@babylonjs/core 7.37.0 → 7.37.2

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Files changed (222) hide show
  1. package/Buffers/buffer.d.ts +3 -1
  2. package/Buffers/buffer.js +20 -122
  3. package/Buffers/buffer.js.map +1 -1
  4. package/Buffers/bufferUtils.d.ts +32 -1
  5. package/Buffers/bufferUtils.js +221 -10
  6. package/Buffers/bufferUtils.js.map +1 -1
  7. package/Cameras/arcRotateCamera.d.ts +3 -1
  8. package/Cameras/arcRotateCamera.js +14 -3
  9. package/Cameras/arcRotateCamera.js.map +1 -1
  10. package/Engines/abstractEngine.js +2 -2
  11. package/Engines/abstractEngine.js.map +1 -1
  12. package/Engines/engine.js +0 -4
  13. package/Engines/engine.js.map +1 -1
  14. package/Engines/thinEngine.js +2 -2
  15. package/Engines/thinEngine.js.map +1 -1
  16. package/FrameGraph/Node/nodeRenderGraphBlock.js +1 -0
  17. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  18. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.d.ts +2 -0
  19. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js +3 -1
  20. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js.map +1 -1
  21. package/Inputs/scene.inputManager.js +2 -0
  22. package/Inputs/scene.inputManager.js.map +1 -1
  23. package/Lights/IES/iesLoader.d.ts +19 -0
  24. package/Lights/IES/iesLoader.js +150 -0
  25. package/Lights/IES/iesLoader.js.map +1 -0
  26. package/Lights/index.d.ts +1 -0
  27. package/Lights/index.js +1 -0
  28. package/Lights/index.js.map +1 -1
  29. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +12 -2
  30. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  31. package/Materials/GreasedLine/greasedLineMaterialInterfaces.d.ts +5 -0
  32. package/Materials/GreasedLine/greasedLineMaterialInterfaces.js.map +1 -1
  33. package/Materials/GreasedLine/greasedLinePluginMaterial.d.ts +21 -5
  34. package/Materials/GreasedLine/greasedLinePluginMaterial.js +52 -176
  35. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  36. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.d.ts +11 -0
  37. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +158 -0
  38. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -0
  39. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.d.ts +11 -0
  40. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +177 -0
  41. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -0
  42. package/Materials/GreasedLine/greasedLineSimpleMaterial.d.ts +4 -2
  43. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +45 -25
  44. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  45. package/Materials/Node/Blocks/PBR/reflectionBlock.js +6 -0
  46. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  47. package/Materials/Node/Blocks/index.d.ts +1 -0
  48. package/Materials/Node/Blocks/index.js +1 -0
  49. package/Materials/Node/Blocks/index.js.map +1 -1
  50. package/Materials/Node/Blocks/matrixSplitterBlock.d.ts +56 -0
  51. package/Materials/Node/Blocks/matrixSplitterBlock.js +130 -0
  52. package/Materials/Node/Blocks/matrixSplitterBlock.js.map +1 -0
  53. package/Materials/Node/nodeMaterialBlock.js +1 -0
  54. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  55. package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +2 -0
  56. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +4 -1
  57. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  58. package/Materials/PBR/pbrBaseMaterial.d.ts +1 -0
  59. package/Materials/PBR/pbrBaseMaterial.js +12 -0
  60. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  61. package/Materials/Textures/Loaders/iesTextureLoader.d.ts +23 -0
  62. package/Materials/Textures/Loaders/iesTextureLoader.js +40 -0
  63. package/Materials/Textures/Loaders/iesTextureLoader.js.map +1 -0
  64. package/Materials/Textures/Loaders/index.d.ts +1 -0
  65. package/Materials/Textures/Loaders/index.js +1 -0
  66. package/Materials/Textures/Loaders/index.js.map +1 -1
  67. package/Materials/Textures/Loaders/textureLoaderManager.js +3 -0
  68. package/Materials/Textures/Loaders/textureLoaderManager.js.map +1 -1
  69. package/Materials/effectRenderer.js +1 -1
  70. package/Materials/effectRenderer.js.map +1 -1
  71. package/Materials/index.d.ts +4 -0
  72. package/Materials/index.js +5 -0
  73. package/Materials/index.js.map +1 -1
  74. package/Maths/math.scalar.d.ts +0 -1
  75. package/Maths/math.scalar.js +1 -2
  76. package/Maths/math.scalar.js.map +1 -1
  77. package/Meshes/Builders/greasedLineBuilder.js +2 -2
  78. package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
  79. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +15 -2
  80. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +68 -20
  81. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  82. package/Meshes/Node/Blocks/geometryInputBlock.d.ts +4 -0
  83. package/Meshes/Node/Blocks/geometryInputBlock.js +8 -0
  84. package/Meshes/Node/Blocks/geometryInputBlock.js.map +1 -1
  85. package/Meshes/Node/nodeGeometryBlock.js +1 -0
  86. package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
  87. package/Meshes/Node/nodeGeometryBlockConnectionPoint.d.ts +2 -0
  88. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +3 -1
  89. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
  90. package/Meshes/abstractMesh.hotSpot.d.ts +8 -1
  91. package/Meshes/abstractMesh.hotSpot.js +17 -0
  92. package/Meshes/abstractMesh.hotSpot.js.map +1 -1
  93. package/Meshes/linesMesh.js +1 -1
  94. package/Meshes/linesMesh.js.map +1 -1
  95. package/Misc/deepMerger.d.ts +6 -0
  96. package/Misc/deepMerger.js +26 -0
  97. package/Misc/deepMerger.js.map +1 -0
  98. package/Misc/index.d.ts +1 -0
  99. package/Misc/index.js +1 -0
  100. package/Misc/index.js.map +1 -1
  101. package/Misc/virtualJoystick.js +2 -0
  102. package/Misc/virtualJoystick.js.map +1 -1
  103. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +3 -23
  104. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +30 -67
  105. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  106. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.d.ts +1 -1
  107. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +8 -4
  108. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  109. package/Rendering/boundingBoxRenderer.d.ts +63 -1
  110. package/Rendering/boundingBoxRenderer.js +224 -3
  111. package/Rendering/boundingBoxRenderer.js.map +1 -1
  112. package/Rendering/edgesRenderer.js +4 -1
  113. package/Rendering/edgesRenderer.js.map +1 -1
  114. package/Rendering/{IBLShadows/iblShadowsImportanceSamplingRenderer.d.ts → iblCdfGenerator.d.ts} +15 -12
  115. package/Rendering/{IBLShadows/iblShadowsImportanceSamplingRenderer.js → iblCdfGenerator.js} +37 -27
  116. package/Rendering/iblCdfGenerator.js.map +1 -0
  117. package/Rendering/iblCdfGeneratorSceneComponent.d.ts +59 -0
  118. package/Rendering/iblCdfGeneratorSceneComponent.js +83 -0
  119. package/Rendering/iblCdfGeneratorSceneComponent.js.map +1 -0
  120. package/Rendering/index.d.ts +12 -10
  121. package/Rendering/index.js +12 -10
  122. package/Rendering/index.js.map +1 -1
  123. package/Shaders/ShadersInclude/gaussianSplatting.js +72 -2
  124. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  125. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +1 -1
  126. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  127. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +29 -4
  128. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  129. package/Shaders/ShadersInclude/pbrBlockReflection.js +9 -1
  130. package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
  131. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +9 -1
  132. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  133. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +3 -0
  134. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  135. package/Shaders/boundingBoxRenderer.vertex.js +7 -0
  136. package/Shaders/boundingBoxRenderer.vertex.js.map +1 -1
  137. package/Shaders/gaussianSplatting.vertex.js +16 -2
  138. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  139. package/Shaders/{iblShadowsCdfy.fragment.d.ts → iblCdfx.fragment.d.ts} +1 -1
  140. package/Shaders/{iblShadowsCdfx.fragment.js → iblCdfx.fragment.js} +3 -3
  141. package/Shaders/iblCdfx.fragment.js.map +1 -0
  142. package/Shaders/{iblShadowsCdfx.fragment.d.ts → iblCdfy.fragment.d.ts} +1 -1
  143. package/Shaders/{iblShadowsCdfy.fragment.js → iblCdfy.fragment.js} +3 -3
  144. package/Shaders/iblCdfy.fragment.js.map +1 -0
  145. package/Shaders/{iblShadowsIcdfx.fragment.d.ts → iblIcdfx.fragment.d.ts} +1 -1
  146. package/Shaders/{iblShadowsIcdfx.fragment.js → iblIcdfx.fragment.js} +3 -3
  147. package/Shaders/iblIcdfx.fragment.js.map +1 -0
  148. package/Shaders/{iblShadowsIcdfy.fragment.d.ts → iblIcdfy.fragment.d.ts} +1 -1
  149. package/Shaders/{iblShadowsIcdfy.fragment.js → iblIcdfy.fragment.js} +3 -3
  150. package/Shaders/iblIcdfy.fragment.js.map +1 -0
  151. package/Shaders/importanceSamplingDebug.fragment.d.ts +5 -0
  152. package/Shaders/{iblShadowsImportanceSamplingDebug.fragment.js → importanceSamplingDebug.fragment.js} +3 -3
  153. package/Shaders/importanceSamplingDebug.fragment.js.map +1 -0
  154. package/Shaders/pbr.fragment.js +8 -0
  155. package/Shaders/pbr.fragment.js.map +1 -1
  156. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +77 -1
  157. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  158. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +28 -4
  159. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  160. package/ShadersWGSL/ShadersInclude/lightFragment.js +1 -1
  161. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  162. package/ShadersWGSL/ShadersInclude/oitFragment.js +1 -1
  163. package/ShadersWGSL/ShadersInclude/oitFragment.js.map +1 -1
  164. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +14 -1
  165. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  166. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js +14 -1
  167. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  168. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js +3 -0
  169. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  170. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js +1 -1
