@babylonjs/core 6.7.0 → 6.8.1

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 (412) hide show
  1. package/Actions/abstractActionManager.js.map +1 -1
  2. package/Actions/action.js.map +1 -1
  3. package/Animations/animation.js.map +1 -1
  4. package/Animations/animationGroup.d.ts +5 -0
  5. package/Animations/animationGroup.js +12 -0
  6. package/Animations/animationGroup.js.map +1 -1
  7. package/Animations/easing.js.map +1 -1
  8. package/Audio/audioSceneComponent.js.map +1 -1
  9. package/Audio/sound.js.map +1 -1
  10. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  11. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  12. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  13. package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
  14. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  15. package/Bones/bone.js.map +1 -1
  16. package/Bones/boneIKController.js.map +1 -1
  17. package/Bones/boneLookController.js.map +1 -1
  18. package/Buffers/dataBuffer.js.map +1 -1
  19. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  20. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  21. package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
  22. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  23. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  24. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  25. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  26. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  27. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  28. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  29. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  30. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  31. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  32. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  33. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  34. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  35. package/Cameras/arcRotateCamera.js.map +1 -1
  36. package/Cameras/camera.js.map +1 -1
  37. package/Cameras/flyCamera.js.map +1 -1
  38. package/Cameras/followCamera.js.map +1 -1
  39. package/Cameras/freeCamera.js.map +1 -1
  40. package/Cameras/targetCamera.js.map +1 -1
  41. package/Collisions/collider.js.map +1 -1
  42. package/Compute/computeEffect.js.map +1 -1
  43. package/Compute/computeShader.js +1 -5
  44. package/Compute/computeShader.js.map +1 -1
  45. package/Culling/Octrees/octree.js.map +1 -1
  46. package/Culling/boundingBox.js.map +1 -1
  47. package/Culling/boundingInfo.js.map +1 -1
  48. package/Culling/boundingSphere.js.map +1 -1
  49. package/Culling/ray.d.ts +7 -2
  50. package/Culling/ray.js +8 -3
  51. package/Culling/ray.js.map +1 -1
  52. package/Debug/debugLayer.js +1 -9
  53. package/Debug/debugLayer.js.map +1 -1
  54. package/Debug/skeletonViewer.js.map +1 -1
  55. package/Engines/Extensions/engine.cubeTexture.js +1 -6
  56. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  57. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  58. package/Engines/Extensions/engine.multiview.d.ts +6 -1
  59. package/Engines/Extensions/engine.multiview.js +27 -7
  60. package/Engines/Extensions/engine.multiview.js.map +1 -1
  61. package/Engines/Extensions/engine.renderTarget.js +1 -6
  62. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  63. package/Engines/Extensions/engine.renderTargetCube.js +1 -9
  64. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  65. package/Engines/Extensions/engine.webVR.js +1 -5
  66. package/Engines/Extensions/engine.webVR.js.map +1 -1
  67. package/Engines/Native/nativeInterfaces.d.ts +1 -0
  68. package/Engines/Native/nativeInterfaces.js.map +1 -1
  69. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +3 -0
  70. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  71. package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +37 -0
  72. package/Engines/Processors/Expressions/shaderDefineExpression.js +57 -0
  73. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  74. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  75. package/Engines/Processors/shaderProcessor.js +34 -14
  76. package/Engines/Processors/shaderProcessor.js.map +1 -1
  77. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +19 -0
  78. package/Engines/WebGL/webGLRenderTargetWrapper.js +20 -1
  79. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  80. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +1 -7
  81. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  82. package/Engines/WebGPU/Extensions/engine.renderTarget.js +1 -8
  83. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  84. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +1 -10
  85. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  86. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  87. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  88. package/Engines/WebGPU/webgpuCacheSampler.js +1 -6
  89. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  90. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  91. package/Engines/WebGPU/webgpuTintWASM.js +1 -4
  92. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  93. package/Engines/engine.d.ts +8 -1
  94. package/Engines/engine.js.map +1 -1
  95. package/Engines/engineCapabilities.d.ts +2 -0
  96. package/Engines/engineCapabilities.js.map +1 -1
  97. package/Engines/nativeEngine.d.ts +2 -0
  98. package/Engines/nativeEngine.js +16 -0
  99. package/Engines/nativeEngine.js.map +1 -1
  100. package/Engines/nullEngine.js +1 -9
  101. package/Engines/nullEngine.js.map +1 -1
  102. package/Engines/thinEngine.js +7 -9
  103. package/Engines/thinEngine.js.map +1 -1
  104. package/Engines/webgpuEngine.js +3 -14
  105. package/Engines/webgpuEngine.js.map +1 -1
  106. package/Gamepads/Controllers/gearVRController.js.map +1 -1
  107. package/Gamepads/Controllers/oculusTouchController.js.map +1 -1
  108. package/Gamepads/Controllers/poseEnabledController.js.map +1 -1
  109. package/Gamepads/Controllers/windowsMotionController.js.map +1 -1
  110. package/Gamepads/gamepad.js.map +1 -1
  111. package/Gizmos/cameraGizmo.js.map +1 -1
  112. package/Gizmos/gizmo.js.map +1 -1
  113. package/Gizmos/lightGizmo.js.map +1 -1
  114. package/Gizmos/planeRotationGizmo.js.map +1 -1
  115. package/Helpers/environmentHelper.js +2 -8
  116. package/Helpers/environmentHelper.js.map +1 -1
  117. package/Helpers/textureDome.js.map +1 -1
  118. package/Inputs/scene.inputManager.js +4 -1
  119. package/Inputs/scene.inputManager.js.map +1 -1
  120. package/Layers/effectLayer.js +1 -8
  121. package/Layers/effectLayer.js.map +1 -1
  122. package/Layers/glowLayer.js +1 -12
  123. package/Layers/glowLayer.js.map +1 -1
  124. package/Layers/highlightLayer.js +1 -11
  125. package/Layers/highlightLayer.js.map +1 -1
  126. package/Legacy/legacy.js +1 -1
  127. package/Legacy/legacy.js.map +1 -1
  128. package/LensFlares/lensFlareSystem.js.map +1 -1
  129. package/Lights/Shadows/shadowGenerator.js +1 -4
  130. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  131. package/Lights/directionalLight.js.map +1 -1
  132. package/Lights/hemisphericLight.js.map +1 -1
  133. package/Lights/light.js.map +1 -1
  134. package/Lights/spotLight.js.map +1 -1
  135. package/Loading/loadingScreen.js.map +1 -1
  136. package/Loading/sceneLoader.d.ts +8 -8
  137. package/Loading/sceneLoader.js +35 -19
  138. package/Loading/sceneLoader.js.map +1 -1
  139. package/Materials/Background/backgroundMaterial.js.map +1 -1
  140. package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +1 -1
  141. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  142. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  143. package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +1 -1
  144. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  145. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  146. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  147. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  148. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  149. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  150. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  151. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  152. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  153. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  154. package/Materials/Node/Blocks/addBlock.js +2 -0
  155. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  156. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  157. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  158. package/Materials/Node/Blocks/customBlock.d.ts +1 -0
  159. package/Materials/Node/Blocks/customBlock.js +18 -2
  160. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  161. package/Materials/Node/Blocks/divideBlock.js +2 -0
  162. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  163. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  164. package/Materials/Node/Blocks/multiplyBlock.js +2 -0
  165. package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
  166. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  167. package/Materials/Node/Blocks/subtractBlock.js +2 -0
  168. package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
  169. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  170. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  171. package/Materials/Node/nodeMaterial.d.ts +6 -1
  172. package/Materials/Node/nodeMaterial.js +6 -10
  173. package/Materials/Node/nodeMaterial.js.map +1 -1
  174. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  175. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  176. package/Materials/PBR/pbrBaseMaterial.js +1 -5
  177. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  178. package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
  179. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  180. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  181. package/Materials/PBR/pbrMaterial.d.ts +2 -1
  182. package/Materials/PBR/pbrMaterial.js +6 -13
  183. package/Materials/PBR/pbrMaterial.js.map +1 -1
  184. package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
  185. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  186. package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
  187. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  188. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  189. package/Materials/Textures/baseTexture.js.map +1 -1
  190. package/Materials/Textures/cubeTexture.js.map +1 -1
  191. package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
  192. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  193. package/Materials/Textures/htmlElementTexture.js +1 -4
  194. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  195. package/Materials/Textures/internalTexture.js.map +1 -1
  196. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  197. package/Materials/Textures/texture.js.map +1 -1
  198. package/Materials/Textures/videoTexture.js +9 -22
  199. package/Materials/Textures/videoTexture.js.map +1 -1
  200. package/Materials/colorCurves.js.map +1 -1
  201. package/Materials/effect.js.map +1 -1
  202. package/Materials/greasedLinePluginMaterial.d.ts +307 -0
  203. package/Materials/greasedLinePluginMaterial.js +553 -0
  204. package/Materials/greasedLinePluginMaterial.js.map +1 -0
  205. package/Materials/imageProcessingConfiguration.js.map +1 -1
  206. package/Materials/index.d.ts +1 -0
  207. package/Materials/index.js +1 -0
  208. package/Materials/index.js.map +1 -1
  209. package/Materials/material.d.ts +3 -0
  210. package/Materials/material.decalMapConfiguration.js.map +1 -1
  211. package/Materials/material.detailMapConfiguration.js.map +1 -1
  212. package/Materials/material.js +40 -5
  213. package/Materials/material.js.map +1 -1
  214. package/Materials/materialPluginBase.d.ts +2 -2
  215. package/Materials/materialPluginBase.js +2 -2
  216. package/Materials/materialPluginBase.js.map +1 -1
  217. package/Materials/materialPluginManager.d.ts +3 -2
  218. package/Materials/materialPluginManager.js +3 -1
  219. package/Materials/materialPluginManager.js.map +1 -1
  220. package/Materials/multiMaterial.js +1 -1
  221. package/Materials/multiMaterial.js.map +1 -1
  222. package/Materials/shaderMaterial.d.ts +23 -4
  223. package/Materials/shaderMaterial.js +41 -21
  224. package/Materials/shaderMaterial.js.map +1 -1
  225. package/Materials/standardMaterial.d.ts +2 -1
  226. package/Materials/standardMaterial.js +4 -1
  227. package/Materials/standardMaterial.js.map +1 -1
  228. package/Materials/uniformBuffer.js.map +1 -1
  229. package/Maths/math.vector.d.ts +2 -1
  230. package/Maths/math.vector.js +3 -2
  231. package/Maths/math.vector.js.map +1 -1
  232. package/Meshes/Builders/decalBuilder.js +4 -4
  233. package/Meshes/Builders/decalBuilder.js.map +1 -1
  234. package/Meshes/Builders/greasedLineBuilder.d.ts +105 -0
  235. package/Meshes/Builders/greasedLineBuilder.js +330 -0
  236. package/Meshes/Builders/greasedLineBuilder.js.map +1 -0
  237. package/Meshes/Builders/index.d.ts +1 -0
  238. package/Meshes/Builders/index.js +1 -0
  239. package/Meshes/Builders/index.js.map +1 -1
  240. package/Meshes/abstractMesh.d.ts +3 -2
  241. package/Meshes/abstractMesh.js +5 -3
