@babylonjs/core 7.21.0 → 7.21.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/easing.d.ts +20 -20
- package/Animations/easing.js +10 -10
- package/Animations/easing.js.map +1 -1
- package/Buffers/buffer.nonFloatVertexBuffers.js +2 -1
- package/Buffers/buffer.nonFloatVertexBuffers.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.d.ts +2 -2
- package/Cameras/VR/vrExperienceHelper.js +1 -1
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +9 -4
- package/Collisions/gpuPicker.js +64 -44
- package/Collisions/gpuPicker.js.map +1 -1
- package/Collisions/index.d.ts +4 -0
- package/Collisions/index.js +4 -0
- package/Collisions/index.js.map +1 -1
- package/Culling/Helper/computeShaderBoundingHelper.js +0 -3
- package/Culling/Helper/computeShaderBoundingHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +0 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +0 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/abstractEngine.d.ts +2 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/nativeEngine.js +0 -3
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +2 -1
- package/Engines/thinEngine.js +3 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +3 -1
- package/Engines/webgpuEngine.js +6 -3
- package/Engines/webgpuEngine.js.map +1 -1
- package/Gizmos/gizmo.d.ts +2 -2
- package/Gizmos/gizmo.js +1 -1
- package/Gizmos/gizmo.js.map +1 -1
- package/Layers/effectLayer.d.ts +1 -1
- package/Layers/effectLayer.js +18 -16
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/glowLayer.d.ts +1 -1
- package/Layers/glowLayer.js +3 -5
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.d.ts +1 -1
- package/Layers/highlightLayer.js +7 -9
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/layer.d.ts +0 -1
- package/Layers/layer.js +15 -17
- package/Layers/layer.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.d.ts +0 -3
- package/Lights/Shadows/cascadedShadowGenerator.js +0 -3
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Materials/Background/backgroundMaterial.d.ts +0 -1
- package/Materials/Background/backgroundMaterial.js +20 -20
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +0 -1
- package/Materials/PBR/pbrBaseMaterial.js +34 -39
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/effect.d.ts +7 -2
- package/Materials/effect.js +7 -3
- package/Materials/effect.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +4 -0
- package/Materials/shaderMaterial.js +1 -0
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/standardMaterial.d.ts +0 -1
- package/Materials/standardMaterial.js +20 -20
- package/Materials/standardMaterial.js.map +1 -1
- package/Maths/math.isovector.js +6 -6
- package/Maths/math.isovector.js.map +1 -1
- package/Meshes/Builders/geodesicBuilder.js +2 -2
- package/Meshes/Builders/geodesicBuilder.js.map +1 -1
- package/Meshes/Builders/goldbergBuilder.js +2 -2
- package/Meshes/Builders/goldbergBuilder.js.map +1 -1
- package/Meshes/linesMesh.d.ts +0 -2
- package/Meshes/linesMesh.js +16 -20
- package/Meshes/linesMesh.js.map +1 -1
- package/Misc/assetsManager.d.ts +16 -16
- package/Misc/assetsManager.js +8 -8
- package/Misc/assetsManager.js.map +1 -1
- package/Misc/copyTextureToTexture.d.ts +9 -1
- package/Misc/copyTextureToTexture.js +23 -2
- package/Misc/copyTextureToTexture.js.map +1 -1
- package/Misc/environmentTextureTools.d.ts +0 -2
- package/Misc/environmentTextureTools.js +0 -2
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/index.d.ts +2 -0
- package/Misc/index.js +3 -0
- package/Misc/index.js.map +1 -1
- package/Misc/sceneOptimizer.d.ts +16 -16
- package/Misc/sceneOptimizer.js +8 -8
- package/Misc/sceneOptimizer.js.map +1 -1
- package/Particles/EmitterTypes/coneParticleEmitter.d.ts +4 -4
- package/Particles/EmitterTypes/coneParticleEmitter.js +2 -2
- package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
- package/Particles/EmitterTypes/cylinderParticleEmitter.d.ts +4 -4
- package/Particles/EmitterTypes/cylinderParticleEmitter.js +2 -2
- package/Particles/EmitterTypes/cylinderParticleEmitter.js.map +1 -1
- package/Particles/EmitterTypes/sphereParticleEmitter.d.ts +4 -4
- package/Particles/EmitterTypes/sphereParticleEmitter.js +2 -2
- package/Particles/EmitterTypes/sphereParticleEmitter.js.map +1 -1
- package/Particles/particleSystemComponent.d.ts +0 -1
- package/Particles/particleSystemComponent.js +8 -2
- package/Particles/particleSystemComponent.js.map +1 -1
- package/Particles/thinParticleSystem.d.ts +0 -2
- package/Particles/thinParticleSystem.js +0 -2
- package/Particles/thinParticleSystem.js.map +1 -1
- package/Physics/v1/physicsJoint.js +0 -3
- package/Physics/v1/physicsJoint.js.map +1 -1
- package/Physics/v2/physicsConstraint.d.ts +14 -20
- package/Physics/v2/physicsConstraint.js +14 -20
- package/Physics/v2/physicsConstraint.js.map +1 -1
- package/PostProcesses/anaglyphPostProcess.d.ts +1 -2
- package/PostProcesses/anaglyphPostProcess.js +4 -5
- package/PostProcesses/anaglyphPostProcess.js.map +1 -1
- package/PostProcesses/blackAndWhitePostProcess.d.ts +1 -1
- package/PostProcesses/blackAndWhitePostProcess.js +4 -4
- package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
- package/PostProcesses/bloomMergePostProcess.d.ts +1 -1
- package/PostProcesses/bloomMergePostProcess.js +4 -4
- package/PostProcesses/bloomMergePostProcess.js.map +1 -1
- package/PostProcesses/blurPostProcess.d.ts +1 -3
- package/PostProcesses/blurPostProcess.js +4 -6
- package/PostProcesses/blurPostProcess.js.map +1 -1
- package/PostProcesses/chromaticAberrationPostProcess.d.ts +1 -1
- package/PostProcesses/chromaticAberrationPostProcess.js +4 -4
- package/PostProcesses/chromaticAberrationPostProcess.js.map +1 -1
- package/PostProcesses/circleOfConfusionPostProcess.d.ts +1 -1
- package/PostProcesses/circleOfConfusionPostProcess.js +4 -4
- package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
- package/PostProcesses/colorCorrectionPostProcess.d.ts +1 -1
- package/PostProcesses/colorCorrectionPostProcess.js +4 -4
- package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
- package/PostProcesses/convolutionPostProcess.d.ts +1 -1
- package/PostProcesses/convolutionPostProcess.js +4 -4
- package/PostProcesses/convolutionPostProcess.js.map +1 -1
- package/PostProcesses/depthOfFieldMergePostProcess.d.ts +1 -1
- package/PostProcesses/depthOfFieldMergePostProcess.js +4 -4
- package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
- package/PostProcesses/displayPassPostProcess.d.ts +1 -1
- package/PostProcesses/displayPassPostProcess.js +10 -1
- package/PostProcesses/displayPassPostProcess.js.map +1 -1
- package/PostProcesses/extractHighlightsPostProcess.d.ts +1 -1
- package/PostProcesses/extractHighlightsPostProcess.js +4 -4
- package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
- package/PostProcesses/filterPostProcess.d.ts +1 -1
- package/PostProcesses/filterPostProcess.js +10 -1
- package/PostProcesses/filterPostProcess.js.map +1 -1
- package/PostProcesses/fxaaPostProcess.d.ts +1 -1
- package/PostProcesses/fxaaPostProcess.js +4 -4
- package/PostProcesses/fxaaPostProcess.js.map +1 -1
- package/PostProcesses/grainPostProcess.d.ts +1 -2
- package/PostProcesses/grainPostProcess.js +4 -5
- package/PostProcesses/grainPostProcess.js.map +1 -1
- package/PostProcesses/highlightsPostProcess.d.ts +1 -1
- package/PostProcesses/highlightsPostProcess.js +10 -1
- package/PostProcesses/highlightsPostProcess.js.map +1 -1
- package/PostProcesses/imageProcessingPostProcess.d.ts +1 -1
- package/PostProcesses/imageProcessingPostProcess.js +4 -4
- package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
- package/PostProcesses/index.d.ts +8 -0
- package/PostProcesses/index.js +12 -0
- package/PostProcesses/index.js.map +1 -1
- package/PostProcesses/motionBlurPostProcess.d.ts +1 -1
- package/PostProcesses/motionBlurPostProcess.js +4 -4
- package/PostProcesses/motionBlurPostProcess.js.map +1 -1
- package/PostProcesses/passPostProcess.d.ts +2 -2
- package/PostProcesses/passPostProcess.js +8 -8
- package/PostProcesses/passPostProcess.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +5 -4
- package/PostProcesses/postProcess.js +14 -27
- package/PostProcesses/postProcess.js.map +1 -1
- package/PostProcesses/sharpenPostProcess.d.ts +1 -1
- package/PostProcesses/sharpenPostProcess.js +4 -4
- package/PostProcesses/sharpenPostProcess.js.map +1 -1
- package/PostProcesses/tonemapPostProcess.d.ts +1 -1
- package/PostProcesses/tonemapPostProcess.js +10 -1
- package/PostProcesses/tonemapPostProcess.js.map +1 -1
- package/PostProcesses/vrDistortionCorrectionPostProcess.d.ts +1 -1
- package/PostProcesses/vrDistortionCorrectionPostProcess.js +4 -4
- package/PostProcesses/vrDistortionCorrectionPostProcess.js.map +1 -1
- package/ShadersWGSL/copyTextureToTexture.fragment.d.ts +6 -0
- package/ShadersWGSL/copyTextureToTexture.fragment.js +21 -0
- package/ShadersWGSL/copyTextureToTexture.fragment.js.map +1 -0
- package/ShadersWGSL/displayPass.fragment.d.ts +5 -0
- package/ShadersWGSL/displayPass.fragment.js +12 -0
- package/ShadersWGSL/displayPass.fragment.js.map +1 -0
- package/ShadersWGSL/filter.fragment.d.ts +5 -0
- package/ShadersWGSL/filter.fragment.js +12 -0
- package/ShadersWGSL/filter.fragment.js.map +1 -0
- package/ShadersWGSL/highlights.fragment.d.ts +5 -0
- package/ShadersWGSL/highlights.fragment.js +12 -0
- package/ShadersWGSL/highlights.fragment.js.map +1 -0
- package/ShadersWGSL/picking.fragment.d.ts +5 -0
- package/ShadersWGSL/picking.fragment.js +21 -0
- package/ShadersWGSL/picking.fragment.js.map +1 -0
- package/ShadersWGSL/picking.vertex.d.ts +15 -0
- package/ShadersWGSL/picking.vertex.js +43 -0
- package/ShadersWGSL/picking.vertex.js.map +1 -0
- package/ShadersWGSL/tonemap.fragment.d.ts +5 -0
- package/ShadersWGSL/tonemap.fragment.js +29 -0
- package/ShadersWGSL/tonemap.fragment.js.map +1 -0
- package/XR/features/WebXRControllerPointerSelection.js +1 -1
- package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
- package/package.json +1 -1
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@@ -145,7 +145,7 @@ export declare class HighlightLayer extends EffectLayer {
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* @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
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*/
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constructor(name: string, scene?: Scene, options?: Partial<IHighlightLayerOptions>);
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protected
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+
protected _importShadersAsync(): Promise<void>;
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/**
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* Get the effect name of the layer.