  171. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  172. package/ShadersWGSL/boundingBoxRenderer.vertex.js +9 -1
  173. package/ShadersWGSL/boundingBoxRenderer.vertex.js.map +1 -1
  174. package/ShadersWGSL/gaussianSplatting.vertex.js +18 -2
  175. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  176. package/ShadersWGSL/greasedLine.fragment.d.ts +5 -0
  177. package/ShadersWGSL/greasedLine.fragment.js +25 -0
  178. package/ShadersWGSL/greasedLine.fragment.js.map +1 -0
  179. package/ShadersWGSL/greasedLine.vertex.d.ts +9 -0
  180. package/ShadersWGSL/greasedLine.vertex.js +43 -0
  181. package/ShadersWGSL/greasedLine.vertex.js.map +1 -0
  182. package/ShadersWGSL/iblCdfx.fragment.d.ts +5 -0
  183. package/ShadersWGSL/{iblShadowsCdfx.fragment.js → iblCdfx.fragment.js} +3 -3
  184. package/ShadersWGSL/iblCdfx.fragment.js.map +1 -0
  185. package/ShadersWGSL/iblCdfy.fragment.d.ts +5 -0
  186. package/ShadersWGSL/{iblShadowsCdfy.fragment.js → iblCdfy.fragment.js} +3 -3
  187. package/ShadersWGSL/iblCdfy.fragment.js.map +1 -0
  188. package/ShadersWGSL/iblIcdfx.fragment.d.ts +5 -0
  189. package/ShadersWGSL/{iblShadowsIcdfx.fragment.js → iblIcdfx.fragment.js} +3 -3
  190. package/ShadersWGSL/iblIcdfx.fragment.js.map +1 -0
  191. package/ShadersWGSL/iblIcdfy.fragment.d.ts +5 -0
  192. package/ShadersWGSL/{iblShadowsIcdfy.fragment.js → iblIcdfy.fragment.js} +3 -3
  193. package/ShadersWGSL/iblIcdfy.fragment.js.map +1 -0
  194. package/ShadersWGSL/importanceSamplingDebug.fragment.d.ts +5 -0
  195. package/ShadersWGSL/{iblShadowsImportanceSamplingDebug.fragment.js → importanceSamplingDebug.fragment.js} +3 -3
  196. package/ShadersWGSL/importanceSamplingDebug.fragment.js.map +1 -0
  197. package/ShadersWGSL/pbr.fragment.js +12 -0
  198. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  199. package/package.json +1 -1
  200. package/scene.d.ts +4 -0
  201. package/scene.js +6 -0
  202. package/scene.js.map +1 -1
  203. package/sceneComponent.d.ts +1 -1
  204. package/sceneComponent.js +1 -1
  205. package/sceneComponent.js.map +1 -1
  206. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js.map +0 -1
  207. package/Shaders/iblShadowsCdfx.fragment.js.map +0 -1
  208. package/Shaders/iblShadowsCdfy.fragment.js.map +0 -1
  209. package/Shaders/iblShadowsIcdfx.fragment.js.map +0 -1
  210. package/Shaders/iblShadowsIcdfy.fragment.js.map +0 -1
  211. package/Shaders/iblShadowsImportanceSamplingDebug.fragment.d.ts +0 -5
  212. package/Shaders/iblShadowsImportanceSamplingDebug.fragment.js.map +0 -1
  213. package/ShadersWGSL/iblShadowsCdfx.fragment.d.ts +0 -5
  214. package/ShadersWGSL/iblShadowsCdfx.fragment.js.map +0 -1
  215. package/ShadersWGSL/iblShadowsCdfy.fragment.d.ts +0 -5
  216. package/ShadersWGSL/iblShadowsCdfy.fragment.js.map +0 -1
  217. package/ShadersWGSL/iblShadowsIcdfx.fragment.d.ts +0 -5
  218. package/ShadersWGSL/iblShadowsIcdfx.fragment.js.map +0 -1
  219. package/ShadersWGSL/iblShadowsIcdfy.fragment.d.ts +0 -5
  220. package/ShadersWGSL/iblShadowsIcdfy.fragment.js.map +0 -1
  221. package/ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.d.ts +0 -5
  222. package/ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.js.map +0 -1
@@ -1,10 +1,12 @@
1
1
  import { Scene } from "../scene";
2
2
  import { AbstractMesh } from "../Meshes/abstractMesh";
3
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  import { SmartArray } from "../Misc/smartArray";
4
+ import type { Nullable } from "../types";
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  import type { ISceneComponent } from "../sceneComponent";
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- import type { BoundingBox } from "../Culling/boundingBox";
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+ import { BoundingBox } from "../Culling/boundingBox";
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  import { Color3 } from "../Maths/math.color";
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  import { Observable } from "../Misc/observable";
9
+ import { DrawWrapper } from "../Materials/drawWrapper";
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  import { ShaderLanguage } from "../Materials/shaderLanguage.js";
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  declare module "../scene" {
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  interface Scene {
@@ -60,10 +62,18 @@ export declare class BoundingBoxRenderer implements ISceneComponent {
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  showBackLines: boolean;
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  /**
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  * Observable raised before rendering a bounding box
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+ * When {@link BoundingBoxRenderer.useInstances} enabled,
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+ * this would only be triggered once for one rendering, instead of once every bounding box.
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+ * Events would be triggered with a dummy box to keep backwards compatibility,
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+ * the passed bounding box has no meaning and should be ignored.
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  */
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  onBeforeBoxRenderingObservable: Observable<BoundingBox>;
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  /**
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  * Observable raised after rendering a bounding box
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+ * When {@link BoundingBoxRenderer.useInstances} enabled,
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+ * this would only be triggered once for one rendering, instead of once every bounding box.
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+ * Events would be triggered with a dummy box to keep backwards compatibility,
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+ * the passed bounding box has no meaning and should be ignored.
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  */
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  onAfterBoxRenderingObservable: Observable<BoundingBox>;
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  /**
@@ -93,6 +103,19 @@ export declare class BoundingBoxRenderer implements ISceneComponent {
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  private _uniformBufferFront;
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  private _uniformBufferBack;
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  private _renderPassIdForOcclusionQuery;
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+ /**
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+ * Internal buffer for instanced rendering
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+ */
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+ private _matrixBuffer;
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+ private _matrices;
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+ /**
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+ * Internal state of whether instanced rendering enabled
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+ */
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+ protected _useInstances: boolean;
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+ /** @internal */
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+ _drawWrapperFront: Nullable<DrawWrapper>;
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+ /** @internal */
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+ _drawWrapperBack: Nullable<DrawWrapper>;
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  /**
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  * Instantiates a new bounding box renderer in a scene.
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  * @param scene the scene the renderer renders in
@@ -127,6 +150,45 @@ export declare class BoundingBoxRenderer implements ISceneComponent {
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  * @param mesh Define the mesh to render the occlusion bounding box for
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  */
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  renderOcclusionBoundingBox(mesh: AbstractMesh): void;
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+ /**
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+ * Sets whether to use instanced rendering.
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+ * When not enabled, BoundingBoxRenderer renders in a loop,
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+ * calling engine.drawElementsType for each bounding box in renderList,
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+ * making every bounding box 1 or 2 draw call.
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+ * When enabled, it collects bounding boxes to render,
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+ * and render all boxes in 1 or 2 draw call.
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+ * This could make the rendering with many bounding boxes much faster than not enabled,
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+ * but could result in a difference in rendering result if
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+ * {@link BoundingBoxRenderer.showBackLines} enabled,
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+ * because drawing the black/white part of each box one after the other
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+ * can be different from drawing the black part of all boxes and then the white part.
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+ * Also, when enabled, events of {@link BoundingBoxRenderer.onBeforeBoxRenderingObservable}
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+ * and {@link BoundingBoxRenderer.onAfterBoxRenderingObservable} would only be triggered once
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+ * for one rendering, instead of once every bounding box.
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+ * Events would be triggered with a dummy box to keep backwards compatibility,
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+ * the passed bounding box has no meaning and should be ignored.
