@babylonjs/core 8.1.1 → 8.2.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/AudioV2/abstractAudio/abstractSound.js +1 -1
- package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
- package/Culling/ray.core.d.ts +1 -1
- package/Culling/ray.core.js +1 -1
- package/Culling/ray.core.js.map +1 -1
- package/Debug/debugLayer.js +8 -1
- package/Debug/debugLayer.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.d.ts +71 -0
- package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js +246 -0
- package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +4 -4
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/index.d.ts +1 -0
- package/FrameGraph/Node/Blocks/index.js +1 -0
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.d.ts +17 -0
- package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.js +23 -0
- package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +3 -2
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +5 -4
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +1 -1
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -1
- package/FrameGraph/index.d.ts +1 -0
- package/FrameGraph/index.js +1 -0
- package/FrameGraph/index.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js +6 -3
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +4 -2
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +2 -1
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +13 -0
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +17 -0
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +4 -3
- package/Materials/Textures/renderTargetTexture.js +6 -5
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/texture.js +3 -2
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/imageProcessingConfiguration.d.ts +8 -0
- package/Materials/imageProcessingConfiguration.js +16 -2
- package/Materials/imageProcessingConfiguration.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +15 -6
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Misc/fileTools.d.ts +6 -0
- package/Misc/fileTools.js +30 -0
- package/Misc/fileTools.js.map +1 -1
- package/Physics/v2/characterController.d.ts +5 -0
- package/Physics/v2/characterController.js +7 -0
- package/Physics/v2/characterController.js.map +1 -1
- package/PostProcesses/imageProcessingPostProcess.d.ts +4 -21
- package/PostProcesses/imageProcessingPostProcess.js +27 -138
- package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
- package/PostProcesses/index.d.ts +1 -0
- package/PostProcesses/index.js +1 -0
- package/PostProcesses/index.js.map +1 -1
- package/PostProcesses/thinChromaticAberrationPostProcess.d.ts +2 -2
- package/PostProcesses/thinChromaticAberrationPostProcess.js.map +1 -1
- package/PostProcesses/thinImageProcessingPostProcess.d.ts +258 -0
- package/PostProcesses/thinImageProcessingPostProcess.js +462 -0
- package/PostProcesses/thinImageProcessingPostProcess.js.map +1 -0
- package/Rendering/objectRenderer.d.ts +5 -5
- package/Rendering/objectRenderer.js +11 -11
- package/Rendering/objectRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragment.js +10 -7
- package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBRDFFunctions.js +5 -1
- package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockDirectLighting.js +1 -1
- package/Shaders/ShadersInclude/pbrBlockDirectLighting.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js +1 -1
- package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockReflectance.js +1 -1
- package/Shaders/ShadersInclude/pbrBlockReflectance.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockReflectivity.js +2 -2
- package/Shaders/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +16 -4
- package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +1 -1
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightFragment.js +10 -7
- package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +5 -1
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js +2 -2
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +24 -8
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.d.ts +1 -0
- package/ShadersWGSL/gaussianSplatting.vertex.js +4 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/package.json +1 -1
