@babylonjs/core 7.44.0 → 7.44.1

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Files changed (186) hide show
  1. package/Debug/debugLayer.d.ts +4 -0
  2. package/Debug/debugLayer.js +9 -0
  3. package/Debug/debugLayer.js.map +1 -1
  4. package/Engines/Extensions/engine.renderTarget.js +2 -4
  5. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  6. package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -4
  7. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  8. package/Engines/abstractEngine.d.ts +19 -1
  9. package/Engines/abstractEngine.js +48 -9
  10. package/Engines/abstractEngine.js.map +1 -1
  11. package/Engines/engine.d.ts +1 -1
  12. package/Engines/engine.js +2 -20
  13. package/Engines/engine.js.map +1 -1
  14. package/Engines/renderTargetWrapper.js +2 -2
  15. package/Engines/renderTargetWrapper.js.map +1 -1
  16. package/Engines/thinEngine.js +1 -5
  17. package/Engines/thinEngine.js.map +1 -1
  18. package/Engines/webgpuEngine.js +1 -0
  19. package/Engines/webgpuEngine.js.map +1 -1
  20. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.d.ts +16 -12
  21. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +63 -27
  22. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
  23. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.d.ts +72 -0
  24. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +197 -0
  25. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -0
  26. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +4 -0
  27. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +9 -0
  28. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  29. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  30. package/FrameGraph/Node/Blocks/index.js +1 -0
  31. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  32. package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +4 -2
  33. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +2 -0
  34. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
  35. package/FrameGraph/Node/nodeRenderGraph.d.ts +3 -2
  36. package/FrameGraph/Node/nodeRenderGraph.js +4 -3
  37. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  38. package/FrameGraph/Node/nodeRenderGraphBlock.js +4 -4
  39. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  40. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.d.ts +8 -0
  41. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js +10 -0
  42. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js.map +1 -1
  43. package/FrameGraph/Node/nodeRenderGraphConnectionPointCustomObject.d.ts +21 -0
  44. package/FrameGraph/Node/nodeRenderGraphConnectionPointCustomObject.js +31 -0
  45. package/FrameGraph/Node/nodeRenderGraphConnectionPointCustomObject.js.map +1 -0
  46. package/FrameGraph/Passes/pass.d.ts +1 -0
  47. package/FrameGraph/Passes/pass.js +4 -1
  48. package/FrameGraph/Passes/pass.js.map +1 -1
  49. package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +81 -0
  50. package/FrameGraph/Tasks/Layers/baseLayerTask.js +304 -0
  51. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -0
  52. package/FrameGraph/Tasks/Layers/glowLayerTask.d.ts +3 -40
  53. package/FrameGraph/Tasks/Layers/glowLayerTask.js +4 -158
  54. package/FrameGraph/Tasks/Layers/glowLayerTask.js.map +1 -1
  55. package/FrameGraph/Tasks/Layers/highlightLayerTask.d.ts +21 -0
  56. package/FrameGraph/Tasks/Layers/highlightLayerTask.js +32 -0
  57. package/FrameGraph/Tasks/Layers/highlightLayerTask.js.map +1 -0
  58. package/FrameGraph/Tasks/Misc/executeTask.d.ts +2 -2
  59. package/FrameGraph/Tasks/Misc/executeTask.js +1 -0
  60. package/FrameGraph/Tasks/Misc/executeTask.js.map +1 -1
  61. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js +1 -1
  62. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js.map +1 -1
  63. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +1 -1
  64. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  65. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js +5 -4
  66. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js.map +1 -1
  67. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +5 -4
  68. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  69. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +2 -4
  70. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
  71. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +4 -2
  72. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  73. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +2 -2
  74. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +1 -0
  75. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  76. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.d.ts +2 -2
  77. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +1 -0
  78. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -1
  79. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +2 -2
  80. package/FrameGraph/Tasks/Texture/clearTextureTask.js +1 -0
  81. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  82. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +1 -1
  83. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  84. package/FrameGraph/frameGraph.d.ts +8 -2
  85. package/FrameGraph/frameGraph.js +31 -5
  86. package/FrameGraph/frameGraph.js.map +1 -1
  87. package/FrameGraph/frameGraphRenderContext.d.ts +10 -0
  88. package/FrameGraph/frameGraphRenderContext.js +14 -0
  89. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  90. package/FrameGraph/frameGraphTask.d.ts +3 -2
  91. package/FrameGraph/frameGraphTask.js +12 -2
  92. package/FrameGraph/frameGraphTask.js.map +1 -1
  93. package/FrameGraph/frameGraphTypes.d.ts +4 -0
  94. package/FrameGraph/frameGraphTypes.js.map +1 -1
  95. package/FrameGraph/index.d.ts +1 -0
  96. package/FrameGraph/index.js +1 -0
  97. package/FrameGraph/index.js.map +1 -1
  98. package/Helpers/environmentHelper.js +7 -6
  99. package/Helpers/environmentHelper.js.map +1 -1
  100. package/Layers/effectLayer.d.ts +1 -1
  101. package/Layers/effectLayer.js.map +1 -1
  102. package/Layers/glowLayer.d.ts +2 -14
  103. package/Layers/glowLayer.js +34 -36
  104. package/Layers/glowLayer.js.map +1 -1
  105. package/Layers/highlightLayer.d.ts +13 -74
  106. package/Layers/highlightLayer.js +123 -309
  107. package/Layers/highlightLayer.js.map +1 -1
  108. package/Layers/index.d.ts +1 -0
  109. package/Layers/index.js +1 -0
  110. package/Layers/index.js.map +1 -1
  111. package/Layers/thinEffectLayer.d.ts +55 -2
  112. package/Layers/thinEffectLayer.js +66 -0
  113. package/Layers/thinEffectLayer.js.map +1 -1
  114. package/Layers/thinGlowLayer.d.ts +3 -6
  115. package/Layers/thinGlowLayer.js +4 -1
  116. package/Layers/thinGlowLayer.js.map +1 -1
  117. package/Layers/thinHighlightLayer.d.ts +197 -0
  118. package/Layers/thinHighlightLayer.js +417 -0
  119. package/Layers/thinHighlightLayer.js.map +1 -0
  120. package/Materials/Node/nodeMaterial.js +2 -1
  121. package/Materials/Node/nodeMaterial.js.map +1 -1
  122. package/Materials/effect.d.ts +5 -0
  123. package/Materials/effect.js +15 -0
  124. package/Materials/effect.js.map +1 -1
  125. package/Meshes/Compression/dracoCompression.d.ts +4 -2
  126. package/Meshes/Compression/dracoCompression.js +24 -11
  127. package/Meshes/Compression/dracoCompression.js.map +1 -1
  128. package/Meshes/Compression/dracoCompressionWorker.js +4 -4
  129. package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
  130. package/Meshes/Compression/dracoEncoder.d.ts +5 -1
  131. package/Meshes/Compression/dracoEncoder.js +23 -17
  132. package/Meshes/Compression/dracoEncoder.js.map +1 -1
  133. package/Meshes/Compression/dracoEncoder.types.d.ts +4 -4
  134. package/Meshes/Compression/dracoEncoder.types.js.map +1 -1
  135. package/Meshes/Compression/meshoptCompression.js +17 -2
  136. package/Meshes/Compression/meshoptCompression.js.map +1 -1
  137. package/Meshes/Compression/test/integration/draco.test.d.ts +1 -0
  138. package/Meshes/Compression/test/integration/draco.test.js +30 -0
  139. package/Meshes/Compression/test/integration/draco.test.js.map +1 -0
  140. package/Meshes/csg.js +4 -0
  141. package/Meshes/csg.js.map +1 -1
  142. package/Meshes/transformNode.d.ts +4 -1
  143. package/Meshes/transformNode.js +4 -1
  144. package/Meshes/transformNode.js.map +1 -1
  145. package/Misc/copyTextureToTexture.js +1 -1