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+ * @param val whether to use instanced rendering
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+ */
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+ set useInstances(val: boolean);
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+ get useInstances(): boolean;
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+ /**
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+ * Instanced render the bounding boxes of a specific rendering group
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+ * @param renderingGroupId defines the rendering group to render
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+ */
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+ private _renderInstanced;
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+ /**
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+ * Creates buffer for instanced rendering
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+ * @param buffer buffer to set
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+ */
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+ private _createInstanceBuffer;
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+ /**
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+ * Clean up buffers for instanced rendering
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+ */
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+ private _cleanupInstanceBuffer;
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+ /**
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+ * Clean up resources for instanced rendering
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+ */
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+ private _cleanupInstances;
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  /**
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  * Dispose and release the resources attached to this renderer.
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  */
@@ -1,9 +1,10 @@
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  import { Scene } from "../scene.js";
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- import { VertexBuffer } from "../Buffers/buffer.js";
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+ import { Buffer, VertexBuffer } from "../Buffers/buffer.js";
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  import { AbstractMesh } from "../Meshes/abstractMesh.js";
4
- import { Matrix } from "../Maths/math.vector.js";
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+ import { Matrix, Vector3 } from "../Maths/math.vector.js";
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  import { SmartArray } from "../Misc/smartArray.js";
6
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  import { SceneComponentConstants } from "../sceneComponent.js";
7
+ import { BoundingBox } from "../Culling/boundingBox.js";
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  import { Material } from "../Materials/material.js";
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  import { ShaderMaterial } from "../Materials/shaderMaterial.js";
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  import { Color3 } from "../Maths/math.color.js";
@@ -11,6 +12,7 @@ import { Observable } from "../Misc/observable.js";
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  import { DrawWrapper } from "../Materials/drawWrapper.js";
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  import { UniformBuffer } from "../Materials/uniformBuffer.js";
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  import { CreateBoxVertexData } from "../Meshes/Builders/boxBuilder.js";
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+
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  Object.defineProperty(Scene.prototype, "forceShowBoundingBoxes", {
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  get: function () {
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  return this._forceShowBoundingBoxes || false;
@@ -45,6 +47,12 @@ Object.defineProperty(AbstractMesh.prototype, "showBoundingBox", {
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  enumerable: true,
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  configurable: true,
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  });
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+ const tempMatrix = Matrix.Identity();
51
+ const tempVec1 = new Vector3(), tempVec2 = new Vector3();
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+ // `Matrix.asArray` returns its internal array, so it can be directly updated
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+ const tempMatrixArray = tempMatrix.asArray();
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+ // BoundingBox copies from it, so it's safe to reuse vectors here
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+ const dummyBoundingBox = new BoundingBox(tempVec1, tempVec1);
48
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  /**
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  * Component responsible of rendering the bounding box of the meshes in a scene.
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  * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
@@ -79,10 +87,18 @@ export class BoundingBoxRenderer {
79
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  this.showBackLines = true;
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  /**
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  * Observable raised before rendering a bounding box
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+ * When {@link BoundingBoxRenderer.useInstances} enabled,
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+ * this would only be triggered once for one rendering, instead of once every bounding box.
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+ * Events would be triggered with a dummy box to keep backwards compatibility,
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+ * the passed bounding box has no meaning and should be ignored.
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  */
83
95
  this.onBeforeBoxRenderingObservable = new Observable();
84
96
  /**
85
97
  * Observable raised after rendering a bounding box
98
+ * When {@link BoundingBoxRenderer.useInstances} enabled,
99
+ * this would only be triggered once for one rendering, instead of once every bounding box.
100
+ * Events would be triggered with a dummy box to keep backwards compatibility,
101
+ * the passed bounding box has no meaning and should be ignored.
86
102
  */
87
103
  this.onAfterBoxRenderingObservable = new Observable();
88
104
  /**
@@ -102,6 +118,19 @@ export class BoundingBoxRenderer {
102
118
  this._vertexBuffers = {};
103
119
  this._fillIndexBuffer = null;
104
120
  this._fillIndexData = null;
121
+ /**
122
+ * Internal buffer for instanced rendering
123
+ */
124
+ this._matrixBuffer = null;
125
+ this._matrices = null;
126
+ /**
127
+ * Internal state of whether instanced rendering enabled
128
+ */
129
+ this._useInstances = false;
130
+ /** @internal */
131
+ this._drawWrapperFront = null;
132
+ /** @internal */
133
+ this._drawWrapperBack = null;
105
134
  this.scene = scene;
106
135
  const engine = this.scene.getEngine();
107
136
  if (engine.isWebGPU) {
@@ -150,7 +179,7 @@ export class BoundingBoxRenderer {
150
179
  return;
151
180
  }
152
181
  this._colorShader = new ShaderMaterial("colorShader", this.scene, "boundingBoxRenderer", {
153
- attributes: [VertexBuffer.PositionKind],
182
+ attributes: [VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
154
183
  uniforms: ["world", "viewProjection", "viewProjectionR", "color"],
155
184
  uniformBuffers: ["BoundingBoxRenderer"],
156
185
  shaderLanguage: this._shaderLanguage,
@@ -163,6 +192,7 @@ export class BoundingBoxRenderer {
163
192
  }
164
193
  },
165
194
  }, false);
195
+ this._colorShader.setDefine("INSTANCES", this._useInstances);
166
196
  this._colorShader.doNotSerialize = true;
167
197
  this._colorShader.reservedDataStore = {
168
198
  hidden: true,
@@ -206,6 +236,9 @@ export class BoundingBoxRenderer {
206
236
  vb._rebuild();
207
237
  }
208
238
  this._createIndexBuffer();
239
+ if (this._matrixBuffer) {
240
+ this._matrixBuffer._rebuild();
241
+ }
209
242
  }
210
243
  /**
211
244
  * @internal
@@ -221,6 +254,10 @@ export class BoundingBoxRenderer {
221
254
  if (this.renderList.length === 0 || !this.enabled) {
222
255
  return;
223
256
  }
257
+ if (this._useInstances) {
258
+ this._renderInstanced(renderingGroupId);
259
+ return;
260
+ }
224
261
  this._prepareResources();
225
262
  if (!this._colorShader.isReady()) {
226
263
  return;
@@ -346,6 +383,189 @@ export class BoundingBoxRenderer {
346
383
  engine.setColorWrite(true);
347
384
  engine.currentRenderPassId = currentRenderPassId;
348
385
  }
386
+ /**
387
+ * Sets whether to use instanced rendering.
388
+ * When not enabled, BoundingBoxRenderer renders in a loop,
389
+ * calling engine.drawElementsType for each bounding box in renderList,
390
+ * making every bounding box 1 or 2 draw call.
391
+ * When enabled, it collects bounding boxes to render,
392
+ * and render all boxes in 1 or 2 draw call.
393
+ * This could make the rendering with many bounding boxes much faster than not enabled,
394
+ * but could result in a difference in rendering result if
395
+ * {@link BoundingBoxRenderer.showBackLines} enabled,
396
+ * because drawing the black/white part of each box one after the other
397
+ * can be different from drawing the black part of all boxes and then the white part.
398
+ * Also, when enabled, events of {@link BoundingBoxRenderer.onBeforeBoxRenderingObservable}
399
+ * and {@link BoundingBoxRenderer.onAfterBoxRenderingObservable} would only be triggered once
400
+ * for one rendering, instead of once every bounding box.
401
+ * Events would be triggered with a dummy box to keep backwards compatibility,
402
+ * the passed bounding box has no meaning and should be ignored.
