure resize independent blur. Default: undefined\r\n */\r\n mainTextureFixedSize?: number;\r\n\r\n /**\r\n * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size\r\n * of the picture to blur (the smaller the faster). Default: 0.5\r\n */\r\n blurTextureSizeRatio: number;\r\n\r\n /**\r\n * How big in texel of the blur texture is the vertical blur. Default: 1\r\n */\r\n blurVerticalSize: number;\r\n\r\n /**\r\n * How big in texel of the blur texture is the horizontal blur. Default: 1\r\n */\r\n blurHorizontalSize: number;\r\n\r\n /**\r\n * Alpha blending mode used to apply the blur. Default: ALPHA_COMBINE\r\n */\r\n alphaBlendingMode: number;\r\n\r\n /**\r\n * The camera attached to the layer. Default: null\r\n */\r\n camera: Nullable<Camera>;\r\n\r\n /**\r\n * Should we display highlight as a solid stroke? Default: false\r\n */\r\n isStroke?: boolean;\r\n\r\n /**\r\n * The rendering group to draw the layer in. Default: -1\r\n */\r\n renderingGroupId: number;\r\n\r\n /**\r\n * The type of the main texture. Default: TEXTURETYPE_UNSIGNED_INT\r\n */\r\n mainTextureType: number;\r\n}\r\n\r\n/**\r\n * Storage interface grouping all the information required for glowing a mesh.\r\n */\r\ninterface IHighlightLayerMesh {\r\n /**\r\n * The glowy mesh\r\n */\r\n mesh: Mesh;\r\n /**\r\n * The color of the glow\r\n */\r\n color: Color3;\r\n /**\r\n * The mesh render callback use to insert stencil information\r\n */\r\n observerHighlight: Nullable<Observer<Mesh>>;\r\n /**\r\n * The mesh render callback use to come to the default behavior\r\n */\r\n observerDefault: Nullable<Observer<Mesh>>;\r\n /**\r\n * If it exists, the emissive color of the material will be used to generate the glow.\r\n * Else it falls back to the current color.\r\n */\r\n glowEmissiveOnly: boolean;\r\n}\r\n\r\n/**\r\n * Storage interface grouping all the information required for an excluded mesh.\r\n */\r\ninterface IHighlightLayerExcludedMesh {\r\n /**\r\n * The glowy mesh\r\n */\r\n mesh: Mesh;\r\n /**\r\n * The mesh render callback use to prevent stencil use\r\n */\r\n beforeBind: Nullable<Observer<Mesh>>;\r\n /**\r\n * The mesh render callback use to restore previous stencil use\r\n */\r\n afterRender: Nullable<Observer<Mesh>>;\r\n /**\r\n * Current stencil state of the engine\r\n */\r\n stencilState: boolean;\r\n}\r\n\r\n/**\r\n * The highlight layer Helps adding a glow effect around a mesh.\r\n *\r\n * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove\r\n * glowy meshes to your scene.\r\n *\r\n * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!\r\n */\r\nexport class HighlightLayer extends EffectLayer {\r\n /**\r\n * Effect Name of the highlight layer.\r\n */\r\n public static readonly EffectName = \"HighlightLayer\";\r\n\r\n /**\r\n * The neutral color used during the preparation of the glow effect.\r\n * This is black by default as the blend operation is a blend operation.\r\n */\r\n public static NeutralColor: Color4 = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Stencil value used for glowing meshes.\r\n */\r\n public static GlowingMeshStencilReference = 0x02;\r\n\r\n /**\r\n * Stencil value used for the other meshes in the scene.\r\n */\r\n public static NormalMeshStencilReference = 0x01;\r\n\r\n /**\r\n * Specifies whether or not the inner glow is ACTIVE in the layer.\r\n */\r\n @serialize()\r\n public innerGlow: boolean = true;\r\n\r\n /**\r\n * Specifies whether or not the outer glow is ACTIVE in the layer.\r\n */\r\n @serialize()\r\n public outerGlow: boolean = true;\r\n\r\n /**\r\n * Specifies the horizontal size of the blur.\r\n */\r\n public set blurHorizontalSize(value: number) {\r\n this._horizontalBlurPostprocess.kernel = value;\r\n this._options.blurHorizontalSize = value;\r\n }\r\n\r\n /**\r\n * Specifies the vertical size of the blur.\r\n */\r\n public set blurVerticalSize(value: number) {\r\n this._verticalBlurPostprocess.kernel = value;\r\n this._options.blurVerticalSize = value;\r\n }\r\n\r\n /**\r\n * Gets the horizontal size of the blur.\r\n */\r\n @serialize()\r\n public get blurHorizontalSize(): number {\r\n return this._horizontalBlurPostprocess.kernel;\r\n }\r\n\r\n /**\r\n * Gets the vertical size of the blur.\r\n */\r\n @serialize()\r\n public get blurVerticalSize(): number {\r\n return this._verticalBlurPostprocess.kernel;\r\n }\r\n\r\n /**\r\n * An event triggered when the highlight layer is being blurred.\r\n */\r\n public onBeforeBlurObservable = new Observable<HighlightLayer>();\r\n\r\n /**\r\n * An event triggered when the highlight layer has been blurred.\r\n */\r\n public onAfterBlurObservable = new Observable<HighlightLayer>();\r\n\r\n private _instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;\r\n\r\n @serialize(\"options\")\r\n private _options: IHighlightLayerOptions;\r\n private _downSamplePostprocess: PassPostProcess;\r\n private _horizontalBlurPostprocess: GlowBlurPostProcess;\r\n private _verticalBlurPostprocess: GlowBlurPostProcess;\r\n private _blurTexture: RenderTargetTexture;\r\n\r\n private _meshes: Nullable<{ [id: string]: Nullable<IHighlightLayerMesh> }> = {};\r\n private _excludedMeshes: Nullable<{ [id: string]: Nullable<IHighlightLayerExcludedMesh> }> = {};\r\n\r\n /**\r\n * Instantiates a new highlight Layer and references it to the scene..\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)\r\n */\r\n constructor(\r\n public name: string,\r\n scene?: Scene,\r\n options?: Partial<IHighlightLayerOptions>\r\n ) {\r\n super(name, scene);\r\n this.neutralColor = HighlightLayer.NeutralColor;\r\n\r\n // Warn on stencil\r\n if (!this._engine.isStencilEnable) {\r\n Logger.Warn(\"Rendering the Highlight Layer requires the stencil to be active on the canvas. var engine = new Engine(canvas, antialias, { stencil: true }\");\r\n }\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: 0.5,\r\n blurTextureSizeRatio: 0.5,\r\n blurHorizontalSize: 1.0,\r\n blurVerticalSize: 1.0,\r\n alphaBlendingMode: Constants.ALPHA_COMBINE,\r\n camera: null,\r\n renderingGroupId: -1,\r\n mainTextureType: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init({\r\n alphaBlendingMode: this._options.alphaBlendingMode,\r\n camera: this._options.camera,\r\n mainTextureFixedSize: this._options.mainTextureFixedSize,\r\n mainTextureRatio: this._options.mainTextureRatio,\r\n renderingGroupId: this._options.renderingGroupId,\r\n mainTextureType: this._options.mainTextureType,\r\n });\r\n\r\n // Do not render as long as no meshes have been added\r\n this._shouldRender = false;\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @returns The effect name\r\n */\r\n public getEffectName(): string {\r\n return HighlightLayer.EffectName;\r\n }\r\n\r\n protected _numInternalDraws(): number {\r\n return 2; // we need two rendering, one for the inner glow and the other for the outer glow\r\n }\r\n\r\n /**\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n * @returns The effect created\r\n */\r\n protected _createMergeEffect(): Effect {\r\n // Effect\r\n return this._engine.createEffect(\"glowMapMerge\", [VertexBuffer.PositionKind], [\"offset\"], [\"textureSampler\"], this._options.isStroke ? \"#define STROKE \\n\" : undefined);\r\n }\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the highlight layer.\r\n */\r\n protected _createTextureAndPostProcesses(): void {\r\n let blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;\r\n let blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;\r\n blurTextureWidth = this._engine.needPOTTextures ? Engine.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;\r\n blurTextureHeight = this._engine.needPOTTextures ? Engine.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;\r\n\r\n let textureType = 0;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else {\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n this._blurTexture = new RenderTargetTexture(\r\n \"HighlightLayerBlurRTT\",\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n textureType\r\n );\r\n this._blurTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture.anisotropicFilteringLevel = 16;\r\n this._blurTexture.updateSamplingMode(Texture.TRILINEAR_SAMPLINGMODE);\r\n this._blurTexture.renderParticles = false;\r\n this._blurTexture.ignoreCameraViewport = true;\r\n\r\n this._textures = [this._blurTexture];\r\n\r\n if (this._options.alphaBlendingMode === Constants.ALPHA_COMBINE) {\r\n this._downSamplePostprocess = new PassPostProcess(\r\n \"HighlightLayerPPP\",\r\n this._options.blurTextureSizeRatio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine()\r\n );\r\n this._downSamplePostprocess.externalTextureSamplerBinding = true;\r\n this._downSamplePostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._horizontalBlurPostprocess = new GlowBlurPostProcess(\r\n \"HighlightLayerHBP\",\r\n new Vector2(1.0, 0),\r\n this._options.blurHorizontalSize,\r\n 1,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine()\r\n );\r\n this._horizontalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setFloat2(\"screenSize\", blurTextureWidth, blurTextureHeight);\r\n });\r\n\r\n this._verticalBlurPostprocess = new GlowBlurPostProcess(\r\n \"HighlightLayerVBP\",\r\n new Vector2(0, 1.0),\r\n this._options.blurVerticalSize,\r\n 1,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine()\r\n );\r\n this._verticalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setFloat2(\"screenSize\", blurTextureWidth, blurTextureHeight);\r\n });\r\n\r\n this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n } else {\r\n this._horizontalBlurPostprocess = new BlurPostProcess(\r\n \"HighlightLayerHBP\",\r\n new Vector2(1.0, 0),\r\n this._options.blurHorizontalSize / 2,\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n textureType\r\n );\r\n this._horizontalBlurPostprocess.width = blurTextureWidth;\r\n this._horizontalBlurPostprocess.height = blurTextureHeight;\r\n this._horizontalBlurPostprocess.externalTextureSamplerBinding = true;\r\n this._horizontalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._verticalBlurPostprocess = new BlurPostProcess(\r\n \"HighlightLayerVBP\",\r\n new Vector2(0, 1.0),\r\n this._options.blurVerticalSize / 2,\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n textureType\r\n );\r\n\r\n this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n }\r\n\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n this.onBeforeBlurObservable.notifyObservers(this);\r\n\r\n const internalTexture = this._blurTexture.renderTarget;\r\n if (internalTexture) {\r\n this._scene.postProcessManager.directRender(this._postProcesses, internalTexture, true);\r\n this._engine.unBindFramebuffer(internalTexture, true);\r\n }\r\n\r\n this.onAfterBlurObservable.notifyObservers(this);\r\n });\r\n\r\n // Prevent autoClear.