  146. package/Misc/copyTextureToTexture.js.map +1 -1
  147. package/Misc/screenshotTools.js +58 -5
  148. package/Misc/screenshotTools.js.map +1 -1
  149. package/Misc/tools.d.ts +21 -1
  150. package/Misc/tools.js +33 -0
  151. package/Misc/tools.js.map +1 -1
  152. package/Particles/particleHelper.js +2 -1
  153. package/Particles/particleHelper.js.map +1 -1
  154. package/Particles/particleSystemSet.d.ts +1 -0
  155. package/Particles/particleSystemSet.js +1 -0
  156. package/Particles/particleSystemSet.js.map +1 -1
  157. package/Particles/webgl2ParticleSystem.d.ts +1 -1
  158. package/Particles/webgl2ParticleSystem.js +1 -2
  159. package/Particles/webgl2ParticleSystem.js.map +1 -1
  160. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +2 -1
  161. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  162. package/Rendering/depthRenderer.js +1 -1
  163. package/Rendering/depthRenderer.js.map +1 -1
  164. package/Rendering/objectRenderer.d.ts +5 -3
  165. package/Rendering/objectRenderer.js +5 -3
  166. package/Rendering/objectRenderer.js.map +1 -1
  167. package/Rendering/renderingManager.d.ts +4 -0
  168. package/Rendering/renderingManager.js +1 -0
  169. package/Rendering/renderingManager.js.map +1 -1
  170. package/Shaders/ShadersInclude/intersectionFunctions.d.ts +5 -0
  171. package/Shaders/ShadersInclude/intersectionFunctions.js +14 -0
  172. package/Shaders/ShadersInclude/intersectionFunctions.js.map +1 -0
  173. package/Shaders/background.fragment.d.ts +1 -0
  174. package/Shaders/background.fragment.js +3 -5
  175. package/Shaders/background.fragment.js.map +1 -1
  176. package/ShadersWGSL/ShadersInclude/intersectionFunctions.d.ts +5 -0
  177. package/ShadersWGSL/ShadersInclude/intersectionFunctions.js +14 -0
  178. package/ShadersWGSL/ShadersInclude/intersectionFunctions.js.map +1 -0
  179. package/ShadersWGSL/background.fragment.d.ts +1 -0
  180. package/ShadersWGSL/background.fragment.js +3 -5
  181. package/ShadersWGSL/background.fragment.js.map +1 -1
  182. package/XR/features/WebXRHandTracking.js +8 -7
  183. package/XR/features/WebXRHandTracking.js.map +1 -1
  184. package/package.json +1 -1
  185. package/types.d.ts +4 -0
  186. package/types.js.map +1 -1
@@ -38,43 +38,43 @@ export class GlowLayer extends EffectLayer {
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  * Sets the kernel size of the blur.
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  */
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  set blurKernelSize(value) {
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- this._thinGlowLayer.blurKernelSize = value;
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+ this._thinEffectLayer.blurKernelSize = value;
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  }
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  /**
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  * Gets the kernel size of the blur.
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  */
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  get blurKernelSize() {
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- return this._thinGlowLayer.blurKernelSize;
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+ return this._thinEffectLayer.blurKernelSize;
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  }
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  /**
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  * Sets the glow intensity.
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  */
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  set intensity(value) {
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- this._thinGlowLayer.intensity = value;
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+ this._thinEffectLayer.intensity = value;
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  }
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  /**
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  * Gets the glow intensity.
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  */
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  get intensity() {
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- return this._thinGlowLayer.intensity;
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+ return this._thinEffectLayer.intensity;
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  }
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  /**
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  * Callback used to let the user override the color selection on a per mesh basis
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  */
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  get customEmissiveColorSelector() {
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- return this._thinGlowLayer.customEmissiveColorSelector;
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+ return this._thinEffectLayer.customEmissiveColorSelector;
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  }
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  set customEmissiveColorSelector(value) {
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- this._thinGlowLayer.customEmissiveColorSelector = value;
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+ this._thinEffectLayer.customEmissiveColorSelector = value;
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  }
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  /**
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  * Callback used to let the user override the texture selection on a per mesh basis
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  */
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  get customEmissiveTextureSelector() {
74
- return this._thinGlowLayer.customEmissiveTextureSelector;
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+ return this._thinEffectLayer.customEmissiveTextureSelector;
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  }
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  set customEmissiveTextureSelector(value) {
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- this._thinGlowLayer.customEmissiveTextureSelector = value;
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+ this._thinEffectLayer.customEmissiveTextureSelector = value;
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  }
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  /**
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  * Instantiates a new glow Layer and references it to the scene.
@@ -83,9 +83,7 @@ export class GlowLayer extends EffectLayer {
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  * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
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  */
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  constructor(name, scene, options) {
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- const thinGlowLayer = new ThinGlowLayer(name, scene, options);
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- super(name, scene, false, thinGlowLayer);
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- this._thinGlowLayer = thinGlowLayer;
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+ super(name, scene, false, new ThinGlowLayer(name, scene, options));
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  // Adapt options
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  this._options = {
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  mainTextureRatio: GlowLayer.DefaultTextureRatio,
@@ -116,13 +114,13 @@ export class GlowLayer extends EffectLayer {
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  * to the main canvas at the end of the scene rendering.
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  */
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  _createMergeEffect() {
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- return this._thinGlowLayer._createMergeEffect();
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+ return this._thinEffectLayer._createMergeEffect();
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  }
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  /**
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  * Creates the render target textures and post processes used in the glow layer.