  242. package/Meshes/abstractMesh.js.map +1 -1
  243. package/Meshes/greasedLineMesh.d.ts +189 -0
  244. package/Meshes/greasedLineMesh.js +437 -0
  245. package/Meshes/greasedLineMesh.js.map +1 -0
  246. package/Meshes/index.d.ts +1 -0
  247. package/Meshes/index.js +1 -0
  248. package/Meshes/index.js.map +1 -1
  249. package/Meshes/mesh.d.ts +4 -0
  250. package/Meshes/mesh.js +20 -10
  251. package/Meshes/mesh.js.map +1 -1
  252. package/Meshes/mesh.vertexData.js.map +1 -1
  253. package/Meshes/meshUVSpaceRenderer.js +1 -8
  254. package/Meshes/meshUVSpaceRenderer.js.map +1 -1
  255. package/Meshes/transformNode.js.map +1 -1
  256. package/Misc/basis.js.map +1 -1
  257. package/Misc/deepCopier.js +8 -2
  258. package/Misc/deepCopier.js.map +1 -1
  259. package/Misc/dumpTools.d.ts +4 -3
  260. package/Misc/dumpTools.js +5 -4
  261. package/Misc/dumpTools.js.map +1 -1
  262. package/Misc/environmentTextureTools.js +1 -1
  263. package/Misc/environmentTextureTools.js.map +1 -1
  264. package/Misc/fileTools.js +10 -10
  265. package/Misc/fileTools.js.map +1 -1
  266. package/Misc/greasedLineTools.d.ts +141 -0
  267. package/Misc/greasedLineTools.js +263 -0
  268. package/Misc/greasedLineTools.js.map +1 -0
  269. package/Misc/index.d.ts +1 -0
  270. package/Misc/index.js +1 -0
  271. package/Misc/index.js.map +1 -1
  272. package/Misc/khronosTextureContainer.js.map +1 -1
  273. package/Misc/observable.d.ts +11 -0
  274. package/Misc/observable.js +26 -1
  275. package/Misc/observable.js.map +1 -1
  276. package/Misc/sceneOptimizer.js.map +1 -1
  277. package/Misc/screenshotTools.d.ts +15 -5
  278. package/Misc/screenshotTools.js +23 -13
  279. package/Misc/screenshotTools.js.map +1 -1
  280. package/Misc/smartArray.js.map +1 -1
  281. package/Misc/tools.d.ts +21 -9
  282. package/Misc/tools.js +21 -9
  283. package/Misc/tools.js.map +1 -1
  284. package/Misc/videoRecorder.js +1 -4
  285. package/Misc/videoRecorder.js.map +1 -1
  286. package/Misc/virtualJoystick.js +1 -4
  287. package/Misc/virtualJoystick.js.map +1 -1
  288. package/Misc/webRequest.js.map +1 -1
  289. package/Morph/morphTarget.js.map +1 -1
  290. package/Morph/morphTargetManager.js.map +1 -1
  291. package/Offline/database.js.map +1 -1
  292. package/Particles/baseParticleSystem.js.map +1 -1
  293. package/Particles/gpuParticleSystem.d.ts +1 -0
  294. package/Particles/gpuParticleSystem.js +5 -8
  295. package/Particles/gpuParticleSystem.js.map +1 -1
  296. package/Particles/particle.js.map +1 -1
  297. package/Particles/particleSystem.js +1 -1
  298. package/Particles/particleSystem.js.map +1 -1
  299. package/Particles/particleSystemSet.js.map +1 -1
  300. package/Physics/physicsHelper.js +4 -4
  301. package/Physics/physicsHelper.js.map +1 -1
  302. package/Physics/physicsRaycastResult.d.ts +3 -1
  303. package/Physics/physicsRaycastResult.js +10 -1
  304. package/Physics/physicsRaycastResult.js.map +1 -1
  305. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
  306. package/Physics/v1/physicsImpostor.js.map +1 -1
  307. package/Physics/v2/IPhysicsEnginePlugin.d.ts +10 -0
  308. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  309. package/Physics/v2/Plugins/havokPlugin.d.ts +3 -2
  310. package/Physics/v2/Plugins/havokPlugin.js +9 -6
  311. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  312. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  313. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  314. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  315. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  316. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  317. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  318. package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
  319. package/PostProcesses/bloomMergePostProcess.js.map +1 -1
  320. package/PostProcesses/blurPostProcess.js.map +1 -1
  321. package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
  322. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  323. package/PostProcesses/convolutionPostProcess.js.map +1 -1
  324. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  325. package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
  326. package/PostProcesses/filterPostProcess.js.map +1 -1
  327. package/PostProcesses/grainPostProcess.js.map +1 -1
  328. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  329. package/PostProcesses/motionBlurPostProcess.js.map +1 -1
  330. package/PostProcesses/postProcess.js.map +1 -1
  331. package/PostProcesses/refractionPostProcess.js.map +1 -1
  332. package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
  333. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  334. package/PostProcesses/sharpenPostProcess.js.map +1 -1
  335. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  336. package/Probes/reflectionProbe.js.map +1 -1
  337. package/Rendering/boundingBoxRenderer.js +2 -4
  338. package/Rendering/boundingBoxRenderer.js.map +1 -1
  339. package/Rendering/depthPeelingRenderer.js.map +1 -1
  340. package/Rendering/depthRenderer.js.map +1 -1
  341. package/Rendering/geometryBufferRenderer.js.map +1 -1
  342. package/Rendering/outlineRenderer.js.map +1 -1
  343. package/Rendering/prePassRenderer.js.map +1 -1
  344. package/Rendering/renderingGroup.js.map +1 -1
  345. package/Rendering/renderingManager.js.map +1 -1
  346. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  347. package/Rendering/utilityLayerRenderer.js.map +1 -1
  348. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js +4 -2
  349. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
  350. package/Shaders/ShadersInclude/pbrDebug.js +11 -2
  351. package/Shaders/ShadersInclude/pbrDebug.js.map +1 -1
  352. package/Shaders/velocity.fragment.d.ts +5 -0
  353. package/Shaders/velocity.fragment.js +13 -0
  354. package/Shaders/velocity.fragment.js.map +1 -0
  355. package/Shaders/velocity.vertex.d.ts +7 -0
  356. package/Shaders/velocity.vertex.js +23 -0
  357. package/Shaders/velocity.vertex.js.map +1 -0
  358. package/Sprites/spriteManager.js.map +1 -1
  359. package/XR/features/WebXRAnchorSystem.js.map +1 -1
  360. package/XR/features/WebXRBackgroundRemover.js.map +1 -1
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  400. package/XR/webXRInput.js +1 -6
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{ Scene } from \"../scene\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Nullable, FloatArray, IndicesArray } from \"../types\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport type { BoundingBox } from \"../Culling/boundingBox\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport { CreateBoxVertexData } from \"../Meshes/Builders/boxBuilder\";\r\n\r\nimport \"../Shaders/boundingBoxRenderer.fragment\";\r\nimport \"../Shaders/boundingBoxRenderer.vertex\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _boundingBoxRenderer: BoundingBoxRenderer;\r\n\r\n /** @internal (Backing field) */\r\n _forceShowBoundingBoxes: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if all bounding boxes must be rendered\r\n */\r\n forceShowBoundingBoxes: boolean;\r\n\r\n /**\r\n * Gets the bounding box renderer associated with the scene\r\n * @returns a BoundingBoxRenderer\r\n */\r\n getBoundingBoxRenderer(): BoundingBoxRenderer;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"forceShowBoundingBoxes\", {\r\n get: function (this: Scene) {\r\n return this._forceShowBoundingBoxes || false;\r\n },\r\n set: function (this: Scene, value: boolean) {\r\n this._forceShowBoundingBoxes = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.getBoundingBoxRenderer = function (): BoundingBoxRenderer {\r\n if (!this._boundingBoxRenderer) {\r\n this._boundingBoxRenderer = new BoundingBoxRenderer(this);\r\n }\r\n\r\n return this._boundingBoxRenderer;\r\n};\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /** @internal (Backing field) */\r\n _showBoundingBox: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)\r\n */\r\n showBoundingBox: boolean;\r\n }\r\n}\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"showBoundingBox\", {\r\n get: function (this: AbstractMesh) {\r\n return this._showBoundingBox || false;\r\n },\r\n set: function (this: AbstractMesh, value: boolean) {\r\n this._showBoundingBox = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getScene().getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Component responsible of rendering the bounding box of the meshes in a scene.\r\n * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties\r\n */\r\nexport class BoundingBoxRenderer implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Color of the bounding box lines placed in front of an object\r\n */\r\n public frontColor = new Color3(1, 1, 1);\r\n /**\r\n * Color of the bounding box lines placed behind an object\r\n */\r\n public backColor = new Color3(0.1, 0.1, 0.1);\r\n /**\r\n * Defines if the renderer should show the back lines or not\r\n */\r\n public showBackLines = true;\r\n\r\n /**\r\n * Observable raised before rendering a bounding box\r\n */\r\n public onBeforeBoxRenderingObservable = new Observable<BoundingBox>();\r\n\r\n /**\r\n * Observable raised after rendering a bounding box\r\n */\r\n public onAfterBoxRenderingObservable = new Observable<BoundingBox>();\r\n\r\n /**\r\n * Observable raised after resources are created\r\n */\r\n public onResourcesReadyObservable = new Observable<BoundingBoxRenderer>();\r\n\r\n /**\r\n * When false, no bounding boxes will be rendered\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * @internal\r\n */\r\n public renderList = new SmartArray<BoundingBox>(32);\r\n\r\n private _colorShader: ShaderMaterial;\r\n private _colorShaderForOcclusionQuery: ShaderMaterial;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: DataBuffer;\r\n private _fillIndexBuffer: Nullable<DataBuffer> = null;\r\n private _fillIndexData: Nullable<IndicesArray> = null;\r\n private _uniformBufferFront: UniformBuffer;\r\n private _uniformBufferBack: UniformBuffer;\r\n private _renderPassIdForOcclusionQuery: number;\r\n\r\n /**\r\n * Instantiates a new bounding box renderer in a scene.\r\n * @param scene the scene the renderer renders in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n scene._addComponent(this);\r\n this._uniformBufferFront = new UniformBuffer(this.scene.getEngine(), undefined, undefined, \"BoundingBoxRendererFront\", !this.scene.getEngine().isWebGPU);\r\n this._buildUniformLayout(this._uniformBufferFront);\r\n this._uniformBufferBack = new UniformBuffer(this.scene.getEngine(), undefined, undefined, \"BoundingBoxRendererBack\", !this.scene.getEngine().isWebGPU);\r\n this._buildUniformLayout(this._uniformBufferBack);\r\n }\r\n\r\n private _buildUniformLayout(ubo: UniformBuffer): void {\r\n ubo.addUniform(\"color\", 4);\r\n ubo.addUniform(\"world\", 16);\r\n ubo.addUniform(\"viewProjection\", 16);\r\n ubo.addUniform(\"viewProjectionR\", 16);\r\n ubo.create();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeEvaluateActiveMeshStage.registerStep(SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);\r\n\r\n this.scene._preActiveMeshStage.registerStep(SceneComponentConstants.STEP_PREACTIVEMESH_BOUNDINGBOXRENDERER, this, this._preActiveMesh);\r\n\r\n this.scene._evaluateSubMeshStage.registerStep(SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);\r\n\r\n this.scene._afterRenderingGroupDrawStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);\r\n }\r\n\r\n private _evaluateSubMesh(mesh: AbstractMesh, subMesh: SubMesh): void {\r\n if (mesh.showSubMeshesBoundingBox) {\r\n const boundingInfo = subMesh.getBoundingInfo();\r\n if (boundingInfo !== null && boundingInfo !== undefined) {\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n }\r\n\r\n private _preActiveMesh(mesh: AbstractMesh): void {\r\n if (mesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {\r\n const boundingInfo = mesh.getBoundingInfo();\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n\r\n private _prepareResources(): void {\r\n if (this._colorShader) {\r\n return;\r\n }\r\n\r\n this._colorShader = new ShaderMaterial(\r\n \"colorShader\",\r\n this.scene,\r\n \"boundingBoxRenderer\",\r\n {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\", \"viewProjectionR\", \"color\"],\r\n uniformBuffers: [\"BoundingBoxRenderer\"],\r\n },\r\n false\r\n );\r\n this._colorShader.doNotSerialize = true;\r\n\r\n this._colorShader.reservedDataStore = {\r\n hidden: true,\r\n };\r\n\r\n this._colorShaderForOcclusionQuery = new ShaderMaterial(\r\n \"colorShaderOccQuery\",\r\n this.scene,\r\n \"boundingBoxRenderer\",\r\n {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\", \"viewProjectionR\", \"color\"],\r\n uniformBuffers: [\"BoundingBoxRenderer\"],\r\n },\r\n true\r\n );\r\n this._colorShaderForOcclusionQuery.doNotSerialize = true;\r\n\r\n this._colorShaderForOcclusionQuery.reservedDataStore = {\r\n hidden: true,\r\n };\r\n\r\n const engine = this.scene.getEngine();\r\n const boxdata = CreateBoxVertexData({ size: 1.0 });\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, <FloatArray>boxdata.positions, VertexBuffer.PositionKind, false);\r\n this._createIndexBuffer();\r\n this._fillIndexData = boxdata.indices;\r\n this.onResourcesReadyObservable.notifyObservers(this);\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this.scene.getEngine();\r\n this._indexBuffer = engine.createIndexBuffer([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 7, 1, 6, 2, 5, 3, 4]);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n this._createIndexBuffer();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public reset(): void {\r\n this.renderList.reset();\r\n }\r\n\r\n /**\r\n * Render the bounding boxes of a specific rendering group\r\n * @param renderingGroupId defines the rendering group to render\r\n */\r\n public render(renderingGroupId: number): void {\r\n if (this.renderList.length === 0 || !this.enabled) {\r\n return;\r\n }\r\n\r\n this._prepareResources();\r\n\r\n if (!this._colorShader.