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"objectRenderer.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/objectRenderer.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,gBAAgB,EAAE,MAAM,+BAA+B,CAAC;AACjE,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AAanD;;;GAGG;AACH,MAAM,OAAO,cAAc;IAwBvB;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,UAAU,CAAC,KAAoC;QACtD,IAAI,IAAI,CAAC,WAAW,KAAK,KAAK,EAAE,CAAC;YAC7B,OAAO;QACX,CAAC;QACD,IAAI,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;QACrC,CAAC;QAED,IAAI,KAAK,EAAE,CAAC;YACR,IAAI,CAAC,oBAAoB,GAAG,aAAa,CAAC,KAAK,EAAE,IAAI,CAAC,qBAAqB,CAAC,CAAC;QACjF,CAAC;QAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;IAC7B,CAAC;IAwDD;;;OAGG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,IAAW,mBAAmB,CAAC,KAAwB;QACnD,IAAI,KAAK,KAAK,IAAI,CAAC,oBAAoB,EAAE,CAAC;YACtC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;QAClC,IAAI,CAAC,MAAM,CAAC,uBAAuB,CAAC,SAAS,CAAC,iCAAiC,CAAC,CAAC;IACrF,CAAC;IA0DD;;OAEG;IACH,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED,IAAW,IAAI,CAAC,KAAa;QACzB,IAAI,IAAI,CAAC,KAAK,KAAK,KAAK,EAAE,CAAC;YACvB,OAAO;QACX,CAAC;QAED,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QAEnB,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,CAAC;YACf,OAAO;QACX,CAAC;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;YAClD,MAAM,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC;YAC5C,MAAM,CAAC,gBAAgB,CAAC,YAAY,CAAC,GAAG,GAAG,IAAI,CAAC,KAAK,IAAI,CAAC,EAAE,CAAC;QACjE,CAAC;IACL,CAAC;IAOD;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,iBAAiB,CAAC;IAClC,CAAC;IAED;;;;OAIG;IACI,uBAAuB,CAAC,IAAmC,EAAE,QAAgC;QAChG,IAAI,MAAM,CAAC;QACX,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;YACvB,MAAM,GAAG,CAAC,IAAI,CAAC,CAAC;QACpB,CAAC;aAAM,CAAC;YACJ,MAAM,GAAG,IAAI,CAAC;QAClB,CAAC;QACD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;YACrC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC,EAAE,CAAC;gBAC9C,IAAI,IAAI,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;gBACrB,IAAI,MAAM,CAAC,CAAC,CAAC,CAAC,YAAY,EAAE,CAAC;oBACzB,IAAI,GAAI,MAAM,CAAC,CAAC,CAAmB,CAAC,UAAU,CAAC;gBACnD,CAAC;gBACD,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,QAAQ,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;YACnJ,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACH,YAAY,IAAY,EAAE,KAAY,EAAE,OAA+B;QAlO/D,yBAAoB,GAAyB,IAAI,CAAC;QAyBlD,0BAAqB,GAAG,CAAC,aAAqB,EAAE,cAAsB,EAAE,EAAE;YAC9E,MAAM,SAAS,GAAG,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;YACjE,IAAI,CAAC,cAAc,KAAK,CAAC,IAAI,SAAS,GAAG,CAAC,CAAC,IAAI,SAAS,KAAK,CAAC,EAAE,CAAC;gBAC7D,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC,IAAI,EAAE,EAAE;oBAChC,IAAI,CAAC,0BAA0B,EAAE,CAAC;gBACtC,CAAC,CAAC,CAAC;YACP,CAAC;QACL,CAAC,CAAC;QAEF;;;WAGG;QACI,uBAAkB,GAAqC,IAAI,CAAC;QAEnE;;;;;;;;WAQG;QACI,wBAAmB,GACtB,IAAI,CAAC;QAET;;WAEG;QACI,oBAAe,GAAG,IAAI,CAAC;QAE9B;;WAEG;QACI,kBAAa,GAAG,KAAK,CAAC;QAE7B;;WAEG;QACI,wBAAmB,GAAG,KAAK,CAAC;QAa3B,yBAAoB,GAAsB,IAAI,CAAC;QAkCvD;;WAEG;QACa,6BAAwB,GAAG,IAAI,UAAU,EAAU,CAAC;QAEpE;;WAEG;QACa,4BAAuB,GAAG,IAAI,UAAU,EAAU,CAAC;QAEnE;;WAEG;QACa,6CAAwC,GAAG,IAAI,UAAU,EAAU,CAAC;QAEpF;;WAEG;QACa,4CAAuC,GAAG,IAAI,UAAU,EAAU,CAAC;QAEnF;;WAEG;QACa,+BAA0B,GAAG,IAAI,UAAU,EAAU,CAAC;QAO5D,sBAAiB,GAAG,CAAC,CAAC,CAAC;QACvB,iBAAY,GAAG,CAAC,CAAC;QACjB,sCAAiC,GAAG,KAAK,CAAC;QAmO5C,wBAAmB,GAAqB,IAAI,CAAC;QAhJjD,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,IAAI,CAAC,UAAU,GAAG,EAAoB,CAAC;QACvC,IAAI,CAAC,cAAc,GAAG,EAAE,CAAC;QAEzB,IAAI,CAAC,OAAO,GAAG;YACX,SAAS,EAAE,CAAC;YACZ,sBAAsB,EAAE,IAAI;YAC5B,GAAG,OAAO;SACb,CAAC;QAEF,IAAI,CAAC,mBAAmB,EAAE,CAAC;QAE3B,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC;QAE3C,mBAAmB;QACnB,IAAI,CAAC,iBAAiB,GAAG,IAAI,gBAAgB,CAAC,KAAK,CAAC,CAAC;QACrD,IAAI,CAAC,iBAAiB,CAAC,uBAAuB,GAAG,IAAI,CAAC;IAC1D,CAAC;IAEO,oBAAoB;QACxB,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC,EAAE,CAAC;YAC9C,MAAM,CAAC,mBAAmB,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC;QACvD,CAAC;QACD,IAAI,CAAC,cAAc,CAAC,MAAM,GAAG,CAAC,CAAC;IACnC,CAAC;IAEO,mBAAmB;QACvB,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAE5B,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC,EAAE,CAAC;YAC9C,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,kBAAkB,CAAC,GAAG,IAAI,CAAC,IAAI,IAAI,CAAC,EAAE,CAAC,CAAC;QAC5E,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,mBAAmB;QACtB,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;IAChC,CAAC;IAED;;;OAGG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IACD,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,mBAAmB,EAAE,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACI,YAAY;QACf,IAAI,IAAI,CAAC,iBAAiB,KAAK,CAAC,CAAC,EAAE,CAAC;YAChC,uBAAuB;YACvB,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC;YAC3B,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,IAAI,CAAC,WAAW,KAAK,IAAI,CAAC,iBAAiB,EAAE,CAAC;YAC9C,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC;YAC3B,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,CAAC,iBAAiB,EAAE,CAAC;QACzB,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;;OAKG;IACI,mBAAmB,CAAC,aAAqB,EAAE,cAAsB;QACpE,IAAI,CAAC,iBAAiB,EAAE,CAAC;QACzB,IAAI,CAAC,UAAU,CAAC,aAAa,EAAE,cAAc,CAAC,CAAC;QAE/C,MAAM,OAAO,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QAEvC,IAAI,CAAC,YAAY,EAAE,CAAC;QAEpB,OAAO,OAAO,CAAC;IACnB,CAAC;IAED;;