403
+ * @param val whether to use instanced rendering
404
+ */
405
+ set useInstances(val) {
406
+ this._useInstances = val;
407
+ if (this._colorShader) {
408
+ this._colorShader.setDefine("INSTANCES", val);
409
+ }
410
+ if (!val) {
411
+ this._cleanupInstances();
412
+ }
413
+ }
414
+ get useInstances() {
415
+ return this._useInstances;
416
+ }
417
+ /**
418
+ * Instanced render the bounding boxes of a specific rendering group
419
+ * @param renderingGroupId defines the rendering group to render
420
+ */
421
+ _renderInstanced(renderingGroupId) {
422
+ if (this.renderList.length === 0 || !this.enabled) {
423
+ return;
424
+ }
425
+ this._prepareResources();
426
+ if (!this._colorShader.isReady()) {
427
+ return;
428
+ }
429
+ const colorShader = this._colorShader;
430
+ let matrices = this._matrices;
431
+ const expectedLength = this.renderList.length * 16;
432
+ if (!matrices || matrices.length < expectedLength || matrices.length > expectedLength * 2) {
433
+ matrices = new Float32Array(expectedLength);
434
+ this._matrices = matrices;
435
+ }
436
+ this.onBeforeBoxRenderingObservable.notifyObservers(dummyBoundingBox);
437
+ let instancesCount = 0;
438
+ for (let boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
439
+ const boundingBox = this.renderList.data[boundingBoxIndex];
440
+ if (boundingBox._tag !== renderingGroupId) {
441
+ continue;
442
+ }
443
+ const min = boundingBox.minimum;
444
+ const max = boundingBox.maximum;
445
+ const diff = max.subtractToRef(min, tempVec2);
446
+ const median = min.addToRef(diff.scaleToRef(0.5, tempVec1), tempVec1);
447
+ const m = tempMatrixArray;
448
+ // Directly update the matrix values in column-major order
449
+ m[0] = diff._x; // Scale X
450
+ m[3] = median._x; // Translate X
451
+ m[5] = diff._y; // Scale Y
452
+ m[7] = median._y; // Translate Y
453
+ m[10] = diff._z; // Scale Z
454
+ m[11] = median._z; // Translate Z
455
+ tempMatrix.multiplyToArray(boundingBox.getWorldMatrix(), matrices, instancesCount * 16);
456
+ instancesCount++;
457
+ }
458
+ const engine = this.scene.getEngine();
459
+ // keeps the original depth function and depth write
460
+ const depthFunction = engine.getDepthFunction() ?? 515;
461
+ const depthWrite = engine.getDepthWrite();
462
+ engine.setDepthWrite(false);
463
+ const matrixBuffer = this._matrixBuffer;
464
+ if (matrixBuffer?.isUpdatable() && matrixBuffer.getData() === matrices) {
465
+ matrixBuffer.update(matrices);
466
+ }
467
+ else {
468
+ this._createInstanceBuffer(matrices);
469
+ }
470
+ this._createWrappersForBoundingBox(this);
471
+ const useReverseDepthBuffer = engine.useReverseDepthBuffer;
472
+ const transformMatrix = this.scene.getTransformMatrix();
473
+ if (this.showBackLines) {
474
+ const drawWrapperBack = this._drawWrapperBack ?? colorShader._getDrawWrapper();
475
+ colorShader._preBind(drawWrapperBack);
476
+ engine.bindBuffers(this._vertexBuffers, this._indexBuffer, colorShader.getEffect());
477
+ // Back
478
+ if (useReverseDepthBuffer) {
479
+ engine.setDepthFunctionToLessOrEqual();
480
+ }
481
+ else {
482
+ engine.setDepthFunctionToGreaterOrEqual();
483
+ }
484
+ const _uniformBufferBack = this._uniformBufferBack;
485
+ _uniformBufferBack.bindToEffect(drawWrapperBack.effect, "BoundingBoxRenderer");
486
+ _uniformBufferBack.updateColor4("color", this.backColor, 1);
487
+ _uniformBufferBack.updateMatrix("viewProjection", transformMatrix);
488
+ _uniformBufferBack.update();
489
+ // Draw order
490
+ engine.drawElementsType(Material.LineListDrawMode, 0, 24, instancesCount);
491
+ }
492
+ const drawWrapperFront = colorShader._getDrawWrapper();
493
+ colorShader._preBind(drawWrapperFront);
494
+ engine.bindBuffers(this._vertexBuffers, this._indexBuffer, colorShader.getEffect());
495
+ // Front
496
+ if (useReverseDepthBuffer) {
497
+ engine.setDepthFunctionToGreater();
498
+ }
499
+ else {
500
+ engine.setDepthFunctionToLess();
501
+ }
502
+ const _uniformBufferFront = this._uniformBufferFront;
503
+ _uniformBufferFront.bindToEffect(drawWrapperFront.effect, "BoundingBoxRenderer");
504
+ _uniformBufferFront.updateColor4("color", this.frontColor, 1);
505
+ _uniformBufferFront.updateMatrix("viewProjection", transformMatrix);
506
+ _uniformBufferFront.update();
507
+ // Draw order
508
+ engine.drawElementsType(Material.LineListDrawMode, 0, 24, instancesCount);
509
+ this.onAfterBoxRenderingObservable.notifyObservers(dummyBoundingBox);
510
+ colorShader.unbind();
511
+ engine.setDepthFunction(depthFunction);
512
+ engine.setDepthWrite(depthWrite);
513
+ }
514
+ /**
515
+ * Creates buffer for instanced rendering
516
+ * @param buffer buffer to set
517
+ */
518
+ _createInstanceBuffer(buffer) {
519
+ const vertexBuffers = this._vertexBuffers;
520
+ this._cleanupInstanceBuffer();
521
+ const matrixBuffer = new Buffer(this.scene.getEngine(), buffer, true, 16, false, true);
522
+ vertexBuffers.world0 = matrixBuffer.createVertexBuffer("world0", 0, 4);
523
+ vertexBuffers.world1 = matrixBuffer.createVertexBuffer("world1", 4, 4);
524
+ vertexBuffers.world2 = matrixBuffer.createVertexBuffer("world2", 8, 4);
525
+ vertexBuffers.world3 = matrixBuffer.createVertexBuffer("world3", 12, 4);
526
+ this._matrixBuffer = matrixBuffer;
527
+ }
528
+ /**
529
+ * Clean up buffers for instanced rendering
530
+ */
531
+ _cleanupInstanceBuffer() {
532
+ const vertexBuffers = this._vertexBuffers;
533
+ if (vertexBuffers.world0) {
534
+ vertexBuffers.world0.dispose();
535
+ delete vertexBuffers.world0;
536
+ }
537
+ if (vertexBuffers.world1) {
538
+ vertexBuffers.world1.dispose();
539
+ delete vertexBuffers.world1;
540
+ }
541
+ if (vertexBuffers.world2) {
542
+ vertexBuffers.world2.dispose();
543
+ delete vertexBuffers.world2;
544
+ }
545
+ if (vertexBuffers.world3) {
546
+ vertexBuffers.world3.dispose();
547
+ delete vertexBuffers.world3;
548
+ }
549
+ this._matrices = null;
550
+ if (this._matrixBuffer) {
551
+ this._matrixBuffer.dispose();
552
+ this._matrixBuffer = null;
553
+ }
554
+ }
555
+ /**
556
+ * Clean up resources for instanced rendering
557
+ */
558
+ _cleanupInstances() {
559
+ this._cleanupInstanceBuffer();
560
+ if (this._drawWrapperFront) {
561
+ this._drawWrapperFront.dispose();
562
+ this._drawWrapperFront = null;
563
+ }
564
+ if (this._drawWrapperBack) {
565
+ this._drawWrapperBack.dispose();
566
+ this._drawWrapperBack = null;
567
+ }
568
+ }
349
569
  /**
350
570
  * Dispose and release the resources attached to this renderer.
351
571
  */
@@ -375,6 +595,7 @@ export class BoundingBoxRenderer {
375
595
  this.scene.getEngine()._releaseBuffer(this._fillIndexBuffer);
376
596
  this._fillIndexBuffer = null;
377
597
  }
598
+ this._cleanupInstances();
378
599
  }
379
600
  }
380
601
  //# sourceMappingURL=boundingBoxRenderer.js.map
@@ -1 +1 @@
1
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{ Scene } from \"../scene\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Nullable, FloatArray, IndicesArray } from \"../types\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport type { BoundingBox } from \"../Culling/boundingBox\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport { CreateBoxVertexData } from \"../Meshes/Builders/boxBuilder\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _boundingBoxRenderer: BoundingBoxRenderer;\r\n\r\n /** @internal (Backing field) */\r\n _forceShowBoundingBoxes: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if all bounding boxes must be rendered\r\n */\r\n forceShowBoundingBoxes: boolean;\r\n\r\n /**\r\n * Gets the bounding box renderer associated with the scene\r\n * @returns a BoundingBoxRenderer\r\n */\r\n getBoundingBoxRenderer(): BoundingBoxRenderer;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"forceShowBoundingBoxes\", {\r\n get: function (this: Scene) {\r\n return this._forceShowBoundingBoxes || false;\r\n },\r\n set: function (this: Scene, value: boolean) {\r\n this._forceShowBoundingBoxes = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.getBoundingBoxRenderer = function (): BoundingBoxRenderer {\r\n if (!this._boundingBoxRenderer) {\r\n this._boundingBoxRenderer = new BoundingBoxRenderer(this);\r\n }\r\n\r\n return this._boundingBoxRenderer;\r\n};\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /** @internal (Backing field) */\r\n _showBoundingBox: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)\r\n */\r\n showBoundingBox: boolean;\r\n }\r\n}\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"showBoundingBox\", {\r\n get: function (this: AbstractMesh) {\r\n return this._showBoundingBox || false;\r\n },\r\n set: function (this: AbstractMesh, value: boolean) {\r\n this._showBoundingBox = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getScene().getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Component responsible of rendering the bounding box of the meshes in a scene.