\r\n this._postProcesses.map((pp) => {\r\n pp.autoClear = false;\r\n });\r\n }\r\n\r\n /**\r\n * @returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n */\r\n public needStencil(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @returns true if ready otherwise, false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const material = subMesh.getMaterial();\r\n const mesh = subMesh.getRenderingMesh();\r\n\r\n if (!material || !mesh || !this._meshes) {\r\n return false;\r\n }\r\n\r\n let emissiveTexture: Nullable<Texture> = null;\r\n const highlightLayerMesh = this._meshes[mesh.uniqueId];\r\n\r\n if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {\r\n emissiveTexture = (<any>material).emissiveTexture;\r\n }\r\n return super._isReady(subMesh, useInstances, emissiveTexture);\r\n }\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n * @param renderIndex\r\n */\r\n protected _internalRender(effect: Effect, renderIndex: number): void {\r\n // Texture\r\n effect.setTexture(\"textureSampler\", this._blurTexture);\r\n\r\n // Cache\r\n const engine = this._engine;\r\n engine.cacheStencilState();\r\n\r\n // Stencil operations\r\n engine.setStencilOperationPass(Constants.REPLACE);\r\n engine.setStencilOperationFail(Constants.KEEP);\r\n engine.setStencilOperationDepthFail(Constants.KEEP);\r\n\r\n // Draw order\r\n engine.setStencilMask(0x00);\r\n engine.setStencilBuffer(true);\r\n engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);\r\n\r\n // 2 passes inner outer\r\n if (this.outerGlow && renderIndex === 0) {\r\n // the outer glow is rendered the first time _internalRender is called, so when renderIndex == 0 (and only if outerGlow is enabled)\r\n effect.setFloat(\"offset\", 0);\r\n engine.setStencilFunction(Constants.NOTEQUAL);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n if (this.innerGlow && renderIndex === 1) {\r\n // the inner glow is rendered the second time _internalRender is called, so when renderIndex == 1 (and only if innerGlow is enabled)\r\n effect.setFloat(\"offset\", 1);\r\n engine.setStencilFunction(Constants.EQUAL);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n // Restore Cache\r\n engine.restoreStencilState();\r\n }\r\n\r\n /**\r\n * @returns true if the layer contains information to display, otherwise false.\r\n */\r\n public shouldRender(): boolean {\r\n if (super.shouldRender()) {\r\n return this._meshes ? true : false;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n protected _shouldRenderMesh(mesh: Mesh): boolean {\r\n // Excluded Mesh\r\n if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {\r\n return false;\r\n }\r\n\r\n if (!super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh can be rendered, otherwise false.\r\n * @param mesh The mesh to render\r\n * @param material The material used on the mesh\r\n * @returns true if it can be rendered otherwise false\r\n */\r\n protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n // all meshes can be rendered in the highlight layer, even transparent ones\r\n return true;\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n protected _addCustomEffectDefines(defines: string[]): void {\r\n defines.push(\"#define HIGHLIGHT\");\r\n }\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n * @param mesh\r\n * @param subMesh\r\n * @param material\r\n */\r\n protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void {\r\n const highlightLayerMesh = this._meshes![mesh.uniqueId];\r\n if (highlightLayerMesh) {\r\n this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);\r\n } else {\r\n this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);\r\n }\r\n\r\n if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {\r\n this._emissiveTextureAndColor.texture = (<any>material).emissiveTexture;\r\n this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);\r\n } else {\r\n this._emissiveTextureAndColor.texture = null;\r\n }\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.\r\n * @param mesh The mesh to exclude from the highlight layer\r\n */\r\n public addExcludedMesh(mesh: Mesh) {\r\n if (!this._excludedMeshes) {\r\n return;\r\n }\r\n\r\n const meshExcluded = this._excludedMeshes[mesh.uniqueId];\r\n if (!meshExcluded) {\r\n const obj: IHighlightLayerExcludedMesh = {\r\n mesh: mesh,\r\n beforeBind: null,\r\n afterRender: null,\r\n stencilState: false,\r\n };\r\n\r\n obj.beforeBind = mesh.onBeforeBindObservable.add((mesh: Mesh) => {\r\n obj.stencilState = mesh.getEngine().getStencilBuffer();\r\n mesh.getEngine().setStencilBuffer(false);\r\n });\r\n\r\n obj.afterRender = mesh.onAfterRenderObservable.add((mesh: Mesh) => {\r\n mesh.getEngine().setStencilBuffer(obj.stencilState);\r\n });\r\n\r\n this._excludedMeshes[mesh.uniqueId] = obj;\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeExcludedMesh(mesh: Mesh) {\r\n if (!this._excludedMeshes) {\r\n return;\r\n }\r\n\r\n const meshExcluded = this._excludedMeshes[mesh.uniqueId];\r\n if (meshExcluded) {\r\n if (meshExcluded.beforeBind) {\r\n mesh.onBeforeBindObservable.remove(meshExcluded.beforeBind);\r\n }\r\n\r\n if (meshExcluded.afterRender) {\r\n mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);\r\n }\r\n }\r\n\r\n this._excludedMeshes[mesh.uniqueId] = null;\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be highlighted by the current HighlightLayer\r\n * @param mesh mesh to test\r\n * @returns true if the mesh will be highlighted by the current HighlightLayer\r\n */\r\n public hasMesh(mesh: AbstractMesh): boolean {\r\n if (!this._meshes) {\r\n return false;\r\n }\r\n\r\n if (!super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\r\n return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;\r\n }\r\n\r\n /**\r\n * Add a mesh in the highlight layer in order to make it glow with the chosen color.\r\n * @param mesh The mesh to highlight\r\n * @param color The color of the highlight\r\n * @param glowEmissiveOnly Extract the glow from the emissive texture\r\n */\r\n public addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly = false) {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n const meshHighlight = this._meshes[mesh.uniqueId];\r\n if (meshHighlight) {\r\n meshHighlight.color = color;\r\n } else {\r\n this._meshes[mesh.uniqueId] = {\r\n mesh: mesh,\r\n color: color,\r\n // Lambda required for capture due to Observable this context\r\n observerHighlight: mesh.onBeforeBindObservable.add((mesh: Mesh) => {\r\n if (this.isEnabled) {\r\n if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {\r\n this._defaultStencilReference(mesh);\r\n } else {\r\n mesh.getScene().getEngine().setStencilFunctionReference(this._instanceGlowingMeshStencilReference);\r\n }\r\n }\r\n }),\r\n observerDefault: mesh.onAfterRenderObservable.add((mesh: Mesh) => {\r\n if (this.isEnabled) {\r\n this._defaultStencilReference(mesh);\r\n }\r\n }),\r\n glowEmissiveOnly: glowEmissiveOnly,\r\n };\r\n\r\n mesh.onDisposeObservable.add(() => {\r\n this._disposeMesh(mesh);\r\n });\r\n }\r\n\r\n this._shouldRender = true;\r\n }\r\n\r\n /**\r\n * Remove a mesh from the highlight layer in order to make it stop glowing.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeMesh(mesh: Mesh) {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n const meshHighlight = this._meshes[mesh.uniqueId];\r\n if (meshHighlight) {\r\n if (meshHighlight.observerHighlight) {\r\n mesh.onBeforeBindObservable.remove(meshHighlight.observerHighlight);\r\n }\r\n\r\n if (meshHighlight.observerDefault) {\r\n mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);\r\n }\r\n delete this._meshes[mesh.uniqueId];\r\n }\r\n\r\n this._shouldRender = false;\r\n for (const meshHighlightToCheck in this._meshes) {\r\n if (this._meshes[meshHighlightToCheck]) {\r\n this._shouldRender = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Remove all the meshes currently referenced in the highlight layer\r\n */\r\n public removeAllMeshes(): void {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n for (const uniqueId in this._meshes) {\r\n if (Object.prototype.hasOwnProperty.call(this._meshes, uniqueId)) {\r\n const mesh = this._meshes[uniqueId];\r\n if (mesh) {\r\n this.removeMesh(mesh.mesh);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Force the stencil to the normal expected value for none glowing parts\r\n * @param mesh\r\n */\r\n private _defaultStencilReference(mesh: Mesh) {\r\n mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);\r\n }\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n * @internal\r\n */\r\n public _disposeMesh(mesh: Mesh): void {\r\n this.removeMesh(mesh);\r\n this.removeExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Dispose the highlight layer and free resources.\r\n */\r\n public dispose(): void {\r\n if (this._meshes) {\r\n // Clean mesh references\r\n for (const id in this._meshes) {\r\n const meshHighlight = this._meshes[id];\r\n if (meshHighlight && meshHighlight.mesh) {\r\n if (meshHighlight.observerHighlight) {\r\n meshHighlight.mesh.onBeforeBindObservable.remove(meshHighlight.observerHighlight);\r\n }\r\n\r\n if (meshHighlight.observerDefault) {\r\n meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);\r\n }\r\n }\r\n }\r\n this._meshes = null;\r\n }\r\n\r\n if (this._excludedMeshes) {\r\n for (const id in this._excludedMeshes) {\r\n const meshHighlight = this._excludedMeshes[id];\r\n if (meshHighlight) {\r\n if (meshHighlight.beforeBind) {\r\n meshHighlight.mesh.onBeforeBindObservable.remove(meshHighlight.beforeBind);\r\n }\r\n\r\n if (meshHighlight.afterRender) {\r\n meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);\r\n }\r\n }\r\n }\r\n this._excludedMeshes = null;\r\n }\r\n\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public getClassName(): string {\r\n return \"HighlightLayer\";\r\n }\r\n\r\n /**\r\n * Serializes this Highlight layer\r\n * @returns a serialized Highlight layer object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.HighlightLayer\";\r\n\r\n // Highlighted meshes\r\n serializationObject.meshes = [];\r\n\r\n if (this._meshes) {\r\n for (const m in this._meshes) {\r\n const mesh = this._meshes[m];\r\n\r\n if (mesh) {\r\n serializationObject.meshes.push({\r\n glowEmissiveOnly: mesh.glowEmissiveOnly,\r\n color: mesh.color.asArray(),\r\n meshId: mesh.mesh.id,\r\n });\r\n }\r\n }\r\n }\r\n\r\n // Excluded meshes\r\n serializationObject.excludedMeshes = [];\r\n\r\n if (this._excludedMeshes) {\r\n for (const e in this._excludedMeshes) {\r\n const excludedMesh = this._excludedMeshes[e];\r\n\r\n if (excludedMesh) {\r\n serializationObject.excludedMeshes.push(excludedMesh.mesh.id);\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Highlight layer from parsed Highlight layer data\r\n * @param parsedHightlightLayer defines the Highlight layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the Highlight layer information\r\n * @returns a parsed Highlight layer\r\n */\r\n public static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer {\r\n const hl = SerializationHelper.Parse(() => new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options), parsedHightlightLayer, scene, rootUrl);\r\n let index;\r\n\r\n // Excluded meshes\r\n for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {\r\n const mesh = scene.getMeshById(parsedHightlightLayer.excludedMeshes[index]);\r\n if (mesh) {\r\n hl.addExcludedMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n // Included meshes\r\n for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {\r\n const highlightedMesh = parsedHightlightLayer.meshes[index];\r\n const mesh = scene.getMeshById(highlightedMesh.meshId);\r\n\r\n if (mesh) {\r\n hl.addMesh(<Mesh>mesh, Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);\r\n }\r\n }\r\n\r\n return hl;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.HighlightLayer\", HighlightLayer);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { PostProcessOptions } from \"../PostProcesses/postProcess\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { PassPostProcess } from \"../PostProcesses/passPostProcess\";\r\nimport { BlurPostProcess } from \"../PostProcesses/blurPostProcess\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { Color4, Color3 } from \"../Maths/math.color\";\r\n\r\nimport \"../Shaders/glowMapMerge.fragment\";\r\nimport \"../Shaders/glowMapMerge.vertex\";\r\nimport \"../Shaders/glowBlurPostProcess.fragment\";\r\nimport \"../Layers/effectLayerSceneComponent\";\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /**\r\n * Return a the first highlight layer of the scene with a given name.