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this.scene.getEngine();\r\n engine.setDepthWrite(false);\r\n\r\n const frontColor = this.frontColor.toColor4();\r\n const backColor = this.backColor.toColor4();\r\n const transformMatrix = this.scene.getTransformMatrix();\r\n\r\n for (let boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {\r\n const boundingBox = this.renderList.data[boundingBoxIndex];\r\n if (boundingBox._tag !== renderingGroupId) {\r\n continue;\r\n }\r\n\r\n this._createWrappersForBoundingBox(boundingBox);\r\n this.onBeforeBoxRenderingObservable.notifyObservers(boundingBox);\r\n\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n const diff = max.subtract(min);\r\n const median = min.add(diff.scale(0.5));\r\n\r\n const worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z).multiply(Matrix.Translation(median.x, median.y, median.z)).multiply(boundingBox.getWorldMatrix());\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n\r\n if (this.showBackLines) {\r\n const drawWrapperBack = boundingBox._drawWrapperBack ?? this._colorShader._getDrawWrapper();\r\n\r\n this._colorShader._preBind(drawWrapperBack);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, <Effect>this._colorShader.getEffect());\r\n\r\n // Back\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToLessOrEqual();\r\n } else {\r\n engine.setDepthFunctionToGreaterOrEqual();\r\n }\r\n this._uniformBufferBack.bindToEffect(drawWrapperBack.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferBack.updateDirectColor4(\"color\", backColor);\r\n this._uniformBufferBack.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferBack.updateMatrix(\"viewProjection\", transformMatrix);\r\n this._uniformBufferBack.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n }\r\n\r\n const drawWrapperFront = boundingBox._drawWrapperFront ?? this._colorShader._getDrawWrapper();\r\n\r\n this._colorShader._preBind(drawWrapperFront);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, <Effect>this._colorShader.getEffect());\r\n\r\n // Front\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n this._uniformBufferFront.bindToEffect(drawWrapperFront.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferFront.updateDirectColor4(\"color\", frontColor);\r\n this._uniformBufferFront.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferFront.updateMatrix(\"viewProjection\", transformMatrix);\r\n this._uniformBufferFront.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n\r\n this.onAfterBoxRenderingObservable.notifyObservers(boundingBox);\r\n }\r\n this._colorShader.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n }\r\n\r\n private _createWrappersForBoundingBox(boundingBox: BoundingBox): void {\r\n if (!boundingBox._drawWrapperFront) {\r\n const engine = this.scene.getEngine();\r\n\r\n boundingBox._drawWrapperFront = new DrawWrapper(engine);\r\n boundingBox._drawWrapperBack = new DrawWrapper(engine);\r\n\r\n boundingBox._drawWrapperFront.setEffect(this._colorShader.getEffect());\r\n boundingBox._drawWrapperBack.setEffect(this._colorShader.getEffect());\r\n }\r\n }\r\n\r\n /**\r\n * In case of occlusion queries, we can render the occlusion bounding box through this method\r\n * @param mesh Define the mesh to render the occlusion bounding box for\r\n */\r\n public renderOcclusionBoundingBox(mesh: AbstractMesh): void {\r\n const engine = this.scene.getEngine();\r\n\r\n if (this._renderPassIdForOcclusionQuery === undefined) {\r\n this._renderPassIdForOcclusionQuery = engine.createRenderPassId(`Render pass for occlusion query`);\r\n }\r\n\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n engine.currentRenderPassId = this._renderPassIdForOcclusionQuery;\r\n\r\n this._prepareResources();\r\n\r\n const subMesh = mesh.subMeshes[0];\r\n\r\n if (!this._colorShaderForOcclusionQuery.isReady(mesh, undefined, subMesh) || !mesh.hasBoundingInfo) {\r\n engine.currentRenderPassId = currentRenderPassId;\r\n return;\r\n }\r\n\r\n if (!this._fillIndexBuffer) {\r\n this._fillIndexBuffer = engine.createIndexBuffer(this._fillIndexData!);\r\n }\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n\r\n engine.setDepthWrite(false);\r\n engine.setColorWrite(false);\r\n\r\n const boundingBox = mesh.getBoundingInfo().boundingBox;\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n const diff = max.subtract(min);\r\n const median = min.add(diff.scale(0.5));\r\n\r\n const worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z).multiply(Matrix.Translation(median.x, median.y, median.z)).multiply(boundingBox.getWorldMatrix());\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n this._colorShaderForOcclusionQuery._preBind(drawWrapper);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._fillIndexBuffer, <Effect>drawWrapper.effect);\r\n\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n\r\n this.scene.resetCachedMaterial();\r\n\r\n this._uniformBufferFront.bindToEffect(drawWrapper.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferFront.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferFront.updateMatrix(\"viewProjection\", this.scene.getTransformMatrix());\r\n this._uniformBufferFront.update();\r\n\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 36);\r\n\r\n this._colorShaderForOcclusionQuery.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n engine.setColorWrite(true);\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n }\r\n\r\n /**\r\n * Dispose and release the resources attached to this renderer.\r\n */\r\n public dispose(): void {\r\n if (this._renderPassIdForOcclusionQuery !== undefined) {\r\n this.scene.getEngine().releaseRenderPassId(this._renderPassIdForOcclusionQuery);\r\n this._renderPassIdForOcclusionQuery = undefined as any;\r\n }\r\n\r\n if (!this._colorShader) {\r\n return;\r\n }\r\n\r\n this.onBeforeBoxRenderingObservable.clear();\r\n this.onAfterBoxRenderingObservable.clear();\r\n this.onResourcesReadyObservable.clear();\r\n\r\n this.renderList.dispose();\r\n\r\n this._colorShader.dispose();\r\n this._colorShaderForOcclusionQuery.dispose();\r\n\r\n this._uniformBufferFront.dispose();\r\n this._uniformBufferBack.dispose();\r\n\r\n const buffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n this.scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n\r\n if (this._fillIndexBuffer) {\r\n this.scene.getEngine()._releaseBuffer(this._fillIndexBuffer);\r\n this._fillIndexBuffer = null;\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ Scene } from \"../scene\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Nullable, FloatArray, IndicesArray } from \"../types\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport type { BoundingBox } from \"../Culling/boundingBox\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport { CreateBoxVertexData } from \"../Meshes/Builders/boxBuilder\";\r\n\r\nimport \"../Shaders/boundingBoxRenderer.fragment\";\r\nimport \"../Shaders/boundingBoxRenderer.vertex\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _boundingBoxRenderer: BoundingBoxRenderer;\r\n\r\n /** @internal (Backing field) */\r\n _forceShowBoundingBoxes: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if all bounding boxes must be rendered\r\n */\r\n forceShowBoundingBoxes: boolean;\r\n\r\n /**\r\n * Gets the bounding box renderer associated with the scene\r\n * @returns a BoundingBoxRenderer\r\n */\r\n getBoundingBoxRenderer(): BoundingBoxRenderer;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"forceShowBoundingBoxes\", {\r\n get: function (this: Scene) {\r\n return this._forceShowBoundingBoxes || false;\r\n },\r\n set: function (this: Scene, value: boolean) {\r\n this._forceShowBoundingBoxes = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.getBoundingBoxRenderer = function (): BoundingBoxRenderer {\r\n if (!this._boundingBoxRenderer) {\r\n this._boundingBoxRenderer = new BoundingBoxRenderer(this);\r\n }\r\n\r\n return this._boundingBoxRenderer;\r\n};\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /** @internal (Backing field) */\r\n _showBoundingBox: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)\r\n */\r\n showBoundingBox: boolean;\r\n }\r\n}\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"showBoundingBox\", {\r\n get: function (this: AbstractMesh) {\r\n return this._showBoundingBox || false;\r\n },\r\n set: function (this: AbstractMesh, value: boolean) {\r\n this._showBoundingBox = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getScene().getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Component responsible of rendering the bounding box of the meshes in a scene.\r\n * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties\r\n */\r\nexport class BoundingBoxRenderer implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Color of the bounding box lines placed in front of an object\r\n */\r\n public frontColor = new Color3(1, 1, 1);\r\n /**\r\n * Color of the bounding box lines placed behind an object\r\n */\r\n public backColor = new Color3(0.1, 0.1, 0.1);\r\n /**\r\n * Defines if the renderer should show the back lines or not\r\n */\r\n public showBackLines = true;\r\n\r\n /**\r\n * Observable raised before rendering a bounding box\r\n */\r\n public onBeforeBoxRenderingObservable = new Observable<BoundingBox>();\r\n\r\n /**\r\n * Observable raised after rendering a bounding box\r\n */\r\n public onAfterBoxRenderingObservable = new Observable<BoundingBox>();\r\n\r\n /**\r\n * Observable raised after resources are created\r\n */\r\n public onResourcesReadyObservable = new Observable<BoundingBoxRenderer>();\r\n\r\n /**\r\n * When false, no bounding boxes will be rendered\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * @internal\r\n */\r\n public renderList = new SmartArray<BoundingBox>(32);\r\n\r\n private _colorShader: ShaderMaterial;\r\n private _colorShaderForOcclusionQuery: ShaderMaterial;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: DataBuffer;\r\n private _fillIndexBuffer: Nullable<DataBuffer> = null;\r\n private _fillIndexData: Nullable<IndicesArray> = null;\r\n private _uniformBufferFront: UniformBuffer;\r\n private _uniformBufferBack: UniformBuffer;\r\n private _renderPassIdForOcclusionQuery: number;\r\n\r\n /**\r\n * Instantiates a new bounding box renderer in a scene.\r\n * @param scene the scene the renderer renders in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n scene._addComponent(this);\r\n this._uniformBufferFront = new UniformBuffer(this.scene.getEngine(), undefined, undefined, \"BoundingBoxRendererFront\", !this.scene.getEngine().isWebGPU);\r\n this._buildUniformLayout(this._uniformBufferFront);\r\n this._uniformBufferBack = new UniformBuffer(this.scene.getEngine(), undefined, undefined, \"BoundingBoxRendererBack\", !this.scene.getEngine().isWebGPU);\r\n this._buildUniformLayout(this._uniformBufferBack);\r\n }\r\n\r\n private _buildUniformLayout(ubo: UniformBuffer): void {\r\n ubo.addUniform(\"color\", 4);\r\n ubo.addUniform(\"world\", 16);\r\n ubo.addUniform(\"viewProjection\", 16);\r\n ubo.addUniform(\"viewProjectionR\", 16);\r\n ubo.create();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeEvaluateActiveMeshStage.registerStep(SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);\r\n\r\n this.scene._preActiveMeshStage.registerStep(SceneComponentConstants.STEP_PREACTIVEMESH_BOUNDINGBOXRENDERER, this, this._preActiveMesh);\r\n\r\n this.scene._evaluateSubMeshStage.registerStep(SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);\r\n\r\n this.scene._afterRenderingGroupDrawStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);\r\n }\r\n\r\n private _evaluateSubMesh(mesh: AbstractMesh, subMesh: SubMesh): void {\r\n if (mesh.showSubMeshesBoundingBox) {\r\n const boundingInfo = subMesh.getBoundingInfo();\r\n if (boundingInfo !== null && boundingInfo !