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* @returns The effect name
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package/Layers/highlightLayer.js
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@@ -41,15 +41,15 @@ class GlowBlurPostProcess extends PostProcess {
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effect.setFloat("blurWidth", this.kernel);
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});
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}
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_gatherImports(useWebGPU, list) {
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if (useWebGPU) {
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this._webGPUReady = true;
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list.push(import("../ShadersWGSL/glowBlurPostProcess.fragment.js"));
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}
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else {
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list.push(import("../Shaders/glowBlurPostProcess.fragment.js"));
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}
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super.
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super._gatherImports(useWebGPU, list);
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}
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}
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/**
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@@ -145,10 +145,8 @@ export class HighlightLayer extends EffectLayer {
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// Do not render as long as no meshes have been added
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this._shouldRender = false;
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}
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if (engine.isWebGPU && !forceGLSL && !EffectLayer.ForceGLSL) {
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this._shaderLanguage = 1 /* ShaderLanguage.WGSL */;
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async _importShadersAsync() {
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if (this._shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
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await Promise.all([
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import("../ShadersWGSL/glowMapMerge.fragment.js"),
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import("../ShadersWGSL/glowMapMerge.vertex.js"),
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else {
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await Promise.all([import("../Shaders/glowMapMerge.fragment.js"), import("../Shaders/glowMapMerge.vertex.js"), import("../Shaders/glowBlurPostProcess.fragment.js")]);
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}
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await super.
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await super._importShadersAsync();
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}
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/**
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* Get the effect name of the layer.
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-
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { PostProcessOptions } from \"../PostProcesses/postProcess\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { PassPostProcess } from \"../PostProcesses/passPostProcess\";\r\nimport { BlurPostProcess } from \"../PostProcesses/blurPostProcess\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { Color4, Color3 } from \"../Maths/math.color\";\r\n\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { GetExponentOfTwo } from \"../Misc/tools.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /**\r\n * Return a the first highlight layer of the scene with a given name.\r\n * @param name The name of the highlight layer to look for.\r\n * @returns The highlight layer if found otherwise null.\r\n */\r\n getHighlightLayerByName(name: string): Nullable<HighlightLayer>;\r\n }\r\n}\r\n\r\nAbstractScene.prototype.getHighlightLayerByName = function (name: string): Nullable<HighlightLayer> {\r\n for (let index = 0; index < this.effectLayers?.length; index++) {\r\n if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {\r\n return (<any>this.effectLayers[index]) as HighlightLayer;\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\ninterface IBlurPostProcess extends PostProcess {\r\n kernel: number;\r\n}\r\n\r\n/**\r\n * Special Glow Blur post process only blurring the alpha channel\r\n * It enforces keeping the most luminous color in the color channel.\r\n */\r\nclass GlowBlurPostProcess extends PostProcess {\r\n constructor(\r\n name: string,\r\n public direction: Vector2,\r\n public kernel: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: AbstractEngine,\r\n reusable?: boolean\r\n ) {\r\n super(name, \"glowBlurPostProcess\", [\"screenSize\", \"direction\", \"blurWidth\"], null, options, camera, samplingMode, engine, reusable);\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setFloat2(\"screenSize\", this.width, this.height);\r\n effect.setVector2(\"direction\", this.direction);\r\n effect.setFloat(\"blurWidth\", this.kernel);\r\n });\r\n }\r\n\r\n protected override async _initShaderSourceAsync(useWebGPU: boolean) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n await import(\"../ShadersWGSL/glowBlurPostProcess.fragment\");\r\n } else {\r\n await import(\"../Shaders/glowBlurPostProcess.fragment\");\r\n }\r\n\r\n super._initShaderSourceAsync(useWebGPU);\r\n }\r\n}\r\n\r\n/**\r\n * Highlight layer options. This helps customizing the behaviour\r\n * of the highlight layer.\r\n */\r\nexport interface IHighlightLayerOptions {\r\n /**\r\n * Multiplication factor apply to the canvas size to compute the render target size\r\n * used to generated the glowing objects (the smaller the faster). Default: 0.5\r\n */\r\n mainTextureRatio: number;\r\n\r\n /**\r\n * Enforces a fixed size texture to ensure resize independent blur. Default: undefined\r\n */\r\n mainTextureFixedSize?: number;\r\n\r\n /**\r\n * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size\r\n * of the picture to blur (the smaller the faster). Default: 0.5\r\n */\r\n blurTextureSizeRatio: number;\r\n\r\n /**\r\n * How big in texel of the blur texture is the vertical blur. Default: 1\r\n */\r\n blurVerticalSize: number;\r\n\r\n /**\r\n * How big in texel of the blur texture is the horizontal blur. Default: 1\r\n */\r\n blurHorizontalSize: number;\r\n\r\n /**\r\n * Alpha blending mode used to apply the blur. Default: ALPHA_COMBINE\r\n */\r\n alphaBlendingMode: number;\r\n\r\n /**\r\n * The camera attached to the layer. Default: null\r\n */\r\n camera: Nullable<Camera>;\r\n\r\n /**\r\n * Should we display highlight as a solid stroke? Default: false\r\n */\r\n isStroke?: boolean;\r\n\r\n /**\r\n * The rendering group to draw the layer in. Default: -1\r\n */\r\n renderingGroupId: number;\r\n\r\n /**\r\n * The type of the main texture. Default: TEXTURETYPE_UNSIGNED_INT\r\n */\r\n mainTextureType: number;\r\n\r\n /**\r\n * Use the GLSL code generation for the shader (even on WebGPU). Default is false\r\n */\r\n forceGLSL: boolean;\r\n}\r\n\r\n/**\r\n * Storage interface grouping all the information required for glowing a mesh.\r\n */\r\ninterface IHighlightLayerMesh {\r\n /**\r\n * The glowy mesh\r\n */\r\n mesh: Mesh;\r\n /**\r\n * The color of the glow\r\n */\r\n color: Color3;\r\n /**\r\n * The mesh render callback use to insert stencil information\r\n */\r\n observerHighlight: Nullable<Observer<Mesh>>;\r\n /**\r\n * The mesh render callback use to come to the default behavior\r\n */\r\n observerDefault: Nullable<Observer<Mesh>>;\r\n /**\r\n * If it exists, the emissive color of the material will be used to generate the glow.\r\n * Else it falls back to the current color.\r\n */\r\n glowEmissiveOnly: boolean;\r\n}\r\n\r\n/**\r\n * Storage interface grouping all the information required for an excluded mesh.\r\n */\r\ninterface IHighlightLayerExcludedMesh {\r\n /**\r\n * The glowy mesh\r\n */\r\n mesh: Mesh;\r\n /**\r\n * The mesh render callback use to prevent stencil use\r\n */\r\n beforeBind: Nullable<Observer<Mesh>>;\r\n /**\r\n * The mesh render callback use to restore previous stencil use\r\n */\r\n afterRender: Nullable<Observer<Mesh>>;\r\n /**\r\n * Current stencil state of the engine\r\n */\r\n stencilState: boolean;\r\n}\r\n\r\n/**\r\n * The highlight layer Helps adding a glow effect around a mesh.\r\n *\r\n * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove\r\n * glowy meshes to your scene.\r\n *\r\n * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!\r\n */\r\nexport class HighlightLayer extends EffectLayer {\r\n /**\r\n * Effect Name of the highlight layer.\r\n */\r\n public static readonly EffectName = \"HighlightLayer\";\r\n\r\n /**\r\n * The neutral color used during the preparation of the glow effect.\r\n * This is black by default as the blend operation is a blend operation.\r\n */\r\n public static NeutralColor: Color4 = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Stencil value used for glowing meshes.\r\n */\r\n public static GlowingMeshStencilReference = 0x02;\r\n\r\n /**\r\n * Stencil value used for the other meshes in the scene.\r\n */\r\n public static NormalMeshStencilReference = 0x01;\r\n\r\n /**\r\n * Specifies whether or not the inner glow is ACTIVE in the layer.\r\n */\r\n @serialize()\r\n public innerGlow: boolean = true;\r\n\r\n /**\r\n * Specifies whether or not the outer glow is ACTIVE in the layer.\r\n */\r\n @serialize()\r\n public outerGlow: boolean = true;\r\n\r\n /**\r\n * Specifies the horizontal size of the blur.\r\n */\r\n public set blurHorizontalSize(value: number) {\r\n this._horizontalBlurPostprocess.kernel = value;\r\n this._options.blurHorizontalSize = value;\r\n }\r\n\r\n /**\r\n * Specifies the vertical size of the blur.\r\n */\r\n public set blurVerticalSize(value: number) {\r\n this._verticalBlurPostprocess.kernel = value;\r\n this._options.blurVerticalSize = value;\r\n }\r\n\r\n /**\r\n * Gets the horizontal size of the blur.\r\n */\r\n @serialize()\r\n public get blurHorizontalSize(): number {\r\n return this._horizontalBlurPostprocess.kernel;\r\n }\r\n\r\n /**\r\n * Gets the vertical size of the blur.\r\n */\r\n @serialize()\r\n public get blurVerticalSize(): number {\r\n return this._verticalBlurPostprocess.kernel;\r\n }\r\n\r\n /**\r\n * An event triggered when the highlight layer is being blurred.\r\n */\r\n public onBeforeBlurObservable = new Observable<HighlightLayer>();\r\n\r\n /**\r\n * An event triggered when the highlight layer has been blurred.\r\n */\r\n public onAfterBlurObservable = new Observable<HighlightLayer>();\r\n\r\n private _instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;\r\n\r\n @serialize(\"options\")\r\n private _options: IHighlightLayerOptions;\r\n private _downSamplePostprocess: PassPostProcess;\r\n private _horizontalBlurPostprocess: IBlurPostProcess;\r\n private _verticalBlurPostprocess: IBlurPostProcess;\r\n private _blurTexture: RenderTargetTexture;\r\n\r\n private _meshes: Nullable<{ [id: string]: Nullable<IHighlightLayerMesh> }> = {};\r\n private _excludedMeshes: Nullable<{ [id: string]: Nullable<IHighlightLayerExcludedMesh> }> = {};\r\n\r\n /**\r\n * Instantiates a new highlight Layer and references it to the scene..