\r\n * @param name The name of the highlight layer to look for.\r\n * @returns The highlight layer if found otherwise null.\r\n */\r\n getHighlightLayerByName(name: string): Nullable<HighlightLayer>;\r\n }\r\n}\r\n\r\nAbstractScene.prototype.getHighlightLayerByName = function (name: string): Nullable<HighlightLayer> {\r\n for (let index = 0; index < this.effectLayers?.length; index++) {\r\n if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {\r\n return (<any>this.effectLayers[index]) as HighlightLayer;\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\n/**\r\n * Special Glow Blur post process only blurring the alpha channel\r\n * It enforces keeping the most luminous color in the color channel.\r\n */\r\nclass GlowBlurPostProcess extends PostProcess {\r\n constructor(\r\n name: string,\r\n public direction: Vector2,\r\n public kernel: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: Engine,\r\n reusable?: boolean\r\n ) {\r\n super(name, \"glowBlurPostProcess\", [\"screenSize\", \"direction\", \"blurWidth\"], null, options, camera, samplingMode, engine, reusable);\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setFloat2(\"screenSize\", this.width, this.height);\r\n effect.setVector2(\"direction\", this.direction);\r\n effect.setFloat(\"blurWidth\", this.kernel);\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * Highlight layer options. This helps customizing the behaviour\r\n * of the highlight layer.\r\n */\r\nexport interface IHighlightLayerOptions {\r\n /**\r\n * Multiplication factor apply to the canvas size to compute the render target size\r\n * used to generated the glowing objects (the smaller the faster). Default: 0.5\r\n */\r\n mainTextureRatio: number;\r\n\r\n /**\r\n * Enforces a fixed size texture to ensure resize independent blur. Default: undefined\r\n */\r\n mainTextureFixedSize?: number;\r\n\r\n /**\r\n * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size\r\n * of the picture to blur (the smaller the faster). Default: 0.5\r\n */\r\n blurTextureSizeRatio: number;\r\n\r\n /**\r\n * How big in texel of the blur texture is the vertical blur. Default: 1\r\n */\r\n blurVerticalSize: number;\r\n\r\n /**\r\n * How big in texel of the blur texture is the horizontal blur. Default: 1\r\n */\r\n blurHorizontalSize: number;\r\n\r\n /**\r\n * Alpha blending mode used to apply the blur. Default: ALPHA_COMBINE\r\n */\r\n alphaBlendingMode: number;\r\n\r\n /**\r\n * The camera attached to the layer. Default: null\r\n */\r\n camera: Nullable<Camera>;\r\n\r\n /**\r\n * Should we display highlight as a solid stroke? Default: false\r\n */\r\n isStroke?: boolean;\r\n\r\n /**\r\n * The rendering group to draw the layer in. Default: -1\r\n */\r\n renderingGroupId: number;\r\n\r\n /**\r\n * The type of the main texture. Default: TEXTURETYPE_UNSIGNED_INT\r\n */\r\n mainTextureType: number;\r\n}\r\n\r\n/**\r\n * Storage interface grouping all the information required for glowing a mesh.\r\n */\r\ninterface IHighlightLayerMesh {\r\n /**\r\n * The glowy mesh\r\n */\r\n mesh: Mesh;\r\n /**\r\n * The color of the glow\r\n */\r\n color: Color3;\r\n /**\r\n * The mesh render callback use to insert stencil information\r\n */\r\n observerHighlight: Nullable<Observer<Mesh>>;\r\n /**\r\n * The mesh render callback use to come to the default behavior\r\n */\r\n observerDefault: Nullable<Observer<Mesh>>;\r\n /**\r\n * If it exists, the emissive color of the material will be used to generate the glow.\r\n * Else it falls back to the current color.\r\n */\r\n glowEmissiveOnly: boolean;\r\n}\r\n\r\n/**\r\n * Storage interface grouping all the information required for an excluded mesh.\r\n */\r\ninterface IHighlightLayerExcludedMesh {\r\n /**\r\n * The glowy mesh\r\n */\r\n mesh: Mesh;\r\n /**\r\n * The mesh render callback use to prevent stencil use\r\n */\r\n beforeBind: Nullable<Observer<Mesh>>;\r\n /**\r\n * The mesh render callback use to restore previous stencil use\r\n */\r\n afterRender: Nullable<Observer<Mesh>>;\r\n /**\r\n * Current stencil state of the engine\r\n */\r\n stencilState: boolean;\r\n}\r\n\r\n/**\r\n * The highlight layer Helps adding a glow effect around a mesh.\r\n *\r\n * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove\r\n * glowy meshes to your scene.\r\n *\r\n * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!\r\n */\r\nexport class HighlightLayer extends EffectLayer {\r\n /**\r\n * Effect Name of the highlight layer.\r\n */\r\n public static readonly EffectName = \"HighlightLayer\";\r\n\r\n /**\r\n * The neutral color used during the preparation of the glow effect.\r\n * This is black by default as the blend operation is a blend operation.\r\n */\r\n public static NeutralColor: Color4 = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Stencil value used for glowing meshes.\r\n */\r\n public static GlowingMeshStencilReference = 0x02;\r\n\r\n /**\r\n * Stencil value used for the other meshes in the scene.\r\n */\r\n public static NormalMeshStencilReference = 0x01;\r\n\r\n /**\r\n * Specifies whether or not the inner glow is ACTIVE in the layer.\r\n */\r\n @serialize()\r\n public innerGlow: boolean = true;\r\n\r\n /**\r\n * Specifies whether or not the outer glow is ACTIVE in the layer.\r\n */\r\n @serialize()\r\n public outerGlow: boolean = true;\r\n\r\n /**\r\n * Specifies the horizontal size of the blur.\r\n */\r\n public set blurHorizontalSize(value: number) {\r\n this._horizontalBlurPostprocess.kernel = value;\r\n this._options.blurHorizontalSize = value;\r\n }\r\n\r\n /**\r\n * Specifies the vertical size of the blur.\r\n */\r\n public set blurVerticalSize(value: number) {\r\n this._verticalBlurPostprocess.kernel = value;\r\n this._options.blurVerticalSize = value;\r\n }\r\n\r\n /**\r\n * Gets the horizontal size of the blur.\r\n */\r\n @serialize()\r\n public get blurHorizontalSize(): number {\r\n return this._horizontalBlurPostprocess.kernel;\r\n }\r\n\r\n /**\r\n * Gets the vertical size of the blur.\r\n */\r\n @serialize()\r\n public get blurVerticalSize(): number {\r\n return this._verticalBlurPostprocess.kernel;\r\n }\r\n\r\n /**\r\n * An event triggered when the highlight layer is being blurred.\r\n */\r\n public onBeforeBlurObservable = new Observable<HighlightLayer>();\r\n\r\n /**\r\n * An event triggered when the highlight layer has been blurred.\r\n */\r\n public onAfterBlurObservable = new Observable<HighlightLayer>();\r\n\r\n private _instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;\r\n\r\n @serialize(\"options\")\r\n private _options: IHighlightLayerOptions;\r\n private _downSamplePostprocess: PassPostProcess;\r\n private _horizontalBlurPostprocess: GlowBlurPostProcess;\r\n private _verticalBlurPostprocess: GlowBlurPostProcess;\r\n private _blurTexture: RenderTargetTexture;\r\n\r\n private _meshes: Nullable<{ [id: string]: Nullable<IHighlightLayerMesh> }> = {};\r\n private _excludedMeshes: Nullable<{ [id: string]: Nullable<IHighlightLayerExcludedMesh> }> = {};\r\n\r\n /**\r\n * Instantiates a new highlight Layer and references it to the scene..\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)\r\n */\r\n constructor(\r\n public name: string,\r\n scene?: Scene,\r\n options?: Partial<IHighlightLayerOptions>\r\n ) {\r\n super(name, scene);\r\n this.neutralColor = HighlightLayer.NeutralColor;\r\n\r\n // Warn on stencil\r\n if (!this._engine.isStencilEnable) {\r\n Logger.Warn(\"Rendering the Highlight Layer requires the stencil to be active on the canvas. var engine = new Engine(canvas, antialias, { stencil: true }\");\r\n }\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: 0.5,\r\n blurTextureSizeRatio: 0.5,\r\n blurHorizontalSize: 1.0,\r\n blurVerticalSize: 1.0,\r\n alphaBlendingMode: Constants.ALPHA_COMBINE,\r\n camera: null,\r\n renderingGroupId: -1,\r\n mainTextureType: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init({\r\n alphaBlendingMode: this._options.alphaBlendingMode,\r\n camera: this._options.camera,\r\n mainTextureFixedSize: this._options.mainTextureFixedSize,\r\n mainTextureRatio: this._options.mainTextureRatio,\r\n renderingGroupId: this._options.renderingGroupId,\r\n mainTextureType: this._options.mainTextureType,\r\n });\r\n\r\n // Do not render as long as no meshes have been added\r\n this._shouldRender = false;\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @returns The effect name\r\n */\r\n public getEffectName(): string {\r\n return HighlightLayer.EffectName;\r\n }\r\n\r\n protected _numInternalDraws(): number {\r\n return 2; // we need two rendering, one for the inner glow and the other for the outer glow\r\n }\r\n\r\n /**\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n * @returns The effect created\r\n */\r\n protected _createMergeEffect(): Effect {\r\n // Effect\r\n return this._engine.createEffect(\"glowMapMerge\", [VertexBuffer.PositionKind], [\"offset\"], [\"textureSampler\"], this._options.isStroke ? \"#define STROKE \\n\" : undefined);\r\n }\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the highlight layer.\r\n */\r\n protected _createTextureAndPostProcesses(): void {\r\n let blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;\r\n let blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;\r\n blurTextureWidth = this._engine.needPOTTextures ? Engine.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;\r\n blurTextureHeight = this._engine.needPOTTextures ? Engine.