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  */
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  _createTextureAndPostProcesses() {
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- this._thinGlowLayer._renderPassId = this._mainTexture.renderPassId;
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+ this._thinEffectLayer._renderPassId = this._mainTexture.renderPassId;
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  let blurTextureWidth = this._mainTextureDesiredSize.width;
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  let blurTextureHeight = this._mainTextureDesiredSize.height;
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  blurTextureWidth = this._engine.needPOTTextures ? GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
@@ -155,13 +153,13 @@ export class GlowLayer extends EffectLayer {
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  this._blurTexture2.renderParticles = false;
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  this._blurTexture2.ignoreCameraViewport = true;
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  this._textures = [this._blurTexture1, this._blurTexture2];
158
- this._thinGlowLayer.bindTexturesForCompose = (effect) => {
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+ this._thinEffectLayer.bindTexturesForCompose = (effect) => {
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  effect.setTexture("textureSampler", this._blurTexture1);
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  effect.setTexture("textureSampler2", this._blurTexture2);
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  effect.setFloat("offset", this.intensity);
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  };
163
- this._thinGlowLayer._createTextureAndPostProcesses();
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- const thinBlurPostProcesses1 = this._thinGlowLayer._postProcesses[0];
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+ this._thinEffectLayer._createTextureAndPostProcesses();
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+ const thinBlurPostProcesses1 = this._thinEffectLayer._postProcesses[0];
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  this._horizontalBlurPostprocess1 = new BlurPostProcess("GlowLayerHBP1", thinBlurPostProcesses1.direction, thinBlurPostProcesses1.kernel, {
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  samplingMode: Texture.BILINEAR_SAMPLINGMODE,
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  engine: this._scene.getEngine(),
@@ -176,7 +174,7 @@ export class GlowLayer extends EffectLayer {
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  this._horizontalBlurPostprocess1.onApplyObservable.add((effect) => {
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  effect.setTexture("textureSampler", this._mainTexture);
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  });
179
- const thinBlurPostProcesses2 = this._thinGlowLayer._postProcesses[1];
177
+ const thinBlurPostProcesses2 = this._thinEffectLayer._postProcesses[1];
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  this._verticalBlurPostprocess1 = new BlurPostProcess("GlowLayerVBP1", thinBlurPostProcesses2.direction, thinBlurPostProcesses2.kernel, {
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  samplingMode: Texture.BILINEAR_SAMPLINGMODE,
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  engine: this._scene.getEngine(),
@@ -185,7 +183,7 @@ export class GlowLayer extends EffectLayer {
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  textureType,
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  effectWrapper: thinBlurPostProcesses2,
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  });
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- const thinBlurPostProcesses3 = this._thinGlowLayer._postProcesses[2];
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+ const thinBlurPostProcesses3 = this._thinEffectLayer._postProcesses[2];
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  this._horizontalBlurPostprocess2 = new BlurPostProcess("GlowLayerHBP2", thinBlurPostProcesses3.direction, thinBlurPostProcesses3.kernel, {
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  samplingMode: Texture.BILINEAR_SAMPLINGMODE,
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  engine: this._scene.getEngine(),
@@ -200,7 +198,7 @@ export class GlowLayer extends EffectLayer {
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  this._horizontalBlurPostprocess2.onApplyObservable.add((effect) => {
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  effect.setTexture("textureSampler", this._blurTexture1);
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  });
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- const thinBlurPostProcesses4 = this._thinGlowLayer._postProcesses[3];
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+ const thinBlurPostProcesses4 = this._thinEffectLayer._postProcesses[3];
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  this._verticalBlurPostprocess2 = new BlurPostProcess("GlowLayerVBP2", thinBlurPostProcesses4.direction, thinBlurPostProcesses4.kernel, {
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  samplingMode: Texture.BILINEAR_SAMPLINGMODE,
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  engine: this._scene.getEngine(),
@@ -236,7 +234,7 @@ export class GlowLayer extends EffectLayer {
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  * @returns true if ready otherwise, false
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  */
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  isReady(subMesh, useInstances) {
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- return this._thinGlowLayer.isReady(subMesh, useInstances);
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+ return this._thinEffectLayer.isReady(subMesh, useInstances);
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  }
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  /**
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  * @returns whether or not the layer needs stencil enabled during the mesh rendering.
@@ -251,14 +249,14 @@ export class GlowLayer extends EffectLayer {
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  * @returns true if it can be rendered otherwise false
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  */
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  _canRenderMesh(mesh, material) {
254
- return this._thinGlowLayer._canRenderMesh(mesh, material);
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+ return this._thinEffectLayer._canRenderMesh(mesh, material);
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  }
256
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  /**
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  * Implementation specific of rendering the generating effect on the main canvas.
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  * @param effect The effect used to render through
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  */
260
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  _internalRender(effect) {
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- this._thinGlowLayer._internalCompose(effect);
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+ this._thinEffectLayer._internalCompose(effect);
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  }
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  /**
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  * Sets the required values for both the emissive texture and and the main color.
@@ -267,7 +265,7 @@ export class GlowLayer extends EffectLayer {
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  * @param material
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  */
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  _setEmissiveTextureAndColor(mesh, subMesh, material) {
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- this._thinGlowLayer._setEmissiveTextureAndColor(mesh, subMesh, material);
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+ this._thinEffectLayer._setEmissiveTextureAndColor(mesh, subMesh, material);
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  }
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  /**
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  * Returns true if the mesh should render, otherwise false.
@@ -275,42 +273,42 @@ export class GlowLayer extends EffectLayer {
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  * @returns true if it should render otherwise false
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  */
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  _shouldRenderMesh(mesh) {
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- return this._thinGlowLayer._shouldRenderMesh(mesh);
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+ return this._thinEffectLayer._shouldRenderMesh(mesh);
279
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  }
280
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  /**
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  * Adds specific effects defines.
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  * @param defines The defines to add specifics to.
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  */
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  _addCustomEffectDefines(defines) {
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- this._thinGlowLayer._addCustomEffectDefines(defines);
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+ this._thinEffectLayer._addCustomEffectDefines(defines);
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  }
287
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  /**
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  * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
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  * @param mesh The mesh to exclude from the glow layer
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  */
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  addExcludedMesh(mesh) {
292
- this._thinGlowLayer.addExcludedMesh(mesh);
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+ this._thinEffectLayer.addExcludedMesh(mesh);
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  }
294
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  /**
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  * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
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  * @param mesh The mesh to remove
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  */
298
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  removeExcludedMesh(mesh) {
299
- this._thinGlowLayer.removeExcludedMesh(mesh);
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+ this._thinEffectLayer.removeExcludedMesh(mesh);
300
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  }
301
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  /**
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  * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
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  * @param mesh The mesh to include in the glow layer
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  */
305
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  addIncludedOnlyMesh(mesh) {
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- this._thinGlowLayer.addIncludedOnlyMesh(mesh);
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+ this._thinEffectLayer.addIncludedOnlyMesh(mesh);
307
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  }
308
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  /**
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  * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
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  * @param mesh The mesh to remove
311
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  */
312
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  removeIncludedOnlyMesh(mesh) {
313
- this._thinGlowLayer.removeIncludedOnlyMesh(mesh);
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+ this._thinEffectLayer.removeIncludedOnlyMesh(mesh);
314
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  }
315
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  /**
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  * Determine if a given mesh will be used in the glow layer
@@ -318,7 +316,7 @@ export class GlowLayer extends EffectLayer {
318
316
  * @returns true if the mesh will be highlighted by the current glow layer
319
317
  */
320
318
  hasMesh(mesh) {
321
- return this._thinGlowLayer.hasMesh(mesh);
319
+ return this._thinEffectLayer.hasMesh(mesh);
322
320
  }
323
321
  /**
324
322
  * Defines whether the current material of the mesh should be use to render the effect.
@@ -326,21 +324,21 @@ export class GlowLayer extends EffectLayer {
326
324
  * @returns true if the material of the mesh should be use to render the effect
327
325
  */
328
326
  _useMeshMaterial(mesh) {
329
- return this._thinGlowLayer._useMeshMaterial(mesh);
327
+ return this._thinEffectLayer._useMeshMaterial(mesh);
330
328
  }
331
329
  /**
332
330
  * Add a mesh to be rendered through its own material and not with emissive only.
333
331
  * @param mesh The mesh for which we need to use its material
334
332
  */
335
333
  referenceMeshToUseItsOwnMaterial(mesh) {
336
- this._thinGlowLayer.referenceMeshToUseItsOwnMaterial(mesh);
334
+ this._thinEffectLayer.referenceMeshToUseItsOwnMaterial(mesh);
337
335
  }
338
336
  /**
339
337
  * Remove a mesh from being rendered through its own material and not with emissive only.
340
338
  * @param mesh The mesh for which we need to not use its material
341
339
  */
342
340
  unReferenceMeshFromUsingItsOwnMaterial(mesh) {
343
- this._thinGlowLayer.unReferenceMeshFromUsingItsOwnMaterial(mesh, this._mainTexture.renderPassId);
341
+ this._thinEffectLayer.unReferenceMeshFromUsingItsOwnMaterial(mesh, this._mainTexture.renderPassId);
344
342
  }
345
343
  /**
346
344
  * Free any resources and references associated to a mesh.