== undefined) {\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n }\r\n\r\n private _preActiveMesh(mesh: AbstractMesh): void {\r\n if (mesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {\r\n const boundingInfo = mesh.getBoundingInfo();\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n\r\n private _prepareResources(): void {\r\n if (this._colorShader) {\r\n return;\r\n }\r\n\r\n this._colorShader = new ShaderMaterial(\r\n \"colorShader\",\r\n this.scene,\r\n \"boundingBoxRenderer\",\r\n {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\", \"viewProjectionR\", \"color\"],\r\n uniformBuffers: [\"BoundingBoxRenderer\"],\r\n },\r\n false\r\n );\r\n this._colorShader.doNotSerialize = true;\r\n\r\n this._colorShader.reservedDataStore = {\r\n hidden: true,\r\n };\r\n\r\n this._colorShaderForOcclusionQuery = new ShaderMaterial(\r\n \"colorShaderOccQuery\",\r\n this.scene,\r\n \"boundingBoxRenderer\",\r\n {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\", \"viewProjectionR\", \"color\"],\r\n uniformBuffers: [\"BoundingBoxRenderer\"],\r\n },\r\n true\r\n );\r\n this._colorShaderForOcclusionQuery.doNotSerialize = true;\r\n\r\n this._colorShaderForOcclusionQuery.reservedDataStore = {\r\n hidden: true,\r\n };\r\n\r\n const engine = this.scene.getEngine();\r\n const boxdata = CreateBoxVertexData({ size: 1.0 });\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, <FloatArray>boxdata.positions, VertexBuffer.PositionKind, false);\r\n this._createIndexBuffer();\r\n this._fillIndexData = boxdata.indices;\r\n this.onResourcesReadyObservable.notifyObservers(this);\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this.scene.getEngine();\r\n this._indexBuffer = engine.createIndexBuffer([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 7, 1, 6, 2, 5, 3, 4]);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n this._createIndexBuffer();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public reset(): void {\r\n this.renderList.reset();\r\n }\r\n\r\n /**\r\n * Render the bounding boxes of a specific rendering group\r\n * @param renderingGroupId defines the rendering group to render\r\n */\r\n public render(renderingGroupId: number): void {\r\n if (this.renderList.length === 0 || !this.enabled) {\r\n return;\r\n }\r\n\r\n this._prepareResources();\r\n\r\n if (!this._colorShader.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this.scene.getEngine();\r\n engine.setDepthWrite(false);\r\n\r\n const transformMatrix = this.scene.getTransformMatrix();\r\n\r\n for (let boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {\r\n const boundingBox = this.renderList.data[boundingBoxIndex];\r\n if (boundingBox._tag !== renderingGroupId) {\r\n continue;\r\n }\r\n\r\n this._createWrappersForBoundingBox(boundingBox);\r\n this.onBeforeBoxRenderingObservable.notifyObservers(boundingBox);\r\n\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n const diff = max.subtract(min);\r\n const median = min.add(diff.scale(0.5));\r\n\r\n const worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z).multiply(Matrix.Translation(median.x, median.y, median.z)).multiply(boundingBox.getWorldMatrix());\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n\r\n if (this.showBackLines) {\r\n const drawWrapperBack = boundingBox._drawWrapperBack ?? this._colorShader._getDrawWrapper();\r\n\r\n this._colorShader._preBind(drawWrapperBack);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, <Effect>this._colorShader.getEffect());\r\n\r\n // Back\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToLessOrEqual();\r\n } else {\r\n engine.setDepthFunctionToGreaterOrEqual();\r\n }\r\n this._uniformBufferBack.bindToEffect(drawWrapperBack.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferBack.updateColor4(\"color\", this.backColor, 1);\r\n this._uniformBufferBack.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferBack.updateMatrix(\"viewProjection\", transformMatrix);\r\n this._uniformBufferBack.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n }\r\n\r\n const drawWrapperFront = boundingBox._drawWrapperFront ?? this._colorShader._getDrawWrapper();\r\n\r\n this._colorShader._preBind(drawWrapperFront);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, <Effect>this._colorShader.getEffect());\r\n\r\n // Front\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n this._uniformBufferFront.bindToEffect(drawWrapperFront.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferFront.updateColor4(\"color\", this.frontColor, 1);\r\n this._uniformBufferFront.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferFront.updateMatrix(\"viewProjection\", transformMatrix);\r\n this._uniformBufferFront.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n\r\n this.onAfterBoxRenderingObservable.notifyObservers(boundingBox);\r\n }\r\n this._colorShader.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n }\r\n\r\n private _createWrappersForBoundingBox(boundingBox: BoundingBox): void {\r\n if (!boundingBox._drawWrapperFront) {\r\n const engine = this.scene.getEngine();\r\n\r\n boundingBox._drawWrapperFront = new DrawWrapper(engine);\r\n boundingBox._drawWrapperBack = new DrawWrapper(engine);\r\n\r\n boundingBox._drawWrapperFront.setEffect(this._colorShader.getEffect());\r\n boundingBox._drawWrapperBack.setEffect(this._colorShader.getEffect());\r\n }\r\n }\r\n\r\n /**\r\n * In case of occlusion queries, we can render the occlusion bounding box through this method\r\n * @param mesh Define the mesh to render the occlusion bounding box for\r\n */\r\n public renderOcclusionBoundingBox(mesh: AbstractMesh): void {\r\n const engine = this.scene.getEngine();\r\n\r\n if (this._renderPassIdForOcclusionQuery === undefined) {\r\n this._renderPassIdForOcclusionQuery = engine.createRenderPassId(`Render pass for occlusion query`);\r\n }\r\n\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n engine.currentRenderPassId = this._renderPassIdForOcclusionQuery;\r\n\r\n this._prepareResources();\r\n\r\n const subMesh = mesh.subMeshes[0];\r\n\r\n if (!this._colorShaderForOcclusionQuery.isReady(mesh, undefined, subMesh) || !mesh.hasBoundingInfo) {\r\n engine.currentRenderPassId = currentRenderPassId;\r\n return;\r\n }\r\n\r\n if (!this._fillIndexBuffer) {\r\n this._fillIndexBuffer = engine.createIndexBuffer(this._fillIndexData!);\r\n }\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n\r\n engine.setDepthWrite(false);\r\n engine.setColorWrite(false);\r\n\r\n const boundingBox = mesh.getBoundingInfo().boundingBox;\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n const diff = max.subtract(min);\r\n const median = min.add(diff.scale(0.5));\r\n\r\n const worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z).multiply(Matrix.Translation(median.x, median.y, median.z)).multiply(boundingBox.getWorldMatrix());\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n this._colorShaderForOcclusionQuery._preBind(drawWrapper);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._fillIndexBuffer, <Effect>drawWrapper.effect);\r\n\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n\r\n this.scene.resetCachedMaterial();\r\n\r\n this._uniformBufferFront.bindToEffect(drawWrapper.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferFront.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferFront.updateMatrix(\"viewProjection\", this.scene.getTransformMatrix());\r\n this._uniformBufferFront.update();\r\n\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 36);\r\n\r\n this._colorShaderForOcclusionQuery.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n engine.setColorWrite(true);\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n }\r\n\r\n /**\r\n * Dispose and release the resources attached to this renderer.\r\n */\r\n public dispose(): void {\r\n if (this._renderPassIdForOcclusionQuery !== undefined) {\r\n this.scene.getEngine().releaseRenderPassId(this._renderPassIdForOcclusionQuery);\r\n this._renderPassIdForOcclusionQuery = undefined as any;\r\n }\r\n\r\n if (!this._colorShader) {\r\n return;\r\n }\r\n\r\n this.onBeforeBoxRenderingObservable.clear();\r\n this.onAfterBoxRenderingObservable.clear();\r\n this.onResourcesReadyObservable.clear();\r\n\r\n this.renderList.dispose();\r\n\r\n this._colorShader.dispose();\r\n this._colorShaderForOcclusionQuery.dispose();\r\n\r\n this._uniformBufferFront.dispose();\r\n this._uniformBufferBack.dispose();\r\n\r\n const buffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n this.scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n\r\n if (this._fillIndexBuffer) {\r\n this.scene.getEngine()._releaseBuffer(this._fillIndexBuffer);\r\n this._fillIndexBuffer = null;\r\n }\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
- 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* Implementation based on https://medium.com/@shrekshao_71662/dual-depth-peeling-implementation-in-webgl-11baa061ba4b\r\n */\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { InternalTextureCreationOptions } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport type { PrePassRenderer } from \"./prePassRenderer\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\nimport type { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Shaders/postprocess.vertex\";\r\nimport \"../Shaders/oitFinal.fragment\";\r\nimport \"../Shaders/oitBackBlend.fragment\";\r\n\r\nclass DepthPeelingEffectConfiguration implements PrePassEffectConfiguration {\r\n /**\r\n * Is this effect enabled\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * Name of the configuration\r\n */\r\n public name = \"depthPeeling\";\r\n\r\n /**\r\n * Textures that should be present in the MRT for this effect to work\r\n */\r\n public readonly texturesRequired: number[] = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n}\r\n\r\n/**\r\n * The depth peeling renderer that performs\r\n * Order independant transparency (OIT).\r\n * This should not be instanciated directly, as it is part of a scene component\r\n */\r\nexport class DepthPeelingRenderer {\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n private _depthMrts: MultiRenderTarget[];\r\n private _thinTextures: ThinTexture[] = [];\r\n private _colorMrts: MultiRenderTarget[];\r\n private _blendBackMrt: MultiRenderTarget;\r\n private _outputRT: RenderTargetTexture;\r\n\r\n private _blendBackEffectWrapper: EffectWrapper;\r\n private _blendBackEffectWrapperPingPong: EffectWrapper;\r\n private _finalEffectWrapper: EffectWrapper;\r\n private _effectRenderer: EffectRenderer;\r\n\r\n private _currentPingPongState: number = 0;\r\n private _prePassEffectConfiguration: DepthPeelingEffectConfiguration;\r\n\r\n private _blendBackTexture: InternalTexture;\r\n private _layoutCacheFormat = [[true], [true, true], [true, true, true]];\r\n private _layoutCache: number[][] = [];\r\n private _renderPassIds: number[];\r\n private _candidateSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n private _excludedSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n private _excludedMeshes: number[] = [];\r\n\r\n private static _DEPTH_CLEAR_VALUE = -99999.0;\r\n private static _MIN_DEPTH = 0;\r\n private static _MAX_DEPTH = 1;\r\n\r\n private _colorCache = [\r\n new Color4(DepthPeelingRenderer._DEPTH_CLEAR_VALUE, DepthPeelingRenderer._DEPTH_CLEAR_VALUE, 0, 0),\r\n new Color4(-DepthPeelingRenderer._MIN_DEPTH, DepthPeelingRenderer._MAX_DEPTH, 0, 0),\r\n new Color4(0, 0, 0, 0),\r\n ];\r\n\r\n private _passCount: number;\r\n /**\r\n * Number of depth peeling passes. As we are using dual depth peeling, each pass two levels of transparency are processed.\r\n */\r\n public get passCount(): number {\r\n return this._passCount;\r\n }\r\n\r\n public set passCount(count: number) {\r\n if (this._passCount === count) {\r\n return;\r\n }\r\n this._passCount = count;\r\n this._createRenderPassIds();\r\n }\r\n\r\n private _useRenderPasses: boolean;\r\n /**\r\n * Instructs the renderer to use render passes. It is an optimization that makes the rendering faster for some engines (like WebGPU) but that consumes more memory, so it is disabled by default.\r\n */\r\n public get useRenderPasses() {\r\n return this._useRenderPasses;\r\n }\r\n\r\n public set useRenderPasses(usePasses: boolean) {\r\n if (this._useRenderPasses === usePasses) {\r\n return;\r\n }\r\n this._useRenderPasses = usePasses;\r\n this._createRenderPassIds();\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to be handled by the depth peeling renderer\r\n * @param mesh The mesh to exclude from the depth peeling renderer\r\n */\r\n public addExcludedMesh(mesh: AbstractMesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list of the depth peeling renderer\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: AbstractMesh): void {\r\n const index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Instanciates the depth peeling renderer\r\n * @param scene Scene to attach to\r\n * @param passCount Number of depth layers to peel\r\n * @returns The depth peeling renderer\r\n */\r\n constructor(scene: Scene, passCount: number = 5) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._passCount = passCount;\r\n\r\n // We need a depth texture for opaque\r\n if (!scene.enablePrePassRenderer()) {\r\n Logger.Warn(\"Depth peeling for order independant transparency could not enable PrePass, aborting.