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;\r\n\r\n let textureType = 0;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else {\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n this._blurTexture = new RenderTargetTexture(\r\n \"HighlightLayerBlurRTT\",\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n textureType\r\n );\r\n this._blurTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture.anisotropicFilteringLevel = 16;\r\n this._blurTexture.updateSamplingMode(Texture.TRILINEAR_SAMPLINGMODE);\r\n this._blurTexture.renderParticles = false;\r\n this._blurTexture.ignoreCameraViewport = true;\r\n\r\n this._textures = [this._blurTexture];\r\n\r\n if (this._options.alphaBlendingMode === Constants.ALPHA_COMBINE) {\r\n this._downSamplePostprocess = new PassPostProcess(\r\n \"HighlightLayerPPP\",\r\n this._options.blurTextureSizeRatio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine()\r\n );\r\n this._downSamplePostprocess.externalTextureSamplerBinding = true;\r\n this._downSamplePostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._horizontalBlurPostprocess = new GlowBlurPostProcess(\r\n \"HighlightLayerHBP\",\r\n new Vector2(1.0, 0),\r\n this._options.blurHorizontalSize,\r\n 1,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine()\r\n );\r\n this._horizontalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setFloat2(\"screenSize\", blurTextureWidth, blurTextureHeight);\r\n });\r\n\r\n this._verticalBlurPostprocess = new GlowBlurPostProcess(\r\n \"HighlightLayerVBP\",\r\n new Vector2(0, 1.0),\r\n this._options.blurVerticalSize,\r\n 1,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine()\r\n );\r\n this._verticalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setFloat2(\"screenSize\", blurTextureWidth, blurTextureHeight);\r\n });\r\n\r\n this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n } else {\r\n this._horizontalBlurPostprocess = new BlurPostProcess(\r\n \"HighlightLayerHBP\",\r\n new Vector2(1.0, 0),\r\n this._options.blurHorizontalSize / 2,\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n textureType\r\n );\r\n this._horizontalBlurPostprocess.width = blurTextureWidth;\r\n this._horizontalBlurPostprocess.height = blurTextureHeight;\r\n this._horizontalBlurPostprocess.externalTextureSamplerBinding = true;\r\n this._horizontalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._verticalBlurPostprocess = new BlurPostProcess(\r\n \"HighlightLayerVBP\",\r\n new Vector2(0, 1.0),\r\n this._options.blurVerticalSize / 2,\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n textureType\r\n );\r\n\r\n this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n }\r\n\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n this.onBeforeBlurObservable.notifyObservers(this);\r\n\r\n const internalTexture = this._blurTexture.renderTarget;\r\n if (internalTexture) {\r\n this._scene.postProcessManager.directRender(this._postProcesses, internalTexture, true);\r\n this._engine.unBindFramebuffer(internalTexture, true);\r\n }\r\n\r\n this.onAfterBlurObservable.notifyObservers(this);\r\n });\r\n\r\n // Prevent autoClear.\r\n this._postProcesses.map((pp) => {\r\n pp.autoClear = false;\r\n });\r\n }\r\n\r\n /**\r\n * @returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n */\r\n public needStencil(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @returns true if ready otherwise, false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const material = subMesh.getMaterial();\r\n const mesh = subMesh.getRenderingMesh();\r\n\r\n if (!material || !mesh || !this._meshes) {\r\n return false;\r\n }\r\n\r\n let emissiveTexture: Nullable<Texture> = null;\r\n const highlightLayerMesh = this._meshes[mesh.uniqueId];\r\n\r\n if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {\r\n emissiveTexture = (<any>material).emissiveTexture;\r\n }\r\n return super._isReady(subMesh, useInstances, emissiveTexture);\r\n }\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n * @param renderIndex\r\n */\r\n protected _internalRender(effect: Effect, renderIndex: number): void {\r\n // Texture\r\n effect.setTexture(\"textureSampler\", this._blurTexture);\r\n\r\n // Cache\r\n const engine = this._engine;\r\n engine.cacheStencilState();\r\n\r\n // Stencil operations\r\n engine.setStencilOperationPass(Constants.REPLACE);\r\n engine.setStencilOperationFail(Constants.KEEP);\r\n engine.setStencilOperationDepthFail(Constants.KEEP);\r\n\r\n // Draw order\r\n engine.setStencilMask(0x00);\r\n engine.setStencilBuffer(true);\r\n engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);\r\n\r\n // 2 passes inner outer\r\n if (this.outerGlow && renderIndex === 0) {\r\n // the outer glow is rendered the first time _internalRender is called, so when renderIndex == 0 (and only if outerGlow is enabled)\r\n effect.setFloat(\"offset\", 0);\r\n engine.setStencilFunction(Constants.NOTEQUAL);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n if (this.innerGlow && renderIndex === 1) {\r\n // the inner glow is rendered the second time _internalRender is called, so when renderIndex == 1 (and only if innerGlow is enabled)\r\n effect.setFloat(\"offset\", 1);\r\n engine.setStencilFunction(Constants.EQUAL);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n // Restore Cache\r\n engine.restoreStencilState();\r\n }\r\n\r\n /**\r\n * @returns true if the layer contains information to display, otherwise false.\r\n */\r\n public shouldRender(): boolean {\r\n if (super.shouldRender()) {\r\n return this._meshes ? true : false;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n protected _shouldRenderMesh(mesh: Mesh): boolean {\r\n // Excluded Mesh\r\n if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {\r\n return false;\r\n }\r\n\r\n if (!super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh can be rendered, otherwise false.\r\n * @param mesh The mesh to render\r\n * @param material The material used on the mesh\r\n * @returns true if it can be rendered otherwise false\r\n */\r\n protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n // all meshes can be rendered in the highlight layer, even transparent ones\r\n return true;\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n protected _addCustomEffectDefines(defines: string[]): void {\r\n defines.push(\"#define HIGHLIGHT\");\r\n }\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n * @param mesh\r\n * @param subMesh\r\n * @param material\r\n */\r\n protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void {\r\n const highlightLayerMesh = this._meshes![mesh.uniqueId];\r\n if (highlightLayerMesh) {\r\n this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);\r\n } else {\r\n this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);\r\n }\r\n\r\n if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {\r\n this._emissiveTextureAndColor.texture = (<any>material).emissiveTexture;\r\n this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);\r\n } else {\r\n this._emissiveTextureAndColor.texture = null;\r\n }\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.\r\n * @param mesh The mesh to exclude from the highlight layer\r\n */\r\n public addExcludedMesh(mesh: Mesh) {\r\n if (!this._excludedMeshes) {\r\n return;\r\n }\r\n\r\n const meshExcluded = this._excludedMeshes[mesh.uniqueId];\r\n if (!meshExcluded) {\r\n const obj: IHighlightLayerExcludedMesh = {\r\n mesh: mesh,\r\n beforeBind: null,\r\n afterRender: null,\r\n stencilState: false,\r\n };\r\n\r\n obj.beforeBind = mesh.onBeforeBindObservable.add((mesh: Mesh) => {\r\n obj.stencilState = mesh.getEngine().getStencilBuffer();\r\n mesh.getEngine().setStencilBuffer(false);\r\n });\r\n\r\n obj.afterRender = mesh.onAfterRenderObservable.add((mesh: Mesh) => {\r\n mesh.getEngine().setStencilBuffer(obj.stencilState);\r\n });\r\n\r\n this._excludedMeshes[mesh.uniqueId] = obj;\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeExcludedMesh(mesh: Mesh) {\r\n if (!this._excludedMeshes) {\r\n return;\r\n }\r\n\r\n const meshExcluded = this._excludedMeshes[mesh.uniqueId];\r\n if (meshExcluded) {\r\n if (meshExcluded.beforeBind) {\r\n mesh.onBeforeBindObservable.remove(meshExcluded.beforeBind);\r\n }\r\n\r\n if (meshExcluded.afterRender) {\r\n mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);\r\n }\r\n }\r\n\r\n this._excludedMeshes[mesh.uniqueId] = null;\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be highlighted by the current HighlightLayer\r\n * @param mesh mesh to test\r\n * @returns true if the mesh will be highlighted by the current HighlightLayer\r\n */\r\n public hasMesh(mesh: AbstractMesh): boolean {\r\n if (!this._meshes) {\r\n return false;\r\n }\r\n\r\n if (!super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\r\n return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;\r\n }\r\n\r\n /**\r\n * Add a mesh in the highlight layer in order to make it glow with the chosen color.\r\n * @param mesh The mesh to highlight\r\n * @param color The color of the highlight\r\n * @param glowEmissiveOnly Extract the glow from the emissive texture\r\n */\r\n public addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly = false) {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n const meshHighlight = this._meshes[mesh.uniqueId];\r\n if (meshHighlight) {\r\n meshHighlight.color = color;\r\n } else {\r\n this._meshes[mesh.uniqueId] = {\r\n mesh: mesh,\r\n color: color,\r\n // Lambda required for capture due to Observable this context\r\n observerHighlight: mesh.onBeforeBindObservable.add((mesh: Mesh) => {\r\n if (this.isEnabled) {\r\n if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {\r\n this._defaultStencilReference(mesh);\r\n } else {\r\n mesh.getScene().getEngine().setStencilFunctionReference(this._instanceGlowingMeshStencilReference);\r\n }\r\n }\r\n }),\r\n observerDefault: mesh.onAfterRenderObservable.add((mesh: Mesh) => {\r\n if (this.isEnabled) {\r\n this._defaultStencilReference(mesh);\r\n }\r\n }),\r\n glowEmissiveOnly: glowEmissiveOnly,\r\n };\r\n\r\n mesh.onDisposeObservable.add(() => {\r\n this._disposeMesh(mesh);\r\n });\r\n }\r\n\r\n this._shouldRender = true;\r\n }\r\n\r\n /**\r\n * Remove a mesh from the highlight layer in order to make it stop glowing.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeMesh(mesh: Mesh) {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n const meshHighlight = this._meshes[mesh.uniqueId];\r\n if (meshHighlight) {\r\n if (meshHighlight.observerHighlight) {\r\n mesh.onBeforeBindObservable.remove(meshHighlight.observerHighlight);\r\n }\r\n\r\n if (meshHighlight.observerDefault) {\r\n mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);\r\n }\r\n delete this._meshes[mesh.uniqueId];\r\n }\r\n\r\n this._shouldRender = false;\r\n for (const meshHighlightToCheck in this._meshes) {\r\n if (this._meshes[meshHighlightToCheck]) {\r\n this._shouldRender = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Remove all the meshes currently referenced in the highlight layer\r\n */\r\n public removeAllMeshes(): void {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n for (const uniqueId in this._meshes) {\r\n if (Object.prototype.hasOwnProperty.call(this._meshes, uniqueId)) {\r\n const mesh = this._meshes[uniqueId];\r\n if (mesh) {\r\n this.removeMesh(mesh.mesh);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Force the stencil to the normal expected value for none glowing parts\r\n * @param mesh\r\n */\r\n private _defaultStencilReference(mesh: Mesh) {\r\n mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);\r\n }\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n * @internal\r\n */\r\n public _disposeMesh(mesh: Mesh): void {\r\n this.removeMesh(mesh);\r\n this.removeExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Dispose the highlight layer and free resources.