\r\n * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties\r\n */\r\nexport class BoundingBoxRenderer implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Color of the bounding box lines placed in front of an object\r\n */\r\n public frontColor = new Color3(1, 1, 1);\r\n /**\r\n * Color of the bounding box lines placed behind an object\r\n */\r\n public backColor = new Color3(0.1, 0.1, 0.1);\r\n /**\r\n * Defines if the renderer should show the back lines or not\r\n */\r\n public showBackLines = true;\r\n\r\n /**\r\n * Observable raised before rendering a bounding box\r\n */\r\n public onBeforeBoxRenderingObservable = new Observable<BoundingBox>();\r\n\r\n /**\r\n * Observable raised after rendering a bounding box\r\n */\r\n public onAfterBoxRenderingObservable = new Observable<BoundingBox>();\r\n\r\n /**\r\n * Observable raised after resources are created\r\n */\r\n public onResourcesReadyObservable = new Observable<BoundingBoxRenderer>();\r\n\r\n /**\r\n * When false, no bounding boxes will be rendered\r\n */\r\n public enabled = true;\r\n\r\n /** Shader language used by the renderer */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this renderer.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public renderList = new SmartArray<BoundingBox>(32);\r\n\r\n private _colorShader: ShaderMaterial;\r\n private _colorShaderForOcclusionQuery: ShaderMaterial;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: DataBuffer;\r\n private _fillIndexBuffer: Nullable<DataBuffer> = null;\r\n private _fillIndexData: Nullable<IndicesArray> = null;\r\n private _uniformBufferFront: UniformBuffer;\r\n private _uniformBufferBack: UniformBuffer;\r\n private _renderPassIdForOcclusionQuery: number;\r\n\r\n /**\r\n * Instantiates a new bounding box renderer in a scene.\r\n * @param scene the scene the renderer renders in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n\r\n const engine = this.scene.getEngine();\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n scene._addComponent(this);\r\n this._uniformBufferFront = new UniformBuffer(this.scene.getEngine(), undefined, undefined, \"BoundingBoxRendererFront\", true);\r\n this._buildUniformLayout(this._uniformBufferFront);\r\n this._uniformBufferBack = new UniformBuffer(this.scene.getEngine(), undefined, undefined, \"BoundingBoxRendererBack\", true);\r\n this._buildUniformLayout(this._uniformBufferBack);\r\n }\r\n\r\n private _buildUniformLayout(ubo: UniformBuffer): void {\r\n ubo.addUniform(\"color\", 4);\r\n ubo.addUniform(\"world\", 16);\r\n ubo.addUniform(\"viewProjection\", 16);\r\n ubo.addUniform(\"viewProjectionR\", 16);\r\n ubo.create();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeEvaluateActiveMeshStage.registerStep(SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);\r\n\r\n this.scene._preActiveMeshStage.registerStep(SceneComponentConstants.STEP_PREACTIVEMESH_BOUNDINGBOXRENDERER, this, this._preActiveMesh);\r\n\r\n this.scene._evaluateSubMeshStage.registerStep(SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);\r\n\r\n this.scene._afterRenderingGroupDrawStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);\r\n }\r\n\r\n private _evaluateSubMesh(mesh: AbstractMesh, subMesh: SubMesh): void {\r\n if (mesh.showSubMeshesBoundingBox) {\r\n const boundingInfo = subMesh.getBoundingInfo();\r\n if (boundingInfo !== null && boundingInfo !== undefined) {\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n }\r\n\r\n private _preActiveMesh(mesh: AbstractMesh): void {\r\n if (mesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {\r\n const boundingInfo = mesh.getBoundingInfo();\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n\r\n private _prepareResources(): void {\r\n if (this._colorShader) {\r\n return;\r\n }\r\n\r\n this._colorShader = new ShaderMaterial(\r\n \"colorShader\",\r\n this.scene,\r\n \"boundingBoxRenderer\",\r\n {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\", \"viewProjectionR\", \"color\"],\r\n uniformBuffers: [\"BoundingBoxRenderer\"],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/boundingBoxRenderer.vertex\"), import(\"../ShadersWGSL/boundingBoxRenderer.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/boundingBoxRenderer.vertex\"), import(\"../Shaders/boundingBoxRenderer.fragment\")]);\r\n }\r\n },\r\n },\r\n false\r\n );\r\n this._colorShader.doNotSerialize = true;\r\n\r\n this._colorShader.reservedDataStore = {\r\n hidden: true,\r\n };\r\n\r\n this._colorShaderForOcclusionQuery = new ShaderMaterial(\r\n \"colorShaderOccQuery\",\r\n this.scene,\r\n \"boundingBoxRenderer\",\r\n {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\", \"viewProjectionR\", \"color\"],\r\n uniformBuffers: [\"BoundingBoxRenderer\"],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/boundingBoxRenderer.vertex\"), import(\"../ShadersWGSL/boundingBoxRenderer.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/boundingBoxRenderer.vertex\"), import(\"../Shaders/boundingBoxRenderer.fragment\")]);\r\n }\r\n },\r\n },\r\n true\r\n );\r\n this._colorShaderForOcclusionQuery.doNotSerialize = true;\r\n\r\n this._colorShaderForOcclusionQuery.reservedDataStore = {\r\n hidden: true,\r\n };\r\n\r\n const engine = this.scene.getEngine();\r\n const boxdata = CreateBoxVertexData({ size: 1.0 });\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, <FloatArray>boxdata.positions, VertexBuffer.PositionKind, false);\r\n this._createIndexBuffer();\r\n this._fillIndexData = boxdata.indices;\r\n this.onResourcesReadyObservable.notifyObservers(this);\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this.scene.getEngine();\r\n this._indexBuffer = engine.createIndexBuffer([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 7, 1, 6, 2, 5, 3, 4]);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n this._createIndexBuffer();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public reset(): void {\r\n this.renderList.reset();\r\n }\r\n\r\n /**\r\n * Render the bounding boxes of a specific rendering group\r\n * @param renderingGroupId defines the rendering group to render\r\n */\r\n public render(renderingGroupId: number): void {\r\n if (this.renderList.length === 0 || !this.enabled) {\r\n return;\r\n }\r\n\r\n this._prepareResources();\r\n\r\n if (!this._colorShader.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this.scene.getEngine();\r\n engine.setDepthWrite(false);\r\n\r\n const transformMatrix = this.scene.getTransformMatrix();\r\n\r\n for (let boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {\r\n const boundingBox = this.renderList.data[boundingBoxIndex];\r\n if (boundingBox._tag !== renderingGroupId) {\r\n continue;\r\n }\r\n\r\n this._createWrappersForBoundingBox(boundingBox);\r\n this.onBeforeBoxRenderingObservable.notifyObservers(boundingBox);\r\n\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n const diff = max.subtract(min);\r\n const median = min.add(diff.scale(0.5));\r\n\r\n const worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z)\r\n .multiply(Matrix.Translation(median.x, median.y, median.z))\r\n .multiply(boundingBox.getWorldMatrix());\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n\r\n if (this.showBackLines) {\r\n const drawWrapperBack = boundingBox._drawWrapperBack ?? this._colorShader._getDrawWrapper();\r\n\r\n this._colorShader._preBind(drawWrapperBack);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, <Effect>this._colorShader.getEffect());\r\n\r\n // Back\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToLessOrEqual();\r\n } else {\r\n engine.setDepthFunctionToGreaterOrEqual();\r\n }\r\n this._uniformBufferBack.bindToEffect(drawWrapperBack.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferBack.updateColor4(\"color\", this.backColor, 1);\r\n this._uniformBufferBack.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferBack.updateMatrix(\"viewProjection\", transformMatrix);\r\n this._uniformBufferBack.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n }\r\n\r\n const drawWrapperFront = boundingBox._drawWrapperFront ?? this._colorShader._getDrawWrapper();\r\n\r\n this._colorShader._preBind(drawWrapperFront);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, <Effect>this._colorShader.getEffect());\r\n\r\n // Front\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n this._uniformBufferFront.bindToEffect(drawWrapperFront.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferFront.updateColor4(\"color\", this.frontColor, 1);\r\n this._uniformBufferFront.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferFront.updateMatrix(\"viewProjection\", transformMatrix);\r\n this._uniformBufferFront.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n\r\n this.onAfterBoxRenderingObservable.notifyObservers(boundingBox);\r\n }\r\n this._colorShader.