\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)\r\n */\r\n constructor(\r\n public override name: string,\r\n scene?: Scene,\r\n options?: Partial<IHighlightLayerOptions>\r\n ) {\r\n super(name, scene, options !== undefined ? !!options.forceGLSL : false);\r\n\r\n this.neutralColor = HighlightLayer.NeutralColor;\r\n\r\n // Warn on stencil\r\n if (!this._engine.isStencilEnable) {\r\n Logger.Warn(\"Rendering the Highlight Layer requires the stencil to be active on the canvas. var engine = new Engine(canvas, antialias, { stencil: true }\");\r\n }\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: 0.5,\r\n blurTextureSizeRatio: 0.5,\r\n blurHorizontalSize: 1.0,\r\n blurVerticalSize: 1.0,\r\n alphaBlendingMode: Constants.ALPHA_COMBINE,\r\n camera: null,\r\n renderingGroupId: -1,\r\n mainTextureType: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n forceGLSL: false,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init({\r\n alphaBlendingMode: this._options.alphaBlendingMode,\r\n camera: this._options.camera,\r\n mainTextureFixedSize: this._options.mainTextureFixedSize,\r\n mainTextureRatio: this._options.mainTextureRatio,\r\n renderingGroupId: this._options.renderingGroupId,\r\n mainTextureType: this._options.mainTextureType,\r\n });\r\n\r\n // Do not render as long as no meshes have been added\r\n this._shouldRender = false;\r\n }\r\n\r\n protected override async _initShaderSourceAsync(forceGLSL = false) {\r\n const engine = this._scene.getEngine();\r\n\r\n if (engine.isWebGPU && !forceGLSL && !EffectLayer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n await Promise.all([\r\n import(\"../ShadersWGSL/glowMapMerge.fragment\"),\r\n import(\"../ShadersWGSL/glowMapMerge.vertex\"),\r\n import(\"../ShadersWGSL/glowBlurPostProcess.fragment\"),\r\n ]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/glowMapMerge.fragment\"), import(\"../Shaders/glowMapMerge.vertex\"), import(\"../Shaders/glowBlurPostProcess.fragment\")]);\r\n }\r\n\r\n await super._initShaderSourceAsync(forceGLSL);\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @returns The effect name\r\n */\r\n public getEffectName(): string {\r\n return HighlightLayer.EffectName;\r\n }\r\n\r\n protected override _numInternalDraws(): number {\r\n return 2; // we need two rendering, one for the inner glow and the other for the outer glow\r\n }\r\n\r\n /**\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n * @returns The effect created\r\n */\r\n protected _createMergeEffect(): Effect {\r\n // Effect\r\n return this._engine.createEffect(\r\n \"glowMapMerge\",\r\n [VertexBuffer.PositionKind],\r\n [\"offset\"],\r\n [\"textureSampler\"],\r\n this._options.isStroke ? \"#define STROKE \\n\" : undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage\r\n );\r\n }\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the highlight layer.\r\n */\r\n protected _createTextureAndPostProcesses(): void {\r\n let blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;\r\n let blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;\r\n blurTextureWidth = this._engine.needPOTTextures ? GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;\r\n blurTextureHeight = this._engine.needPOTTextures ? GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;\r\n\r\n let textureType = 0;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else {\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n this._blurTexture = new RenderTargetTexture(\r\n \"HighlightLayerBlurRTT\",\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n textureType\r\n );\r\n this._blurTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture.anisotropicFilteringLevel = 16;\r\n this._blurTexture.updateSamplingMode(Texture.TRILINEAR_SAMPLINGMODE);\r\n this._blurTexture.renderParticles = false;\r\n this._blurTexture.ignoreCameraViewport = true;\r\n\r\n this._textures = [this._blurTexture];\r\n\r\n if (this._options.alphaBlendingMode === Constants.ALPHA_COMBINE) {\r\n this._downSamplePostprocess = new PassPostProcess(\r\n \"HighlightLayerPPP\",\r\n this._options.blurTextureSizeRatio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine()\r\n );\r\n this._downSamplePostprocess.externalTextureSamplerBinding = true;\r\n this._downSamplePostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._horizontalBlurPostprocess = new GlowBlurPostProcess(\r\n \"HighlightLayerHBP\",\r\n new Vector2(1.0, 0),\r\n this._options.blurHorizontalSize,\r\n 1,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine()\r\n );\r\n this._horizontalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setFloat2(\"screenSize\", blurTextureWidth, blurTextureHeight);\r\n });\r\n\r\n this._verticalBlurPostprocess = new GlowBlurPostProcess(\r\n \"HighlightLayerVBP\",\r\n new Vector2(0, 1.0),\r\n this._options.blurVerticalSize,\r\n 1,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine()\r\n );\r\n this._verticalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setFloat2(\"screenSize\", blurTextureWidth, blurTextureHeight);\r\n });\r\n\r\n this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n } else {\r\n this._horizontalBlurPostprocess = new BlurPostProcess(\r\n \"HighlightLayerHBP\",\r\n new Vector2(1.0, 0),\r\n this._options.blurHorizontalSize / 2,\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n textureType\r\n );\r\n const horizontalBlurPostprocess = this._horizontalBlurPostprocess as BlurPostProcess;\r\n horizontalBlurPostprocess.width = blurTextureWidth;\r\n horizontalBlurPostprocess.height = blurTextureHeight;\r\n horizontalBlurPostprocess.externalTextureSamplerBinding = true;\r\n horizontalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._verticalBlurPostprocess = new BlurPostProcess(\r\n \"HighlightLayerVBP\",\r\n new Vector2(0, 1.0),\r\n this._options.blurVerticalSize / 2,\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n textureType\r\n );\r\n\r\n this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n }\r\n\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n this.onBeforeBlurObservable.notifyObservers(this);\r\n\r\n const internalTexture = this._blurTexture.renderTarget;\r\n if (internalTexture) {\r\n this._scene.postProcessManager.directRender(this._postProcesses, internalTexture, true);\r\n this._engine.unBindFramebuffer(internalTexture, true);\r\n }\r\n\r\n this.onAfterBlurObservable.notifyObservers(this);\r\n });\r\n\r\n // Prevent autoClear.\r\n this._postProcesses.map((pp) => {\r\n pp.autoClear = false;\r\n });\r\n }\r\n\r\n /**\r\n * @returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n */\r\n public needStencil(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @returns true if ready otherwise, false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const material = subMesh.getMaterial();\r\n const mesh = subMesh.getRenderingMesh();\r\n\r\n if (!material || !mesh || !this._meshes) {\r\n return false;\r\n }\r\n\r\n let emissiveTexture: Nullable<Texture> = null;\r\n const highlightLayerMesh = this._meshes[mesh.uniqueId];\r\n\r\n if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {\r\n emissiveTexture = (<any>material).emissiveTexture;\r\n }\r\n return super._isReady(subMesh, useInstances, emissiveTexture);\r\n }\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n * @param renderIndex\r\n */\r\n protected _internalRender(effect: Effect, renderIndex: number): void {\r\n // Texture\r\n effect.setTexture(\"textureSampler\", this._blurTexture);\r\n\r\n // Cache\r\n const engine = this._engine;\r\n engine.cacheStencilState();\r\n\r\n // Stencil operations\r\n engine.setStencilOperationPass(Constants.REPLACE);\r\n engine.setStencilOperationFail(Constants.KEEP);\r\n engine.setStencilOperationDepthFail(Constants.KEEP);\r\n\r\n // Draw order\r\n engine.setStencilMask(0x00);\r\n engine.setStencilBuffer(true);\r\n engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);\r\n\r\n // 2 passes inner outer\r\n if (this.outerGlow && renderIndex === 0) {\r\n // the outer glow is rendered the first time _internalRender is called, so when renderIndex == 0 (and only if outerGlow is enabled)\r\n effect.setFloat(\"offset\", 0);\r\n engine.setStencilFunction(Constants.NOTEQUAL);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n if (this.innerGlow && renderIndex === 1) {\r\n // the inner glow is rendered the second time _internalRender is called, so when renderIndex == 1 (and only if innerGlow is enabled)\r\n effect.setFloat(\"offset\", 1);\r\n engine.setStencilFunction(Constants.EQUAL);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n // Restore Cache\r\n engine.restoreStencilState();\r\n }\r\n\r\n /**\r\n * @returns true if the layer contains information to display, otherwise false.\r\n */\r\n public override shouldRender(): boolean {\r\n if (super.shouldRender()) {\r\n return this._meshes ? true : false;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n protected override _shouldRenderMesh(mesh: Mesh): boolean {\r\n // Excluded Mesh\r\n if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {\r\n return false;\r\n }\r\n\r\n if (!super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh can be rendered, otherwise false.\r\n * @param mesh The mesh to render\r\n * @param material The material used on the mesh\r\n * @returns true if it can be rendered otherwise false\r\n */\r\n protected override _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n // all meshes can be rendered in the highlight layer, even transparent ones\r\n return true;\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n protected override _addCustomEffectDefines(defines: string[]): void {\r\n defines.push(\"#define HIGHLIGHT\");\r\n }\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n * @param mesh\r\n * @param subMesh\r\n * @param material\r\n */\r\n protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void {\r\n const highlightLayerMesh = this._meshes![mesh.uniqueId];\r\n if (highlightLayerMesh) {\r\n this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);\r\n } else {\r\n this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);\r\n }\r\n\r\n if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {\r\n this._emissiveTextureAndColor.texture = (<any>material).emissiveTexture;\r\n this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);\r\n } else {\r\n this._emissiveTextureAndColor.texture = null;\r\n }\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.