\");\r\n return;\r\n }\r\n\r\n for (let i = 0; i < this._layoutCacheFormat.length; ++i) {\r\n this._layoutCache[i] = this._engine.buildTextureLayout(this._layoutCacheFormat[i]);\r\n }\r\n\r\n this._renderPassIds = [];\r\n this.useRenderPasses = false;\r\n\r\n this._prePassEffectConfiguration = new DepthPeelingEffectConfiguration();\r\n this._createTextures();\r\n this._createEffects();\r\n }\r\n\r\n private _createRenderPassIds(): void {\r\n this._releaseRenderPassIds();\r\n if (this._useRenderPasses) {\r\n for (let i = 0; i < this._passCount + 1; ++i) {\r\n if (!this._renderPassIds[i]) {\r\n this._renderPassIds[i] = this._engine.createRenderPassId(`DepthPeelingRenderer - pass #${i}`);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _releaseRenderPassIds(): void {\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n this._engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds = [];\r\n }\r\n\r\n private _createTextures() {\r\n const size = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n };\r\n\r\n // 2 for ping pong\r\n this._depthMrts = [new MultiRenderTarget(\"depthPeelingDepth0\", size, 3, this._scene), new MultiRenderTarget(\"depthPeelingDepth1\", size, 3, this._scene)];\r\n this._colorMrts = [\r\n new MultiRenderTarget(\"depthPeelingColor0\", size, 2, this._scene, { generateDepthBuffer: false }),\r\n new MultiRenderTarget(\"depthPeelingColor1\", size, 2, this._scene, { generateDepthBuffer: false }),\r\n ];\r\n this._blendBackMrt = new MultiRenderTarget(\"depthPeelingBack\", size, 1, this._scene, { generateDepthBuffer: false });\r\n this._outputRT = new RenderTargetTexture(\"depthPeelingOutput\", size, this._scene, false);\r\n\r\n // 0 is a depth texture\r\n // 1 is a color texture\r\n const optionsArray = [\r\n {\r\n format: Constants.TEXTUREFORMAT_RG, // For MSAA we need RGBA\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: this._engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT,\r\n label: \"DepthPeelingRenderer-DepthTexture\",\r\n } as InternalTextureCreationOptions,\r\n {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT, // For MSAA we need FLOAT\r\n label: \"DepthPeelingRenderer-ColorTexture\",\r\n } as InternalTextureCreationOptions,\r\n ];\r\n\r\n for (let i = 0; i < 2; i++) {\r\n const depthTexture = this._engine._createInternalTexture(size, optionsArray[0], false);\r\n const frontColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n const backColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n\r\n this._depthMrts[i].setInternalTexture(depthTexture, 0);\r\n this._depthMrts[i].setInternalTexture(frontColorTexture, 1);\r\n this._depthMrts[i].setInternalTexture(backColorTexture, 2);\r\n this._colorMrts[i].setInternalTexture(frontColorTexture, 0);\r\n this._colorMrts[i].setInternalTexture(backColorTexture, 1);\r\n\r\n this._thinTextures.push(new ThinTexture(depthTexture), new ThinTexture(frontColorTexture), new ThinTexture(backColorTexture));\r\n }\r\n }\r\n\r\n // TODO : explore again MSAA with depth peeling when\r\n // we are able to fetch individual samples in a multisampled renderbuffer\r\n // public set samples(value: number) {\r\n // for (let i = 0; i < 2; i++) {\r\n // this._depthMrts[i].samples = value;\r\n // this._colorMrts[i].samples = value;\r\n // }\r\n // this._scene.prePassRenderer!.samples = value;\r\n // }\r\n\r\n private _disposeTextures() {\r\n for (let i = 0; i < this._thinTextures.length; i++) {\r\n if (i === 6) {\r\n // Do not dispose the shared texture with the prepass\r\n continue;\r\n }\r\n this._thinTextures[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < 2; i++) {\r\n this._depthMrts[i].dispose(true);\r\n this._colorMrts[i].dispose(true);\r\n this._blendBackMrt.dispose(true);\r\n }\r\n this._outputRT.dispose();\r\n\r\n this._thinTextures = [];\r\n this._colorMrts = [];\r\n this._depthMrts = [];\r\n }\r\n\r\n private _updateTextures() {\r\n if (this._depthMrts[0].getSize().width !== this._engine.getRenderWidth() || this._depthMrts[0].getSize().height !== this._engine.getRenderHeight()) {\r\n this._disposeTextures();\r\n this._createTextures();\r\n }\r\n return this._updateTextureReferences();\r\n }\r\n\r\n private _updateTextureReferences() {\r\n const prePassRenderer = this._scene.prePassRenderer;\r\n\r\n if (!prePassRenderer) {\r\n return false;\r\n }\r\n\r\n // Retrieve opaque color texture\r\n const textureIndex = prePassRenderer.getIndex(Constants.PREPASS_COLOR_TEXTURE_TYPE);\r\n const prePassTexture = prePassRenderer.defaultRT.textures?.length ? prePassRenderer.defaultRT.textures[textureIndex].getInternalTexture() : null;\r\n\r\n if (!prePassTexture) {\r\n return false;\r\n }\r\n\r\n if (this._blendBackTexture !== prePassTexture) {\r\n this._blendBackTexture = prePassTexture;\r\n this._blendBackMrt.setInternalTexture(this._blendBackTexture, 0);\r\n\r\n if (this._thinTextures[6]) {\r\n this._thinTextures[6].dispose();\r\n }\r\n this._thinTextures[6] = new ThinTexture(this._blendBackTexture);\r\n\r\n prePassRenderer.defaultRT.renderTarget!._shareDepth(this._depthMrts[0].renderTarget!);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _createEffects() {\r\n this._blendBackEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n this._blendBackEffectWrapperPingPong = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n\r\n this._finalEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitFinal\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uFrontColor\", \"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n }\r\n\r\n /**\r\n * Links to the prepass renderer\r\n * @param prePassRenderer The scene PrePassRenderer\r\n */\r\n public setPrePassRenderer(prePassRenderer: PrePassRenderer) {\r\n prePassRenderer.addEffectConfiguration(this._prePassEffectConfiguration);\r\n }\r\n\r\n /**\r\n * Binds depth peeling textures on an effect\r\n * @param effect The effect to bind textures on\r\n */\r\n public bind(effect: Effect) {\r\n effect.setTexture(\"oitDepthSampler\", this._thinTextures[this._currentPingPongState * 3]);\r\n effect.setTexture(\"oitFrontColorSampler\", this._thinTextures[this._currentPingPongState * 3 + 1]);\r\n }\r\n\r\n private _renderSubMeshes(transparentSubMeshes: SmartArray<SubMesh>) {\r\n let mapMaterialContext: { [uniqueId: number]: IMaterialContext | undefined };\r\n if (this._useRenderPasses) {\r\n mapMaterialContext = {};\r\n }\r\n for (let j = 0; j < transparentSubMeshes.length; j++) {\r\n const material = transparentSubMeshes.data[j].getMaterial();\r\n let previousShaderHotSwapping = true;\r\n let previousBFC = false;\r\n\r\n const subMesh = transparentSubMeshes.data[j];\r\n let drawWrapper: DrawWrapper | undefined;\r\n let firstDraw = false;\r\n\r\n if (this._useRenderPasses) {\r\n drawWrapper = subMesh._getDrawWrapper();\r\n firstDraw = !drawWrapper;\r\n }\r\n\r\n if (material) {\r\n previousShaderHotSwapping = material.allowShaderHotSwapping;\r\n previousBFC = material.backFaceCulling;\r\n material.allowShaderHotSwapping = false;\r\n material.backFaceCulling = false;\r\n }\r\n\r\n subMesh.render(false);\r\n\r\n if (firstDraw) {\r\n // first time we draw this submesh: we replace the material context\r\n drawWrapper = subMesh._getDrawWrapper()!; // we are sure it is now non empty as we just rendered the submesh\r\n if (drawWrapper.materialContext) {\r\n let newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId];\r\n if (!newMaterialContext) {\r\n newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId] = this._engine.createMaterialContext();\r\n }\r\n subMesh._getDrawWrapper()!.materialContext = newMaterialContext;\r\n }\r\n }\r\n\r\n if (material) {\r\n material.allowShaderHotSwapping = previousShaderHotSwapping;\r\n material.backFaceCulling = previousBFC;\r\n }\r\n }\r\n }\r\n\r\n private _finalCompose(writeId: number) {\r\n const output = this._scene.prePassRenderer?.setCustomOutput(this._outputRT);\r\n if (output) {\r\n this._engine.bindFramebuffer(this._outputRT.renderTarget!);\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n this._engine.applyStates();\r\n\r\n this._engine.enableEffect(this._finalEffectWrapper._drawWrapper);\r\n this._finalEffectWrapper.effect.setTexture(\"uFrontColor\", this._thinTextures[writeId * 3 + 1]);\r\n this._finalEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[6]);\r\n this._effectRenderer.render(this._finalEffectWrapper);\r\n }\r\n\r\n /**\r\n * Renders transparent submeshes with depth peeling\r\n * @param transparentSubMeshes List of transparent meshes to render\r\n * @returns The array of submeshes that could not be handled by this renderer\r\n */\r\n public render(transparentSubMeshes: SmartArray<SubMesh>): SmartArray<SubMesh> {\r\n this._candidateSubMeshes.length = 0;\r\n this._excludedSubMeshes.length = 0;\r\n if (\r\n !this._blendBackEffectWrapper.effect.isReady() ||\r\n !this._blendBackEffectWrapperPingPong.effect.isReady() ||\r\n !this._finalEffectWrapper.effect.isReady() ||\r\n !this._updateTextures()\r\n ) {\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n for (let i = 0; i < transparentSubMeshes.length; i++) {\r\n const subMesh = transparentSubMeshes.data[i];\r\n const material = subMesh.getMaterial();\r\n const fillMode = material && subMesh.getRenderingMesh()._getRenderingFillMode(material.fillMode);\r\n\r\n if (\r\n material &&\r\n (fillMode === Material.TriangleFanDrawMode || fillMode === Material.TriangleFillMode || fillMode === Material.TriangleStripDrawMode) &&\r\n this._excludedMeshes.indexOf(subMesh.getMesh().uniqueId) === -1\r\n ) {\r\n this._candidateSubMeshes.push(subMesh);\r\n } else {\r\n this._excludedSubMeshes.push(subMesh);\r\n }\r\n }\r\n\r\n if (!this._candidateSubMeshes.length) {\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n this._finalCompose(1);\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n const currentRenderPassId = this._engine.currentRenderPassId;\r\n\r\n (this._scene.prePassRenderer! as any)._enabled = false;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[0];\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[1], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[1].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n // Draw depth for first pass\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // in WebGPU, when using MIN or MAX equation, the src / dst color factors should not use SRC_ALPHA and the src / dst alpha factors must be 1 else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthMask = false;\r\n this._engine.depthCullingState.depthTest = true;\r\n this._engine.applyStates();\r\n\r\n this._currentPingPongState = 1;\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // depth peeling ping-pong\r\n let readId = 0;\r\n let writeId = 0;\r\n\r\n for (let i = 0; i < this._passCount; i++) {\r\n readId = i % 2;\r\n writeId = 1 - readId;\r\n this._currentPingPongState = readId;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[i + 1];\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[2]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // the value does not matter (as MAX operation does not use them) but the src and dst color factors should not use SRC_ALPHA else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthTest = false;\r\n this._engine.applyStates();\r\n\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // Back color\r\n this._engine.bindFramebuffer(this._blendBackMrt.renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_ADD);\r\n this._engine.setAlphaMode(Constants.ALPHA_LAYER_ACCUMULATE);\r\n this._engine.applyStates();\r\n\r\n const blendBackEffectWrapper = writeId === 0 || !this._useRenderPasses ? this._blendBackEffectWrapper : this._blendBackEffectWrapperPingPong;\r\n this._engine.enableEffect(blendBackEffectWrapper._drawWrapper);\r\n blendBackEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[writeId * 3 + 2]);\r\n this._effectRenderer.render(blendBackEffectWrapper);\r\n this._engine.unBindFramebuffer(this._blendBackMrt.renderTarget!);\r\n }\r\n\r\n this._engine.currentRenderPassId = currentRenderPassId;\r\n\r\n // Final composition on default FB\r\n this._finalCompose(writeId);\r\n\r\n (this._scene.prePassRenderer! as any)._enabled = true;\r\n this._engine.depthCullingState.depthMask = true;\r\n this._engine.depthCullingState.depthTest = true;\r\n\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n /**\r\n * Disposes the depth peeling renderer and associated ressources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._blendBackEffectWrapper.dispose();\r\n this._finalEffectWrapper.dispose();\r\n this._effectRenderer.dispose();\r\n this._releaseRenderPassIds();\r\n }\r\n}\r\n"]}
1