@@ -349,7 +347,7 @@ export class GlowLayer extends EffectLayer {
349
347
  * @internal
350
348
  */
351
349
  _disposeMesh(mesh) {
352
- this._thinGlowLayer._disposeMesh(mesh);
350
+ this._thinEffectLayer._disposeMesh(mesh);
353
351
  }
354
352
  /**
355
353
  * Gets the class name of the effect layer
@@ -368,7 +366,7 @@ export class GlowLayer extends EffectLayer {
368
366
  let index;
369
367
  // Included meshes
370
368
  serializationObject.includedMeshes = [];
371
- const includedOnlyMeshes = this._thinGlowLayer._includedOnlyMeshes;
369
+ const includedOnlyMeshes = this._thinEffectLayer._includedOnlyMeshes;
372
370
  if (includedOnlyMeshes.length) {
373
371
  for (index = 0; index < includedOnlyMeshes.length; index++) {
374
372
  const mesh = this._scene.getMeshByUniqueId(includedOnlyMeshes[index]);
@@ -379,7 +377,7 @@ export class GlowLayer extends EffectLayer {
379
377
  }
380
378
  // Excluded meshes
381
379
  serializationObject.excludedMeshes = [];
382
- const excludedMeshes = this._thinGlowLayer._excludedMeshes;
380
+ const excludedMeshes = this._thinEffectLayer._excludedMeshes;
383
381
  if (excludedMeshes.length) {
384
382
  for (index = 0; index < excludedMeshes.length; index++) {
385
383
  const mesh = this._scene.getMeshByUniqueId(excludedMeshes[index]);
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { BlurPostProcess } from \"../PostProcesses/blurPostProcess\";\r\nimport type { IThinGlowLayerOptions } from \"./thinGlowLayer\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { Color4 } from \"core/Maths/math.color\";\r\n\r\nimport \"../Layers/effectLayerSceneComponent\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { GetExponentOfTwo } from \"../Misc/tools.functions\";\r\nimport { ThinGlowLayer } from \"./thinGlowLayer\";\r\nimport type { ThinBlurPostProcess } from \"core/PostProcesses/thinBlurPostProcess\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /**\r\n * Return the first glow layer of the scene with a given name.\r\n * @param name The name of the glow layer to look for.\r\n * @returns The glow layer if found otherwise null.\r\n */\r\n getGlowLayerByName(name: string): Nullable<GlowLayer>;\r\n }\r\n}\r\n\r\nScene.prototype.getGlowLayerByName = function (name: string): Nullable<GlowLayer> {\r\n for (let index = 0; index < this.effectLayers?.length; index++) {\r\n if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {\r\n return (<any>this.effectLayers[index]) as GlowLayer;\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\n/**\r\n * Glow layer options. This helps customizing the behaviour\r\n * of the glow layer.\r\n */\r\nexport interface IGlowLayerOptions extends IThinGlowLayerOptions {\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 * Enable MSAA by choosing the number of samples. Default: 1\r\n */\r\n mainTextureSamples?: number;\r\n\r\n /**\r\n * The type of the main texture. Default: TEXTURETYPE_UNSIGNED_BYTE\r\n */\r\n mainTextureType?: number;\r\n\r\n /**\r\n * Whether or not to generate a stencil buffer. Default: false\r\n */\r\n generateStencilBuffer?: boolean;\r\n}\r\n\r\n/**\r\n * The glow layer Helps adding a glow effect around the emissive parts of a mesh.\r\n *\r\n * Once instantiated in a scene, by default, all the emissive meshes will glow.\r\n *\r\n * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/mesh/glowLayer\r\n */\r\nexport class GlowLayer extends EffectLayer {\r\n /**\r\n * Effect Name of the layer.\r\n */\r\n public static get EffectName() {\r\n return ThinGlowLayer.EffectName;\r\n }\r\n\r\n /**\r\n * The default blur kernel size used for the glow.\r\n */\r\n public static DefaultBlurKernelSize = 32;\r\n\r\n /**\r\n * The default texture size ratio used for the glow.\r\n */\r\n public static DefaultTextureRatio = 0.5;\r\n\r\n /**\r\n * Sets the kernel size of the blur.\r\n */\r\n public set blurKernelSize(value: number) {\r\n this._thinGlowLayer.blurKernelSize = value;\r\n }\r\n\r\n /**\r\n * Gets the kernel size of the blur.\r\n */\r\n @serialize()\r\n public get blurKernelSize(): number {\r\n return this._thinGlowLayer.blurKernelSize;\r\n }\r\n\r\n /**\r\n * Sets the glow intensity.\r\n */\r\n public set intensity(value: number) {\r\n this._thinGlowLayer.intensity = value;\r\n }\r\n\r\n /**\r\n * Gets the glow intensity.\r\n */\r\n @serialize()\r\n public get intensity(): number {\r\n return this._thinGlowLayer.intensity;\r\n }\r\n\r\n @serialize(\"options\")\r\n protected _options: IGlowLayerOptions;\r\n\r\n private readonly _thinGlowLayer: ThinGlowLayer;\r\n private _horizontalBlurPostprocess1: BlurPostProcess;\r\n private _verticalBlurPostprocess1: BlurPostProcess;\r\n private _horizontalBlurPostprocess2: BlurPostProcess;\r\n private _verticalBlurPostprocess2: BlurPostProcess;\r\n private _blurTexture1: RenderTargetTexture;\r\n private _blurTexture2: RenderTargetTexture;\r\n private _postProcesses1: PostProcess[];\r\n private _postProcesses2: PostProcess[];\r\n /**\r\n * Callback used to let the user override the color selection on a per mesh basis\r\n */\r\n public get customEmissiveColorSelector(): (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void {\r\n return this._thinGlowLayer.customEmissiveColorSelector;\r\n }\r\n\r\n public set customEmissiveColorSelector(value: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void) {\r\n this._thinGlowLayer.customEmissiveColorSelector = value;\r\n }\r\n\r\n /**\r\n * Callback used to let the user override the texture selection on a per mesh basis\r\n */\r\n public get customEmissiveTextureSelector(): (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture {\r\n return this._thinGlowLayer.customEmissiveTextureSelector;\r\n }\r\n\r\n public set customEmissiveTextureSelector(value: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture) {\r\n this._thinGlowLayer.customEmissiveTextureSelector = value;\r\n }\r\n\r\n /**\r\n * Instantiates a new glow 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 IGlowLayerOptions for more information)\r\n */\r\n constructor(name: string, scene?: Scene, options?: Partial<IGlowLayerOptions>) {\r\n const thinGlowLayer = new ThinGlowLayer(name, scene, options);\r\n\r\n super(name, scene, false, thinGlowLayer);\r\n\r\n this._thinGlowLayer = thinGlowLayer;\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: GlowLayer.DefaultTextureRatio,\r\n blurKernelSize: 32,\r\n mainTextureFixedSize: undefined,\r\n camera: null,\r\n mainTextureSamples: 1,\r\n renderingGroupId: -1,\r\n ldrMerge: false,\r\n alphaBlendingMode: Constants.ALPHA_ADD,\r\n mainTextureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n generateStencilBuffer: false,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init(this._options);\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 GlowLayer.EffectName;\r\n }\r\n\r\n /**\r\n * @internal\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 */\r\n protected _createMergeEffect(): Effect {\r\n return this._thinGlowLayer._createMergeEffect();\r\n }\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the glow layer.\r\n */\r\n protected _createTextureAndPostProcesses(): void {\r\n this._thinGlowLayer._renderPassId = this._mainTexture.renderPassId;\r\n\r\n let blurTextureWidth = this._mainTextureDesiredSize.width;\r\n let blurTextureHeight = this._mainTextureDesiredSize.height;\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_BYTE;\r\n }\r\n\r\n this._blurTexture1 = new RenderTargetTexture(\r\n \"GlowLayerBlurRTT\",\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._blurTexture1.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture1.