;OAGG;IACI,iBAAiB;QACpB,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAE1B,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,IAAI,CAAC,IAAI,CAAC,mBAAmB,EAAE,CAAC;gBAC5B,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;gBACrB,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,kBAAkB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;oBAClE,MAAM,EAAE,GAAG,IAAI,CAAC,kBAAkB,CAAC,KAAK,CAAC,CAAC;oBAC1C,MAAM,IAAI,GAAG,KAAK,CAAC,WAAW,CAAC,EAAE,CAAC,CAAC;oBACnC,IAAI,IAAI,EAAE,CAAC;wBACP,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;oBAC/B,CAAC;gBACL,CAAC;YACL,CAAC;YACD,IAAI,CAAC,kBAAkB,GAAG,SAAS,CAAC;QACxC,CAAC;QAED,wBAAwB;QACxB,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC3B,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;gBAClB,IAAI,CAAC,UAAU,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,4BAA4B;YAC5D,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;YACzB,CAAC;YAED,MAAM,WAAW,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC;YAEvC,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,WAAW,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBACtD,MAAM,IAAI,GAAG,WAAW,CAAC,KAAK,CAAC,CAAC;gBAChC,IAAI,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,EAAE,CAAC;oBACjC,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBAC/B,CAAC;YACL,CAAC;QACL,CAAC;QAED,IAAI,CAAC,iCAAiC,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;QACrG,IAAI,IAAI,CAAC,oBAAoB,KAAK,IAAI,EAAE,CAAC;YACrC,+GAA+G;YAC/G,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,mBAAmB,GAAG,IAAI,CAAC,oBAAoB,CAAC;QAC7F,CAAC;IACL,CAAC;IAKD;;;;OAIG;IACI,UAAU,CAAC,aAAqB,EAAE,cAAsB;QAC3D,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,MAAM,GAAqB,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;QAE/E,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;QAEpD,IAAI,MAAM,EAAE,CAAC;YACT,IAAI,MAAM,KAAK,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,CAAC;gBACtC,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,MAAM,CAAC,aAAa,EAAE,EAAE,MAAM,CAAC,mBAAmB,CAAC,IAAI,CAAC,CAAC,CAAC;gBACzF,IAAI,CAAC,MAAM,CAAC,YAAY,GAAG,MAAM,CAAC;YACtC,CAAC;YACD,MAAM,CAAC,WAAW,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC,CAAC,MAAM,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC,CAAC,MAAM,CAAC,QAAQ,EAAE,aAAa,EAAE,cAAc,CAAC,CAAC;QACtH,CAAC;QAED,IAAI,CAAC,0BAA0B,GAAG,KAAK,CAAC;IAC5C,CAAC;IAED;;OAEG;IACI,YAAY;QACf,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAE1B,IAAI,IAAI,CAAC,oBAAoB,KAAK,IAAI,EAAE,CAAC;YACrC,KAAK,CAAC,4BAA4B,CAAC,mBAAmB,GAAG,IAAI,CAAC,iCAAiC,CAAC;QACpG,CAAC;QAED,KAAK,CAAC,YAAY,GAAG,IAAI,CAAC,mBAAmB,CAAC;QAC9C,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC3B,IAAI,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,CAAC,YAAY,EAAE,CAAC;gBAChE,KAAK,CAAC,kBAAkB,CAAC,IAAI,CAAC,mBAAmB,CAAC,aAAa,EAAE,EAAE,IAAI,CAAC,mBAAmB,CAAC,mBAAmB,CAAC,IAAI,CAAC,CAAC,CAAC;YAC3H,CAAC;YACD,KAAK,CAAC,SAAS,EAAE,CAAC,WAAW,CAAC,IAAI,CAAC,mBAAmB,CAAC,QAAQ,CAAC,CAAC;QACrE,CAAC;QAED,KAAK,CAAC,mBAAmB,EAAE,CAAC;IAChC,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,SAAS,GAAG,CAAC,EAAE,2BAA2B,GAAG,KAAK;QAC5D,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAC1B,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,MAAM,mBAAmB,GAAG,MAAM,CAAC,mBAAmB,CAAC;QAEvD,MAAM,CAAC,mBAAmB,GAAG,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,CAAC;QAE5D,IAAI,CAAC,wBAAwB,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QAEzD,MAAM,QAAQ,GAAG,MAAM,CAAC,iBAAiB,IAAI,MAAM,CAAC,qBAAqB,KAAK,SAAS,CAAC,sBAAsB,CAAC;QAE/G,IAAI,CAAC,QAAQ,EAAE,CAAC;YACZ,mCAAmC;YACnC,IAAI,iBAAiB,GAAkC,IAAI,CAAC;YAC5D,MAAM,iBAAiB,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,KAAK,CAAC,eAAe,EAAE,CAAC,IAAI,CAAC;YAC3F,MAAM,uBAAuB,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,eAAe,EAAE,CAAC,MAAM,CAAC;YAE1G,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;gBAC3B,iBAAiB,GAAG,IAAI,CAAC,mBAAmB,CAAC,SAAS,EAAE,iBAAiB,EAAE,uBAAuB,CAAC,CAAC;YACxG,CAAC;YAED,IAAI,CAAC,iBAAiB,EAAE,CAAC;gBACrB,2FAA2F;gBAC3F,wGAAwG;gBACxG,IAAI,CAAC,IAAI,CAAC,0BAA0B,EAAE,CAAC;oBACnC,IAAI,CAAC,wBAAwB,CAAC,iBAAiB,EAAE,uBAAuB,EAAE,CAAC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,mBAAmB,CAAC,CAAC;oBACxH,IAAI,CAAC,0BAA0B,GAAG,IAAI,CAAC;gBAC3C,CAAC;gBACD,iBAAiB,GAAG,iBAAiB,CAAC;YAC1C,CAAC;iBAAM,CAAC;gBACJ,4DAA4D;gBAC5D,IAAI,CAAC,wBAAwB,CAAC,iBAAiB,EAAE,iBAAiB,CAAC,MAAM,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;YACzG,CAAC;YAED,IAAI,CAAC,wCAAwC,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;YAEzE,IAAI,CAAC,iBAAiB,CAAC,MAAM,CAAC,IAAI,CAAC,oBAAoB,EAAE,iBAAiB,EAAE,IAAI,CAAC,eAAe,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YAEtH,IAAI,CAAC,uCAAuC,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QAC5E,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,0BAA0B,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QAC/D,CAAC;QAED,IAAI,CAAC,2BAA2B,EAAE,CAAC;YAC/B,IAAI,CAAC,uBAAuB,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QAC5D,CAAC;QAED,MAAM,CAAC,mBAAmB,GAAG,mBAAmB,CAAC;IACrD,CAAC;IAED,gBAAgB;IACT,eAAe;QAClB,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAC1B,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,mBAAmB,GAAG,MAAM,CAAC,mBAAmB,CAAC;QAEvD,IAAI,WAAW,GAAG,IAAI,CAAC;QAEvB,IAAI,CAAC,KAAK,CAAC,aAAa,EAAE,EAAE,CAAC;YACzB,mHAAmH;YACnH,KAAK,CAAC,qBAAqB,EAAE,CAAC;QAClC,CAAC;QAED,MAAM,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,CAAC;QACzC,KAAK,IAAI,SAAS,GAAG,CAAC,EAAE,SAAS,GAAG,SAAS,IAAI,WAAW,EAAE,SAAS,EAAE,EAAE,CAAC;YACxE,IAAI,iBAAiB,GAAkC,IAAI,CAAC;YAC5D,MAAM,iBAAiB,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,KAAK,CAAC,eAAe,EAAE,CAAC,IAAI,CAAC;YAC3F,MAAM,uBAAuB,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,eAAe,EAAE,CAAC,MAAM,CAAC;YAE1G,MAAM,CAAC,mBAAmB,GAAG,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,CAAC;YAE5D,IAAI,CAAC,wBAAwB,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;YAEzD,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;gBAC3B,iBAAiB,GAAG,IAAI,CAAC,mBAAmB,CAAC,SAAS,EAAE,iBAAiB,EAAE,uBAAuB,CAAC,CAAC;YACxG,CAAC;YAED,IAAI,CAAC,iBAAiB,EAAE,CAAC;gBACrB,iBAAiB,GAAG,iBAAiB,CAAC;YAC1C,CAAC;YAED,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,sBAAsB,EAAE,CAAC;gBACvC,KAAK,CAAC,qBAAqB,CAAC,IAAI,CAAC,CAAC;YACtC,CAAC;YAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,iBAAiB,CAAC,MAAM,IAAI,WAAW,EAAE,EAAE,CAAC,EAAE,CAAC;gBAC/D,MAAM,IAAI,GAAG,iBAAiB,CAAC,CAAC,CAAC,CAAC;gBAElC,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,IAAI,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,CAAC;oBAC5E,SAAS;gBACb,CAAC;gBAED,IAAI,IAAI,CAAC,qBAAqB,EAAE,CAAC;oBAC7B,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,EAAE,CAAC;wBAC5D,WAAW,GAAG,KAAK,CAAC;wBACpB,SAAS;oBACb,CAAC;gBACL,CAAC;qBAAM,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;oBAC7B,WAAW,GAAG,KAAK,CAAC;oBACpB,SAAS;gBACb,CAAC;YACL,CAAC;YAED,IAAI,CAAC,uBAAuB,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;YAExD,IAAI,SAAS,GAAG,CAAC,EAAE,CAAC;gBAChB,KAAK,CAAC,iBAAiB,EAAE,CAAC;gBAC1B,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAChC,CAAC;QACL,CAAC;QAED,MAAM,eAAe,GAAG,IAAI,CAAC,kBAAkB,IAAI,KAAK,CAAC,eAAe,CAAC;QACzE,KAAK,MAAM,cAAc,IAAI,eAAe,EAAE,CAAC;YAC3C,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,EAAE,CAAC;gBAC5B,WAAW,GAAG,KAAK,CAAC;YACxB,CAAC;QACL,CAAC;QAED,MAAM,CAAC,mBAAmB,GAAG,mBAAmB,CAAC;QAEjD,OAAO,WAAW,CAAC;IACvB,CAAC;IAEO,wBAAwB,CAAC,iBAAsC,EAAE,uBAA+B,EAAE,cAAuB;QAC7H,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAC1B,MAAM,MAAM,GAAG,KAAK,CAAC,YAAY,CAAC,CAAC,2HAA2H;QAC9J,MAAM,YAAY,GAAG,IAAI,CAAC,YAAY,IAAI,MAAM,CAAC;QAEjD,IAAI,CAAC,iBAAiB,CAAC,KAAK,EAAE,CAAC;QAE/B,MAAM,aAAa,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC;QAC1C,MAAM,cAAc,GAAG,KAAK,CAAC,UAAU,EAAE,CAAC;QAC1C,KAAK,IAAI,SAAS,GAAG,CAAC,EAAE,SAAS,GAAG,uBAAuB,EAAE,SAAS,EAAE,EAAE,CAAC;YACvE,MAAM,IAAI,GAAG,iBAAiB,CAAC,SAAS,CAAC,CAAC;YAE1C,IAAI,IAAI,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,CAAC;gBAC1B,IAAI,IAAI,CAAC,qBAAqB,EAAE,CAAC;oBAC7B,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,KAAK,CAAC,EAAE,CAAC;wBAC7D,IAAI,CAAC,mBAAmB,EAAE,CAAC;wBAC3B,SAAS;oBACb,CAAC;gBACL,CAAC;qBAAM,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,WAAW,KAAK,CAAC,CAAC,EAAE,CAAC;oBAC/C,IAAI,CAAC,mBAAmB,EAAE,CAAC;oBAC3B,SAAS;gBACb,CAAC;gBAED,IAAI,YAAY,GAA2B,IAAI,CAAC;gBAEhD,IAAI,YAAY,EAAE,CAAC;oBACf,MAAM,sBAAsB,GAAG,IAAI,CAAC,6BAA6B,CAAC,WAAW,CAAC,GAAG,CAAC,YAAY,CAAC,CAAC;oBAChG,IAAI,CAAC,sBAAsB,IAAI,sBAAsB,CAAC,CAAC,CAAC,KAAK,cAAc,EAAE,CAAC;wBAC1E,YAAY,GAAG,KAAK,CAAC,iBAAiB,CAAC,CAAC,CAAC,KAAK,CAAC,iBAAiB,CAAC,IAAI,EAAE,YAAY,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,CAAC;wBACjH,IAAI,CAAC,sBAAsB,EAAE,CAAC;4BAC1B,IAAI,CAAC,6BAA6B,CAAC,WAAW,CAAC,GAAG,CAAC,YAAY,EAAE,CAAC,YAAY,EAAE,cAAc,CAAC,CAAC,CAAC;wBACrG,CAAC;6BAAM,CAAC;4BACJ,sBAAsB,CAAC,CAAC,CAAC,GAAG,YAAY,CAAC;4BACzC,sBAAsB,CAAC,CAAC,CAAC,GAAG,cAAc,CAAC;wBAC/C,CAAC;oBACL,CAAC;yBAAM,CAAC;wBACJ,YAAY,GAAG,sBAAsB,CAAC,CAAC,CAAC,CAAC;oBAC7C,CAAC;gBACL,CAAC;qBAAM,CAAC;oBACJ,YAAY,GAAG,IAAI,CAAC;gBACxB,CAAC;gBAED,IAAI,CAAC,YAAY,EAAE,CAAC;oBAChB,SAAS;gBACb,CAAC;gBAED,IAAI,YAAY,KAAK,IAAI,IAAI,YAAY,CAAC,aAAa,KAAK,CAAC,EAAE,CAAC;oBAC5D,YAAY,CAAC,kBAAkB,EAAE,CAAC,CAAC,2CAA2C;gBAClF,CAAC;gBAED,YAAY,CAAC,oCAAoC,CAAC,aAAa,CAAC,CAAC;gBAEjE,IAAI,QAAQ,CAAC;gBACb,IAAI,cAAc,IAAI,MAAM,EAAE,CAAC;oBAC3B,QAAQ,GAAG,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;gBACzD,CAAC;qBAAM,CAAC;oBACJ,QAAQ,GAAG,KAAK,CAAC;gBACrB,CAAC;gBAED,IAAI,IAAI,CAAC,SAAS,EAAE,IAAI,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,SAAS,IAAI,CAAC,QAAQ,EAAE,CAAC;oBACpE,IAAI,YAAY,KAAK,IAAI,EAAE,CAAC;wBACxB,YAAY,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,CAAC,CAAC;oBAChD,CAAC;oBACD,IAAI,IAAI,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,CAAC,IAAI,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;wBAC/D,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC;4BACrB,YAAY,CAAC,6BAA6B,CAAC,6BAA6B,GAAG,KAAK,CAAC;wBACrF,CAAC;6BAAM,CAAC;4BACJ,IAAI,IAAI,CAAC,6BAA6B,CAAC,iBAAiB,EAAE,CAAC;gCACvD,YAAY,GAAG,IAAI,CAAC;4BACxB,CAAC;wBACL,CAAC;wBACD,YAAY,CAAC,6BAA6B,CAAC,qBAAqB,GAAG,IAAI,CAAC;wBAExE,KAAK,CAAC,gBAAgB,CAAC,YAAY,CAAC,CAAC;wBAErC,KAAK,IAAI,QAAQ,GAAG,CAAC,EAAE,QAAQ,GAAG,YAAY,CAAC,SAAS,CAAC,MAAM,EAAE,QAAQ,EAAE,EAAE,CAAC;4BAC1E,MAAM,OAAO,GAAG,YAAY,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC;4BACjD,IAAI,CAAC,iBAAiB,CAAC,QAAQ,CAAC,OAAO,EAAE,YAAY,CAAC,CAAC;wBAC3D,CAAC;oBACL,CAAC;oBAED,IAAI,CAAC,aAAa,EAAE,CAAC;gBACzB,CAAC;YACL,CAAC;QACL,CAAC;QAED,MAAM,eAAe,GAAG,IAAI,CAAC,kBAAkB,IAAI,KAAK,CAAC,eAAe,CAAC;QACzE,KAAK,IAAI,aAAa,GAAG,CAAC,EAAE,aAAa,GAAG,eAAe,CAAC,MAAM,EAAE,aAAa,EAAE,EAAE,CAAC;YAClF,MAAM,cAAc,GAAG,eAAe,CAAC,aAAa,CAAC,CAAC;YAEtD,MAAM,OAAO,GAAQ,cAAc,CAAC,OAAO,CAAC;YAE5C,IAAI,CAAC,cAAc,CAAC,SAAS,EAAE,IAAI,CAAC,OAAO,IAAI,CAAC,OAAO,CAAC,QAAQ,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC;gBACxF,SAAS;YACb,CAAC;YAED,IAAI,CAAC,iBAAiB,CAAC,iBAAiB,CAAC,cAAc,CAAC,CAAC;QAC7D,CAAC;IACL,CAAC;IAED;;;;;;;;OAQG;IACI,iBAAiB,CACpB,gBAAwB,EACxB,sBAAoE,IAAI,EACxE,yBAAuE,IAAI,EAC3E,2BAAyE,IAAI;QAE7E,IAAI,CAAC,iBAAiB,CAAC,iBAAiB,CAAC,gBAAgB,EAAE,mBAAmB,EAAE,sBAAsB,EAAE,wBAAwB,CAAC,CAAC;IACtI,CAAC;IAED;;;;;;;OAOG;IACI,iCAAiC,CAAC,gBAAwB,EAAE,qBAA8B,EAAE,KAAK,GAAG,IAAI,EAAE,OAAO,GAAG,IAAI;QAC3H,IAAI,CAAC,iBAAiB,CAAC,iCAAiC,CAAC,gBAAgB,EAAE,qBAAqB,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAClH,IAAI,CAAC,iBAAiB,CAAC,uBAAuB,GAAG,KAAK,CAAC;IAC3D,CAAC;IAED;;;OAGG;IACI,KAAK;QACR,MAAM,WAAW,GAAG,IAAI,cAAc,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QAE7E,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;YAClB,WAAW,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QACtD,CAAC;QAED,OAAO,WAAW,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,eAAe,EAAE,CAAC,IAAI,CAAC;QAC1F,MAAM,gBAAgB,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,eAAe,EAAE,CAAC,MAAM,CAAC;QACzG,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,gBAAgB,EAAE,CAAC,EAAE,EAAE,CAAC;YACxC,MAAM,IAAI,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC;YAC3B,IAAI,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,YAAY,CAAC,KAAK,SAAS,EAAE,CAAC;gBACjE,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,YAAY,EAAE,SAAS,CAAC,CAAC;YAChE,CAAC;QACL,CAAC;QAED,IAAI,CAAC,wBAAwB,CAAC,KAAK,EAAE,CAAC;QACtC,IAAI,CAAC,uBAAuB,CAAC,KAAK,EAAE,CAAC;QACrC,IAAI,CAAC,wCAAwC,CAAC,KAAK,EAAE,CAAC;QACtD,IAAI,CAAC,uCAAuC,CAAC,KAAK,EAAE,CAAC;QACrD,IAAI,CAAC,0BAA0B,CAAC,KAAK,EAAE,CAAC;QAExC,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAE5B,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;IAC3B,CAAC;IAED,gBAAgB;IACT,QAAQ;QACX,IAAI,IAAI,CAAC,WAAW,KAAK,cAAc,CAAC,uBAAuB,EAAE,CAAC;YAC9D,IAAI,CAAC,WAAW,GAAG,cAAc,CAAC,uBAAuB,CAAC;QAC9D,CAAC;IACL,CAAC;IAED;;OAEG;IACI,mBAAmB;QACtB,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;YACzB,IAAI,CAAC,iBAAiB,CAAC,mBAAmB,EAAE,CAAC;QACjD,CAAC;IACL,CAAC;;AA7uBD;;GAEG;AACoB,sCAAuB,GAAW,CAAC,AAAZ,CAAa;AAC3D;;GAEG;AACoB,8CAA+B,GAAW,CAAC,AAAZ,CAAa;AACnE;;;GAGG;AACoB,kDAAmC,GAAW,CAAC,AAAZ,CAAa","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { SmartArray, Nullable, Immutable, Camera, Scene, AbstractMesh, SubMesh, Material, IParticleSystem, InstancedMesh } from \"core/index\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { RenderingManager } from \"../Rendering/renderingManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { _ObserveArray } from \"../Misc/arrayTools\";\r\n\r\n/**\r\n * Defines the options of the object renderer\r\n */\r\nexport interface ObjectRendererOptions {\r\n /** The number of passes the renderer will support (1 by default) */\r\n numPasses?: number;\r\n\r\n /** True (default) to not change the aspect ratio of the scene in the RTT */\r\n doNotChangeAspectRatio?: boolean;\r\n}\r\n\r\n/**\r\n * A class that renders objects to the currently bound render target.\r\n * This class only renders objects, and is not concerned with the output texture or post-processing.\r\n */\r\nexport class ObjectRenderer {\r\n /**\r\n * Objects will only be rendered once which can be useful to improve performance if everything in your render is static for instance.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONCE: number = 0;\r\n /**\r\n * Objects will be rendered every frame and is recommended for dynamic contents.