+ 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* Implementation based on https://medium.com/@shrekshao_71662/dual-depth-peeling-implementation-in-webgl-11baa061ba4b\r\n */\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { InternalTextureCreationOptions } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport type { PrePassRenderer } from \"./prePassRenderer\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\nimport type { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Shaders/postprocess.vertex\";\r\nimport \"../Shaders/oitFinal.fragment\";\r\nimport \"../Shaders/oitBackBlend.fragment\";\r\n\r\nclass DepthPeelingEffectConfiguration implements PrePassEffectConfiguration {\r\n /**\r\n * Is this effect enabled\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * Name of the configuration\r\n */\r\n public name = \"depthPeeling\";\r\n\r\n /**\r\n * Textures that should be present in the MRT for this effect to work\r\n */\r\n public readonly texturesRequired: number[] = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n}\r\n\r\n/**\r\n * The depth peeling renderer that performs\r\n * Order independant transparency (OIT).\r\n * This should not be instanciated directly, as it is part of a scene component\r\n */\r\nexport class DepthPeelingRenderer {\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n private _depthMrts: MultiRenderTarget[];\r\n private _thinTextures: ThinTexture[] = [];\r\n private _colorMrts: MultiRenderTarget[];\r\n private _blendBackMrt: MultiRenderTarget;\r\n private _outputRT: RenderTargetTexture;\r\n\r\n private _blendBackEffectWrapper: EffectWrapper;\r\n private _blendBackEffectWrapperPingPong: EffectWrapper;\r\n private _finalEffectWrapper: EffectWrapper;\r\n private _effectRenderer: EffectRenderer;\r\n\r\n private _currentPingPongState: number = 0;\r\n private _prePassEffectConfiguration: DepthPeelingEffectConfiguration;\r\n\r\n private _blendBackTexture: InternalTexture;\r\n private _layoutCacheFormat = [[true], [true, true], [true, true, true]];\r\n private _layoutCache: number[][] = [];\r\n private _renderPassIds: number[];\r\n private _candidateSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n private _excludedSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n private _excludedMeshes: number[] = [];\r\n\r\n private static _DEPTH_CLEAR_VALUE = -99999.0;\r\n private static _MIN_DEPTH = 0;\r\n private static _MAX_DEPTH = 1;\r\n\r\n private _colorCache = [\r\n new Color4(DepthPeelingRenderer._DEPTH_CLEAR_VALUE, DepthPeelingRenderer._DEPTH_CLEAR_VALUE, 0, 0),\r\n new Color4(-DepthPeelingRenderer._MIN_DEPTH, DepthPeelingRenderer._MAX_DEPTH, 0, 0),\r\n new Color4(0, 0, 0, 0),\r\n ];\r\n\r\n private _passCount: number;\r\n /**\r\n * Number of depth peeling passes. As we are using dual depth peeling, each pass two levels of transparency are processed.\r\n */\r\n public get passCount(): number {\r\n return this._passCount;\r\n }\r\n\r\n public set passCount(count: number) {\r\n if (this._passCount === count) {\r\n return;\r\n }\r\n this._passCount = count;\r\n this._createRenderPassIds();\r\n }\r\n\r\n private _useRenderPasses: boolean;\r\n /**\r\n * Instructs the renderer to use render passes. It is an optimization that makes the rendering faster for some engines (like WebGPU) but that consumes more memory, so it is disabled by default.\r\n */\r\n public get useRenderPasses() {\r\n return this._useRenderPasses;\r\n }\r\n\r\n public set useRenderPasses(usePasses: boolean) {\r\n if (this._useRenderPasses === usePasses) {\r\n return;\r\n }\r\n this._useRenderPasses = usePasses;\r\n this._createRenderPassIds();\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to be handled by the depth peeling renderer\r\n * @param mesh The mesh to exclude from the depth peeling renderer\r\n */\r\n public addExcludedMesh(mesh: AbstractMesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list of the depth peeling renderer\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: AbstractMesh): void {\r\n const index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Instanciates the depth peeling renderer\r\n * @param scene Scene to attach to\r\n * @param passCount Number of depth layers to peel\r\n * @returns The depth peeling renderer\r\n */\r\n constructor(scene: Scene, passCount: number = 5) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._passCount = passCount;\r\n\r\n // We need a depth texture for opaque\r\n if (!scene.enablePrePassRenderer()) {\r\n Logger.Warn(\"Depth peeling for order independant transparency could not enable PrePass, aborting.\");\r\n return;\r\n }\r\n\r\n for (let i = 0; i < this._layoutCacheFormat.length; ++i) {\r\n this._layoutCache[i] = this._engine.buildTextureLayout(this._layoutCacheFormat[i]);\r\n }\r\n\r\n this._renderPassIds = [];\r\n this.useRenderPasses = false;\r\n\r\n this._prePassEffectConfiguration = new DepthPeelingEffectConfiguration();\r\n this._createTextures();\r\n this._createEffects();\r\n }\r\n\r\n private _createRenderPassIds(): void {\r\n this._releaseRenderPassIds();\r\n if (this._useRenderPasses) {\r\n for (let i = 0; i < this._passCount + 1; ++i) {\r\n if (!this._renderPassIds[i]) {\r\n this._renderPassIds[i] = this._engine.createRenderPassId(`DepthPeelingRenderer - pass #${i}`);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _releaseRenderPassIds(): void {\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n this._engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds = [];\r\n }\r\n\r\n private _createTextures() {\r\n const size = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n };\r\n\r\n // 2 for ping pong\r\n this._depthMrts = [new MultiRenderTarget(\"depthPeelingDepth0\", size, 3, this._scene), new MultiRenderTarget(\"depthPeelingDepth1\", size, 3, this._scene)];\r\n this._colorMrts = [\r\n new MultiRenderTarget(\"depthPeelingColor0\", size, 2, this._scene, { generateDepthBuffer: false }),\r\n new MultiRenderTarget(\"depthPeelingColor1\", size, 2, this._scene, { generateDepthBuffer: false }),\r\n ];\r\n this._blendBackMrt = new MultiRenderTarget(\"depthPeelingBack\", size, 1, this._scene, { generateDepthBuffer: false });\r\n this._outputRT = new RenderTargetTexture(\"depthPeelingOutput\", size, this._scene, false);\r\n\r\n // 0 is a depth texture\r\n // 1 is a color texture\r\n const optionsArray = [\r\n {\r\n format: Constants.TEXTUREFORMAT_RG, // For MSAA we need RGBA\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: this._engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT,\r\n label: \"DepthPeelingRenderer-DepthTexture\",\r\n } as InternalTextureCreationOptions,\r\n {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT, // For MSAA we need FLOAT\r\n label: \"DepthPeelingRenderer-ColorTexture\",\r\n } as InternalTextureCreationOptions,\r\n ];\r\n\r\n for (let i = 0; i < 2; i++) {\r\n const depthTexture = this._engine._createInternalTexture(size, optionsArray[0], false);\r\n const frontColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n const backColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n\r\n this._depthMrts[i].setInternalTexture(depthTexture, 0);\r\n this._depthMrts[i].setInternalTexture(frontColorTexture, 1);\r\n this._depthMrts[i].setInternalTexture(backColorTexture, 2);\r\n this._colorMrts[i].setInternalTexture(frontColorTexture, 0);\r\n this._colorMrts[i].setInternalTexture(backColorTexture, 1);\r\n\r\n this._thinTextures.push(new ThinTexture(depthTexture), new ThinTexture(frontColorTexture), new ThinTexture(backColorTexture));\r\n }\r\n }\r\n\r\n // TODO : explore again MSAA with depth peeling when\r\n // we are able to fetch individual samples in a multisampled renderbuffer\r\n // public set samples(value: number) {\r\n // for (let i = 0; i < 2; i++) {\r\n // this._depthMrts[i].samples = value;\r\n // this._colorMrts[i].samples = value;\r\n // }\r\n // this._scene.prePassRenderer!.samples = value;\r\n // }\r\n\r\n private _disposeTextures() {\r\n for (let i = 0; i < this._thinTextures.length; i++) {\r\n if (i === 6) {\r\n // Do not dispose the shared texture with the prepass\r\n continue;\r\n }\r\n this._thinTextures[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < 2; i++) {\r\n this._depthMrts[i].dispose(true);\r\n this._colorMrts[i].dispose(true);\r\n this._blendBackMrt.dispose(true);\r\n }\r\n this._outputRT.dispose();\r\n\r\n this._thinTextures = [];\r\n this._colorMrts = [];\r\n this._depthMrts = [];\r\n }\r\n\r\n private _updateTextures() {\r\n if (this._depthMrts[0].getSize().width !== this._engine.getRenderWidth() || this._depthMrts[0].getSize().height !== this._engine.getRenderHeight()) {\r\n this._disposeTextures();\r\n this._createTextures();\r\n }\r\n return this._updateTextureReferences();\r\n }\r\n\r\n private _updateTextureReferences() {\r\n const prePassRenderer = this._scene.prePassRenderer;\r\n\r\n if (!prePassRenderer) {\r\n return false;\r\n }\r\n\r\n // Retrieve opaque color texture\r\n const textureIndex = prePassRenderer.getIndex(Constants.PREPASS_COLOR_TEXTURE_TYPE);\r\n const prePassTexture = prePassRenderer.defaultRT.textures?.length ? prePassRenderer.defaultRT.textures[textureIndex].getInternalTexture() : null;\r\n\r\n if (!prePassTexture) {\r\n return false;\r\n }\r\n\r\n if (this._blendBackTexture !== prePassTexture) {\r\n this._blendBackTexture = prePassTexture;\r\n this._blendBackMrt.setInternalTexture(this._blendBackTexture, 0);\r\n\r\n if (this._thinTextures[6]) {\r\n this._thinTextures[6].dispose();\r\n }\r\n this._thinTextures[6] = new ThinTexture(this._blendBackTexture);\r\n\r\n prePassRenderer.defaultRT.renderTarget!._shareDepth(this._depthMrts[0].renderTarget!);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _createEffects() {\r\n this._blendBackEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n this._blendBackEffectWrapperPingPong = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n\r\n this._finalEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitFinal\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uFrontColor\", \"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n }\r\n\r\n /**\r\n * Links to the prepass renderer\r\n * @param prePassRenderer The scene PrePassRenderer\r\n */\r\n public setPrePassRenderer(prePassRenderer: PrePassRenderer) {\r\n prePassRenderer.addEffectConfiguration(this._prePassEffectConfiguration);\r\n }\r\n\r\n /**\r\n * Binds depth peeling textures on an effect\r\n * @param effect The effect to bind textures on\r\n */\r\n public bind(effect: Effect) {\r\n effect.setTexture(\"oitDepthSampler\", this._thinTextures[this._currentPingPongState * 3]);\r\n effect.setTexture(\"oitFrontColorSampler\", this._thinTextures[this._currentPingPongState * 3 + 1]);\r\n }\r\n\r\n private _renderSubMeshes(transparentSubMeshes: SmartArray<SubMesh>) {\r\n let mapMaterialContext: { [uniqueId: number]: IMaterialContext | undefined };\r\n if (this._useRenderPasses) {\r\n mapMaterialContext = {};\r\n }\r\n for (let j = 0; j < transparentSubMeshes.length; j++) {\r\n const material = transparentSubMeshes.data[j].getMaterial();\r\n let previousShaderHotSwapping = true;\r\n let previousBFC = false;\r\n\r\n const subMesh = transparentSubMeshes.data[j];\r\n let drawWrapper: DrawWrapper | undefined;\r\n let firstDraw = false;\r\n\r\n if (this._useRenderPasses) {\r\n drawWrapper = subMesh._getDrawWrapper();\r\n firstDraw = !drawWrapper;\r\n }\r\n\r\n if (material) {\r\n previousShaderHotSwapping = material.allowShaderHotSwapping;\r\n previousBFC = material.backFaceCulling;\r\n material.allowShaderHotSwapping = false;\r\n material.backFaceCulling = false;\r\n }\r\n\r\n subMesh.render(false);\r\n\r\n if (firstDraw) {\r\n // first time we draw this submesh: we replace the material context\r\n drawWrapper = subMesh._getDrawWrapper()!; // we are sure it is now non empty as we just rendered the submesh\r\n if (drawWrapper.materialContext) {\r\n let newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId];\r\n if (!newMaterialContext) {\r\n newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId] = this._engine.createMaterialContext();\r\n }\r\n subMesh._getDrawWrapper()!.materialContext = newMaterialContext;\r\n }\r\n }\r\n\r\n if (material) {\r\n material.allowShaderHotSwapping = previousShaderHotSwapping;\r\n material.backFaceCulling = previousBFC;\r\n }\r\n }\r\n }\r\n\r\n private _finalCompose(writeId: number) {\r\n const output = this._scene.prePassRenderer?.setCustomOutput(this._outputRT);\r\n if (output) {\r\n this._engine.bindFramebuffer(this._outputRT.renderTarget!);\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n this._engine.applyStates();\r\n\r\n this._engine.enableEffect(this._finalEffectWrapper._drawWrapper);\r\n this._finalEffectWrapper.effect.setTexture(\"uFrontColor\", this._thinTextures[writeId * 3 + 1]);\r\n this._finalEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[6]);\r\n this._effectRenderer.render(this._finalEffectWrapper);\r\n }\r\n\r\n /**\r\n * Renders transparent submeshes with depth peeling\r\n * @param transparentSubMeshes List of transparent meshes to render\r\n * @returns The array of submeshes that could not be handled by this renderer\r\n */\r\n public render(transparentSubMeshes: SmartArray<SubMesh>): SmartArray<SubMesh> {\r\n this._candidateSubMeshes.length = 0;\r\n this._excludedSubMeshes.length = 0;\r\n if (\r\n !this._blendBackEffectWrapper.effect.isReady() ||\r\n !this._blendBackEffectWrapperPingPong.effect.isReady() ||\r\n !this._finalEffectWrapper.effect.isReady() ||\r\n !this._updateTextures()\r\n ) {\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n for (let i = 0; i < transparentSubMeshes.length; i++) {\r\n const subMesh = transparentSubMeshes.data[i];\r\n const material = subMesh.getMaterial();\r\n const fillMode = material && subMesh.getRenderingMesh()._getRenderingFillMode(material.fillMode);\r\n\r\n if (\r\n material &&\r\n (fillMode === Material.TriangleFanDrawMode || fillMode === Material.TriangleFillMode || fillMode === Material.TriangleStripDrawMode) &&\r\n this._excludedMeshes.indexOf(subMesh.getMesh().uniqueId) === -1\r\n ) {\r\n this._candidateSubMeshes.push(subMesh);\r\n } else {\r\n this._excludedSubMeshes.push(subMesh);\r\n }\r\n }\r\n\r\n if (!this._candidateSubMeshes.length) {\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n this._finalCompose(1);\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n const currentRenderPassId = this._engine.currentRenderPassId;\r\n\r\n (this._scene.prePassRenderer! as any)._enabled = false;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[0];\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[1], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[1].