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture1.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._blurTexture1.renderParticles = false;\r\n this._blurTexture1.ignoreCameraViewport = true;\r\n\r\n const blurTextureWidth2 = Math.floor(blurTextureWidth / 2);\r\n const blurTextureHeight2 = Math.floor(blurTextureHeight / 2);\r\n\r\n this._blurTexture2 = new RenderTargetTexture(\r\n \"GlowLayerBlurRTT2\",\r\n {\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2,\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n textureType\r\n );\r\n this._blurTexture2.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture2.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture2.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._blurTexture2.renderParticles = false;\r\n this._blurTexture2.ignoreCameraViewport = true;\r\n\r\n this._textures = [this._blurTexture1, this._blurTexture2];\r\n\r\n this._thinGlowLayer.bindTexturesForCompose = (effect: Effect) => {\r\n effect.setTexture(\"textureSampler\", this._blurTexture1);\r\n effect.setTexture(\"textureSampler2\", this._blurTexture2);\r\n effect.setFloat(\"offset\", this.intensity);\r\n };\r\n\r\n this._thinGlowLayer._createTextureAndPostProcesses();\r\n\r\n const thinBlurPostProcesses1 = this._thinGlowLayer._postProcesses[0] as ThinBlurPostProcess;\r\n this._horizontalBlurPostprocess1 = new BlurPostProcess(\"GlowLayerHBP1\", thinBlurPostProcesses1.direction, thinBlurPostProcesses1.kernel, {\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n textureType,\r\n effectWrapper: thinBlurPostProcesses1,\r\n });\r\n this._horizontalBlurPostprocess1.width = blurTextureWidth;\r\n this._horizontalBlurPostprocess1.height = blurTextureHeight;\r\n this._horizontalBlurPostprocess1.externalTextureSamplerBinding = true;\r\n this._horizontalBlurPostprocess1.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n const thinBlurPostProcesses2 = this._thinGlowLayer._postProcesses[1] as ThinBlurPostProcess;\r\n this._verticalBlurPostprocess1 = new BlurPostProcess(\"GlowLayerVBP1\", thinBlurPostProcesses2.direction, thinBlurPostProcesses2.kernel, {\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n textureType,\r\n effectWrapper: thinBlurPostProcesses2,\r\n });\r\n\r\n const thinBlurPostProcesses3 = this._thinGlowLayer._postProcesses[2] as ThinBlurPostProcess;\r\n this._horizontalBlurPostprocess2 = new BlurPostProcess(\"GlowLayerHBP2\", thinBlurPostProcesses3.direction, thinBlurPostProcesses3.kernel, {\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2,\r\n textureType,\r\n effectWrapper: thinBlurPostProcesses3,\r\n });\r\n this._horizontalBlurPostprocess2.width = blurTextureWidth2;\r\n this._horizontalBlurPostprocess2.height = blurTextureHeight2;\r\n this._horizontalBlurPostprocess2.externalTextureSamplerBinding = true;\r\n this._horizontalBlurPostprocess2.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._blurTexture1);\r\n });\r\n\r\n const thinBlurPostProcesses4 = this._thinGlowLayer._postProcesses[3] as ThinBlurPostProcess;\r\n this._verticalBlurPostprocess2 = new BlurPostProcess(\"GlowLayerVBP2\", thinBlurPostProcesses4.direction, thinBlurPostProcesses4.kernel, {\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2,\r\n textureType,\r\n effectWrapper: thinBlurPostProcesses4,\r\n });\r\n\r\n this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];\r\n this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];\r\n this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];\r\n\r\n this._mainTexture.samples = this._options.mainTextureSamples!;\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n const internalTexture = this._blurTexture1.renderTarget;\r\n if (internalTexture) {\r\n this._scene.postProcessManager.directRender(this._postProcesses1, internalTexture, true);\r\n\r\n const internalTexture2 = this._blurTexture2.renderTarget;\r\n if (internalTexture2) {\r\n this._scene.postProcessManager.directRender(this._postProcesses2, internalTexture2, true);\r\n }\r\n this._engine.unBindFramebuffer(internalTexture2 ?? internalTexture, true);\r\n }\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 * 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 return this._thinGlowLayer.isReady(subMesh, useInstances);\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 false;\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 return this._thinGlowLayer._canRenderMesh(mesh, material);\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 */\r\n protected _internalRender(effect: Effect): void {\r\n this._thinGlowLayer._internalCompose(effect);\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 this._thinGlowLayer._setEmissiveTextureAndColor(mesh, subMesh, material);\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 return this._thinGlowLayer._shouldRenderMesh(mesh);\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 this._thinGlowLayer._addCustomEffectDefines(defines);\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 glow layer.\r\n * @param mesh The mesh to exclude from the glow layer\r\n */\r\n public addExcludedMesh(mesh: Mesh): void {\r\n this._thinGlowLayer.addExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: Mesh): void {\r\n this._thinGlowLayer.removeExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Add a mesh in the inclusion list to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to include in the glow layer\r\n */\r\n public addIncludedOnlyMesh(mesh: Mesh): void {\r\n this._thinGlowLayer.addIncludedOnlyMesh(mesh);\r\n }\r\n\r\n /**\r\n * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to remove\r\n */\r\n public removeIncludedOnlyMesh(mesh: Mesh): void {\r\n this._thinGlowLayer.removeIncludedOnlyMesh(mesh);\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be used in the glow layer\r\n * @param mesh The mesh to test\r\n * @returns true if the mesh will be highlighted by the current glow layer\r\n */\r\n public override hasMesh(mesh: AbstractMesh): boolean {\r\n return this._thinGlowLayer.hasMesh(mesh);\r\n }\r\n\r\n /**\r\n * Defines whether the current material of the mesh should be use to render the effect.\r\n * @param mesh defines the current mesh to render\r\n * @returns true if the material of the mesh should be use to render the effect\r\n */\r\n protected override _useMeshMaterial(mesh: AbstractMesh): boolean {\r\n return this._thinGlowLayer._useMeshMaterial(mesh);\r\n }\r\n\r\n /**\r\n * Add a mesh to be rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to use its material\r\n */\r\n public referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void {\r\n this._thinGlowLayer.referenceMeshToUseItsOwnMaterial(mesh);\r\n }\r\n\r\n /**\r\n * Remove a mesh from being rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to not use its material\r\n */\r\n public unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void {\r\n this._thinGlowLayer.unReferenceMeshFromUsingItsOwnMaterial(mesh, this._mainTexture.renderPassId);\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._thinGlowLayer._disposeMesh(mesh);\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 \"GlowLayer\";\r\n }\r\n\r\n /**\r\n * Serializes this glow layer\r\n * @returns a serialized glow layer object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.GlowLayer\";\r\n\r\n let index;\r\n\r\n // Included meshes\r\n serializationObject.includedMeshes = [];\r\n\r\n const includedOnlyMeshes = this._thinGlowLayer._includedOnlyMeshes;\r\n if (includedOnlyMeshes.length) {\r\n for (index = 0; index < includedOnlyMeshes.length; index++) {\r\n const mesh = this._scene.getMeshByUniqueId(includedOnlyMeshes[index]);\r\n