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number = 1;\r\n /**\r\n * Objects will be rendered every 2 frames which could be enough if your dynamic objects are not\r\n * the central point of your effect and can save a lot of performances.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number = 2;\r\n\r\n /**\r\n * Use this predicate to dynamically define the list of mesh you want to render.\r\n * If set, the renderList property will be overwritten.\r\n */\r\n public renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;\r\n\r\n private _renderList: Nullable<Array<AbstractMesh>>;\r\n private _unObserveRenderList: Nullable<() => void> = null;\r\n\r\n /**\r\n * Use this list to define the list of mesh you want to render.\r\n */\r\n public get renderList(): Nullable<Array<AbstractMesh>> {\r\n return this._renderList;\r\n }\r\n\r\n public set renderList(value: Nullable<Array<AbstractMesh>>) {\r\n if (this._renderList === value) {\r\n return;\r\n }\r\n if (this._unObserveRenderList) {\r\n this._unObserveRenderList();\r\n this._unObserveRenderList = null;\r\n }\r\n\r\n if (value) {\r\n this._unObserveRenderList = _ObserveArray(value, this._renderListHasChanged);\r\n }\r\n\r\n this._renderList = value;\r\n }\r\n\r\n private _renderListHasChanged = (_functionName: String, previousLength: number) => {\r\n const newLength = this._renderList ? this._renderList.length : 0;\r\n if ((previousLength === 0 && newLength > 0) || newLength === 0) {\r\n this._scene.meshes.forEach((mesh) => {\r\n mesh._markSubMeshesAsLightDirty();\r\n });\r\n }\r\n };\r\n\r\n /**\r\n * Define the list of particle systems to render. If not provided, will render all the particle systems of the scene.\r\n * Note that the particle systems are rendered only if renderParticles is set to true.\r\n */\r\n public particleSystemList: Nullable<Array<IParticleSystem>> = null;\r\n\r\n /**\r\n * Use this function to overload the renderList array at rendering time.\r\n * Return null to render with the current renderList, else return the list of meshes to use for rendering.\r\n * For 2DArray, layerOrFace is the index of the layer that is going to be rendered, else it is the faceIndex of\r\n * the cube (if the RTT is a cube, else layerOrFace=0).\r\n * The renderList passed to the function is the current render list (the one that will be used if the function returns null).\r\n * The length of this list is passed through renderListLength: don't use renderList.length directly because the array can\r\n * hold dummy elements!\r\n */\r\n public getCustomRenderList: Nullable<(layerOrFace: number, renderList: Nullable<Immutable<Array<AbstractMesh>>>, renderListLength: number) => Nullable<Array<AbstractMesh>>> =\r\n null;\r\n\r\n /**\r\n * Define if particles should be rendered.\r\n */\r\n public renderParticles = true;\r\n\r\n /**\r\n * Define if sprites should be rendered.\r\n */\r\n public renderSprites = false;\r\n\r\n /**\r\n * Force checking the layerMask property even if a custom list of meshes is provided (ie. if renderList is not undefined)\r\n */\r\n public forceLayerMaskCheck = false;\r\n\r\n /**\r\n * Define the camera used to render the objects.\r\n */\r\n public activeCamera: Nullable<Camera>;\r\n\r\n /**\r\n * Define the camera used to calculate the LOD of the objects.\r\n * If not defined, activeCamera will be used. If not defined nor activeCamera, scene's active camera will be used.\r\n */\r\n public cameraForLOD: Nullable<Camera>;\r\n\r\n private _renderInLinearSpace: Nullable<boolean> = null;\r\n /**\r\n * If true, the object renderer will render all objects in linear color space.\r\n * If null (default value), the renderer will use the current setting of the scene's image processing configuration to determine if it should render in linear color space.\r\n */\r\n public get renderInLinearSpace() {\r\n return this._renderInLinearSpace;\r\n }\r\n\r\n public set renderInLinearSpace(value: Nullable<boolean>) {\r\n if (value === this._renderInLinearSpace) {\r\n return;\r\n }\r\n\r\n this._renderInLinearSpace = value;\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_ImageProcessingDirtyFlag);\r\n }\r\n\r\n /**\r\n * Override the mesh isReady function with your own one.\r\n */\r\n public customIsReadyFunction: (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => boolean;\r\n\r\n /**\r\n * Override the render function with your own one.