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n // Draw depth for first pass\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // in WebGPU, when using MIN or MAX equation, the src / dst color factors should not use SRC_ALPHA and the src / dst alpha factors must be 1 else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthMask = false;\r\n this._engine.depthCullingState.depthTest = true;\r\n this._engine.applyStates();\r\n\r\n this._currentPingPongState = 1;\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // depth peeling ping-pong\r\n let readId = 0;\r\n let writeId = 0;\r\n\r\n for (let i = 0; i < this._passCount; i++) {\r\n readId = i % 2;\r\n writeId = 1 - readId;\r\n this._currentPingPongState = readId;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[i + 1];\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[2]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // the value does not matter (as MAX operation does not use them) but the src and dst color factors should not use SRC_ALPHA else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthTest = false;\r\n this._engine.applyStates();\r\n\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // Back color\r\n this._engine.bindFramebuffer(this._blendBackMrt.renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_ADD);\r\n this._engine.setAlphaMode(Constants.ALPHA_LAYER_ACCUMULATE);\r\n this._engine.applyStates();\r\n\r\n const blendBackEffectWrapper = writeId === 0 || !this._useRenderPasses ? this._blendBackEffectWrapper : this._blendBackEffectWrapperPingPong;\r\n this._engine.enableEffect(blendBackEffectWrapper._drawWrapper);\r\n blendBackEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[writeId * 3 + 2]);\r\n this._effectRenderer.render(blendBackEffectWrapper);\r\n this._engine.unBindFramebuffer(this._blendBackMrt.renderTarget!);\r\n }\r\n\r\n this._engine.currentRenderPassId = currentRenderPassId;\r\n\r\n // Final composition on default FB\r\n this._finalCompose(writeId);\r\n\r\n (this._scene.prePassRenderer! as any)._enabled = true;\r\n this._engine.depthCullingState.depthMask = true;\r\n this._engine.depthCullingState.depthTest = true;\r\n\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n /**\r\n * Disposes the depth peeling renderer and associated ressources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._blendBackEffectWrapper.dispose();\r\n this._finalEffectWrapper.dispose();\r\n this._effectRenderer.dispose();\r\n this._releaseRenderPassIds();\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/depth.fragment\";\r\nimport \"../Shaders/depth.vertex\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { addClipPlaneUniforms, bindClipPlane, prepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\r\n\r\ndeclare type Material = import(\"../Materials/material\").Material;\r\ndeclare type AbstractMesh = import(\"../Meshes/abstractMesh\").AbstractMesh;\r\n\r\n/**\r\n * This represents a depth renderer in Babylon.\r\n * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing\r\n */\r\nexport class DepthRenderer {\r\n private _scene: Scene;\r\n private _depthMap: RenderTargetTexture;\r\n private readonly _storeNonLinearDepth: boolean;\r\n private readonly _storeCameraSpaceZ: boolean;\r\n\r\n /** Color used to clear the depth texture. Default: (1,0,0,1) */\r\n public clearColor: Color4;\r\n\r\n /** Get if the depth renderer is using packed depth or not */\r\n public readonly isPacked: boolean;\r\n\r\n private _camera: Nullable<Camera>;\r\n\r\n /** Enable or disable the depth renderer. When disabled, the depth texture is not updated */\r\n public enabled = true;\r\n\r\n /** Force writing the transparent objects into the depth map */\r\n public forceDepthWriteTransparentMeshes = false;\r\n\r\n /**\r\n * Specifies that the depth renderer will only be used within\r\n * the camera it is created for.\r\n * This can help forcing its rendering during the camera processing.\r\n */\r\n public useOnlyInActiveCamera: boolean = false;\r\n\r\n /** If true, reverse the culling of materials before writing to the depth texture.\r\n * So, basically, when \"true\", back facing instead of front facing faces are rasterized into the texture\r\n */\r\n public reverseCulling = false;\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"DepthRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes by the depth renderer\r\n * @param mesh mesh or array of meshes\r\n * @param material material to use by the depth render when rendering the mesh(es). If undefined is passed, the specific material created by the depth renderer will be used.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material): void {\r\n this._depthMap.setMaterialForRendering(mesh, material);\r\n }\r\n\r\n /**\r\n * Instantiates a depth renderer\r\n * @param scene The scene the renderer belongs to\r\n * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)\r\n * @param camera The camera to be used to render the depth map (default: scene's active camera)\r\n * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z\r\n * @param samplingMode The sampling mode to be used with the render target (Linear, Nearest...) (default: TRILINEAR_SAMPLINGMODE)\r\n * @param storeCameraSpaceZ Defines whether the depth stored is the Z coordinate in camera space. If true, storeNonLinearDepth has no effect. (Default: false)\r\n * @param name Name of the render target (default: DepthRenderer)\r\n */\r\n constructor(\r\n scene: Scene,\r\n type: number = Constants.TEXTURETYPE_FLOAT,\r\n camera: Nullable<Camera> = null,\r\n storeNonLinearDepth = false,\r\n samplingMode = Texture.TRILINEAR_SAMPLINGMODE,\r\n storeCameraSpaceZ = false,\r\n name?: string\r\n ) {\r\n this._scene = scene;\r\n this._storeNonLinearDepth = storeNonLinearDepth;\r\n this._storeCameraSpaceZ = storeCameraSpaceZ;\r\n this.isPacked = type === Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this.isPacked) {\r\n this.clearColor = new Color4(1.0, 1.0, 1.0, 1.0);\r\n } else {\r\n this.clearColor = new Color4(storeCameraSpaceZ ? 1e8 : 1.0, 0.0, 0.0, 1.0);\r\n }\r\n\r\n DepthRenderer._SceneComponentInitialization(this._scene);\r\n\r\n const engine = scene.getEngine();\r\n\r\n this._camera = camera;\r\n\r\n if (samplingMode !== Texture.NEAREST_SAMPLINGMODE) {\r\n if (type === Constants.TEXTURETYPE_FLOAT && !engine._caps.textureFloatLinearFiltering) {\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE;\r\n }\r\n if (type === Constants.TEXTURETYPE_HALF_FLOAT && !engine._caps.textureHalfFloatLinearFiltering) {\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE;\r\n }\r\n }\r\n\r\n // Render target\r\n const format = this.isPacked || !engine._features.supportExtendedTextureFormats ? Constants.TEXTUREFORMAT_RGBA : Constants.TEXTUREFORMAT_R;\r\n this._depthMap = new RenderTargetTexture(\r\n name ?? \"DepthRenderer\",\r\n { width: engine.getRenderWidth(), height: engine.getRenderHeight() },\r\n this._scene,\r\n false,\r\n true,\r\n type,\r\n false,\r\n samplingMode,\r\n undefined,\r\n undefined,\r\n undefined,\r\n format\r\n );\r\n this._depthMap.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.refreshRate = 1;\r\n this._depthMap.renderParticles = false;\r\n this._depthMap.renderList = null;\r\n this._depthMap.noPrePassRenderer = true;\r\n\r\n // Camera to get depth map from to support multiple concurrent cameras\r\n this._depthMap.activeCamera = this._camera;\r\n this._depthMap.ignoreCameraViewport = true;\r\n this._depthMap.useCameraPostProcesses = false;\r\n\r\n // set default depth value to 1.0 (far away)\r\n this._depthMap.onClearObservable.add((engine) => {\r\n engine.clear(this.clearColor, true, true, true);\r\n });\r\n\r\n this._depthMap.onBeforeBindObservable.add(() => {\r\n engine._debugPushGroup?.(\"depth renderer\", 1);\r\n });\r\n\r\n this._depthMap.onAfterUnbindObservable.add(() => {\r\n engine._debugPopGroup?.(1);\r\n });\r\n\r\n this._depthMap.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || renderingMesh.hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n // Custom render function\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const material = subMesh.getMaterial();\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n if (!material || effectiveMesh.infiniteDistance || material.disableDepthWrite || subMesh.verticesCount === 0 || subMesh._renderId === scene.getRenderId()) {\r\n return;\r\n }\r\n\r\n // Culling\r\n const detNeg = effectiveMesh._getWorldMatrixDeterminant() < 0;\r\n let sideOrientation = renderingMesh.overrideMaterialSideOrientation ?? material.sideOrientation;\r\n if (detNeg) {\r\n sideOrientation =\r\n sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation\r\n ? Constants.MATERIAL_CounterClockWiseSideOrientation\r\n : Constants.MATERIAL_ClockWiseSideOrientation;\r\n }\r\n const reverseSideOrientation = sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation;\r\n\r\n engine.setState(material.backFaceCulling, 0, false, reverseSideOrientation, this.reverseCulling ? !material.cullBackFaces : material.cullBackFaces);\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || renderingMesh.hasThinInstances);\r\n\r\n const camera = this._camera || scene.activeCamera;\r\n if (this.isReady(subMesh, hardwareInstancedRendering) && camera) {\r\n subMesh._renderId = scene.getRenderId();\r\n\r\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n let drawWrapper = subMesh._getDrawWrapper();\r\n if (!drawWrapper && renderingMaterial) {\r\n drawWrapper = renderingMaterial._getDrawWrapper();\r\n }\r\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (!renderingMaterial) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n if (this._storeCameraSpaceZ) {\r\n effect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n } else {\r\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\r\n }\r\n\r\n let minZ: number, maxZ: number;\r\n\r\n if (cameraIsOrtho) {\r\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n } else {\r\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\r\n }\r\n\r\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\r\n\r\n if (!renderingMaterial) {\r\n // Alpha test\r\n if (material.needAlphaTesting()) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n const skeleton = renderingMesh.skeleton;\r\n\r\n if (skeleton.isUsingTextureForMatrices) {\r\n const boneTexture = skeleton.getTransformMatrixTexture(renderingMesh);\r\n if (!boneTexture) {\r\n return;\r\n }\r\n\r\n effect.setTexture(\"boneSampler\", boneTexture);\r\n effect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n } else {\r\n effect.setMatrices(\"mBones\", skeleton.getTransformMatrices(renderingMesh));\r\n }\r\n }\r\n\r\n // Clip planes\r\n bindClipPlane(effect, material, scene);\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\r\n effect.setMatrix(\"world\", world)\r\n );\r\n }\r\n };\r\n\r\n this._depthMap.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n let index;\r\n\r\n if (depthOnlySubMeshes.length) {\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (this.forceDepthWriteTransparentMeshes) {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n renderSubMesh(transparentSubMeshes.data[index]);\r\n }\r\n } else {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n transparentSubMeshes.data[index].getEffectiveMesh()._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n }\r\n }\r\n };\r\n }\r\n\r\n /**\r\n * Creates the depth rendering effect and checks if the effect is ready.\r\n * @param subMesh The submesh to be used to render the depth map of\r\n * @param useInstances If multiple world instances should be used\r\n * @returns if the depth renderer is ready to render the depth map\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const engine = this._scene.getEngine();\r\n const mesh = subMesh.getMesh();\r\n const scene = mesh.getScene();\r\n\r\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n if (renderingMaterial) {\r\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\r\n }\r\n\r\n const material = subMesh.getMaterial();\r\n if (!material || material.disableDepthWrite) {\r\n return false;\r\n }\r\n\r\n const defines = [];\r\n\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n // Alpha test\r\n if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {\r\n defines.push(\"#define ALPHATEST\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n\r\n // Bones\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));\r\n\r\n const skeleton = subMesh.getRenderingMesh().skeleton;\r\n\r\n if (skeleton?.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const morphTargetManager = (mesh as Mesh).morphTargetManager;\r\n let numMorphInfluencers = 0;\r\n if (morphTargetManager) {\r\n if (morphTargetManager.numInfluencers > 0) {\r\n numMorphInfluencers = morphTargetManager.numInfluencers;\r\n\r\n defines.push(\"#define MORPHTARGETS\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + numMorphInfluencers);\r\n\r\n if (morphTargetManager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, numMorphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // None linear depth\r\n if (this._storeNonLinearDepth) {\r\n defines.push(\"#define NONLINEARDEPTH\");\r\n }\r\n\r\n // Store camera space Z coordinate instead of NDC Z\r\n if (this._storeCameraSpaceZ) {\r\n defines.push(\"#define STORE_CAMERASPACE_Z\");\r\n }\r\n\r\n // Float Mode\r\n if (this.isPacked) {\r\n defines.push(\"#define PACKED\");\r\n }\r\n\r\n // Clip planes\r\n prepareStringDefinesForClipPlanes(material, scene, defines);\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"boneTextureWidth\",\r\n \"viewProjection\",\r\n \"view\",\r\n \"diffuseMatrix\",\r\n \"depthValues\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n ];\r\n addClipPlaneUniforms(uniforms);\r\n\r\n drawWrapper.setEffect(\r\n engine.createEffect(\"depth\", attribs, uniforms, [\"diffuseSampler\", \"morphTargets\", \"boneSampler\"], join, undefined, undefined, undefined, {\r\n maxSimultaneousMorphTargets: numMorphInfluencers,\r\n }),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Gets the texture which the depth map will be written to.