\r\n */\r\n public dispose(): void {\r\n if (this._meshes) {\r\n // Clean mesh references\r\n for (const id in this._meshes) {\r\n const meshHighlight = this._meshes[id];\r\n if (meshHighlight && meshHighlight.mesh) {\r\n if (meshHighlight.observerHighlight) {\r\n meshHighlight.mesh.onBeforeBindObservable.remove(meshHighlight.observerHighlight);\r\n }\r\n\r\n if (meshHighlight.observerDefault) {\r\n meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);\r\n }\r\n }\r\n }\r\n this._meshes = null;\r\n }\r\n\r\n if (this._excludedMeshes) {\r\n for (const id in this._excludedMeshes) {\r\n const meshHighlight = this._excludedMeshes[id];\r\n if (meshHighlight) {\r\n if (meshHighlight.beforeBind) {\r\n meshHighlight.mesh.onBeforeBindObservable.remove(meshHighlight.beforeBind);\r\n }\r\n\r\n if (meshHighlight.afterRender) {\r\n meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);\r\n }\r\n }\r\n }\r\n this._excludedMeshes = null;\r\n }\r\n\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public getClassName(): string {\r\n return \"HighlightLayer\";\r\n }\r\n\r\n /**\r\n * Serializes this Highlight layer\r\n * @returns a serialized Highlight layer object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.HighlightLayer\";\r\n\r\n // Highlighted meshes\r\n serializationObject.meshes = [];\r\n\r\n if (this._meshes) {\r\n for (const m in this._meshes) {\r\n const mesh = this._meshes[m];\r\n\r\n if (mesh) {\r\n serializationObject.meshes.push({\r\n glowEmissiveOnly: mesh.glowEmissiveOnly,\r\n color: mesh.color.asArray(),\r\n meshId: mesh.mesh.id,\r\n });\r\n }\r\n }\r\n }\r\n\r\n // Excluded meshes\r\n serializationObject.excludedMeshes = [];\r\n\r\n if (this._excludedMeshes) {\r\n for (const e in this._excludedMeshes) {\r\n const excludedMesh = this._excludedMeshes[e];\r\n\r\n if (excludedMesh) {\r\n serializationObject.excludedMeshes.push(excludedMesh.mesh.id);\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Highlight layer from parsed Highlight layer data\r\n * @param parsedHightlightLayer defines the Highlight layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the Highlight layer information\r\n * @returns a parsed Highlight layer\r\n */\r\n public static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer {\r\n const hl = SerializationHelper.Parse(() => new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options), parsedHightlightLayer, scene, rootUrl);\r\n let index;\r\n\r\n // Excluded meshes\r\n for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {\r\n const mesh = scene.getMeshById(parsedHightlightLayer.excludedMeshes[index]);\r\n if (mesh) {\r\n hl.addExcludedMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n // Included meshes\r\n for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {\r\n const highlightedMesh = parsedHightlightLayer.meshes[index];\r\n const mesh = scene.getMeshById(highlightedMesh.meshId);\r\n\r\n if (mesh) {\r\n hl.addMesh(<Mesh>mesh, Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);\r\n }\r\n }\r\n\r\n return hl;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.HighlightLayer\", HighlightLayer);\r\n"]}
package/Layers/layer.js CHANGED
@@ -164,7 +164,6 @@ export class Layer {
164
164
  * @returns true if the layer is ready. False otherwise.
165
165
  */
166
166
  isReady() {
167
- var _a;
168
167
  const engine = this._scene.getEngine();
169
168
  let defines = "";
170
169
  if (this.alphaTest) {
@@ -178,7 +177,7 @@ export class Layer {
178
177
  this._drawWrapper.effect = engine.createEffect("layer", [VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], defines);
179
178
  }
180
179
  const currentEffect = this._drawWrapper.effect;
181
- return (currentEffect === null || currentEffect === void 0 ? void 0 : currentEffect.isReady()) && ((_a = this.texture) === null || _a === void 0 ? void 0 : _a.isReady());
180
+ return currentEffect?.isReady() && this.texture?.isReady();
182
181
  }
183
182
  /**
184
183
  * Renders the layer in the scene.
@@ -1 +1 @@
1
- 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type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { LayerSceneComponent } from \"./layerSceneComponent\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\nimport \"../Shaders/layer.fragment\";\r\nimport \"../Shaders/layer.vertex\";\r\n\r\n/**\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n */\r\nexport class Layer {\r\n /**\r\n * Define the texture the layer should display.\r\n */\r\n public texture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Is the layer in background or foreground.\r\n */\r\n public isBackground: boolean;\r\n\r\n private _applyPostProcess: boolean = true;\r\n /**\r\n * Determines if the layer is drawn before (true) or after (false) post-processing.\r\n * If the layer is background, it is always before.\r\n */\r\n public set applyPostProcess(value: boolean) {\r\n this._applyPostProcess = value;\r\n }\r\n public get applyPostProcess(): boolean {\r\n return this.isBackground || this._applyPostProcess;\r\n }\r\n\r\n /**\r\n * Define the color of the layer (instead of texture).\r\n */\r\n public color: Color4;\r\n\r\n /**\r\n * Define the scale of the layer in order to zoom in out of the texture.\r\n */\r\n public scale = new Vector2(1, 1);\r\n\r\n /**\r\n * Define an offset for the layer in order to shift the texture.\r\n */\r\n public offset = new Vector2(0, 0);\r\n\r\n /**\r\n * Define the alpha blending mode used in the layer in case the texture or color has an alpha.\r\n */\r\n public alphaBlendingMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Define if the layer should alpha test or alpha blend with the rest of the scene.\r\n * Alpha test will not mix with the background color in case of transparency.\r\n * It will either use the texture color or the background depending on the alpha value of the current pixel.\r\n */\r\n public alphaTest: boolean;\r\n\r\n /**\r\n * Define a mask to restrict the layer to only some of the scene cameras.\r\n */\r\n public layerMask: number = 0x0fffffff;\r\n\r\n /**\r\n * Define the list of render target the layer is visible into.\r\n */\r\n public renderTargetTextures: RenderTargetTexture[] = [];\r\n\r\n /**\r\n * Define if the layer is only used in renderTarget or if it also\r\n * renders in the main frame buffer of the canvas.\r\n */\r\n public renderOnlyInRenderTargetTextures = false;\r\n\r\n /**\r\n * Define if the layer is enabled (ie. should be displayed). Default: true\r\n */\r\n public isEnabled = true;\r\n\r\n private _scene: Scene;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _drawWrapper: DrawWrapper;\r\n private _previousDefines: string;\r\n\r\n /**\r\n * An event triggered when the layer is disposed.\r\n */\r\n public onDisposeObservable = new Observable<Layer>();\r\n\r\n private _onDisposeObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onDisposeObservable existed.\r\n * The set callback will be triggered when the layer has been disposed.\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered before rendering the scene\r\n */\r\n public onBeforeRenderObservable = new Observable<Layer>();\r\n\r\n private _onBeforeRenderObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onBeforeRenderObservable existed.\r\n * The set callback will be triggered just before rendering the layer.\r\n */\r\n public set onBeforeRender(callback: () => void) {\r\n if (this._onBeforeRenderObserver) {\r\n this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n }\r\n this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered after rendering the scene\r\n */\r\n public onAfterRenderObservable = new Observable<Layer>();\r\n\r\n private _onAfterRenderObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onAfterRenderObservable existed.\r\n * The set callback will be triggered just after rendering the layer.\r\n */\r\n public set onAfterRender(callback: () => void) {\r\n if (this._onAfterRenderObserver) {\r\n this.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n }\r\n this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * Instantiates a new layer.\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n * @param name Define the name of the layer in the scene\r\n * @param imgUrl Define the url of the texture to display in the layer\r\n * @param scene Define the scene the layer belongs to\r\n * @param isBackground Defines whether the layer is displayed in front or behind the scene\r\n * @param color Defines a color for the layer\r\n */\r\n constructor(\r\n /**\r\n * Define the name of the layer.\r\n */\r\n public name: string,\r\n imgUrl: Nullable<string>,\r\n scene: Nullable<Scene>,\r\n isBackground?: boolean,\r\n color?: Color4\r\n ) {\r\n this.texture = imgUrl ? new Texture(imgUrl, scene, true) : null;\r\n this.isBackground = isBackground === undefined ? true : isBackground;\r\n this.color = color === undefined ? new Color4(1, 1, 1, 1) : color;\r\n\r\n this._scene = <Scene>(scene || EngineStore.LastCreatedScene);\r\n let layerComponent = this._scene._getComponent(SceneComponentConstants.NAME_LAYER) as LayerSceneComponent;\r\n if (!layerComponent) {\r\n layerComponent = new LayerSceneComponent(this._scene);\r\n this._scene._addComponent(layerComponent);\r\n }\r\n this._scene.layers.push(this);\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n this._drawWrapper = new DrawWrapper(engine);\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n const vertexBuffer = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this._scene.getEngine();\r\n\r\n // Indices\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n /**\r\n * Checks if the layer is ready to be rendered\r\n * @returns true if the layer is ready. False otherwise.\r\n */\r\n public isReady() {\r\n const engine = this._scene.getEngine();\r\n\r\n let defines = \"\";\r\n\r\n if (this.alphaTest) {\r\n defines = \"#define ALPHATEST\";\r\n }\r\n\r\n if (this.texture && !this.texture.gammaSpace) {\r\n defines += \"\\n#define LINEAR\";\r\n }\r\n\r\n if (this._previousDefines !== defines) {\r\n this._previousDefines = defines;\r\n this._drawWrapper.effect = engine.createEffect(\"layer\", [VertexBuffer.PositionKind], [\"textureMatrix\", \"color\", \"scale\", \"offset\"], [\"textureSampler\"], defines);\r\n }\r\n\r\n const currentEffect = this._drawWrapper.effect;\r\n\r\n return currentEffect?.isReady() && this.texture?.isReady();\r\n }\r\n\r\n /**\r\n * Renders the layer in the scene.\r\n */\r\n public render(): void {\r\n if (!this.isEnabled) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n // Check\r\n if (!this.isReady()) {\r\n return;\r\n }\r\n\r\n const currentEffect = this._drawWrapper.effect!;\r\n\r\n this.onBeforeRenderObservable.notifyObservers(this);\r\n\r\n // Render\r\n engine.enableEffect(this._drawWrapper);\r\n engine.setState(false);\r\n\r\n // Texture\r\n currentEffect.setTexture(\"textureSampler\", this.texture);\r\n currentEffect.setMatrix(\"textureMatrix\", this.texture!.getTextureMatrix());\r\n\r\n // Color\r\n currentEffect.setFloat4(\"color\", this.color.r, this.color.g, this.color.b, this.color.a);\r\n\r\n // Scale / offset\r\n currentEffect.setVector2(\"offset\", this.offset);\r\n currentEffect.setVector2(\"scale\", this.scale);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);\r\n\r\n // Draw order\r\n if (!this.alphaTest) {\r\n engine.setAlphaMode(this.alphaBlendingMode);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n } else {\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n this.onAfterRenderObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Disposes and releases the associated resources.\r\n */\r\n public dispose(): void {\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n this.texture = null;\r\n }\r\n\r\n // Clean RTT list\r\n this.renderTargetTextures = [];\r\n\r\n // Remove from scene\r\n const index = this._scene.layers.indexOf(this);\r\n this._scene.layers.splice(index, 1);\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n\r\n this.onDisposeObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n }\r\n}\r\n"]}