\r\n */\r\n public customRenderFunction: (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>,\r\n beforeTransparents?: () => void\r\n ) => void;\r\n\r\n /**\r\n * An event triggered before rendering the objects\r\n */\r\n public readonly onBeforeRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered after rendering the objects\r\n */\r\n public readonly onAfterRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered before the rendering group is processed\r\n */\r\n public readonly onBeforeRenderingManagerRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered after the rendering group is processed\r\n */\r\n public readonly onAfterRenderingManagerRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered when fast path rendering is used\r\n */\r\n public readonly onFastPathRenderObservable = new Observable<number>();\r\n\r\n protected _scene: Scene;\r\n /** @internal */\r\n public _renderingManager: RenderingManager;\r\n /** @internal */\r\n public _waitingRenderList?: string[];\r\n protected _currentRefreshId = -1;\r\n protected _refreshRate = 1;\r\n protected _currentApplyByPostProcessSetting = false;\r\n\r\n /**\r\n * The options used by the object renderer\r\n */\r\n public options: Required<ObjectRendererOptions>;\r\n\r\n private _name: string;\r\n /**\r\n * Friendly name of the object renderer\r\n */\r\n public get name() {\r\n return this._name;\r\n }\r\n\r\n public set name(value: string) {\r\n if (this._name === value) {\r\n return;\r\n }\r\n\r\n this._name = value;\r\n\r\n if (!this._scene) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n const renderPassId = this._renderPassIds[i];\r\n engine._renderPassNames[renderPassId] = `${this._name}#${i}`;\r\n }\r\n }\r\n\r\n /**\r\n * Current render pass id. Note it can change over the rendering as there's a separate id for each face of a cube / each layer of an array layer!\r\n */\r\n public renderPassId: number;\r\n private readonly _renderPassIds: number[];\r\n /**\r\n * Gets the render pass ids used by the object renderer.\r\n */\r\n public get renderPassIds(): readonly number[] {\r\n return this._renderPassIds;\r\n }\r\n\r\n /**\r\n * Gets the current value of the refreshId counter\r\n */\r\n public get currentRefreshId() {\r\n return this._currentRefreshId;\r\n }\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes with this object renderer\r\n * @param mesh mesh or array of meshes\r\n * @param material material or array of materials to use for this render pass. If undefined is passed, no specific material will be used but the regular material instead (mesh.material). It's possible to provide an array of materials to use a different material for each rendering pass.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material | Material[]): void {\r\n let meshes;\r\n if (!Array.isArray(mesh)) {\r\n meshes = [mesh];\r\n } else {\r\n meshes = mesh;\r\n }\r\n for (let j = 0; j < meshes.length; ++j) {\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n let mesh = meshes[j];\r\n if (meshes[j].isAnInstance) {\r\n mesh = (meshes[j] as InstancedMesh).sourceMesh;\r\n }\r\n mesh.setMaterialForRenderPass(this._renderPassIds[i], material !== undefined ? (Array.isArray(material) ? material[i] : material) : undefined);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates an object renderer.\r\n * @param name The friendly name of the object renderer\r\n * @param scene The scene the renderer belongs to\r\n * @param options The options used to create the renderer (optional)\r\n */\r\n constructor(name: string, scene: Scene, options?: ObjectRendererOptions) {\r\n this.name = name;\r\n this._scene = scene;\r\n\r\n this.renderList = [] as AbstractMesh[];\r\n this._renderPassIds = [];\r\n\r\n this.options = {\r\n numPasses: 1,\r\n doNotChangeAspectRatio: true,\r\n ...options,\r\n };\r\n\r\n this._createRenderPassId();\r\n\r\n this.renderPassId = this._renderPassIds[0];\r\n\r\n // Rendering groups\r\n this._renderingManager = new RenderingManager(scene);\r\n this._renderingManager._useSceneAutoClearSetup = true;\r\n }\r\n\r\n private _releaseRenderPassId(): void {\r\n const engine = this._scene.getEngine();\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds.length = 0;\r\n }\r\n\r\n private _createRenderPassId(): void {\r\n this._releaseRenderPassId();\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n this._renderPassIds[i] = engine.createRenderPassId(`${this.name}#${i}`);\r\n }\r\n }\r\n\r\n /**\r\n * Resets the refresh counter of the renderer and start back from scratch.\r\n * Could be useful to re-render if it is setup to render only once.\r\n */\r\n public resetRefreshCounter(): void {\r\n this._currentRefreshId = -1;\r\n }\r\n\r\n /**\r\n * Defines the refresh rate of the rendering or the rendering frequency.\r\n * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...\r\n */\r\n public get refreshRate(): number {\r\n return this._refreshRate;\r\n }\r\n public set refreshRate(value: number) {\r\n this._refreshRate = value;\r\n this.resetRefreshCounter();\r\n }\r\n\r\n /**\r\n * Indicates if the renderer should render the current frame.\r\n * The output is based on the specified refresh rate.