\r\n * @param mesh The mesh to exclude from the highlight layer\r\n */\r\n public addExcludedMesh(mesh: Mesh) {\r\n if (!this._excludedMeshes) {\r\n return;\r\n }\r\n\r\n const meshExcluded = this._excludedMeshes[mesh.uniqueId];\r\n if (!meshExcluded) {\r\n const obj: IHighlightLayerExcludedMesh = {\r\n mesh: mesh,\r\n beforeBind: null,\r\n afterRender: null,\r\n stencilState: false,\r\n };\r\n\r\n obj.beforeBind = mesh.onBeforeBindObservable.add((mesh: Mesh) => {\r\n obj.stencilState = mesh.getEngine().getStencilBuffer();\r\n mesh.getEngine().setStencilBuffer(false);\r\n });\r\n\r\n obj.afterRender = mesh.onAfterRenderObservable.add((mesh: Mesh) => {\r\n mesh.getEngine().setStencilBuffer(obj.stencilState);\r\n });\r\n\r\n this._excludedMeshes[mesh.uniqueId] = obj;\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeExcludedMesh(mesh: Mesh) {\r\n if (!this._excludedMeshes) {\r\n return;\r\n }\r\n\r\n const meshExcluded = this._excludedMeshes[mesh.uniqueId];\r\n if (meshExcluded) {\r\n if (meshExcluded.beforeBind) {\r\n mesh.onBeforeBindObservable.remove(meshExcluded.beforeBind);\r\n }\r\n\r\n if (meshExcluded.afterRender) {\r\n mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);\r\n }\r\n }\r\n\r\n this._excludedMeshes[mesh.uniqueId] = null;\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be highlighted by the current HighlightLayer\r\n * @param mesh mesh to test\r\n * @returns true if the mesh will be highlighted by the current HighlightLayer\r\n */\r\n public override hasMesh(mesh: AbstractMesh): boolean {\r\n if (!this._meshes) {\r\n return false;\r\n }\r\n\r\n if (!super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\r\n return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;\r\n }\r\n\r\n /**\r\n * Add a mesh in the highlight layer in order to make it glow with the chosen color.\r\n * @param mesh The mesh to highlight\r\n * @param color The color of the highlight\r\n * @param glowEmissiveOnly Extract the glow from the emissive texture\r\n */\r\n public addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly = false) {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n const meshHighlight = this._meshes[mesh.uniqueId];\r\n if (meshHighlight) {\r\n meshHighlight.color = color;\r\n } else {\r\n this._meshes[mesh.uniqueId] = {\r\n mesh: mesh,\r\n color: color,\r\n // Lambda required for capture due to Observable this context\r\n observerHighlight: mesh.onBeforeBindObservable.add((mesh: Mesh) => {\r\n if (this.isEnabled) {\r\n if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {\r\n this._defaultStencilReference(mesh);\r\n } else {\r\n mesh.getScene().getEngine().setStencilFunctionReference(this._instanceGlowingMeshStencilReference);\r\n }\r\n }\r\n }),\r\n observerDefault: mesh.onAfterRenderObservable.add((mesh: Mesh) => {\r\n if (this.isEnabled) {\r\n this._defaultStencilReference(mesh);\r\n }\r\n }),\r\n glowEmissiveOnly: glowEmissiveOnly,\r\n };\r\n\r\n mesh.onDisposeObservable.add(() => {\r\n this._disposeMesh(mesh);\r\n });\r\n }\r\n\r\n this._shouldRender = true;\r\n }\r\n\r\n /**\r\n * Remove a mesh from the highlight layer in order to make it stop glowing.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeMesh(mesh: Mesh) {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n const meshHighlight = this._meshes[mesh.uniqueId];\r\n if (meshHighlight) {\r\n if (meshHighlight.observerHighlight) {\r\n mesh.onBeforeBindObservable.remove(meshHighlight.observerHighlight);\r\n }\r\n\r\n if (meshHighlight.observerDefault) {\r\n mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);\r\n }\r\n delete this._meshes[mesh.uniqueId];\r\n }\r\n\r\n this._shouldRender = false;\r\n for (const meshHighlightToCheck in this._meshes) {\r\n if (this._meshes[meshHighlightToCheck]) {\r\n this._shouldRender = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Remove all the meshes currently referenced in the highlight layer\r\n */\r\n public removeAllMeshes(): void {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n for (const uniqueId in this._meshes) {\r\n if (Object.prototype.hasOwnProperty.call(this._meshes, uniqueId)) {\r\n const mesh = this._meshes[uniqueId];\r\n if (mesh) {\r\n this.removeMesh(mesh.mesh);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Force the stencil to the normal expected value for none glowing parts\r\n * @param mesh\r\n */\r\n private _defaultStencilReference(mesh: Mesh) {\r\n mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);\r\n }\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n * @internal\r\n */\r\n public _disposeMesh(mesh: Mesh): void {\r\n this.removeMesh(mesh);\r\n this.removeExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Dispose the highlight layer and free resources.\r\n */\r\n public override dispose(): void {\r\n if (this._meshes) {\r\n // Clean mesh references\r\n for (const id in this._meshes) {\r\n const meshHighlight = this._meshes[id];\r\n if (meshHighlight && meshHighlight.mesh) {\r\n if (meshHighlight.observerHighlight) {\r\n meshHighlight.mesh.onBeforeBindObservable.remove(meshHighlight.observerHighlight);\r\n }\r\n\r\n if (meshHighlight.observerDefault) {\r\n meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);\r\n }\r\n }\r\n }\r\n this._meshes = null;\r\n }\r\n\r\n if (this._excludedMeshes) {\r\n for (const id in this._excludedMeshes) {\r\n const meshHighlight = this._excludedMeshes[id];\r\n if (meshHighlight) {\r\n if (meshHighlight.beforeBind) {\r\n meshHighlight.mesh.onBeforeBindObservable.remove(meshHighlight.beforeBind);\r\n }\r\n\r\n if (meshHighlight.afterRender) {\r\n meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);\r\n }\r\n }\r\n }\r\n this._excludedMeshes = null;\r\n }\r\n\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public override getClassName(): string {\r\n return \"HighlightLayer\";\r\n }\r\n\r\n /**\r\n * Serializes this Highlight layer\r\n * @returns a serialized Highlight layer object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.HighlightLayer\";\r\n\r\n // Highlighted meshes\r\n serializationObject.meshes = [];\r\n\r\n if (this._meshes) {\r\n for (const m in this._meshes) {\r\n const mesh = this._meshes[m];\r\n\r\n if (mesh) {\r\n serializationObject.meshes.push({\r\n glowEmissiveOnly: mesh.glowEmissiveOnly,\r\n color: mesh.color.asArray(),\r\n meshId: mesh.mesh.id,\r\n });\r\n }\r\n }\r\n }\r\n\r\n // Excluded meshes\r\n serializationObject.excludedMeshes = [];\r\n\r\n if (this._excludedMeshes) {\r\n for (const e in this._excludedMeshes) {\r\n const excludedMesh = this._excludedMeshes[e];\r\n\r\n if (excludedMesh) {\r\n serializationObject.excludedMeshes.push(excludedMesh.mesh.id);\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Highlight layer from parsed Highlight layer data\r\n * @param parsedHightlightLayer defines the Highlight layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the Highlight layer information\r\n * @returns a parsed Highlight layer\r\n */\r\n public static override Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer {\r\n const hl = SerializationHelper.Parse(() => new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options), parsedHightlightLayer, scene, rootUrl);\r\n let index;\r\n\r\n // Excluded meshes\r\n for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {\r\n const mesh = scene.getMeshById(parsedHightlightLayer.excludedMeshes[index]);\r\n if (mesh) {\r\n hl.addExcludedMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n // Included meshes\r\n for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {\r\n const highlightedMesh = parsedHightlightLayer.meshes[index];\r\n const mesh = scene.getMeshById(highlightedMesh.meshId);\r\n\r\n if (mesh) {\r\n hl.addMesh(<Mesh>mesh, Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);\r\n }\r\n }\r\n\r\n return hl;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.HighlightLayer\", HighlightLayer);\r\n"]}
|
|
1
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+
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { PostProcessOptions } from \"../PostProcesses/postProcess\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { PassPostProcess } from \"../PostProcesses/passPostProcess\";\r\nimport { BlurPostProcess } from \"../PostProcesses/blurPostProcess\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { Color4, Color3 } from \"../Maths/math.color\";\r\n\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { GetExponentOfTwo } from \"../Misc/tools.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /**\r\n * Return a the first highlight layer of the scene with a given name.\r\n * @param name The name of the highlight layer to look for.\r\n * @returns The highlight layer if found otherwise null.\r\n */\r\n getHighlightLayerByName(name: string): Nullable<HighlightLayer>;\r\n }\r\n}\r\n\r\nAbstractScene.prototype.getHighlightLayerByName = function (name: string): Nullable<HighlightLayer> {\r\n for (let index = 0; index < this.effectLayers?.length; index++) {\r\n if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {\r\n return (<any>this.effectLayers[index]) as HighlightLayer;\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\ninterface IBlurPostProcess extends PostProcess {\r\n kernel: number;\r\n}\r\n\r\n/**\r\n * Special Glow Blur post process only blurring the alpha channel\r\n * It enforces keeping the most luminous color in the color channel.\r\n */\r\nclass GlowBlurPostProcess extends PostProcess {\r\n constructor(\r\n name: string,\r\n public direction: Vector2,\r\n public kernel: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: AbstractEngine,\r\n reusable?: boolean\r\n ) {\r\n super(name, \"glowBlurPostProcess\", [\"screenSize\", \"direction\", \"blurWidth\"], null, options, camera, samplingMode, engine, reusable);\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setFloat2(\"screenSize\", this.width, this.height);\r\n effect.setVector2(\"direction\", this.direction);\r\n effect.setFloat(\"blurWidth\", this.kernel);\r\n });\r\n }\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/glowBlurPostProcess.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/glowBlurPostProcess.fragment\"));\r\n }\r\n\r\n super._gatherImports(useWebGPU, list);\r\n }\r\n}\r\n\r\n/**\r\n * Highlight layer options. This helps customizing the behaviour\r\n * of the highlight layer.\r\n */\r\nexport interface IHighlightLayerOptions {\r\n /**\r\n * Multiplication factor apply to the canvas size to compute the render target size\r\n * used to generated the glowing objects (the smaller the faster). Default: 0.5\r\n */\r\n mainTextureRatio: number;\r\n\r\n /**\r\n * Enforces a fixed size texture to ensure resize independent blur. Default: undefined\r\n */\r\n mainTextureFixedSize?: number;\r\n\r\n /**\r\n * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size\r\n * of the picture to blur (the smaller the faster). Default: 0.5\r\n */\r\n blurTextureSizeRatio: number;\r\n\r\n /**\r\n * How big in texel of the blur texture is the vertical blur. Default: 1\r\n */\r\n blurVerticalSize: number;\r\n\r\n /**\r\n * How big in texel of the blur texture is the horizontal blur. Default: 1\r\n */\r\n blurHorizontalSize: number;\r\n\r\n /**\r\n * Alpha blending mode used to apply the blur. Default: ALPHA_COMBINE\r\n */\r\n alphaBlendingMode: number;\r\n\r\n /**\r\n * The camera attached to the layer. Default: null\r\n */\r\n camera: Nullable<Camera>;\r\n\r\n /**\r\n * Should we display highlight as a solid stroke? Default: false\r\n */\r\n isStroke?: boolean;\r\n\r\n /**\r\n * The rendering group to draw the layer in. Default: -1\r\n */\r\n renderingGroupId: number;\r\n\r\n /**\r\n * The type of the main texture. Default: TEXTURETYPE_UNSIGNED_INT\r\n */\r\n mainTextureType: number;\r\n\r\n /**\r\n * Use the GLSL code generation for the shader (even on WebGPU). Default is false\r\n */\r\n forceGLSL: boolean;\r\n}\r\n\r\n/**\r\n * Storage interface grouping all the information required for glowing a mesh.