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n }\r\n\r\n private _createWrappersForBoundingBox(boundingBox: BoundingBox): void {\r\n if (!boundingBox._drawWrapperFront) {\r\n const engine = this.scene.getEngine();\r\n\r\n boundingBox._drawWrapperFront = new DrawWrapper(engine);\r\n boundingBox._drawWrapperBack = new DrawWrapper(engine);\r\n\r\n boundingBox._drawWrapperFront.setEffect(this._colorShader.getEffect());\r\n boundingBox._drawWrapperBack.setEffect(this._colorShader.getEffect());\r\n }\r\n }\r\n\r\n /**\r\n * In case of occlusion queries, we can render the occlusion bounding box through this method\r\n * @param mesh Define the mesh to render the occlusion bounding box for\r\n */\r\n public renderOcclusionBoundingBox(mesh: AbstractMesh): void {\r\n const engine = this.scene.getEngine();\r\n\r\n if (this._renderPassIdForOcclusionQuery === undefined) {\r\n this._renderPassIdForOcclusionQuery = engine.createRenderPassId(`Render pass for occlusion query`);\r\n }\r\n\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n engine.currentRenderPassId = this._renderPassIdForOcclusionQuery;\r\n\r\n this._prepareResources();\r\n\r\n const subMesh = mesh.subMeshes[0];\r\n\r\n if (!this._colorShaderForOcclusionQuery.isReady(mesh, undefined, subMesh) || !mesh.hasBoundingInfo) {\r\n engine.currentRenderPassId = currentRenderPassId;\r\n return;\r\n }\r\n\r\n if (!this._fillIndexBuffer) {\r\n this._fillIndexBuffer = engine.createIndexBuffer(this._fillIndexData!);\r\n }\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n\r\n engine.setDepthWrite(false);\r\n engine.setColorWrite(false);\r\n\r\n const boundingBox = mesh.getBoundingInfo().boundingBox;\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n const diff = max.subtract(min);\r\n const median = min.add(diff.scale(0.5));\r\n\r\n const worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z)\r\n .multiply(Matrix.Translation(median.x, median.y, median.z))\r\n .multiply(boundingBox.getWorldMatrix());\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n this._colorShaderForOcclusionQuery._preBind(drawWrapper);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._fillIndexBuffer, <Effect>drawWrapper.effect);\r\n\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n\r\n this.scene.resetCachedMaterial();\r\n\r\n this._uniformBufferFront.bindToEffect(drawWrapper.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferFront.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferFront.updateMatrix(\"viewProjection\", this.scene.getTransformMatrix());\r\n this._uniformBufferFront.update();\r\n\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 36);\r\n\r\n this._colorShaderForOcclusionQuery.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n engine.setColorWrite(true);\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n }\r\n\r\n /**\r\n * Dispose and release the resources attached to this renderer.\r\n */\r\n public dispose(): void {\r\n if (this._renderPassIdForOcclusionQuery !== undefined) {\r\n this.scene.getEngine().releaseRenderPassId(this._renderPassIdForOcclusionQuery);\r\n this._renderPassIdForOcclusionQuery = undefined as any;\r\n }\r\n\r\n if (!this._colorShader) {\r\n return;\r\n }\r\n\r\n this.onBeforeBoxRenderingObservable.clear();\r\n this.onAfterBoxRenderingObservable.clear();\r\n this.onResourcesReadyObservable.clear();\r\n\r\n this.renderList.dispose();\r\n\r\n this._colorShader.dispose();\r\n this._colorShaderForOcclusionQuery.dispose();\r\n\r\n this._uniformBufferFront.dispose();\r\n this._uniformBufferBack.dispose();\r\n\r\n const buffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n this.scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n\r\n if (this._fillIndexBuffer) {\r\n this.scene.getEngine()._releaseBuffer(this._fillIndexBuffer);\r\n this._fillIndexBuffer = null;\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ Scene } from \"../scene\";\r\nimport { Buffer, VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Nullable, FloatArray, IndicesArray } from \"../types\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { BoundingBox } from \"../Culling/boundingBox\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport { CreateBoxVertexData } from \"../Meshes/Builders/boxBuilder\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _boundingBoxRenderer: BoundingBoxRenderer;\r\n\r\n /** @internal (Backing field) */\r\n _forceShowBoundingBoxes: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if all bounding boxes must be rendered\r\n */\r\n forceShowBoundingBoxes: boolean;\r\n\r\n /**\r\n * Gets the bounding box renderer associated with the scene\r\n * @returns a BoundingBoxRenderer\r\n */\r\n getBoundingBoxRenderer(): BoundingBoxRenderer;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"forceShowBoundingBoxes\", {\r\n get: function (this: Scene) {\r\n return this._forceShowBoundingBoxes || false;\r\n },\r\n set: function (this: Scene, value: boolean) {\r\n this._forceShowBoundingBoxes = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.getBoundingBoxRenderer = function (): BoundingBoxRenderer {\r\n if (!this._boundingBoxRenderer) {\r\n this._boundingBoxRenderer = new BoundingBoxRenderer(this);\r\n }\r\n\r\n return this._boundingBoxRenderer;\r\n};\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /** @internal (Backing field) */\r\n _showBoundingBox: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)\r\n */\r\n showBoundingBox: boolean;\r\n }\r\n}\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"showBoundingBox\", {\r\n get: function (this: AbstractMesh) {\r\n return this._showBoundingBox || false;\r\n },\r\n set: function (this: AbstractMesh, value: boolean) {\r\n this._showBoundingBox = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getScene().getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nconst tempMatrix = Matrix.Identity();\r\nconst tempVec1 = new Vector3(),\r\n tempVec2 = new Vector3();\r\n// `Matrix.asArray` returns its internal array, so it can be directly updated\r\nconst tempMatrixArray = tempMatrix.asArray();\r\n\r\n// BoundingBox copies from it, so it's safe to reuse vectors here\r\nconst dummyBoundingBox = new BoundingBox(tempVec1, tempVec1);\r\n\r\n/**\r\n * Component responsible of rendering the bounding box of the meshes in a scene.\r\n * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties\r\n */\r\nexport class BoundingBoxRenderer implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Color of the bounding box lines placed in front of an object\r\n */\r\n public frontColor = new Color3(1, 1, 1);\r\n /**\r\n * Color of the bounding box lines placed behind an object\r\n */\r\n public backColor = new Color3(0.1, 0.1, 0.1);\r\n /**\r\n * Defines if the renderer should show the back lines or not\r\n */\r\n public showBackLines = true;\r\n\r\n /**\r\n * Observable raised before rendering a bounding box\r\n * When {@link BoundingBoxRenderer.useInstances} enabled,\r\n * this would only be triggered once for one rendering, instead of once every bounding box.\r\n * Events would be triggered with a dummy box to keep backwards compatibility,\r\n * the passed bounding box has no meaning and should be ignored.\r\n */\r\n public onBeforeBoxRenderingObservable = new Observable<BoundingBox>();\r\n\r\n /**\r\n * Observable raised after rendering a bounding box\r\n * When {@link BoundingBoxRenderer.useInstances} enabled,\r\n * this would only be triggered once for one rendering, instead of once every bounding box.\r\n * Events would be triggered with a dummy box to keep backwards compatibility,\r\n * the passed bounding box has no meaning and should be ignored.\r\n */\r\n public onAfterBoxRenderingObservable = new Observable<BoundingBox>();\r\n\r\n /**\r\n * Observable raised after resources are created\r\n */\r\n public onResourcesReadyObservable = new Observable<BoundingBoxRenderer>();\r\n\r\n /**\r\n * When false, no bounding boxes will be rendered\r\n */\r\n public enabled = true;\r\n\r\n /** Shader language used by the renderer */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this renderer.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public renderList = new SmartArray<BoundingBox>(32);\r\n\r\n private _colorShader: ShaderMaterial;\r\n private _colorShaderForOcclusionQuery: ShaderMaterial;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: DataBuffer;\r\n private _fillIndexBuffer: Nullable<DataBuffer> = null;\r\n private _fillIndexData: Nullable<IndicesArray> = null;\r\n private _uniformBufferFront: UniformBuffer;\r\n private _uniformBufferBack: UniformBuffer;\r\n private _renderPassIdForOcclusionQuery: number;\r\n /**\r\n * Internal buffer for instanced rendering\r\n */\r\n private _matrixBuffer: Nullable<Buffer> = null;\r\n private _matrices: Nullable<Float32Array> = null;\r\n\r\n /**\r\n * Internal state of whether instanced rendering enabled\r\n */\r\n protected _useInstances = false;\r\n\r\n /** @internal */\r\n public _drawWrapperFront: Nullable<DrawWrapper> = null;\r\n /** @internal */\r\n public _drawWrapperBack: Nullable<DrawWrapper> = null;\r\n\r\n /**\r\n * Instantiates a new bounding box renderer in a scene.\r\n * @param scene the scene the renderer renders in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n\r\n const engine = this.scene.getEngine();\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n scene._addComponent(this);\r\n this._uniformBufferFront = new UniformBuffer(this.scene.getEngine(), undefined, undefined, \"BoundingBoxRendererFront\", true);\r\n this._buildUniformLayout(this._uniformBufferFront);\r\n this._uniformBufferBack = new UniformBuffer(this.scene.getEngine(), undefined, undefined, \"BoundingBoxRendererBack\", true);\r\n this._buildUniformLayout(this._uniformBufferBack);\r\n }\r\n\r\n private _buildUniformLayout(ubo: UniformBuffer): void {\r\n ubo.addUniform(\"color\", 4);\r\n ubo.addUniform(\"world\", 16);\r\n ubo.addUniform(\"viewProjection\", 16);\r\n ubo.addUniform(\"viewProjectionR\", 16);\r\n ubo.create();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeEvaluateActiveMeshStage.registerStep(SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);\r\n\r\n this.scene._preActiveMeshStage.registerStep(SceneComponentConstants.STEP_PREACTIVEMESH_BOUNDINGBOXRENDERER, this, this._preActiveMesh);\r\n\r\n this.scene._evaluateSubMeshStage.registerStep(SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);\r\n\r\n this.scene._afterRenderingGroupDrawStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);\r\n }\r\n\r\n private _evaluateSubMesh(mesh: AbstractMesh, subMesh: SubMesh): void {\r\n if (mesh.showSubMeshesBoundingBox) {\r\n const boundingInfo = subMesh.getBoundingInfo();\r\n if (boundingInfo !