1
+ 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type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { LayerSceneComponent } from \"./layerSceneComponent\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\nimport \"../Shaders/layer.fragment\";\r\nimport \"../Shaders/layer.vertex\";\r\n\r\n/**\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n */\r\nexport class Layer {\r\n /**\r\n * Define the texture the layer should display.\r\n */\r\n public texture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Is the layer in background or foreground.\r\n */\r\n public isBackground: boolean;\r\n\r\n private _applyPostProcess: boolean = true;\r\n /**\r\n * Determines if the layer is drawn before (true) or after (false) post-processing.\r\n * If the layer is background, it is always before.\r\n */\r\n public set applyPostProcess(value: boolean) {\r\n this._applyPostProcess = value;\r\n }\r\n public get applyPostProcess(): boolean {\r\n return this.isBackground || this._applyPostProcess;\r\n }\r\n\r\n /**\r\n * Define the color of the layer (instead of texture).\r\n */\r\n public color: Color4;\r\n\r\n /**\r\n * Define the scale of the layer in order to zoom in out of the texture.\r\n */\r\n public scale = new Vector2(1, 1);\r\n\r\n /**\r\n * Define an offset for the layer in order to shift the texture.\r\n */\r\n public offset = new Vector2(0, 0);\r\n\r\n /**\r\n * Define the alpha blending mode used in the layer in case the texture or color has an alpha.\r\n */\r\n public alphaBlendingMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Define if the layer should alpha test or alpha blend with the rest of the scene.\r\n * Alpha test will not mix with the background color in case of transparency.\r\n * It will either use the texture color or the background depending on the alpha value of the current pixel.\r\n */\r\n public alphaTest: boolean;\r\n\r\n /**\r\n * Define a mask to restrict the layer to only some of the scene cameras.\r\n */\r\n public layerMask: number = 0x0fffffff;\r\n\r\n /**\r\n * Define the list of render target the layer is visible into.\r\n */\r\n public renderTargetTextures: RenderTargetTexture[] = [];\r\n\r\n /**\r\n * Define if the layer is only used in renderTarget or if it also\r\n * renders in the main frame buffer of the canvas.\r\n */\r\n public renderOnlyInRenderTargetTextures = false;\r\n\r\n /**\r\n * Define if the layer is enabled (ie. should be displayed). Default: true\r\n */\r\n public isEnabled = true;\r\n\r\n private _scene: Scene;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _drawWrapper: DrawWrapper;\r\n private _previousDefines: string;\r\n\r\n /**\r\n * An event triggered when the layer is disposed.\r\n */\r\n public onDisposeObservable = new Observable<Layer>();\r\n\r\n private _onDisposeObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onDisposeObservable existed.\r\n * The set callback will be triggered when the layer has been disposed.\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered before rendering the scene\r\n */\r\n public onBeforeRenderObservable = new Observable<Layer>();\r\n\r\n private _onBeforeRenderObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onBeforeRenderObservable existed.\r\n * The set callback will be triggered just before rendering the layer.\r\n */\r\n public set onBeforeRender(callback: () => void) {\r\n if (this._onBeforeRenderObserver) {\r\n this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n }\r\n this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered after rendering the scene\r\n */\r\n public onAfterRenderObservable = new Observable<Layer>();\r\n\r\n private _onAfterRenderObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onAfterRenderObservable existed.\r\n * The set callback will be triggered just after rendering the layer.\r\n */\r\n public set onAfterRender(callback: () => void) {\r\n if (this._onAfterRenderObserver) {\r\n this.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n }\r\n this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * Instantiates a new layer.\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n * @param name Define the name of the layer in the scene\r\n * @param imgUrl Define the url of the texture to display in the layer\r\n * @param scene Define the scene the layer belongs to\r\n * @param isBackground Defines whether the layer is displayed in front or behind the scene\r\n * @param color Defines a color for the layer\r\n */\r\n constructor(\r\n /**\r\n * Define the name of the layer.\r\n */\r\n public name: string,\r\n imgUrl: Nullable<string>,\r\n scene: Nullable<Scene>,\r\n isBackground?: boolean,\r\n color?: Color4\r\n ) {\r\n this.texture = imgUrl ? new Texture(imgUrl, scene, true) : null;\r\n this.isBackground = isBackground === undefined ? true : isBackground;\r\n this.color = color === undefined ? new Color4(1, 1, 1, 1) : color;\r\n\r\n this._scene = <Scene>(scene || EngineStore.LastCreatedScene);\r\n let layerComponent = this._scene._getComponent(SceneComponentConstants.NAME_LAYER) as LayerSceneComponent;\r\n if (!layerComponent) {\r\n layerComponent = new LayerSceneComponent(this._scene);\r\n this._scene._addComponent(layerComponent);\r\n }\r\n this._scene.layers.push(this);\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n this._drawWrapper = new DrawWrapper(engine);\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n const vertexBuffer = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this._scene.getEngine();\r\n\r\n // Indices\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n /**\r\n * Checks if the layer is ready to be rendered\r\n * @returns true if the layer is ready. False otherwise.\r\n */\r\n public isReady() {\r\n const engine = this._scene.getEngine();\r\n\r\n let defines = \"\";\r\n\r\n if (this.alphaTest) {\r\n defines = \"#define ALPHATEST\";\r\n }\r\n\r\n if (this.texture && !this.texture.gammaSpace) {\r\n defines += \"\\n#define LINEAR\";\r\n }\r\n\r\n if (this._previousDefines !== defines) {\r\n this._previousDefines = defines;\r\n this._drawWrapper.effect = engine.createEffect(\"layer\", [VertexBuffer.PositionKind], [\"textureMatrix\", \"color\", \"scale\", \"offset\"], [\"textureSampler\"], defines);\r\n }\r\n\r\n const currentEffect = this._drawWrapper.effect;\r\n\r\n return currentEffect?.isReady() && this.texture?.isReady();\r\n }\r\n\r\n /**\r\n * Renders the layer in the scene.\r\n */\r\n public render(): void {\r\n if (!this.isEnabled) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n // Check\r\n if (!this.isReady()) {\r\n return;\r\n }\r\n\r\n const currentEffect = this._drawWrapper.effect!;\r\n\r\n this.onBeforeRenderObservable.notifyObservers(this);\r\n\r\n // Render\r\n engine.enableEffect(this._drawWrapper);\r\n engine.setState(false);\r\n\r\n // Texture\r\n currentEffect.setTexture(\"textureSampler\", this.texture);\r\n currentEffect.setMatrix(\"textureMatrix\", this.texture!.getTextureMatrix());\r\n\r\n // Color\r\n currentEffect.setFloat4(\"color\", this.color.r, this.color.g, this.color.b, this.color.a);\r\n\r\n // Scale / offset\r\n currentEffect.setVector2(\"offset\", this.offset);\r\n currentEffect.setVector2(\"scale\", this.scale);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);\r\n\r\n // Draw order\r\n if (!this.alphaTest) {\r\n engine.setAlphaMode(this.alphaBlendingMode);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n } else {\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n this.onAfterRenderObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Disposes and releases the associated resources.\r\n */\r\n public dispose(): void {\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n this.texture = null;\r\n }\r\n\r\n // Clean RTT list\r\n this.renderTargetTextures = [];\r\n\r\n // Remove from scene\r\n const index = this._scene.layers.indexOf(this);\r\n this._scene.layers.splice(index, 1);\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n\r\n this.onDisposeObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n }\r\n}\r\n"]}
@@ -264,10 +264,9 @@ export class LensFlareSystem {
264
264
  * Rebuilds the lens flare system
265
265
  */
266
266
  rebuild() {
267
- var _a;
268
267
  this._createIndexBuffer();
269
268
  for (const key in this._vertexBuffers) {
270
- (_a = this._vertexBuffers[key]) === null || _a === void 0 ? void 0 : _a._rebuild();
269
+ this._vertexBuffers[key]?._rebuild();
271
270
  }
272
271
  }
273
272
  /**
@@ -1 +1 @@
1