\r\n */\r\ninterface IHighlightLayerMesh {\r\n /**\r\n * The glowy mesh\r\n */\r\n mesh: Mesh;\r\n /**\r\n * The color of the glow\r\n */\r\n color: Color3;\r\n /**\r\n * The mesh render callback use to insert stencil information\r\n */\r\n observerHighlight: Nullable<Observer<Mesh>>;\r\n /**\r\n * The mesh render callback use to come to the default behavior\r\n */\r\n observerDefault: Nullable<Observer<Mesh>>;\r\n /**\r\n * If it exists, the emissive color of the material will be used to generate the glow.\r\n * Else it falls back to the current color.\r\n */\r\n glowEmissiveOnly: boolean;\r\n}\r\n\r\n/**\r\n * Storage interface grouping all the information required for an excluded mesh.\r\n */\r\ninterface IHighlightLayerExcludedMesh {\r\n /**\r\n * The glowy mesh\r\n */\r\n mesh: Mesh;\r\n /**\r\n * The mesh render callback use to prevent stencil use\r\n */\r\n beforeBind: Nullable<Observer<Mesh>>;\r\n /**\r\n * The mesh render callback use to restore previous stencil use\r\n */\r\n afterRender: Nullable<Observer<Mesh>>;\r\n /**\r\n * Current stencil state of the engine\r\n */\r\n stencilState: boolean;\r\n}\r\n\r\n/**\r\n * The highlight layer Helps adding a glow effect around a mesh.\r\n *\r\n * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove\r\n * glowy meshes to your scene.\r\n *\r\n * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!\r\n */\r\nexport class HighlightLayer extends EffectLayer {\r\n /**\r\n * Effect Name of the highlight layer.\r\n */\r\n public static readonly EffectName = \"HighlightLayer\";\r\n\r\n /**\r\n * The neutral color used during the preparation of the glow effect.\r\n * This is black by default as the blend operation is a blend operation.\r\n */\r\n public static NeutralColor: Color4 = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Stencil value used for glowing meshes.\r\n */\r\n public static GlowingMeshStencilReference = 0x02;\r\n\r\n /**\r\n * Stencil value used for the other meshes in the scene.\r\n */\r\n public static NormalMeshStencilReference = 0x01;\r\n\r\n /**\r\n * Specifies whether or not the inner glow is ACTIVE in the layer.\r\n */\r\n @serialize()\r\n public innerGlow: boolean = true;\r\n\r\n /**\r\n * Specifies whether or not the outer glow is ACTIVE in the layer.\r\n */\r\n @serialize()\r\n public outerGlow: boolean = true;\r\n\r\n /**\r\n * Specifies the horizontal size of the blur.\r\n */\r\n public set blurHorizontalSize(value: number) {\r\n this._horizontalBlurPostprocess.kernel = value;\r\n this._options.blurHorizontalSize = value;\r\n }\r\n\r\n /**\r\n * Specifies the vertical size of the blur.\r\n */\r\n public set blurVerticalSize(value: number) {\r\n this._verticalBlurPostprocess.kernel = value;\r\n this._options.blurVerticalSize = value;\r\n }\r\n\r\n /**\r\n * Gets the horizontal size of the blur.\r\n */\r\n @serialize()\r\n public get blurHorizontalSize(): number {\r\n return this._horizontalBlurPostprocess.kernel;\r\n }\r\n\r\n /**\r\n * Gets the vertical size of the blur.\r\n */\r\n @serialize()\r\n public get blurVerticalSize(): number {\r\n return this._verticalBlurPostprocess.kernel;\r\n }\r\n\r\n /**\r\n * An event triggered when the highlight layer is being blurred.\r\n */\r\n public onBeforeBlurObservable = new Observable<HighlightLayer>();\r\n\r\n /**\r\n * An event triggered when the highlight layer has been blurred.\r\n */\r\n public onAfterBlurObservable = new Observable<HighlightLayer>();\r\n\r\n private _instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;\r\n\r\n @serialize(\"options\")\r\n private _options: IHighlightLayerOptions;\r\n private _downSamplePostprocess: PassPostProcess;\r\n private _horizontalBlurPostprocess: IBlurPostProcess;\r\n private _verticalBlurPostprocess: IBlurPostProcess;\r\n private _blurTexture: RenderTargetTexture;\r\n\r\n private _meshes: Nullable<{ [id: string]: Nullable<IHighlightLayerMesh> }> = {};\r\n private _excludedMeshes: Nullable<{ [id: string]: Nullable<IHighlightLayerExcludedMesh> }> = {};\r\n\r\n /**\r\n * Instantiates a new highlight Layer and references it to the scene..\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)\r\n */\r\n constructor(\r\n public override name: string,\r\n scene?: Scene,\r\n options?: Partial<IHighlightLayerOptions>\r\n ) {\r\n super(name, scene, options !== undefined ? !!options.forceGLSL : false);\r\n\r\n this.neutralColor = HighlightLayer.NeutralColor;\r\n\r\n // Warn on stencil\r\n if (!this._engine.isStencilEnable) {\r\n Logger.Warn(\"Rendering the Highlight Layer requires the stencil to be active on the canvas. var engine = new Engine(canvas, antialias, { stencil: true }\");\r\n }\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: 0.5,\r\n blurTextureSizeRatio: 0.5,\r\n blurHorizontalSize: 1.0,\r\n blurVerticalSize: 1.0,\r\n alphaBlendingMode: Constants.ALPHA_COMBINE,\r\n camera: null,\r\n renderingGroupId: -1,\r\n mainTextureType: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n forceGLSL: false,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init({\r\n alphaBlendingMode: this._options.alphaBlendingMode,\r\n camera: this._options.camera,\r\n mainTextureFixedSize: this._options.mainTextureFixedSize,\r\n mainTextureRatio: this._options.mainTextureRatio,\r\n renderingGroupId: this._options.renderingGroupId,\r\n mainTextureType: this._options.mainTextureType,\r\n });\r\n\r\n // Do not render as long as no meshes have been added\r\n this._shouldRender = false;\r\n }\r\n\r\n protected override async _importShadersAsync() {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([\r\n import(\"../ShadersWGSL/glowMapMerge.fragment\"),\r\n import(\"../ShadersWGSL/glowMapMerge.vertex\"),\r\n import(\"../ShadersWGSL/glowBlurPostProcess.fragment\"),\r\n ]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/glowMapMerge.fragment\"), import(\"../Shaders/glowMapMerge.vertex\"), import(\"../Shaders/glowBlurPostProcess.fragment\")]);\r\n }\r\n\r\n await super._importShadersAsync();\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @returns The effect name\r\n */\r\n public getEffectName(): string {\r\n return HighlightLayer.EffectName;\r\n }\r\n\r\n protected override _numInternalDraws(): number {\r\n return 2; // we need two rendering, one for the inner glow and the other for the outer glow\r\n }\r\n\r\n /**\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n * @returns The effect created\r\n */\r\n protected _createMergeEffect(): Effect {\r\n // Effect\r\n return this._engine.createEffect(\r\n \"glowMapMerge\",\r\n [VertexBuffer.PositionKind],\r\n [\"offset\"],\r\n [\"textureSampler\"],\r\n this._options.isStroke ? \"#define STROKE \\n\" : undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage\r\n );\r\n }\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the highlight layer.\r\n */\r\n protected _createTextureAndPostProcesses(): void {\r\n let blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;\r\n let blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;\r\n blurTextureWidth = this._engine.needPOTTextures ? GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;\r\n blurTextureHeight = this._engine.needPOTTextures ? GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;\r\n\r\n let textureType = 0;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else {\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n this._blurTexture = new RenderTargetTexture(\r\n \"HighlightLayerBlurRTT\",\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n textureType\r\n );\r\n this._blurTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture.anisotropicFilteringLevel = 16;\r\n this._blurTexture.updateSamplingMode(Texture.TRILINEAR_SAMPLINGMODE);\r\n this._blurTexture.renderParticles = false;\r\n this._blurTexture.ignoreCameraViewport = true;\r\n\r\n this._textures = [this._blurTexture];\r\n\r\n if (this._options.alphaBlendingMode === Constants.ALPHA_COMBINE) {\r\n this._downSamplePostprocess = new PassPostProcess(\r\n \"HighlightLayerPPP\",\r\n this._options.blurTextureSizeRatio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine()\r\n );\r\n this._downSamplePostprocess.externalTextureSamplerBinding = true;\r\n this._downSamplePostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._horizontalBlurPostprocess = new GlowBlurPostProcess(\r\n \"HighlightLayerHBP\",\r\n new Vector2(1.0, 0),\r\n this._options.blurHorizontalSize,\r\n 1,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine()\r\n );\r\n this._horizontalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setFloat2(\"screenSize\", blurTextureWidth, blurTextureHeight);\r\n });\r\n\r\n this._verticalBlurPostprocess = new GlowBlurPostProcess(\r\n \"HighlightLayerVBP\",\r\n new Vector2(0, 1.0),\r\n this._options.blurVerticalSize,\r\n 1,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine()\r\n );\r\n this._verticalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setFloat2(\"screenSize\", blurTextureWidth, blurTextureHeight);\r\n });\r\n\r\n this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n } else {\r\n this._horizontalBlurPostprocess = new BlurPostProcess(\r\n \"HighlightLayerHBP\",\r\n new Vector2(1.0, 0),\r\n this._options.blurHorizontalSize / 2,\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n textureType\r\n );\r\n const horizontalBlurPostprocess = this._horizontalBlurPostprocess as BlurPostProcess;\r\n horizontalBlurPostprocess.width = blurTextureWidth;\r\n horizontalBlurPostprocess.height = blurTextureHeight;\r\n horizontalBlurPostprocess.externalTextureSamplerBinding = true;\r\n horizontalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._verticalBlurPostprocess = new BlurPostProcess(\r\n \"HighlightLayerVBP\",\r\n new Vector2(0, 1.0),\r\n this._options.blurVerticalSize / 2,\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n textureType\r\n );\r\n\r\n this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n }\r\n\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n this.onBeforeBlurObservable.notifyObservers(this);\r\n\r\n const internalTexture = this._blurTexture.renderTarget;\r\n if (internalTexture) {\r\n this._scene.postProcessManager.directRender(this._postProcesses, internalTexture, true);\r\n this._engine.unBindFramebuffer(internalTexture, true);\r\n }\r\n\r\n this.onAfterBlurObservable.notifyObservers(this);\r\n });\r\n\r\n // Prevent autoClear.\r\n this._postProcesses.map((pp) => {\r\n pp.autoClear = false;\r\n });\r\n }\r\n\r\n /**\r\n * @returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n */\r\n public needStencil(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @returns true if ready otherwise, false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const material = subMesh.getMaterial();\r\n const mesh = subMesh.getRenderingMesh();\r\n\r\n if (!material || !mesh || !this._meshes) {\r\n return false;\r\n }\r\n\r\n let emissiveTexture: Nullable<Texture> = null;\r\n const highlightLayerMesh = this._meshes[mesh.uniqueId];\r\n\r\n if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {\r\n emissiveTexture = (<any>material).emissiveTexture;\r\n }\r\n return super._isReady(subMesh, useInstances, emissiveTexture);\r\n }\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n * @param renderIndex\r\n */\r\n protected _internalRender(effect: Effect, renderIndex: number): void {\r\n // Texture\r\n effect.setTexture(\"textureSampler\", this._blurTexture);\r\n\r\n // Cache\r\n const engine = this._engine;\r\n engine.cacheStencilState();\r\n\r\n // Stencil operations\r\n engine.setStencilOperationPass(Constants.REPLACE);\r\n engine.setStencilOperationFail(Constants.KEEP);\r\n engine.setStencilOperationDepthFail(Constants.KEEP);\r\n\r\n // Draw order\r\n engine.setStencilMask(0x00);\r\n engine.setStencilBuffer(true);\r\n engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);\r\n\r\n // 2 passes inner outer\r\n if (this.outerGlow && renderIndex === 0) {\r\n // the outer glow is rendered the first time _internalRender is called, so when renderIndex == 0 (and only if outerGlow is enabled)\r\n effect.setFloat(\"offset\", 0);\r\n engine.setStencilFunction(Constants.NOTEQUAL);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n if (this.innerGlow && renderIndex === 1) {\r\n // the inner glow is rendered the second time _internalRender is called, so when renderIndex == 1 (and only if innerGlow is enabled)\r\n effect.setFloat(\"offset\", 1);\r\n engine.setStencilFunction(Constants.EQUAL);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n // Restore Cache\r\n engine.restoreStencilState();\r\n }\r\n\r\n /**\r\n * @returns true if the layer contains information to display, otherwise false.