== null && boundingInfo !== undefined) {\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n }\r\n\r\n private _preActiveMesh(mesh: AbstractMesh): void {\r\n if (mesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {\r\n const boundingInfo = mesh.getBoundingInfo();\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n\r\n private _prepareResources(): void {\r\n if (this._colorShader) {\r\n return;\r\n }\r\n\r\n this._colorShader = new ShaderMaterial(\r\n \"colorShader\",\r\n this.scene,\r\n \"boundingBoxRenderer\",\r\n {\r\n attributes: [VertexBuffer.PositionKind, \"world0\", \"world1\", \"world2\", \"world3\"],\r\n\r\n uniforms: [\"world\", \"viewProjection\", \"viewProjectionR\", \"color\"],\r\n uniformBuffers: [\"BoundingBoxRenderer\"],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/boundingBoxRenderer.vertex\"), import(\"../ShadersWGSL/boundingBoxRenderer.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/boundingBoxRenderer.vertex\"), import(\"../Shaders/boundingBoxRenderer.fragment\")]);\r\n }\r\n },\r\n },\r\n false\r\n );\r\n this._colorShader.setDefine(\"INSTANCES\", this._useInstances);\r\n this._colorShader.doNotSerialize = true;\r\n\r\n this._colorShader.reservedDataStore = {\r\n hidden: true,\r\n };\r\n\r\n this._colorShaderForOcclusionQuery = new ShaderMaterial(\r\n \"colorShaderOccQuery\",\r\n this.scene,\r\n \"boundingBoxRenderer\",\r\n {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\", \"viewProjectionR\", \"color\"],\r\n uniformBuffers: [\"BoundingBoxRenderer\"],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/boundingBoxRenderer.vertex\"), import(\"../ShadersWGSL/boundingBoxRenderer.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/boundingBoxRenderer.vertex\"), import(\"../Shaders/boundingBoxRenderer.fragment\")]);\r\n }\r\n },\r\n },\r\n true\r\n );\r\n this._colorShaderForOcclusionQuery.doNotSerialize = true;\r\n\r\n this._colorShaderForOcclusionQuery.reservedDataStore = {\r\n hidden: true,\r\n };\r\n\r\n const engine = this.scene.getEngine();\r\n const boxdata = CreateBoxVertexData({ size: 1.0 });\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, <FloatArray>boxdata.positions, VertexBuffer.PositionKind, false);\r\n this._createIndexBuffer();\r\n this._fillIndexData = boxdata.indices;\r\n this.onResourcesReadyObservable.notifyObservers(this);\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this.scene.getEngine();\r\n this._indexBuffer = engine.createIndexBuffer([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 7, 1, 6, 2, 5, 3, 4]);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n this._createIndexBuffer();\r\n\r\n if (this._matrixBuffer) {\r\n this._matrixBuffer._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public reset(): void {\r\n this.renderList.reset();\r\n }\r\n\r\n /**\r\n * Render the bounding boxes of a specific rendering group\r\n * @param renderingGroupId defines the rendering group to render\r\n */\r\n public render(renderingGroupId: number): void {\r\n if (this.renderList.length === 0 || !this.enabled) {\r\n return;\r\n }\r\n\r\n if (this._useInstances) {\r\n this._renderInstanced(renderingGroupId);\r\n return;\r\n }\r\n\r\n this._prepareResources();\r\n\r\n if (!this._colorShader.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this.scene.getEngine();\r\n engine.setDepthWrite(false);\r\n\r\n const transformMatrix = this.scene.getTransformMatrix();\r\n\r\n for (let boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {\r\n const boundingBox = this.renderList.data[boundingBoxIndex];\r\n if (boundingBox._tag !== renderingGroupId) {\r\n continue;\r\n }\r\n\r\n this._createWrappersForBoundingBox(boundingBox);\r\n this.onBeforeBoxRenderingObservable.notifyObservers(boundingBox);\r\n\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n const diff = max.subtract(min);\r\n const median = min.add(diff.scale(0.5));\r\n\r\n const worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z)\r\n .multiply(Matrix.Translation(median.x, median.y, median.z))\r\n .multiply(boundingBox.getWorldMatrix());\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n\r\n if (this.showBackLines) {\r\n const drawWrapperBack = boundingBox._drawWrapperBack ?? this._colorShader._getDrawWrapper();\r\n\r\n this._colorShader._preBind(drawWrapperBack);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, <Effect>this._colorShader.getEffect());\r\n\r\n // Back\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToLessOrEqual();\r\n } else {\r\n engine.setDepthFunctionToGreaterOrEqual();\r\n }\r\n this._uniformBufferBack.bindToEffect(drawWrapperBack.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferBack.updateColor4(\"color\", this.backColor, 1);\r\n this._uniformBufferBack.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferBack.updateMatrix(\"viewProjection\", transformMatrix);\r\n this._uniformBufferBack.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n }\r\n\r\n const drawWrapperFront = boundingBox._drawWrapperFront ?? this._colorShader._getDrawWrapper();\r\n\r\n this._colorShader._preBind(drawWrapperFront);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, <Effect>this._colorShader.getEffect());\r\n\r\n // Front\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n this._uniformBufferFront.bindToEffect(drawWrapperFront.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferFront.updateColor4(\"color\", this.frontColor, 1);\r\n this._uniformBufferFront.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferFront.updateMatrix(\"viewProjection\", transformMatrix);\r\n this._uniformBufferFront.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n\r\n this.onAfterBoxRenderingObservable.notifyObservers(boundingBox);\r\n }\r\n this._colorShader.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n }\r\n\r\n private _createWrappersForBoundingBox(boundingBox: BoundingBox | BoundingBoxRenderer): void {\r\n if (!boundingBox._drawWrapperFront) {\r\n const engine = this.scene.getEngine();\r\n\r\n boundingBox._drawWrapperFront = new DrawWrapper(engine);\r\n boundingBox._drawWrapperBack = new DrawWrapper(engine);\r\n\r\n boundingBox._drawWrapperFront.setEffect(this._colorShader.getEffect());\r\n boundingBox._drawWrapperBack.setEffect(this._colorShader.getEffect());\r\n }\r\n }\r\n\r\n /**\r\n * In case of occlusion queries, we can render the occlusion bounding box through this method\r\n * @param mesh Define the mesh to render the occlusion bounding box for\r\n */\r\n public renderOcclusionBoundingBox(mesh: AbstractMesh): void {\r\n const engine = this.scene.getEngine();\r\n\r\n if (this._renderPassIdForOcclusionQuery === undefined) {\r\n this._renderPassIdForOcclusionQuery = engine.createRenderPassId(`Render pass for occlusion query`);\r\n }\r\n\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n engine.currentRenderPassId = this._renderPassIdForOcclusionQuery;\r\n\r\n this._prepareResources();\r\n\r\n const subMesh = mesh.subMeshes[0];\r\n\r\n if (!this._colorShaderForOcclusionQuery.isReady(mesh, undefined, subMesh) || !mesh.hasBoundingInfo) {\r\n engine.currentRenderPassId = currentRenderPassId;\r\n return;\r\n }\r\n\r\n if (!this._fillIndexBuffer) {\r\n this._fillIndexBuffer = engine.createIndexBuffer(this._fillIndexData!);\r\n }\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n\r\n engine.setDepthWrite(false);\r\n engine.setColorWrite(false);\r\n\r\n const boundingBox = mesh.getBoundingInfo().boundingBox;\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n const diff = max.subtract(min);\r\n const median = min.add(diff.scale(0.5));\r\n\r\n const worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z)\r\n .multiply(Matrix.Translation(median.x, median.y, median.z))\r\n .multiply(boundingBox.getWorldMatrix());\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n this._colorShaderForOcclusionQuery._preBind(drawWrapper);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._fillIndexBuffer, <Effect>drawWrapper.effect);\r\n\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n\r\n this.scene.resetCachedMaterial();\r\n\r\n this._uniformBufferFront.bindToEffect(drawWrapper.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferFront.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferFront.updateMatrix(\"viewProjection\", this.scene.getTransformMatrix());\r\n this._uniformBufferFront.update();\r\n\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 36);\r\n\r\n this._colorShaderForOcclusionQuery.