- 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{ Tools } from \"../Misc/tools\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Scalar } from \"../Maths/math.scalar\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { LensFlare } from \"./lensFlare\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/lensFlare.fragment\";\r\nimport \"../Shaders/lensFlare.vertex\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { Viewport } from \"../Maths/math.viewport\";\r\n\r\n/**\r\n * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.\r\n * It is usually composed of several `lensFlare`.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare\r\n */\r\nexport class LensFlareSystem {\r\n /**\r\n * List of lens flares used in this system.\r\n */\r\n public lensFlares: LensFlare[] = [];\r\n\r\n /**\r\n * Define a limit from the border the lens flare can be visible.\r\n */\r\n public borderLimit = 300;\r\n\r\n /**\r\n * Define a viewport border we do not want to see the lens flare in.\r\n */\r\n public viewportBorder = 0;\r\n\r\n /**\r\n * Define a predicate which could limit the list of meshes able to occlude the effect.\r\n */\r\n public meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;\r\n\r\n /**\r\n * Restricts the rendering of the effect to only the camera rendering this layer mask.\r\n */\r\n public layerMask: number = 0x0fffffff;\r\n\r\n /** Gets the scene */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Define the id of the lens flare system in the scene.\r\n * (equal to name by default)\r\n */\r\n public id: string;\r\n\r\n private _scene: Scene;\r\n private _emitter: any;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _positionX: number;\r\n private _positionY: number;\r\n private _isEnabled = true;\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"LensFlareSystemSceneComponent\");\r\n };\r\n\r\n /**\r\n * Instantiates a lens flare system.\r\n * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.\r\n * It is usually composed of several `lensFlare`.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare\r\n * @param name Define the name of the lens flare system in the scene\r\n * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).\r\n * @param scene Define the scene the lens flare system belongs to\r\n */\r\n constructor(\r\n /**\r\n * Define the name of the lens flare system\r\n */\r\n public name: string,\r\n emitter: any,\r\n scene: Scene\r\n ) {\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n LensFlareSystem._SceneComponentInitialization(this._scene);\r\n\r\n this._emitter = emitter;\r\n this.id = name;\r\n scene.lensFlareSystems.push(this);\r\n\r\n this.meshesSelectionPredicate = (m) =>\r\n <boolean>(scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && (m.layerMask & scene.activeCamera.layerMask) != 0);\r\n\r\n const engine = scene.getEngine();\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n\r\n // Indices\r\n this._createIndexBuffer();\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Define if the lens flare system is enabled.\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n }\r\n\r\n /**\r\n * Get the scene the effects belongs to.\r\n * @returns the scene holding the lens flare system\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Get the emitter of the lens flare system.\r\n * It defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @returns the emitter of the lens flare system\r\n */\r\n public getEmitter(): any {\r\n return this._emitter;\r\n }\r\n\r\n /**\r\n * Set the emitter of the lens flare system.\r\n * It defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @param newEmitter Define the new emitter of the system\r\n */\r\n public setEmitter(newEmitter: any): void {\r\n this._emitter = newEmitter;\r\n }\r\n\r\n /**\r\n * Get the lens flare system emitter position.\r\n * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @returns the position\r\n */\r\n public getEmitterPosition(): Vector3 {\r\n return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public computeEffectivePosition(globalViewport: Viewport): boolean {\r\n let position = this.getEmitterPosition();\r\n\r\n position = Vector3.Project(position, Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);\r\n\r\n this._positionX = position.x;\r\n this._positionY = position.y;\r\n\r\n position = Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());\r\n\r\n if (this.viewportBorder > 0) {\r\n globalViewport.x -= this.viewportBorder;\r\n globalViewport.y -= this.viewportBorder;\r\n globalViewport.width += this.viewportBorder * 2;\r\n globalViewport.height += this.viewportBorder * 2;\r\n position.x += this.viewportBorder;\r\n position.y += this.viewportBorder;\r\n this._positionX += this.viewportBorder;\r\n this._positionY += this.viewportBorder;\r\n }\r\n\r\n const rhs = this._scene.useRightHandedSystem;\r\n const okZ = (position.z > 0 && !rhs) || (position.z < 0 && rhs);\r\n\r\n if (okZ) {\r\n if (this._positionX > globalViewport.x && this._positionX < globalViewport.x + globalViewport.width) {\r\n if (this._positionY > globalViewport.y && this._positionY < globalViewport.y + globalViewport.height) {\r\n return true;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _isVisible(): boolean {\r\n if (!this._isEnabled || !this._scene.activeCamera) {\r\n return false;\r\n }\r\n\r\n const emitterPosition = this.getEmitterPosition();\r\n const direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);\r\n const distance = direction.length();\r\n direction.normalize();\r\n\r\n const ray = new Ray(this._scene.activeCamera.globalPosition, direction);\r\n const pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);\r\n\r\n return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public render(): boolean {\r\n if (!this._scene.activeCamera) {\r\n return false;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const viewport = this._scene.activeCamera.viewport;\r\n const globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));\r\n\r\n // Position\r\n if (!this.computeEffectivePosition(globalViewport)) {\r\n return false;\r\n }\r\n\r\n // Visibility\r\n if (!this._isVisible()) {\r\n return false;\r\n }\r\n\r\n // Intensity\r\n let awayX;\r\n let awayY;\r\n\r\n if (this._positionX < this.borderLimit + globalViewport.x) {\r\n awayX = this.borderLimit + globalViewport.x - this._positionX;\r\n } else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {\r\n awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;\r\n } else {\r\n awayX = 0;\r\n }\r\n\r\n if (this._positionY < this.borderLimit + globalViewport.y) {\r\n awayY = this.borderLimit + globalViewport.y - this._positionY;\r\n } else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {\r\n awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;\r\n } else {\r\n awayY = 0;\r\n }\r\n\r\n let away = awayX > awayY ? awayX : awayY;\r\n\r\n away -= this.viewportBorder;\r\n\r\n if (away > this.borderLimit) {\r\n away = this.borderLimit;\r\n }\r\n\r\n let intensity = 1.0 - Scalar.Clamp(away / this.borderLimit, 0, 1);\r\n if (intensity < 0) {\r\n return false;\r\n }\r\n\r\n if (intensity > 1.0) {\r\n intensity = 1.0;\r\n }\r\n\r\n if (this.viewportBorder > 0) {\r\n globalViewport.x += this.viewportBorder;\r\n globalViewport.y += this.viewportBorder;\r\n globalViewport.width -= this.viewportBorder * 2;\r\n globalViewport.height -= this.viewportBorder * 2;\r\n this._positionX -= this.viewportBorder;\r\n this._positionY -= this.viewportBorder;\r\n }\r\n\r\n // Position\r\n const centerX = globalViewport.x + globalViewport.width / 2;\r\n const centerY = globalViewport.y + globalViewport.height / 2;\r\n const distX = centerX - this._positionX;\r\n const distY = centerY - this._positionY;\r\n\r\n // Effects\r\n engine.setState(false);\r\n engine.setDepthBuffer(false);\r\n\r\n // Flares\r\n for (let index = 0; index < this.lensFlares.length; index++) {\r\n const flare = this.lensFlares[index];\r\n\r\n if (!flare._drawWrapper.effect!.isReady() || (flare.texture && !flare.texture.isReady())) {\r\n continue;\r\n }\r\n\r\n engine.enableEffect(flare._drawWrapper);\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, flare._drawWrapper.effect!);\r\n\r\n engine.setAlphaMode(flare.alphaMode);\r\n\r\n const x = centerX - distX * flare.position;\r\n const y = centerY - distY * flare.position;\r\n\r\n const cw = flare.size;\r\n const ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);\r\n const cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;\r\n const cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));\r\n\r\n const viewportMatrix = Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);\r\n\r\n flare._drawWrapper.effect!.setMatrix(\"viewportMatrix\", viewportMatrix);\r\n\r\n // Texture\r\n flare._drawWrapper.effect!.setTexture(\"textureSampler\", flare.texture);\r\n\r\n // Color\r\n flare._drawWrapper.effect!.setFloat4(\"color\", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n engine.setDepthBuffer(true);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n return true;\r\n }\r\n\r\n /**\r\n * Rebuilds the lens flare system\r\n */\r\n public rebuild(): void {\r\n this._createIndexBuffer();\r\n\r\n for (const key in this._vertexBuffers) {\r\n this._vertexBuffers[key]?._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * Dispose and release the lens flare with its associated resources.\r\n */\r\n public dispose(): void {\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n while (this.lensFlares.length) {\r\n this.lensFlares[0].dispose();\r\n }\r\n\r\n // Remove from scene\r\n const index = this._scene.lensFlareSystems.indexOf(this);\r\n this._scene.lensFlareSystems.splice(index, 1);\r\n }\r\n\r\n /**\r\n * Parse a lens flare system from a JSON representation\r\n * @param parsedLensFlareSystem Define the JSON to parse\r\n * @param scene Define the scene the parsed system should be instantiated in\r\n * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures\r\n * @returns the parsed system\r\n */\r\n public static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem {\r\n const emitter = scene.getLastEntryById(parsedLensFlareSystem.emitterId);\r\n\r\n const name = parsedLensFlareSystem.name || \"lensFlareSystem#\" + parsedLensFlareSystem.emitterId;\r\n\r\n const lensFlareSystem = new LensFlareSystem(name, emitter, scene);\r\n\r\n lensFlareSystem.id = parsedLensFlareSystem.id || name;\r\n lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;\r\n\r\n for (let index = 0; index < parsedLensFlareSystem.flares.length; index++) {\r\n const parsedFlare = parsedLensFlareSystem.flares[index];\r\n LensFlare.AddFlare(\r\n parsedFlare.size,\r\n parsedFlare.position,\r\n Color3.FromArray(parsedFlare.color),\r\n parsedFlare.textureName ? rootUrl + parsedFlare.textureName : \"\",\r\n lensFlareSystem\r\n );\r\n }\r\n\r\n return lensFlareSystem;\r\n }\r\n\r\n /**\r\n * Serialize the current Lens Flare System into a JSON representation.\r\n * @returns the serialized JSON\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.id = this.id;\r\n serializationObject.name = this.name;\r\n\r\n serializationObject.emitterId = this.getEmitter().id;\r\n serializationObject.borderLimit = this.borderLimit;\r\n\r\n serializationObject.flares = [];\r\n for (let index = 0; index < this.lensFlares.length; index++) {\r\n const flare = this.lensFlares[index];\r\n\r\n serializationObject.flares.push({\r\n size: flare.size,\r\n position: flare.position,\r\n color: flare.color.asArray(),\r\n textureName: Tools.GetFilename(flare.texture ? flare.texture.name : \"\"),\r\n });\r\n }\r\n\r\n return serializationObject;\r\n }\r\n}\r\n"]}
1