\r\n */\r\n public override shouldRender(): boolean {\r\n if (super.shouldRender()) {\r\n return this._meshes ? true : false;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n protected override _shouldRenderMesh(mesh: Mesh): boolean {\r\n // Excluded Mesh\r\n if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {\r\n return false;\r\n }\r\n\r\n if (!super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh can be rendered, otherwise false.\r\n * @param mesh The mesh to render\r\n * @param material The material used on the mesh\r\n * @returns true if it can be rendered otherwise false\r\n */\r\n protected override _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n // all meshes can be rendered in the highlight layer, even transparent ones\r\n return true;\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n protected override _addCustomEffectDefines(defines: string[]): void {\r\n defines.push(\"#define HIGHLIGHT\");\r\n }\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n * @param mesh\r\n * @param subMesh\r\n * @param material\r\n */\r\n protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void {\r\n const highlightLayerMesh = this._meshes![mesh.uniqueId];\r\n if (highlightLayerMesh) {\r\n this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);\r\n } else {\r\n this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);\r\n }\r\n\r\n if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {\r\n this._emissiveTextureAndColor.texture = (<any>material).emissiveTexture;\r\n this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);\r\n } else {\r\n this._emissiveTextureAndColor.texture = null;\r\n }\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.\r\n * @param mesh The mesh to exclude from the highlight layer\r\n */\r\n public addExcludedMesh(mesh: Mesh) {\r\n if (!this._excludedMeshes) {\r\n return;\r\n }\r\n\r\n const meshExcluded = this._excludedMeshes[mesh.uniqueId];\r\n if (!meshExcluded) {\r\n const obj: IHighlightLayerExcludedMesh = {\r\n mesh: mesh,\r\n beforeBind: null,\r\n afterRender: null,\r\n stencilState: false,\r\n };\r\n\r\n obj.beforeBind = mesh.onBeforeBindObservable.add((mesh: Mesh) => {\r\n obj.stencilState = mesh.getEngine().getStencilBuffer();\r\n mesh.getEngine().setStencilBuffer(false);\r\n });\r\n\r\n obj.afterRender = mesh.onAfterRenderObservable.add((mesh: Mesh) => {\r\n mesh.getEngine().setStencilBuffer(obj.stencilState);\r\n });\r\n\r\n this._excludedMeshes[mesh.uniqueId] = obj;\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeExcludedMesh(mesh: Mesh) {\r\n if (!this._excludedMeshes) {\r\n return;\r\n }\r\n\r\n const meshExcluded = this._excludedMeshes[mesh.uniqueId];\r\n if (meshExcluded) {\r\n if (meshExcluded.beforeBind) {\r\n mesh.onBeforeBindObservable.remove(meshExcluded.beforeBind);\r\n }\r\n\r\n if (meshExcluded.afterRender) {\r\n mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);\r\n }\r\n }\r\n\r\n this._excludedMeshes[mesh.uniqueId] = null;\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be highlighted by the current HighlightLayer\r\n * @param mesh mesh to test\r\n * @returns true if the mesh will be highlighted by the current HighlightLayer\r\n */\r\n public override hasMesh(mesh: AbstractMesh): boolean {\r\n if (!this._meshes) {\r\n return false;\r\n }\r\n\r\n if (!super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\r\n return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;\r\n }\r\n\r\n /**\r\n * Add a mesh in the highlight layer in order to make it glow with the chosen color.\r\n * @param mesh The mesh to highlight\r\n * @param color The color of the highlight\r\n * @param glowEmissiveOnly Extract the glow from the emissive texture\r\n */\r\n public addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly = false) {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n const meshHighlight = this._meshes[mesh.uniqueId];\r\n if (meshHighlight) {\r\n meshHighlight.color = color;\r\n } else {\r\n this._meshes[mesh.uniqueId] = {\r\n mesh: mesh,\r\n color: color,\r\n // Lambda required for capture due to Observable this context\r\n observerHighlight: mesh.onBeforeBindObservable.add((mesh: Mesh) => {\r\n if (this.isEnabled) {\r\n if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {\r\n this._defaultStencilReference(mesh);\r\n } else {\r\n mesh.getScene().getEngine().setStencilFunctionReference(this._instanceGlowingMeshStencilReference);\r\n }\r\n }\r\n }),\r\n observerDefault: mesh.onAfterRenderObservable.add((mesh: Mesh) => {\r\n if (this.isEnabled) {\r\n this._defaultStencilReference(mesh);\r\n }\r\n }),\r\n glowEmissiveOnly: glowEmissiveOnly,\r\n };\r\n\r\n mesh.onDisposeObservable.add(() => {\r\n this._disposeMesh(mesh);\r\n });\r\n }\r\n\r\n this._shouldRender = true;\r\n }\r\n\r\n /**\r\n * Remove a mesh from the highlight layer in order to make it stop glowing.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeMesh(mesh: Mesh) {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n const meshHighlight = this._meshes[mesh.uniqueId];\r\n if (meshHighlight) {\r\n if (meshHighlight.observerHighlight) {\r\n mesh.onBeforeBindObservable.remove(meshHighlight.observerHighlight);\r\n }\r\n\r\n if (meshHighlight.observerDefault) {\r\n mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);\r\n }\r\n delete this._meshes[mesh.uniqueId];\r\n }\r\n\r\n this._shouldRender = false;\r\n for (const meshHighlightToCheck in this._meshes) {\r\n if (this._meshes[meshHighlightToCheck]) {\r\n this._shouldRender = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Remove all the meshes currently referenced in the highlight layer\r\n */\r\n public removeAllMeshes(): void {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n for (const uniqueId in this._meshes) {\r\n if (Object.prototype.hasOwnProperty.call(this._meshes, uniqueId)) {\r\n const mesh = this._meshes[uniqueId];\r\n if (mesh) {\r\n this.removeMesh(mesh.mesh);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Force the stencil to the normal expected value for none glowing parts\r\n * @param mesh\r\n */\r\n private _defaultStencilReference(mesh: Mesh) {\r\n mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);\r\n }\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n * @internal\r\n */\r\n public _disposeMesh(mesh: Mesh): void {\r\n this.removeMesh(mesh);\r\n this.removeExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Dispose the highlight layer and free resources.\r\n */\r\n public override dispose(): void {\r\n if (this._meshes) {\r\n // Clean mesh references\r\n for (const id in this._meshes) {\r\n const meshHighlight = this._meshes[id];\r\n if (meshHighlight && meshHighlight.mesh) {\r\n if (meshHighlight.observerHighlight) {\r\n meshHighlight.mesh.onBeforeBindObservable.remove(meshHighlight.observerHighlight);\r\n }\r\n\r\n if (meshHighlight.observerDefault) {\r\n meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);\r\n }\r\n }\r\n }\r\n this._meshes = null;\r\n }\r\n\r\n if (this._excludedMeshes) {\r\n for (const id in this._excludedMeshes) {\r\n const meshHighlight = this._excludedMeshes[id];\r\n if (meshHighlight) {\r\n if (meshHighlight.beforeBind) {\r\n meshHighlight.mesh.onBeforeBindObservable.remove(meshHighlight.beforeBind);\r\n }\r\n\r\n if (meshHighlight.afterRender) {\r\n meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);\r\n }\r\n }\r\n }\r\n this._excludedMeshes = null;\r\n }\r\n\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public override getClassName(): string {\r\n return \"HighlightLayer\";\r\n }\r\n\r\n /**\r\n * Serializes this Highlight layer\r\n * @returns a serialized Highlight layer object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.HighlightLayer\";\r\n\r\n // Highlighted meshes\r\n serializationObject.meshes = [];\r\n\r\n if (this._meshes) {\r\n for (const m in this._meshes) {\r\n const mesh = this._meshes[m];\r\n\r\n if (mesh) {\r\n serializationObject.meshes.push({\r\n glowEmissiveOnly: mesh.glowEmissiveOnly,\r\n color: mesh.color.asArray(),\r\n meshId: mesh.mesh.id,\r\n });\r\n }\r\n }\r\n }\r\n\r\n // Excluded meshes\r\n serializationObject.excludedMeshes = [];\r\n\r\n if (this._excludedMeshes) {\r\n for (const e in this._excludedMeshes) {\r\n const excludedMesh = this._excludedMeshes[e];\r\n\r\n if (excludedMesh) {\r\n serializationObject.excludedMeshes.push(excludedMesh.mesh.id);\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Highlight layer from parsed Highlight layer data\r\n * @param parsedHightlightLayer defines the Highlight layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the Highlight layer information\r\n * @returns a parsed Highlight layer\r\n */\r\n public static override Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer {\r\n const hl = SerializationHelper.Parse(() => new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options), parsedHightlightLayer, scene, rootUrl);\r\n let index;\r\n\r\n // Excluded meshes\r\n for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {\r\n const mesh = scene.getMeshById(parsedHightlightLayer.excludedMeshes[index]);\r\n if (mesh) {\r\n hl.addExcludedMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n // Included meshes\r\n for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {\r\n const highlightedMesh = parsedHightlightLayer.meshes[index];\r\n const mesh = scene.getMeshById(highlightedMesh.meshId);\r\n\r\n if (mesh) {\r\n hl.addMesh(<Mesh>mesh, Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);\r\n }\r\n }\r\n\r\n return hl;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.HighlightLayer\", HighlightLayer);\r\n"]}
|
package/Layers/layer.d.ts
CHANGED
|
@@ -134,7 +134,6 @@ export declare class Layer {
|
|
|
134
134
|
*/
|
|
135
135
|
name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4, forceGLSL?: boolean);
|
|
136
136
|
private _shadersLoaded;
|
|
137
|
-
private _initShaderSourceAsync;
|
|
138
137
|
private _createIndexBuffer;
|
|
139
138
|
/** @internal */
|
|
140
139
|
_rebuild(): void;
|
package/Layers/layer.js
CHANGED
|
@@ -129,14 +129,16 @@ export class Layer {
|
|
|
129
129
|
this.isBackground = isBackground === undefined ? true : isBackground;
|
|
130
130
|
this.color = color === undefined ? new Color4(1, 1, 1, 1) : color;
|
|
131
131
|
this._scene = (scene || EngineStore.LastCreatedScene);
|
|
132
|
-
this.