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n engine.setColorWrite(true);\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n }\r\n\r\n /**\r\n * Sets whether to use instanced rendering.\r\n * When not enabled, BoundingBoxRenderer renders in a loop,\r\n * calling engine.drawElementsType for each bounding box in renderList,\r\n * making every bounding box 1 or 2 draw call.\r\n * When enabled, it collects bounding boxes to render,\r\n * and render all boxes in 1 or 2 draw call.\r\n * This could make the rendering with many bounding boxes much faster than not enabled,\r\n * but could result in a difference in rendering result if\r\n * {@link BoundingBoxRenderer.showBackLines} enabled,\r\n * because drawing the black/white part of each box one after the other\r\n * can be different from drawing the black part of all boxes and then the white part.\r\n * Also, when enabled, events of {@link BoundingBoxRenderer.onBeforeBoxRenderingObservable}\r\n * and {@link BoundingBoxRenderer.onAfterBoxRenderingObservable} would only be triggered once\r\n * for one rendering, instead of once every bounding box.\r\n * Events would be triggered with a dummy box to keep backwards compatibility,\r\n * the passed bounding box has no meaning and should be ignored.\r\n * @param val whether to use instanced rendering\r\n */\r\n public set useInstances(val: boolean) {\r\n this._useInstances = val;\r\n if (this._colorShader) {\r\n this._colorShader.setDefine(\"INSTANCES\", val);\r\n }\r\n if (!val) {\r\n this._cleanupInstances();\r\n }\r\n }\r\n\r\n public get useInstances(): boolean {\r\n return this._useInstances;\r\n }\r\n\r\n /**\r\n * Instanced render the bounding boxes of a specific rendering group\r\n * @param renderingGroupId defines the rendering group to render\r\n */\r\n private _renderInstanced(renderingGroupId: number): void {\r\n if (this.renderList.length === 0 || !this.enabled) {\r\n return;\r\n }\r\n this._prepareResources();\r\n\r\n if (!this._colorShader.isReady()) {\r\n return;\r\n }\r\n\r\n const colorShader = this._colorShader;\r\n let matrices = this._matrices;\r\n const expectedLength = this.renderList.length * 16;\r\n if (!matrices || matrices.length < expectedLength || matrices.length > expectedLength * 2) {\r\n matrices = new Float32Array(expectedLength);\r\n this._matrices = matrices;\r\n }\r\n\r\n this.onBeforeBoxRenderingObservable.notifyObservers(dummyBoundingBox);\r\n\r\n let instancesCount = 0;\r\n\r\n for (let boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {\r\n const boundingBox = this.renderList.data[boundingBoxIndex];\r\n if (boundingBox._tag !== renderingGroupId) {\r\n continue;\r\n }\r\n\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n\r\n const diff = max.subtractToRef(min, tempVec2);\r\n const median = min.addToRef(diff.scaleToRef(0.5, tempVec1), tempVec1);\r\n\r\n const m = tempMatrixArray;\r\n\r\n // Directly update the matrix values in column-major order\r\n m[0] = diff._x; // Scale X\r\n m[3] = median._x; // Translate X\r\n\r\n m[5] = diff._y; // Scale Y\r\n m[7] = median._y; // Translate Y\r\n\r\n m[10] = diff._z; // Scale Z\r\n m[11] = median._z; // Translate Z\r\n tempMatrix.multiplyToArray(boundingBox.getWorldMatrix(), matrices, instancesCount * 16);\r\n\r\n instancesCount++;\r\n }\r\n\r\n const engine = this.scene.getEngine();\r\n // keeps the original depth function and depth write\r\n const depthFunction = engine.getDepthFunction() ?? Constants.LEQUAL;\r\n const depthWrite = engine.getDepthWrite();\r\n engine.setDepthWrite(false);\r\n const matrixBuffer = this._matrixBuffer;\r\n if (matrixBuffer?.isUpdatable() && matrixBuffer.getData() === matrices) {\r\n matrixBuffer.update(matrices);\r\n } else {\r\n this._createInstanceBuffer(matrices);\r\n }\r\n\r\n this._createWrappersForBoundingBox(this);\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n const transformMatrix = this.scene.getTransformMatrix();\r\n\r\n if (this.showBackLines) {\r\n const drawWrapperBack = this._drawWrapperBack ?? colorShader._getDrawWrapper();\r\n\r\n colorShader._preBind(drawWrapperBack);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, colorShader.getEffect());\r\n\r\n // Back\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToLessOrEqual();\r\n } else {\r\n engine.setDepthFunctionToGreaterOrEqual();\r\n }\r\n const _uniformBufferBack: UniformBuffer = this._uniformBufferBack;\r\n\r\n _uniformBufferBack.bindToEffect(drawWrapperBack.effect!, \"BoundingBoxRenderer\");\r\n _uniformBufferBack.updateColor4(\"color\", this.backColor, 1);\r\n _uniformBufferBack.updateMatrix(\"viewProjection\", transformMatrix);\r\n _uniformBufferBack.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24, instancesCount);\r\n }\r\n\r\n const drawWrapperFront = colorShader._getDrawWrapper();\r\n\r\n colorShader._preBind(drawWrapperFront);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, colorShader.getEffect());\r\n\r\n // Front\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n const _uniformBufferFront: UniformBuffer = this._uniformBufferFront;\r\n _uniformBufferFront.bindToEffect(drawWrapperFront.effect!, \"BoundingBoxRenderer\");\r\n _uniformBufferFront.updateColor4(\"color\", this.frontColor, 1);\r\n _uniformBufferFront.updateMatrix(\"viewProjection\", transformMatrix);\r\n _uniformBufferFront.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24, instancesCount);\r\n\r\n this.onAfterBoxRenderingObservable.notifyObservers(dummyBoundingBox);\r\n\r\n colorShader.unbind();\r\n engine.setDepthFunction(depthFunction);\r\n engine.setDepthWrite(depthWrite);\r\n }\r\n\r\n /**\r\n * Creates buffer for instanced rendering\r\n * @param buffer buffer to set\r\n */\r\n private _createInstanceBuffer(buffer: Float32Array): void {\r\n const vertexBuffers = this._vertexBuffers;\r\n this._cleanupInstanceBuffer();\r\n const matrixBuffer = new Buffer(this.scene.getEngine(), buffer, true, 16, false, true);\r\n\r\n vertexBuffers.world0 = matrixBuffer.createVertexBuffer(\"world0\", 0, 4);\r\n vertexBuffers.world1 = matrixBuffer.createVertexBuffer(\"world1\", 4, 4);\r\n vertexBuffers.world2 = matrixBuffer.createVertexBuffer(\"world2\", 8, 4);\r\n vertexBuffers.world3 = matrixBuffer.createVertexBuffer(\"world3\", 12, 4);\r\n\r\n this._matrixBuffer = matrixBuffer;\r\n }\r\n\r\n /**\r\n * Clean up buffers for instanced rendering\r\n */\r\n private _cleanupInstanceBuffer(): void {\r\n const vertexBuffers = this._vertexBuffers;\r\n if (vertexBuffers.world0) {\r\n vertexBuffers.world0.dispose();\r\n delete vertexBuffers.world0;\r\n }\r\n if (vertexBuffers.world1) {\r\n vertexBuffers.world1.dispose();\r\n delete vertexBuffers.world1;\r\n }\r\n if (vertexBuffers.world2) {\r\n vertexBuffers.world2.dispose();\r\n delete vertexBuffers.world2;\r\n }\r\n if (vertexBuffers.world3) {\r\n vertexBuffers.world3.dispose();\r\n delete vertexBuffers.world3;\r\n }\r\n this._matrices = null;\r\n if (this._matrixBuffer) {\r\n this._matrixBuffer.dispose();\r\n this._matrixBuffer = null;\r\n }\r\n }\r\n\r\n /**\r\n * Clean up resources for instanced rendering\r\n */\r\n private _cleanupInstances(): void {\r\n this._cleanupInstanceBuffer();\r\n if (this._drawWrapperFront) {\r\n this._drawWrapperFront.dispose();\r\n this._drawWrapperFront = null;\r\n }\r\n if (this._drawWrapperBack) {\r\n this._drawWrapperBack.dispose();\r\n this._drawWrapperBack = null;\r\n }\r\n }\r\n\r\n /**\r\n * Dispose and release the resources attached to this renderer.\r\n */\r\n public dispose(): void {\r\n if (this._renderPassIdForOcclusionQuery !== undefined) {\r\n this.scene.getEngine().releaseRenderPassId(this._renderPassIdForOcclusionQuery);\r\n this._renderPassIdForOcclusionQuery = undefined as any;\r\n }\r\n\r\n if (!this._colorShader) {\r\n return;\r\n }\r\n\r\n this.onBeforeBoxRenderingObservable.clear();\r\n this.onAfterBoxRenderingObservable.clear();\r\n this.onResourcesReadyObservable.clear();\r\n\r\n this.renderList.dispose();\r\n\r\n this._colorShader.dispose();\r\n this._colorShaderForOcclusionQuery.dispose();\r\n\r\n this._uniformBufferFront.dispose();\r\n this._uniformBufferBack.dispose();\r\n\r\n const buffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n this.scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n\r\n if (this._fillIndexBuffer) {\r\n this.scene.getEngine()._releaseBuffer(this._fillIndexBuffer);\r\n this._fillIndexBuffer = null;\r\n }\r\n this._cleanupInstances();\r\n }\r\n}\r\n"]}
@@ -91,6 +91,10 @@ export class EdgesRenderer {
91
91
  shader.backFaceCulling = false;
92
92
  shader.checkReadyOnEveryCall = scene.getEngine().isWebGPU;
93
93
  scene._edgeRenderLineShader = shader;
94
+ scene.onDisposeObservable.add(() => {
95
+ scene._edgeRenderLineShader.dispose();
96
+ scene._edgeRenderLineShader = null;
97
+ });
94
98
  }
95
99
  return scene._edgeRenderLineShader;
96
100
  }
@@ -196,7 +200,6 @@ export class EdgesRenderer {
196
200
  if (this._ib) {
197
201
  this._source.getScene().getEngine()._releaseBuffer(this._ib);
198
202
  }
199
- this._lineShader.dispose();
200
203
  this._drawWrapper?.dispose();
201
204
  }
202
205
  _processEdgeForAdjacencies(pa, pb, p0, p1, p2) {