if (mesh) {\r\n serializationObject.includedMeshes.push(mesh.id);\r\n }\r\n }\r\n }\r\n\r\n // Excluded meshes\r\n serializationObject.excludedMeshes = [];\r\n\r\n const excludedMeshes = this._thinGlowLayer._excludedMeshes;\r\n if (excludedMeshes.length) {\r\n for (index = 0; index < excludedMeshes.length; index++) {\r\n const mesh = this._scene.getMeshByUniqueId(excludedMeshes[index]);\r\n if (mesh) {\r\n serializationObject.excludedMeshes.push(mesh.id);\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Glow Layer from parsed glow layer data\r\n * @param parsedGlowLayer defines glow layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the glow layer information\r\n * @returns a parsed Glow Layer\r\n */\r\n public static override Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer {\r\n const gl = SerializationHelper.Parse(() => new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options), parsedGlowLayer, scene, rootUrl);\r\n let index;\r\n\r\n // Excluded meshes\r\n for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {\r\n const mesh = scene.getMeshById(parsedGlowLayer.excludedMeshes[index]);\r\n if (mesh) {\r\n gl.addExcludedMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n // Included meshes\r\n for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {\r\n const mesh = scene.getMeshById(parsedGlowLayer.includedMeshes[index]);\r\n if (mesh) {\r\n gl.addIncludedOnlyMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n return gl;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GlowLayer\", GlowLayer);\r\n"]}
1
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { BlurPostProcess } from \"../PostProcesses/blurPostProcess\";\r\nimport type { IThinGlowLayerOptions } from \"./thinGlowLayer\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { Color4 } from \"core/Maths/math.color\";\r\n\r\nimport \"../Layers/effectLayerSceneComponent\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { GetExponentOfTwo } from \"../Misc/tools.functions\";\r\nimport { ThinGlowLayer } from \"./thinGlowLayer\";\r\nimport type { ThinBlurPostProcess } from \"core/PostProcesses/thinBlurPostProcess\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /**\r\n * Return the first glow layer of the scene with a given name.\r\n * @param name The name of the glow layer to look for.\r\n * @returns The glow layer if found otherwise null.\r\n */\r\n getGlowLayerByName(name: string): Nullable<GlowLayer>;\r\n }\r\n}\r\n\r\nScene.prototype.getGlowLayerByName = function (name: string): Nullable<GlowLayer> {\r\n for (let index = 0; index < this.effectLayers?.length; index++) {\r\n if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {\r\n return (<any>this.effectLayers[index]) as GlowLayer;\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\n/**\r\n * Glow layer options. This helps customizing the behaviour\r\n * of the glow layer.\r\n */\r\nexport interface IGlowLayerOptions extends IThinGlowLayerOptions {\r\n /**\r\n * Enable MSAA by choosing the number of samples. Default: 1\r\n */\r\n mainTextureSamples?: number;\r\n\r\n /**\r\n * Whether or not to generate a stencil buffer. Default: false\r\n */\r\n generateStencilBuffer?: boolean;\r\n}\r\n\r\n/**\r\n * The glow layer Helps adding a glow effect around the emissive parts of a mesh.\r\n *\r\n * Once instantiated in a scene, by default, all the emissive meshes will glow.\r\n *\r\n * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/mesh/glowLayer\r\n */\r\nexport class GlowLayer extends EffectLayer {\r\n /**\r\n * Effect Name of the layer.\r\n */\r\n public static get EffectName() {\r\n return ThinGlowLayer.EffectName;\r\n }\r\n\r\n /**\r\n * The default blur kernel size used for the glow.\r\n */\r\n public static DefaultBlurKernelSize = 32;\r\n\r\n /**\r\n * The default texture size ratio used for the glow.\r\n */\r\n public static DefaultTextureRatio = 0.5;\r\n\r\n /**\r\n * Sets the kernel size of the blur.\r\n */\r\n public set blurKernelSize(value: number) {\r\n this._thinEffectLayer.blurKernelSize = value;\r\n }\r\n\r\n /**\r\n * Gets the kernel size of the blur.\r\n */\r\n @serialize()\r\n public get blurKernelSize(): number {\r\n return this._thinEffectLayer.blurKernelSize;\r\n }\r\n\r\n /**\r\n * Sets the glow intensity.\r\n */\r\n public set intensity(value: number) {\r\n this._thinEffectLayer.intensity = value;\r\n }\r\n\r\n /**\r\n * Gets the glow intensity.\r\n */\r\n @serialize()\r\n public get intensity(): number {\r\n return this._thinEffectLayer.intensity;\r\n }\r\n\r\n @serialize(\"options\")\r\n protected _options: IGlowLayerOptions;\r\n\r\n protected override readonly _thinEffectLayer: ThinGlowLayer;\r\n private _horizontalBlurPostprocess1: BlurPostProcess;\r\n private _verticalBlurPostprocess1: BlurPostProcess;\r\n private _horizontalBlurPostprocess2: BlurPostProcess;\r\n private _verticalBlurPostprocess2: BlurPostProcess;\r\n private _blurTexture1: RenderTargetTexture;\r\n private _blurTexture2: RenderTargetTexture;\r\n private _postProcesses1: PostProcess[];\r\n private _postProcesses2: PostProcess[];\r\n /**\r\n * Callback used to let the user override the color selection on a per mesh basis\r\n */\r\n public get customEmissiveColorSelector(): (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void {\r\n return this._thinEffectLayer.customEmissiveColorSelector;\r\n }\r\n\r\n public set customEmissiveColorSelector(value: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void) {\r\n this._thinEffectLayer.customEmissiveColorSelector = value;\r\n }\r\n\r\n /**\r\n * Callback used to let the user override the texture selection on a per mesh basis\r\n */\r\n public get customEmissiveTextureSelector(): (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture {\r\n return this._thinEffectLayer.customEmissiveTextureSelector;\r\n }\r\n\r\n public set customEmissiveTextureSelector(value: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture) {\r\n this._thinEffectLayer.customEmissiveTextureSelector = value;\r\n }\r\n\r\n /**\r\n * Instantiates a new glow 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 IGlowLayerOptions for more information)\r\n */\r\n constructor(name: string, scene?: Scene, options?: Partial<IGlowLayerOptions>) {\r\n super(name, scene, false, new ThinGlowLayer(name, scene, options));\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: GlowLayer.DefaultTextureRatio,\r\n blurKernelSize: 32,\r\n mainTextureFixedSize: undefined,\r\n camera: null,\r\n mainTextureSamples: 1,\r\n renderingGroupId: -1,\r\n ldrMerge: false,\r\n alphaBlendingMode: Constants.ALPHA_ADD,\r\n mainTextureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n generateStencilBuffer: false,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init(this._options);\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 GlowLayer.EffectName;\r\n }\r\n\r\n /**\r\n * @internal\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 */\r\n protected _createMergeEffect(): Effect {\r\n return this._thinEffectLayer._createMergeEffect();\r\n }\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the glow layer.\r\n */\r\n protected _createTextureAndPostProcesses(): void {\r\n this._thinEffectLayer._renderPassId = this._mainTexture.renderPassId;\r\n\r\n let blurTextureWidth = this._mainTextureDesiredSize.width;\r\n let blurTextureHeight = this._mainTextureDesiredSize.height;\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_BYTE;\r\n }\r\n\r\n this._blurTexture1 = new RenderTargetTexture(\r\n \"GlowLayerBlurRTT\",\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._blurTexture1.