|
|
132
|
+
const engine = this._scene.getEngine();
|
|
133
|
+
if (engine.isWebGPU && !forceGLSL && !Layer.ForceGLSL) {
|
|
134
|
+
this._shaderLanguage = 1 /* ShaderLanguage.WGSL */;
|
|
135
|
+
}
|
|
133
136
|
let layerComponent = this._scene._getComponent(SceneComponentConstants.NAME_LAYER);
|
|
134
137
|
if (!layerComponent) {
|
|
135
138
|
layerComponent = new LayerSceneComponent(this._scene);
|
|
136
139
|
this._scene._addComponent(layerComponent);
|
|
137
140
|
}
|
|
138
141
|
this._scene.layers.push(this);
|
|
139
|
-
const engine = this._scene.getEngine();
|
|
140
142
|
this._drawWrapper = new DrawWrapper(engine);
|
|
141
143
|
// VBO
|
|
142
144
|
const vertices = [];
|
|
@@ -148,17 +150,6 @@ export class Layer {
|
|
|
148
150
|
this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;
|
|
149
151
|
this._createIndexBuffer();
|
|
150
152
|
}
|
|
151
|
-
async _initShaderSourceAsync(forceGLSL = false) {
|
|
152
|
-
const engine = this._scene.getEngine();
|
|
153
|
-
if (engine.isWebGPU && !forceGLSL && !Layer.ForceGLSL) {
|
|
154
|
-
this._shaderLanguage = 1 /* ShaderLanguage.WGSL */;
|
|
155
|
-
await Promise.all([import("../ShadersWGSL/layer.vertex.js"), import("../ShadersWGSL/layer.fragment.js")]);
|
|
156
|
-
}
|
|
157
|
-
else {
|
|
158
|
-
await Promise.all([import("../Shaders/layer.vertex.js"), import("../Shaders/layer.fragment.js")]);
|
|
159
|
-
}
|
|
160
|
-
this._shadersLoaded = true;
|
|
161
|
-
}
|
|
162
153
|
_createIndexBuffer() {
|
|
163
154
|
const engine = this._scene.getEngine();
|
|
164
155
|
// Indices
|
|
@@ -184,9 +175,6 @@ export class Layer {
|
|
|
184
175
|
* @returns true if the layer is ready. False otherwise.
|
|
185
176
|
*/
|
|
186
177
|
isReady() {
|
|
187
|
-
if (!this._shadersLoaded) {
|
|
188
|
-
return false;
|
|
189
|
-
}
|
|
190
178
|
const engine = this._scene.getEngine();
|
|
191
179
|
let defines = "";
|
|
192
180
|
if (this.alphaTest) {
|
|
@@ -197,7 +185,17 @@ export class Layer {
|
|
|
197
185
|
}
|
|
198
186
|
if (this._previousDefines !== defines) {
|
|
199
187
|
this._previousDefines = defines;
|
|
200
|
-
this._drawWrapper.effect = engine.createEffect("layer", [VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], defines, undefined, undefined, undefined, undefined, this._shaderLanguage
|
|
188
|
+
this._drawWrapper.effect = engine.createEffect("layer", [VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], defines, undefined, undefined, undefined, undefined, this._shaderLanguage, this._shadersLoaded
|
|
189
|
+
? undefined
|
|
190
|
+
: async () => {
|
|
191
|
+
if (this._shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
|
|
192
|
+
await Promise.all([import("../ShadersWGSL/layer.vertex.js"), import("../ShadersWGSL/layer.fragment.js")]);
|
|
193
|
+
}
|
|
194
|
+
else {
|
|
195
|
+
await Promise.all([import("../Shaders/layer.vertex.js"), import("../Shaders/layer.fragment.js")]);
|
|
196
|
+
}
|
|
197
|
+
this._shadersLoaded = true;
|
|
198
|
+
});
|
|
201
199
|
}
|
|
202
200
|
const currentEffect = this._drawWrapper.effect;
|
|
203
201
|
return currentEffect?.isReady() && (!this.texture || this.texture.isReady());
|
package/Layers/layer.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { LayerSceneComponent } from \"./layerSceneComponent\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n */\r\nexport class Layer {\r\n /**\r\n * Force all the layers to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n /**\r\n * Define the texture the layer should display.\r\n */\r\n public texture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Is the layer in background or foreground.\r\n */\r\n public isBackground: boolean;\r\n\r\n private _applyPostProcess: boolean = true;\r\n /**\r\n * Determines if the layer is drawn before (true) or after (false) post-processing.\r\n * If the layer is background, it is always before.\r\n */\r\n public set applyPostProcess(value: boolean) {\r\n this._applyPostProcess = value;\r\n }\r\n public get applyPostProcess(): boolean {\r\n return this.isBackground || this._applyPostProcess;\r\n }\r\n\r\n /**\r\n * Define the color of the layer (instead of texture).\r\n */\r\n public color: Color4;\r\n\r\n /**\r\n * Define the scale of the layer in order to zoom in out of the texture.\r\n */\r\n public scale = new Vector2(1, 1);\r\n\r\n /**\r\n * Define an offset for the layer in order to shift the texture.\r\n */\r\n public offset = new Vector2(0, 0);\r\n\r\n /**\r\n * Define the alpha blending mode used in the layer in case the texture or color has an alpha.\r\n */\r\n public alphaBlendingMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Define if the layer should alpha test or alpha blend with the rest of the scene.\r\n * Alpha test will not mix with the background color in case of transparency.\r\n * It will either use the texture color or the background depending on the alpha value of the current pixel.\r\n */\r\n public alphaTest: boolean;\r\n\r\n /**\r\n * Define a mask to restrict the layer to only some of the scene cameras.\r\n */\r\n public layerMask: number = 0x0fffffff;\r\n\r\n /**\r\n * Define the list of render target the layer is visible into.\r\n */\r\n public renderTargetTextures: RenderTargetTexture[] = [];\r\n\r\n /**\r\n * Define if the layer is only used in renderTarget or if it also\r\n * renders in the main frame buffer of the canvas.\r\n */\r\n public renderOnlyInRenderTargetTextures = false;\r\n\r\n /**\r\n * Define if the layer is enabled (ie. should be displayed). Default: true\r\n */\r\n public isEnabled = true;\r\n\r\n private _scene: Scene;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _drawWrapper: DrawWrapper;\r\n private _previousDefines: string;\r\n\r\n /**\r\n * An event triggered when the layer is disposed.\r\n */\r\n public onDisposeObservable = new Observable<Layer>();\r\n\r\n private _onDisposeObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onDisposeObservable existed.\r\n * The set callback will be triggered when the layer has been disposed.\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered before rendering the scene\r\n */\r\n public onBeforeRenderObservable = new Observable<Layer>();\r\n\r\n private _onBeforeRenderObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onBeforeRenderObservable existed.\r\n * The set callback will be triggered just before rendering the layer.\r\n */\r\n public set onBeforeRender(callback: () => void) {\r\n if (this._onBeforeRenderObserver) {\r\n this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n }\r\n this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered after rendering the scene\r\n */\r\n public onAfterRenderObservable = new Observable<Layer>();\r\n\r\n private _onAfterRenderObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onAfterRenderObservable existed.\r\n * The set callback will be triggered just after rendering the layer.\r\n */\r\n public set onAfterRender(callback: () => void) {\r\n if (this._onAfterRenderObserver) {\r\n this.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n }\r\n this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);\r\n }\r\n\r\n /** Shader language used by the material */\r\n private _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this material.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Instantiates a new layer.\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n * @param name Define the name of the layer in the scene\r\n * @param imgUrl Define the url of the texture to display in the layer\r\n * @param scene Define the scene the layer belongs to\r\n * @param isBackground Defines whether the layer is displayed in front or behind the scene\r\n * @param color Defines a color for the layer\r\n * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false\r\n */\r\n constructor(\r\n /**\r\n * Define the name of the layer.\r\n */\r\n public name: string,\r\n imgUrl: Nullable<string>,\r\n scene: Nullable<Scene>,\r\n isBackground?: boolean,\r\n color?: Color4,\r\n forceGLSL = false\r\n ) {\r\n this.texture = imgUrl ? new Texture(imgUrl, scene, true) : null;\r\n this.isBackground = isBackground === undefined ? true : isBackground;\r\n this.color = color === undefined ? new Color4(1, 1, 1, 1) : color;\r\n\r\n this._scene = <Scene>(scene || EngineStore.LastCreatedScene);\r\n\r\n this._initShaderSourceAsync(forceGLSL);\r\n let layerComponent = this._scene._getComponent(SceneComponentConstants.NAME_LAYER) as LayerSceneComponent;\r\n if (!layerComponent) {\r\n layerComponent = new LayerSceneComponent(this._scene);\r\n this._scene._addComponent(layerComponent);\r\n }\r\n this._scene.layers.push(this);\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n this._drawWrapper = new DrawWrapper(engine);\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n const vertexBuffer = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n private _shadersLoaded = false;\r\n\r\n private async _initShaderSourceAsync(forceGLSL = false) {\r\n const engine = this._scene.getEngine();\r\n\r\n if (engine.isWebGPU && !forceGLSL && !Layer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/layer.vertex\"), import(\"../ShadersWGSL/layer.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/layer.vertex\"), import(\"../Shaders/layer.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this._scene.getEngine();\r\n\r\n // Indices\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n /**\r\n * Checks if the layer is ready to be rendered\r\n * @returns true if the layer is ready. False otherwise.\r\n */\r\n public isReady() {\r\n if (!this._shadersLoaded) {\r\n return false;\r\n }\r\n const engine = this._scene.getEngine();\r\n\r\n let defines = \"\";\r\n\r\n if (this.alphaTest) {\r\n defines = \"#define ALPHATEST\";\r\n }\r\n\r\n if (this.texture && !this.texture.gammaSpace) {\r\n defines += \"\\n#define LINEAR\";\r\n }\r\n\r\n if (this._previousDefines !== defines) {\r\n this._previousDefines = defines;\r\n this._drawWrapper.effect = engine.createEffect(\r\n \"layer\",\r\n [VertexBuffer.PositionKind],\r\n [\"textureMatrix\", \"color\", \"scale\", \"offset\"],\r\n [\"textureSampler\"],\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage\r\n );\r\n }\r\n\r\n const currentEffect = this._drawWrapper.effect;\r\n\r\n return currentEffect?.isReady() && (!this.texture || this.texture.isReady());\r\n }\r\n\r\n /**\r\n * Renders the layer in the scene.\r\n */\r\n public render(): void {\r\n if (!this.isEnabled) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n // Check\r\n if (!this.isReady()) {\r\n return;\r\n }\r\n\r\n const currentEffect = this._drawWrapper.effect!;\r\n\r\n this.onBeforeRenderObservable.notifyObservers(this);\r\n\r\n // Render\r\n engine.enableEffect(this._drawWrapper);\r\n engine.setState(false);\r\n\r\n // Texture\r\n if (this.texture) {\r\n currentEffect.setTexture(\"textureSampler\", this.texture);\r\n currentEffect.setMatrix(\"textureMatrix\", this.texture.getTextureMatrix());\r\n }\r\n\r\n // Color\r\n currentEffect.setFloat4(\"color\", this.color.r, this.color.g, this.color.b, this.color.a);\r\n\r\n // Scale / offset\r\n currentEffect.setVector2(\"offset\", this.offset);\r\n currentEffect.setVector2(\"scale\", this.scale);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);\r\n\r\n // Draw order\r\n if (!this.alphaTest) {\r\n engine.setAlphaMode(this.alphaBlendingMode);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n } else {\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n this.onAfterRenderObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Disposes and releases the associated resources.\r\n */\r\n public dispose(): void {\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n this.texture = null;\r\n }\r\n\r\n // Clean RTT list\r\n this.renderTargetTextures = [];\r\n\r\n // Remove from scene\r\n const index = this._scene.layers.indexOf(this);\r\n this._scene.layers.splice(index, 1);\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n\r\n this.onDisposeObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n }\r\n}\r\n"]}