\r\n * @returns The depth map texture\r\n */\r\n public getDepthMap(): RenderTargetTexture {\r\n return this._depthMap;\r\n }\r\n\r\n /**\r\n * Disposes of the depth renderer.\r\n */\r\n public dispose(): void {\r\n const keysToDelete = [];\r\n for (const key in this._scene._depthRenderer) {\r\n const depthRenderer = this._scene._depthRenderer[key];\r\n if (depthRenderer === this) {\r\n keysToDelete.push(key);\r\n }\r\n }\r\n\r\n if (keysToDelete.length > 0) {\r\n this._depthMap.dispose();\r\n\r\n for (const key of keysToDelete) {\r\n delete this._scene._depthRenderer[key];\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/depth.fragment\";\r\nimport \"../Shaders/depth.vertex\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { addClipPlaneUniforms, bindClipPlane, prepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\r\n\r\ndeclare type Material = import(\"../Materials/material\").Material;\r\ndeclare type AbstractMesh = import(\"../Meshes/abstractMesh\").AbstractMesh;\r\n\r\n/**\r\n * This represents a depth renderer in Babylon.\r\n * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing\r\n */\r\nexport class DepthRenderer {\r\n private _scene: Scene;\r\n private _depthMap: RenderTargetTexture;\r\n private readonly _storeNonLinearDepth: boolean;\r\n private readonly _storeCameraSpaceZ: boolean;\r\n\r\n /** Color used to clear the depth texture. Default: (1,0,0,1) */\r\n public clearColor: Color4;\r\n\r\n /** Get if the depth renderer is using packed depth or not */\r\n public readonly isPacked: boolean;\r\n\r\n private _camera: Nullable<Camera>;\r\n\r\n /** Enable or disable the depth renderer. When disabled, the depth texture is not updated */\r\n public enabled = true;\r\n\r\n /** Force writing the transparent objects into the depth map */\r\n public forceDepthWriteTransparentMeshes = false;\r\n\r\n /**\r\n * Specifies that the depth renderer will only be used within\r\n * the camera it is created for.\r\n * This can help forcing its rendering during the camera processing.\r\n */\r\n public useOnlyInActiveCamera: boolean = false;\r\n\r\n /** If true, reverse the culling of materials before writing to the depth texture.\r\n * So, basically, when \"true\", back facing instead of front facing faces are rasterized into the texture\r\n */\r\n public reverseCulling = false;\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"DepthRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes by the depth renderer\r\n * @param mesh mesh or array of meshes\r\n * @param material material to use by the depth render when rendering the mesh(es). If undefined is passed, the specific material created by the depth renderer will be used.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material): void {\r\n this._depthMap.setMaterialForRendering(mesh, material);\r\n }\r\n\r\n /**\r\n * Instantiates a depth renderer\r\n * @param scene The scene the renderer belongs to\r\n * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)\r\n * @param camera The camera to be used to render the depth map (default: scene's active camera)\r\n * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z\r\n * @param samplingMode The sampling mode to be used with the render target (Linear, Nearest...) (default: TRILINEAR_SAMPLINGMODE)\r\n * @param storeCameraSpaceZ Defines whether the depth stored is the Z coordinate in camera space. If true, storeNonLinearDepth has no effect. (Default: false)\r\n * @param name Name of the render target (default: DepthRenderer)\r\n */\r\n constructor(\r\n scene: Scene,\r\n type: number = Constants.TEXTURETYPE_FLOAT,\r\n camera: Nullable<Camera> = null,\r\n storeNonLinearDepth = false,\r\n samplingMode = Texture.TRILINEAR_SAMPLINGMODE,\r\n storeCameraSpaceZ = false,\r\n name?: string\r\n ) {\r\n this._scene = scene;\r\n this._storeNonLinearDepth = storeNonLinearDepth;\r\n this._storeCameraSpaceZ = storeCameraSpaceZ;\r\n this.isPacked = type === Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this.isPacked) {\r\n this.clearColor = new Color4(1.0, 1.0, 1.0, 1.0);\r\n } else {\r\n this.clearColor = new Color4(storeCameraSpaceZ ? 1e8 : 1.0, 0.0, 0.0, 1.0);\r\n }\r\n\r\n DepthRenderer._SceneComponentInitialization(this._scene);\r\n\r\n const engine = scene.getEngine();\r\n\r\n this._camera = camera;\r\n\r\n if (samplingMode !== Texture.NEAREST_SAMPLINGMODE) {\r\n if (type === Constants.TEXTURETYPE_FLOAT && !engine._caps.textureFloatLinearFiltering) {\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE;\r\n }\r\n if (type === Constants.TEXTURETYPE_HALF_FLOAT && !engine._caps.textureHalfFloatLinearFiltering) {\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE;\r\n }\r\n }\r\n\r\n // Render target\r\n const format = this.isPacked || !engine._features.supportExtendedTextureFormats ? Constants.TEXTUREFORMAT_RGBA : Constants.TEXTUREFORMAT_R;\r\n this._depthMap = new RenderTargetTexture(\r\n name ?? \"DepthRenderer\",\r\n { width: engine.getRenderWidth(), height: engine.getRenderHeight() },\r\n this._scene,\r\n false,\r\n true,\r\n type,\r\n false,\r\n samplingMode,\r\n undefined,\r\n undefined,\r\n undefined,\r\n format\r\n );\r\n this._depthMap.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.refreshRate = 1;\r\n this._depthMap.renderParticles = false;\r\n this._depthMap.renderList = null;\r\n this._depthMap.noPrePassRenderer = true;\r\n\r\n // Camera to get depth map from to support multiple concurrent cameras\r\n this._depthMap.activeCamera = this._camera;\r\n this._depthMap.ignoreCameraViewport = true;\r\n this._depthMap.useCameraPostProcesses = false;\r\n\r\n // set default depth value to 1.0 (far away)\r\n this._depthMap.onClearObservable.add((engine) => {\r\n engine.clear(this.clearColor, true, true, true);\r\n });\r\n\r\n this._depthMap.onBeforeBindObservable.add(() => {\r\n engine._debugPushGroup?.(\"depth renderer\", 1);\r\n });\r\n\r\n this._depthMap.onAfterUnbindObservable.add(() => {\r\n engine._debugPopGroup?.(1);\r\n });\r\n\r\n this._depthMap.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || renderingMesh.hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n // Custom render function\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const material = subMesh.getMaterial();\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n if (!material || effectiveMesh.infiniteDistance || material.disableDepthWrite || subMesh.verticesCount === 0 || subMesh._renderId === scene.getRenderId()) {\r\n return;\r\n }\r\n\r\n // Culling\r\n const detNeg = effectiveMesh._getWorldMatrixDeterminant() < 0;\r\n let sideOrientation = renderingMesh.overrideMaterialSideOrientation ?? material.sideOrientation;\r\n if (detNeg) {\r\n sideOrientation =\r\n sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation\r\n ? Constants.MATERIAL_CounterClockWiseSideOrientation\r\n : Constants.MATERIAL_ClockWiseSideOrientation;\r\n }\r\n const reverseSideOrientation = sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation;\r\n\r\n engine.setState(material.backFaceCulling, 0, false, reverseSideOrientation, this.reverseCulling ? !material.cullBackFaces : material.cullBackFaces);\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || renderingMesh.hasThinInstances);\r\n\r\n const camera = this._camera || scene.activeCamera;\r\n if (this.isReady(subMesh, hardwareInstancedRendering) && camera) {\r\n subMesh._renderId = scene.getRenderId();\r\n\r\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n let drawWrapper = subMesh._getDrawWrapper();\r\n if (!drawWrapper && renderingMaterial) {\r\n drawWrapper = renderingMaterial._getDrawWrapper();\r\n }\r\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (!renderingMaterial) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n if (this._storeCameraSpaceZ) {\r\n effect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n } else {\r\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\r\n }\r\n\r\n let minZ: number, maxZ: number;\r\n\r\n if (cameraIsOrtho) {\r\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n } else {\r\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\r\n }\r\n\r\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\r\n\r\n if (!renderingMaterial) {\r\n // Alpha test\r\n if (material.needAlphaTesting()) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n const skeleton = renderingMesh.skeleton;\r\n\r\n if (skeleton.isUsingTextureForMatrices) {\r\n const boneTexture = skeleton.getTransformMatrixTexture(renderingMesh);\r\n if (!boneTexture) {\r\n return;\r\n }\r\n\r\n effect.setTexture(\"boneSampler\", boneTexture);\r\n effect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n } else {\r\n effect.setMatrices(\"mBones\", skeleton.getTransformMatrices(renderingMesh));\r\n }\r\n }\r\n\r\n // Clip planes\r\n bindClipPlane(effect, material, scene);\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\r\n effect.setMatrix(\"world\", world)\r\n );\r\n }\r\n };\r\n\r\n this._depthMap.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n let index;\r\n\r\n if (depthOnlySubMeshes.length) {\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (this.forceDepthWriteTransparentMeshes) {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n renderSubMesh(transparentSubMeshes.data[index]);\r\n }\r\n } else {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n transparentSubMeshes.data[index].getEffectiveMesh()._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n }\r\n }\r\n };\r\n }\r\n\r\n /**\r\n * Creates the depth rendering effect and checks if the effect is ready.\r\n * @param subMesh The submesh to be used to render the depth map of\r\n * @param useInstances If multiple world instances should be used\r\n * @returns if the depth renderer is ready to render the depth map\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const engine = this._scene.getEngine();\r\n const mesh = subMesh.getMesh();\r\n const scene = mesh.getScene();\r\n\r\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n if (renderingMaterial) {\r\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\r\n }\r\n\r\n const material = subMesh.getMaterial();\r\n if (!material || material.disableDepthWrite) {\r\n return false;\r\n }\r\n\r\n const defines = [];\r\n\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n // Alpha test\r\n if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {\r\n defines.push(\"#define ALPHATEST\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n\r\n // Bones\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));\r\n\r\n const skeleton = subMesh.getRenderingMesh().skeleton;\r\n\r\n if (skeleton?.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const morphTargetManager = (mesh as Mesh).morphTargetManager;\r\n let numMorphInfluencers = 0;\r\n if (morphTargetManager) {\r\n if (morphTargetManager.numInfluencers > 0) {\r\n numMorphInfluencers = morphTargetManager.numInfluencers;\r\n\r\n defines.push(\"#define MORPHTARGETS\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + numMorphInfluencers);\r\n\r\n if (morphTargetManager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, numMorphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // None linear depth\r\n if (this._storeNonLinearDepth) {\r\n defines.push(\"#define NONLINEARDEPTH\");\r\n }\r\n\r\n // Store camera space Z coordinate instead of NDC Z\r\n if (this._storeCameraSpaceZ) {\r\n defines.push(\"#define STORE_CAMERASPACE_Z\");\r\n }\r\n\r\n // Float Mode\r\n if (this.isPacked) {\r\n defines.push(\"#define PACKED\");\r\n }\r\n\r\n // Clip planes\r\n prepareStringDefinesForClipPlanes(material, scene, defines);\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"boneTextureWidth\",\r\n \"viewProjection\",\r\n \"view\",\r\n \"diffuseMatrix\",\r\n \"depthValues\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n ];\r\n addClipPlaneUniforms(uniforms);\r\n\r\n drawWrapper.setEffect(\r\n engine.createEffect(\"depth\", attribs, uniforms, [\"diffuseSampler\", \"morphTargets\", \"boneSampler\"], join, undefined, undefined, undefined, {\r\n maxSimultaneousMorphTargets: numMorphInfluencers,\r\n }),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Gets the texture which the depth map will be written to.\r\n * @returns The depth map texture\r\n */\r\n public getDepthMap(): RenderTargetTexture {\r\n return this._depthMap;\r\n }\r\n\r\n /**\r\n * Disposes of the depth renderer.\r\n */\r\n public dispose(): void {\r\n const keysToDelete = [];\r\n for (const key in this._scene._depthRenderer) {\r\n const depthRenderer = this._scene._depthRenderer[key];\r\n if (depthRenderer === this) {\r\n keysToDelete.push(key);\r\n }\r\n }\r\n\r\n if (keysToDelete.length > 0) {\r\n this._depthMap.dispose();\r\n\r\n for (const key of keysToDelete) {\r\n delete this._scene._depthRenderer[key];\r\n }\r\n }\r\n }\r\n}\r\n"]}