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{ Tools } from \"../Misc/tools\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Scalar } from \"../Maths/math.scalar\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { LensFlare } from \"./lensFlare\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/lensFlare.fragment\";\r\nimport \"../Shaders/lensFlare.vertex\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { Viewport } from \"../Maths/math.viewport\";\r\n\r\n/**\r\n * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.\r\n * It is usually composed of several `lensFlare`.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare\r\n */\r\nexport class LensFlareSystem {\r\n /**\r\n * List of lens flares used in this system.\r\n */\r\n public lensFlares: LensFlare[] = [];\r\n\r\n /**\r\n * Define a limit from the border the lens flare can be visible.\r\n */\r\n public borderLimit = 300;\r\n\r\n /**\r\n * Define a viewport border we do not want to see the lens flare in.\r\n */\r\n public viewportBorder = 0;\r\n\r\n /**\r\n * Define a predicate which could limit the list of meshes able to occlude the effect.\r\n */\r\n public meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;\r\n\r\n /**\r\n * Restricts the rendering of the effect to only the camera rendering this layer mask.\r\n */\r\n public layerMask: number = 0x0fffffff;\r\n\r\n /** Gets the scene */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Define the id of the lens flare system in the scene.\r\n * (equal to name by default)\r\n */\r\n public id: string;\r\n\r\n private _scene: Scene;\r\n private _emitter: any;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _positionX: number;\r\n private _positionY: number;\r\n private _isEnabled = true;\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"LensFlareSystemSceneComponent\");\r\n };\r\n\r\n /**\r\n * Instantiates a lens flare system.\r\n * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.\r\n * It is usually composed of several `lensFlare`.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare\r\n * @param name Define the name of the lens flare system in the scene\r\n * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).\r\n * @param scene Define the scene the lens flare system belongs to\r\n */\r\n constructor(\r\n /**\r\n * Define the name of the lens flare system\r\n */\r\n public name: string,\r\n emitter: any,\r\n scene: Scene\r\n ) {\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n LensFlareSystem._SceneComponentInitialization(this._scene);\r\n\r\n this._emitter = emitter;\r\n this.id = name;\r\n scene.lensFlareSystems.push(this);\r\n\r\n this.meshesSelectionPredicate = (m) =>\r\n <boolean>(scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && (m.layerMask & scene.activeCamera.layerMask) != 0);\r\n\r\n const engine = scene.getEngine();\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n\r\n // Indices\r\n this._createIndexBuffer();\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Define if the lens flare system is enabled.\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n }\r\n\r\n /**\r\n * Get the scene the effects belongs to.\r\n * @returns the scene holding the lens flare system\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Get the emitter of the lens flare system.\r\n * It defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @returns the emitter of the lens flare system\r\n */\r\n public getEmitter(): any {\r\n return this._emitter;\r\n }\r\n\r\n /**\r\n * Set the emitter of the lens flare system.\r\n * It defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @param newEmitter Define the new emitter of the system\r\n */\r\n public setEmitter(newEmitter: any): void {\r\n this._emitter = newEmitter;\r\n }\r\n\r\n /**\r\n * Get the lens flare system emitter position.\r\n * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @returns the position\r\n */\r\n public getEmitterPosition(): Vector3 {\r\n return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public computeEffectivePosition(globalViewport: Viewport): boolean {\r\n let position = this.getEmitterPosition();\r\n\r\n position = Vector3.Project(position, Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);\r\n\r\n this._positionX = position.x;\r\n this._positionY = position.y;\r\n\r\n position = Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());\r\n\r\n if (this.viewportBorder > 0) {\r\n globalViewport.x -= this.viewportBorder;\r\n globalViewport.y -= this.viewportBorder;\r\n globalViewport.width += this.viewportBorder * 2;\r\n globalViewport.height += this.viewportBorder * 2;\r\n position.x += this.viewportBorder;\r\n position.y += this.viewportBorder;\r\n this._positionX += this.viewportBorder;\r\n this._positionY += this.viewportBorder;\r\n }\r\n\r\n const rhs = this._scene.useRightHandedSystem;\r\n const okZ = (position.z > 0 && !rhs) || (position.z < 0 && rhs);\r\n\r\n if (okZ) {\r\n if (this._positionX > globalViewport.x && this._positionX < globalViewport.x + globalViewport.width) {\r\n if (this._positionY > globalViewport.y && this._positionY < globalViewport.y + globalViewport.height) {\r\n return true;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _isVisible(): boolean {\r\n if (!this._isEnabled || !this._scene.activeCamera) {\r\n return false;\r\n }\r\n\r\n const emitterPosition = this.getEmitterPosition();\r\n const direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);\r\n const distance = direction.length();\r\n direction.normalize();\r\n\r\n const ray = new Ray(this._scene.activeCamera.globalPosition, direction);\r\n const pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);\r\n\r\n return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public render(): boolean {\r\n if (!this._scene.activeCamera) {\r\n return false;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const viewport = this._scene.activeCamera.viewport;\r\n const globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));\r\n\r\n // Position\r\n if (!this.computeEffectivePosition(globalViewport)) {\r\n return false;\r\n }\r\n\r\n // Visibility\r\n if (!this._isVisible()) {\r\n return false;\r\n }\r\n\r\n // Intensity\r\n let awayX;\r\n let awayY;\r\n\r\n if (this._positionX < this.borderLimit + globalViewport.x) {\r\n awayX = this.borderLimit + globalViewport.x - this._positionX;\r\n } else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {\r\n awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;\r\n } else {\r\n awayX = 0;\r\n }\r\n\r\n if (this._positionY < this.borderLimit + globalViewport.y) {\r\n awayY = this.borderLimit + globalViewport.y - this._positionY;\r\n } else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {\r\n awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;\r\n } else {\r\n awayY = 0;\r\n }\r\n\r\n let away = awayX > awayY ? awayX : awayY;\r\n\r\n away -= this.viewportBorder;\r\n\r\n if (away > this.borderLimit) {\r\n away = this.borderLimit;\r\n }\r\n\r\n let intensity = 1.0 - Scalar.Clamp(away / this.borderLimit, 0, 1);\r\n if (intensity < 0) {\r\n return false;\r\n }\r\n\r\n if (intensity > 1.0) {\r\n intensity = 1.0;\r\n }\r\n\r\n if (this.viewportBorder > 0) {\r\n globalViewport.x += this.viewportBorder;\r\n globalViewport.y += this.viewportBorder;\r\n globalViewport.width -= this.viewportBorder * 2;\r\n globalViewport.height -= this.viewportBorder * 2;\r\n this._positionX -= this.viewportBorder;\r\n this._positionY -= this.viewportBorder;\r\n }\r\n\r\n // Position\r\n const centerX = globalViewport.x + globalViewport.width / 2;\r\n const centerY = globalViewport.y + globalViewport.height / 2;\r\n const distX = centerX - this._positionX;\r\n const distY = centerY - this._positionY;\r\n\r\n // Effects\r\n engine.setState(false);\r\n engine.setDepthBuffer(false);\r\n\r\n // Flares\r\n for (let index = 0; index < this.lensFlares.length; index++) {\r\n const flare = this.lensFlares[index];\r\n\r\n if (!flare._drawWrapper.effect!.isReady() || (flare.texture && !flare.texture.isReady())) {\r\n continue;\r\n }\r\n\r\n engine.enableEffect(flare._drawWrapper);\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, flare._drawWrapper.effect!);\r\n\r\n engine.setAlphaMode(flare.alphaMode);\r\n\r\n const x = centerX - distX * flare.position;\r\n const y = centerY - distY * flare.position;\r\n\r\n const cw = flare.size;\r\n const ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);\r\n const cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;\r\n const cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));\r\n\r\n const viewportMatrix = Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);\r\n\r\n flare._drawWrapper.effect!.setMatrix(\"viewportMatrix\", viewportMatrix);\r\n\r\n // Texture\r\n flare._drawWrapper.effect!.setTexture(\"textureSampler\", flare.texture);\r\n\r\n // Color\r\n flare._drawWrapper.effect!.setFloat4(\"color\", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n engine.setDepthBuffer(true);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n return true;\r\n }\r\n\r\n /**\r\n * Rebuilds the lens flare system\r\n */\r\n public rebuild(): void {\r\n this._createIndexBuffer();\r\n\r\n for (const key in this._vertexBuffers) {\r\n this._vertexBuffers[key]?._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * Dispose and release the lens flare with its associated resources.\r\n */\r\n public dispose(): void {\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n while (this.lensFlares.length) {\r\n this.lensFlares[0].dispose();\r\n }\r\n\r\n // Remove from scene\r\n const index = this._scene.lensFlareSystems.indexOf(this);\r\n this._scene.lensFlareSystems.splice(index, 1);\r\n }\r\n\r\n /**\r\n * Parse a lens flare system from a JSON representation\r\n * @param parsedLensFlareSystem Define the JSON to parse\r\n * @param scene Define the scene the parsed system should be instantiated in\r\n * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures\r\n * @returns the parsed system\r\n */\r\n public static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem {\r\n const emitter = scene.getLastEntryById(parsedLensFlareSystem.emitterId);\r\n\r\n const name = parsedLensFlareSystem.name || \"lensFlareSystem#\" + parsedLensFlareSystem.emitterId;\r\n\r\n const lensFlareSystem = new LensFlareSystem(name, emitter, scene);\r\n\r\n lensFlareSystem.id = parsedLensFlareSystem.id || name;\r\n lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;\r\n\r\n for (let index = 0; index < parsedLensFlareSystem.flares.length; index++) {\r\n const parsedFlare = parsedLensFlareSystem.flares[index];\r\n LensFlare.AddFlare(\r\n parsedFlare.size,\r\n parsedFlare.position,\r\n Color3.FromArray(parsedFlare.color),\r\n parsedFlare.textureName ? rootUrl + parsedFlare.textureName : \"\",\r\n lensFlareSystem\r\n );\r\n }\r\n\r\n return lensFlareSystem;\r\n }\r\n\r\n /**\r\n * Serialize the current Lens Flare System into a JSON representation.\r\n * @returns the serialized JSON\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.id = this.id;\r\n serializationObject.name = this.name;\r\n\r\n serializationObject.emitterId = this.getEmitter().id;\r\n serializationObject.borderLimit = this.borderLimit;\r\n\r\n serializationObject.flares = [];\r\n for (let index = 0; index < this.lensFlares.length; index++) {\r\n const flare = this.lensFlares[index];\r\n\r\n serializationObject.flares.push({\r\n size: flare.size,\r\n position: flare.position,\r\n color: flare.color.asArray(),\r\n textureName: Tools.GetFilename(flare.texture ? flare.texture.name : \"\"),\r\n });\r\n }\r\n\r\n return serializationObject;\r\n }\r\n}\r\n"]}