|
|
1
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+
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type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { LayerSceneComponent } from \"./layerSceneComponent\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n */\r\nexport class Layer {\r\n /**\r\n * Force all the layers to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n /**\r\n * Define the texture the layer should display.\r\n */\r\n public texture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Is the layer in background or foreground.\r\n */\r\n public isBackground: boolean;\r\n\r\n private _applyPostProcess: boolean = true;\r\n /**\r\n * Determines if the layer is drawn before (true) or after (false) post-processing.\r\n * If the layer is background, it is always before.\r\n */\r\n public set applyPostProcess(value: boolean) {\r\n this._applyPostProcess = value;\r\n }\r\n public get applyPostProcess(): boolean {\r\n return this.isBackground || this._applyPostProcess;\r\n }\r\n\r\n /**\r\n * Define the color of the layer (instead of texture).\r\n */\r\n public color: Color4;\r\n\r\n /**\r\n * Define the scale of the layer in order to zoom in out of the texture.\r\n */\r\n public scale = new Vector2(1, 1);\r\n\r\n /**\r\n * Define an offset for the layer in order to shift the texture.\r\n */\r\n public offset = new Vector2(0, 0);\r\n\r\n /**\r\n * Define the alpha blending mode used in the layer in case the texture or color has an alpha.\r\n */\r\n public alphaBlendingMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Define if the layer should alpha test or alpha blend with the rest of the scene.\r\n * Alpha test will not mix with the background color in case of transparency.\r\n * It will either use the texture color or the background depending on the alpha value of the current pixel.\r\n */\r\n public alphaTest: boolean;\r\n\r\n /**\r\n * Define a mask to restrict the layer to only some of the scene cameras.\r\n */\r\n public layerMask: number = 0x0fffffff;\r\n\r\n /**\r\n * Define the list of render target the layer is visible into.\r\n */\r\n public renderTargetTextures: RenderTargetTexture[] = [];\r\n\r\n /**\r\n * Define if the layer is only used in renderTarget or if it also\r\n * renders in the main frame buffer of the canvas.\r\n */\r\n public renderOnlyInRenderTargetTextures = false;\r\n\r\n /**\r\n * Define if the layer is enabled (ie. should be displayed). Default: true\r\n */\r\n public isEnabled = true;\r\n\r\n private _scene: Scene;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _drawWrapper: DrawWrapper;\r\n private _previousDefines: string;\r\n\r\n /**\r\n * An event triggered when the layer is disposed.\r\n */\r\n public onDisposeObservable = new Observable<Layer>();\r\n\r\n private _onDisposeObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onDisposeObservable existed.\r\n * The set callback will be triggered when the layer has been disposed.\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered before rendering the scene\r\n */\r\n public onBeforeRenderObservable = new Observable<Layer>();\r\n\r\n private _onBeforeRenderObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onBeforeRenderObservable existed.\r\n * The set callback will be triggered just before rendering the layer.\r\n */\r\n public set onBeforeRender(callback: () => void) {\r\n if (this._onBeforeRenderObserver) {\r\n this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n }\r\n this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered after rendering the scene\r\n */\r\n public onAfterRenderObservable = new Observable<Layer>();\r\n\r\n private _onAfterRenderObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onAfterRenderObservable existed.\r\n * The set callback will be triggered just after rendering the layer.\r\n */\r\n public set onAfterRender(callback: () => void) {\r\n if (this._onAfterRenderObserver) {\r\n this.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n }\r\n this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);\r\n }\r\n\r\n /** Shader language used by the material */\r\n private _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this material.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Instantiates a new layer.\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n * @param name Define the name of the layer in the scene\r\n * @param imgUrl Define the url of the texture to display in the layer\r\n * @param scene Define the scene the layer belongs to\r\n * @param isBackground Defines whether the layer is displayed in front or behind the scene\r\n * @param color Defines a color for the layer\r\n * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false\r\n */\r\n constructor(\r\n /**\r\n * Define the name of the layer.\r\n */\r\n public name: string,\r\n imgUrl: Nullable<string>,\r\n scene: Nullable<Scene>,\r\n isBackground?: boolean,\r\n color?: Color4,\r\n forceGLSL = false\r\n ) {\r\n this.texture = imgUrl ? new Texture(imgUrl, scene, true) : null;\r\n this.isBackground = isBackground === undefined ? true : isBackground;\r\n this.color = color === undefined ? new Color4(1, 1, 1, 1) : color;\r\n\r\n this._scene = <Scene>(scene || EngineStore.LastCreatedScene);\r\n const engine = this._scene.getEngine();\r\n if (engine.isWebGPU && !forceGLSL && !Layer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n let layerComponent = this._scene._getComponent(SceneComponentConstants.NAME_LAYER) as LayerSceneComponent;\r\n if (!layerComponent) {\r\n layerComponent = new LayerSceneComponent(this._scene);\r\n this._scene._addComponent(layerComponent);\r\n }\r\n this._scene.layers.push(this);\r\n\r\n this._drawWrapper = new DrawWrapper(engine);\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n const vertexBuffer = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n private _shadersLoaded = false;\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this._scene.getEngine();\r\n\r\n // Indices\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n /**\r\n * Checks if the layer is ready to be rendered\r\n * @returns true if the layer is ready. False otherwise.\r\n */\r\n public isReady() {\r\n const engine = this._scene.getEngine();\r\n\r\n let defines = \"\";\r\n\r\n if (this.alphaTest) {\r\n defines = \"#define ALPHATEST\";\r\n }\r\n\r\n if (this.texture && !this.texture.gammaSpace) {\r\n defines += \"\\n#define LINEAR\";\r\n }\r\n\r\n if (this._previousDefines !== defines) {\r\n this._previousDefines = defines;\r\n this._drawWrapper.effect = engine.createEffect(\r\n \"layer\",\r\n [VertexBuffer.PositionKind],\r\n [\"textureMatrix\", \"color\", \"scale\", \"offset\"],\r\n [\"textureSampler\"],\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage,\r\n this._shadersLoaded\r\n ? undefined\r\n : async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/layer.vertex\"), import(\"../ShadersWGSL/layer.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/layer.vertex\"), import(\"../Shaders/layer.fragment\")]);\r\n }\r\n this._shadersLoaded = true;\r\n }\r\n );\r\n }\r\n\r\n const currentEffect = this._drawWrapper.effect;\r\n\r\n return currentEffect?.isReady() && (!this.texture || this.texture.isReady());\r\n }\r\n\r\n /**\r\n * Renders the layer in the scene.\r\n */\r\n public render(): void {\r\n if (!this.isEnabled) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n // Check\r\n if (!this.isReady()) {\r\n return;\r\n }\r\n\r\n const currentEffect = this._drawWrapper.effect!;\r\n\r\n this.onBeforeRenderObservable.notifyObservers(this);\r\n\r\n // Render\r\n engine.enableEffect(this._drawWrapper);\r\n engine.setState(false);\r\n\r\n // Texture\r\n if (this.texture) {\r\n currentEffect.setTexture(\"textureSampler\", this.texture);\r\n currentEffect.setMatrix(\"textureMatrix\", this.texture.getTextureMatrix());\r\n }\r\n\r\n // Color\r\n currentEffect.setFloat4(\"color\", this.color.r, this.color.g, this.color.b, this.color.a);\r\n\r\n // Scale / offset\r\n currentEffect.setVector2(\"offset\", this.offset);\r\n currentEffect.setVector2(\"scale\", this.scale);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);\r\n\r\n // Draw order\r\n if (!this.alphaTest) {\r\n engine.setAlphaMode(this.alphaBlendingMode);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n } else {\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n this.onAfterRenderObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Disposes and releases the associated resources.\r\n */\r\n public dispose(): void {\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n this.texture = null;\r\n }\r\n\r\n // Clean RTT list\r\n this.renderTargetTextures = [];\r\n\r\n // Remove from scene\r\n const index = this._scene.layers.indexOf(this);\r\n this._scene.layers.splice(index, 1);\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n\r\n this.onDisposeObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n }\r\n}\r\n"]}
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@@ -3,9 +3,6 @@ import type { Scene } from "../../scene";
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import { Matrix, Vector3 } from "../../Maths/math.vector";
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import type { SubMesh } from "../../Meshes/subMesh";
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import type { Effect } from "../../Materials/effect";
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import "../../Shaders/shadowMap.vertex";
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import "../../Shaders/depthBoxBlur.fragment";
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import { ShadowGenerator } from "./shadowGenerator";
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import type { DirectionalLight } from "../directionalLight";
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import { BoundingInfo } from "../../Culling/boundingInfo";
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import { Matrix, Vector3 } from "../../Maths/math.vector.js";
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import { RenderTargetTexture } from "../../Materials/Textures/renderTargetTexture.js";
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import "../../Shaders/shadowMap.fragment.js";
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import "../../Shaders/shadowMap.vertex.js";
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import "../../Shaders/depthBoxBlur.fragment.js";
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import { _WarnImport } from "../../Misc/devTools.js";
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import { ShadowGenerator } from "./shadowGenerator.js";
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import { BoundingInfo } from "../../Culling/boundingInfo.js";
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