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture1.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture1.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._blurTexture1.renderParticles = false;\r\n this._blurTexture1.ignoreCameraViewport = true;\r\n\r\n const blurTextureWidth2 = Math.floor(blurTextureWidth / 2);\r\n const blurTextureHeight2 = Math.floor(blurTextureHeight / 2);\r\n\r\n this._blurTexture2 = new RenderTargetTexture(\r\n \"GlowLayerBlurRTT2\",\r\n {\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2,\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n textureType\r\n );\r\n this._blurTexture2.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture2.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture2.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._blurTexture2.renderParticles = false;\r\n this._blurTexture2.ignoreCameraViewport = true;\r\n\r\n this._textures = [this._blurTexture1, this._blurTexture2];\r\n\r\n this._thinEffectLayer.bindTexturesForCompose = (effect: Effect) => {\r\n effect.setTexture(\"textureSampler\", this._blurTexture1);\r\n effect.setTexture(\"textureSampler2\", this._blurTexture2);\r\n effect.setFloat(\"offset\", this.intensity);\r\n };\r\n\r\n this._thinEffectLayer._createTextureAndPostProcesses();\r\n\r\n const thinBlurPostProcesses1 = this._thinEffectLayer._postProcesses[0] as ThinBlurPostProcess;\r\n this._horizontalBlurPostprocess1 = new BlurPostProcess(\"GlowLayerHBP1\", thinBlurPostProcesses1.direction, thinBlurPostProcesses1.kernel, {\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n textureType,\r\n effectWrapper: thinBlurPostProcesses1,\r\n });\r\n this._horizontalBlurPostprocess1.width = blurTextureWidth;\r\n this._horizontalBlurPostprocess1.height = blurTextureHeight;\r\n this._horizontalBlurPostprocess1.externalTextureSamplerBinding = true;\r\n this._horizontalBlurPostprocess1.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n const thinBlurPostProcesses2 = this._thinEffectLayer._postProcesses[1] as ThinBlurPostProcess;\r\n this._verticalBlurPostprocess1 = new BlurPostProcess(\"GlowLayerVBP1\", thinBlurPostProcesses2.direction, thinBlurPostProcesses2.kernel, {\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n textureType,\r\n effectWrapper: thinBlurPostProcesses2,\r\n });\r\n\r\n const thinBlurPostProcesses3 = this._thinEffectLayer._postProcesses[2] as ThinBlurPostProcess;\r\n this._horizontalBlurPostprocess2 = new BlurPostProcess(\"GlowLayerHBP2\", thinBlurPostProcesses3.direction, thinBlurPostProcesses3.kernel, {\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2,\r\n textureType,\r\n effectWrapper: thinBlurPostProcesses3,\r\n });\r\n this._horizontalBlurPostprocess2.width = blurTextureWidth2;\r\n this._horizontalBlurPostprocess2.height = blurTextureHeight2;\r\n this._horizontalBlurPostprocess2.externalTextureSamplerBinding = true;\r\n this._horizontalBlurPostprocess2.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._blurTexture1);\r\n });\r\n\r\n const thinBlurPostProcesses4 = this._thinEffectLayer._postProcesses[3] as ThinBlurPostProcess;\r\n this._verticalBlurPostprocess2 = new BlurPostProcess(\"GlowLayerVBP2\", thinBlurPostProcesses4.direction, thinBlurPostProcesses4.kernel, {\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2,\r\n textureType,\r\n effectWrapper: thinBlurPostProcesses4,\r\n });\r\n\r\n this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];\r\n this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];\r\n this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];\r\n\r\n this._mainTexture.samples = this._options.mainTextureSamples!;\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n const internalTexture = this._blurTexture1.renderTarget;\r\n if (internalTexture) {\r\n this._scene.postProcessManager.directRender(this._postProcesses1, internalTexture, true);\r\n\r\n const internalTexture2 = this._blurTexture2.renderTarget;\r\n if (internalTexture2) {\r\n this._scene.postProcessManager.directRender(this._postProcesses2, internalTexture2, true);\r\n }\r\n this._engine.unBindFramebuffer(internalTexture2 ?? internalTexture, true);\r\n }\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 * 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 return this._thinEffectLayer.isReady(subMesh, useInstances);\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 false;\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 return this._thinEffectLayer._canRenderMesh(mesh, material);\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 */\r\n protected _internalRender(effect: Effect): void {\r\n this._thinEffectLayer._internalCompose(effect);\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 this._thinEffectLayer._setEmissiveTextureAndColor(mesh, subMesh, material);\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 return this._thinEffectLayer._shouldRenderMesh(mesh);\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 this._thinEffectLayer._addCustomEffectDefines(defines);\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 glow layer.\r\n * @param mesh The mesh to exclude from the glow layer\r\n */\r\n public addExcludedMesh(mesh: Mesh): void {\r\n this._thinEffectLayer.addExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: Mesh): void {\r\n this._thinEffectLayer.removeExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Add a mesh in the inclusion list to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to include in the glow layer\r\n */\r\n public addIncludedOnlyMesh(mesh: Mesh): void {\r\n this._thinEffectLayer.addIncludedOnlyMesh(mesh);\r\n }\r\n\r\n /**\r\n * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to remove\r\n */\r\n public removeIncludedOnlyMesh(mesh: Mesh): void {\r\n this._thinEffectLayer.removeIncludedOnlyMesh(mesh);\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be used in the glow layer\r\n * @param mesh The mesh to test\r\n * @returns true if the mesh will be highlighted by the current glow layer\r\n */\r\n public override hasMesh(mesh: AbstractMesh): boolean {\r\n return this._thinEffectLayer.hasMesh(mesh);\r\n }\r\n\r\n /**\r\n * Defines whether the current material of the mesh should be use to render the effect.\r\n * @param mesh defines the current mesh to render\r\n * @returns true if the material of the mesh should be use to render the effect\r\n */\r\n protected override _useMeshMaterial(mesh: AbstractMesh): boolean {\r\n return this._thinEffectLayer._useMeshMaterial(mesh);\r\n }\r\n\r\n /**\r\n * Add a mesh to be rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to use its material\r\n */\r\n public referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void {\r\n this._thinEffectLayer.referenceMeshToUseItsOwnMaterial(mesh);\r\n }\r\n\r\n /**\r\n * Remove a mesh from being rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to not use its material\r\n */\r\n public unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void {\r\n this._thinEffectLayer.unReferenceMeshFromUsingItsOwnMaterial(mesh, this._mainTexture.renderPassId);\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._thinEffectLayer._disposeMesh(mesh);\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 \"GlowLayer\";\r\n }\r\n\r\n /**\r\n * Serializes this glow layer\r\n * @returns a serialized glow layer object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.GlowLayer\";\r\n\r\n let index;\r\n\r\n // Included meshes\r\n serializationObject.includedMeshes = [];\r\n\r\n const includedOnlyMeshes = this._thinEffectLayer._includedOnlyMeshes;\r\n if (includedOnlyMeshes.length) {\r\n for (index = 0; index < includedOnlyMeshes.length; index++) {\r\n const mesh = this._scene.getMeshByUniqueId(includedOnlyMeshes[index]);\r\n if (mesh) {\r\n serializationObject.includedMeshes.push(mesh.id);\r\n }\r\n }\r\n }\r\n\r\n // Excluded meshes\r\n serializationObject.excludedMeshes = [];\r\n\r\n const excludedMeshes = this._thinEffectLayer._excludedMeshes;\r\n if (excludedMeshes.length) {\r\n for (index = 0; index < excludedMeshes.length; index++) {\r\n const mesh = this._scene.getMeshByUniqueId(excludedMeshes[index]);\r\n if (mesh) {\r\n serializationObject.excludedMeshes.push(mesh.id);\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Glow Layer from parsed glow layer data\r\n * @param parsedGlowLayer defines glow layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the glow layer information\r\n * @returns a parsed Glow Layer\r\n */\r\n public static override Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer {\r\n const gl = SerializationHelper.Parse(() => new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options), parsedGlowLayer, scene, rootUrl);\r\n let index;\r\n\r\n // Excluded meshes\r\n for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {\r\n const mesh = scene.getMeshById(parsedGlowLayer.excludedMeshes[index]);\r\n if (mesh) {\r\n gl.addExcludedMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n // Included meshes\r\n for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {\r\n const mesh = scene.getMeshById(parsedGlowLayer.includedMeshes[index]);\r\n if (mesh) {\r\n gl.addIncludedOnlyMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n return gl;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GlowLayer\", GlowLayer);\r\n"]}
@@ -1,14 +1,16 @@
1
1
  import { Observable } from "../Misc/observable";
2
2
  import type { Nullable } from "../types";
3
- import type { Camera } from "../Cameras/camera";
4
3
  import { Scene } from "../scene";
5
4
  import type { SubMesh } from "../Meshes/subMesh";
6
5
  import type { AbstractMesh } from "../Meshes/abstractMesh";
7
6
  import type { Mesh } from "../Meshes/mesh";
8
7
  import type { Effect } from "../Materials/effect";
9
- import { Material } from "../Materials/material";
8
+ import type { Material } from "../Materials/material";
10
9
  import { EffectLayer } from "./effectLayer";
11
- import { Color4, Color3 } from "../Maths/math.color";
10
+ import type { Color4 } from "../Maths/math.color";
11
+ import { Color3 } from "../Maths/math.color";
12
+ import type { IThinHighlightLayerOptions } from "./thinHighlightLayer";
13
+ import { ThinHighlightLayer } from "./thinHighlightLayer";
12
14
  declare module "../scene" {
13
15
  interface Scene {
14
16
  /**
@@ -23,53 +25,7 @@ declare module "../scene" {
23
25
  * Highlight layer options. This helps customizing the behaviour
24
26
  * of the highlight layer.
25
27
  */
26
- export interface IHighlightLayerOptions {
27
- /**
28
- * Multiplication factor apply to the canvas size to compute the render target size
29
- * used to generated the glowing objects (the smaller the faster). Default: 0.5
30
- */
31
- mainTextureRatio: number;
32
- /**
33
- * Enforces a fixed size texture to ensure resize independent blur. Default: undefined
34
- */
35
- mainTextureFixedSize?: number;
36
- /**
37
- * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
38
- * of the picture to blur (the smaller the faster). Default: 0.5
39
- */
40
- blurTextureSizeRatio: number;
41
- /**
42
- * How big in texel of the blur texture is the vertical blur. Default: 1
43
- */
44
- blurVerticalSize: number;
45
- /**
46
- * How big in texel of the blur texture is the horizontal blur. Default: 1
47
- */
48
- blurHorizontalSize: number;
49
- /**
50
- * Alpha blending mode used to apply the blur. Default: ALPHA_COMBINE
51
- */
52
- alphaBlendingMode: number;
53
- /**
54
- * The camera attached to the layer. Default: null
55
- */
56
- camera: Nullable<Camera>;
57
- /**
58
- * Should we display highlight as a solid stroke? Default: false
59
- */
60
- isStroke?: boolean;
61
- /**
62
- * The rendering group to draw the layer in. Default: -1
63
- */
64
- renderingGroupId: number;
65
- /**
66
- * The type of the main texture. Default: TEXTURETYPE_UNSIGNED_BYTE
67
- */
68
- mainTextureType: number;
69
- /**
70
- * Use the GLSL code generation for the shader (even on WebGPU). Default is false
71
- */
72
- forceGLSL: boolean;
28
+ export interface IHighlightLayerOptions extends IThinHighlightLayerOptions {
73
29
  }
74
30
  /**
75
31
  * The highlight layer Helps adding a glow effect around a mesh.
@@ -88,23 +44,18 @@ export declare class HighlightLayer extends EffectLayer {
88
44
  * The neutral color used during the preparation of the glow effect.
89
45
  * This is black by default as the blend operation is a blend operation.
90
46
  */
91
- static NeutralColor: Color4;
92
- /**
93
- * Stencil value used for glowing meshes.
94
- */
95
- static GlowingMeshStencilReference: number;
96
- /**
97
- * Stencil value used for the other meshes in the scene.
98
- */
99
- static NormalMeshStencilReference: number;
47
+ static get NeutralColor(): Color4;
48
+ static set NeutralColor(value: Color4);
100
49
  /**
101
50
  * Specifies whether or not the inner glow is ACTIVE in the layer.
102
51
  */
103
- innerGlow: boolean;
52
+ get innerGlow(): boolean;
53
+ set innerGlow(value: boolean);
104
54
  /**
105
55
  * Specifies whether or not the outer glow is ACTIVE in the layer.
106
56
  */
107
- outerGlow: boolean;
57
+ get outerGlow(): boolean;
58
+ set outerGlow(value: boolean);
108
59
  /**
109
60
  * Specifies the horizontal size of the blur.
110
61
  */
@@ -129,14 +80,12 @@ export declare class HighlightLayer extends EffectLayer {
129
80
  * An event triggered when the highlight layer has been blurred.
130
81
  */
131
82
  onAfterBlurObservable: Observable<HighlightLayer>;
132
- private _instanceGlowingMeshStencilReference;
133
83
  private _options;
84
+ protected readonly _thinEffectLayer: ThinHighlightLayer;
134
85
  private _downSamplePostprocess;
135
86
  private _horizontalBlurPostprocess;
136
87
  private _verticalBlurPostprocess;
137
88
  private _blurTexture;
138
- private _meshes;
139
- private _excludedMeshes;
140
89
  /**
141
90
  * Instantiates a new highlight Layer and references it to the scene..
142
91
  * @param name The name of the layer
@@ -144,7 +93,6 @@ export declare class HighlightLayer extends EffectLayer {
144
93
  * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
145
94
  */
146
95
  constructor(name: string, scene?: Scene, options?: Partial<IHighlightLayerOptions>);
147
- protected _importShadersAsync(): Promise<void>;
148
96
  /**
149
97
  * Get the effect name of the layer.
150
98
  * @returns The effect name
@@ -239,11 +187,6 @@ export declare class HighlightLayer extends EffectLayer {
239
187
  * Remove all the meshes currently referenced in the highlight layer
240
188
  */
241
189
  removeAllMeshes(): void;
242
- /**
243
- * Force the stencil to the normal expected value for none glowing parts
244
- * @param mesh
245
- */
246
- private _defaultStencilReference;
247
190
  /**
248
191
  * Free any resources and references associated to a mesh.
249
192
  * Internal use
@@ -251,10 +194,6 @@ export declare class HighlightLayer extends EffectLayer {
251
194
  * @internal
252
195
  */
253
196
  _disposeMesh(mesh: Mesh): void;
254
- /**
255
- * Dispose the highlight layer and free resources.
256
- */
257
- dispose(): void;
258
197
  /**
259
198
  * Gets the class name of the effect layer
260
199
  * @returns the string with the class name of the effect layer