\r\n * @returns true if the renderer should render the current frame\r\n */\r\n public shouldRender(): boolean {\r\n if (this._currentRefreshId === -1) {\r\n // At least render once\r\n this._currentRefreshId = 1;\r\n return true;\r\n }\r\n\r\n if (this.refreshRate === this._currentRefreshId) {\r\n this._currentRefreshId = 1;\r\n return true;\r\n }\r\n\r\n this._currentRefreshId++;\r\n return false;\r\n }\r\n\r\n /**\r\n * This function will check if the renderer is ready to render (textures are loaded, shaders are compiled)\r\n * @param viewportWidth defines the width of the viewport\r\n * @param viewportHeight defines the height of the viewport\r\n * @returns true if all required resources are ready\r\n */\r\n public isReadyForRendering(viewportWidth: number, viewportHeight: number): boolean {\r\n this.prepareRenderList();\r\n this.initRender(viewportWidth, viewportHeight);\r\n\r\n const isReady = this._checkReadiness();\r\n\r\n this.finishRender();\r\n\r\n return isReady;\r\n }\r\n\r\n /**\r\n * Makes sure the list of meshes is ready to be rendered\r\n * You should call this function before \"initRender\", but if you know the render list is ok, you may call \"initRender\" directly\r\n */\r\n public prepareRenderList(): void {\r\n const scene = this._scene;\r\n\r\n if (this._waitingRenderList) {\r\n if (!this.renderListPredicate) {\r\n this.renderList = [];\r\n for (let index = 0; index < this._waitingRenderList.length; index++) {\r\n const id = this._waitingRenderList[index];\r\n const mesh = scene.getMeshById(id);\r\n if (mesh) {\r\n this.renderList.push(mesh);\r\n }\r\n }\r\n }\r\n this._waitingRenderList = undefined;\r\n }\r\n\r\n // Is predicate defined?\r\n if (this.renderListPredicate) {\r\n if (this.renderList) {\r\n this.renderList.length = 0; // Clear previous renderList\r\n } else {\r\n this.renderList = [];\r\n }\r\n\r\n const sceneMeshes = this._scene.meshes;\r\n\r\n for (let index = 0; index < sceneMeshes.length; index++) {\r\n const mesh = sceneMeshes[index];\r\n if (this.renderListPredicate(mesh)) {\r\n this.renderList.push(mesh);\r\n }\r\n }\r\n }\r\n\r\n this._currentApplyByPostProcessSetting = this._scene.imageProcessingConfiguration.applyByPostProcess;\r\n if (this._renderInLinearSpace !== null) {\r\n // we do not use the applyByPostProcess setter to avoid flagging all the materials as \"image processing dirty\"!\r\n this._scene.imageProcessingConfiguration._applyByPostProcess = this._renderInLinearSpace;\r\n }\r\n }\r\n\r\n private _defaultRenderListPrepared: boolean;\r\n private _currentSceneCamera: Nullable<Camera> = null;\r\n\r\n /**\r\n * This method makes sure everything is setup before \"render\" can be called\r\n * @param viewportWidth Width of the viewport to render to\r\n * @param viewportHeight Height of the viewport to render to\r\n */\r\n public initRender(viewportWidth: number, viewportHeight: number): void {\r\n const engine = this._scene.getEngine();\r\n const camera: Nullable<Camera> = this.activeCamera ?? this._scene.activeCamera;\r\n\r\n this._currentSceneCamera = this._scene.activeCamera;\r\n\r\n if (camera) {\r\n if (camera !== this._scene.activeCamera) {\r\n this._scene.setTransformMatrix(camera.getViewMatrix(), camera.getProjectionMatrix(true));\r\n this._scene.activeCamera = camera;\r\n }\r\n engine.setViewport(camera.rigParent ? camera.rigParent.viewport : camera.viewport, viewportWidth, viewportHeight);\r\n }\r\n\r\n this._defaultRenderListPrepared = false;\r\n }\r\n\r\n /**\r\n * This method must be called after the \"render\" call(s), to complete the rendering process.\r\n */\r\n public finishRender() {\r\n const scene = this._scene;\r\n\r\n if (this._renderInLinearSpace !== null) {\r\n scene.imageProcessingConfiguration._applyByPostProcess = this._currentApplyByPostProcessSetting;\r\n }\r\n\r\n scene.activeCamera = this._currentSceneCamera;\r\n if (this._currentSceneCamera) {\r\n if (this.activeCamera && this.activeCamera !== scene.activeCamera) {\r\n scene.setTransformMatrix(this._currentSceneCamera.getViewMatrix(), this._currentSceneCamera.getProjectionMatrix(true));\r\n }\r\n scene.getEngine().setViewport(this._currentSceneCamera.viewport);\r\n }\r\n\r\n scene.resetCachedMaterial();\r\n }\r\n\r\n /**\r\n * Renders all the objects (meshes, particles systems, sprites) to the currently bound render target texture.\r\n * @param passIndex defines the pass index to use (default: 0)\r\n * @param skipOnAfterRenderObservable defines a flag to skip raising the onAfterRenderObservable\r\n */\r\n public render(passIndex = 0, skipOnAfterRenderObservable = false): void {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n engine.currentRenderPassId = this._renderPassIds[passIndex];\r\n\r\n this.onBeforeRenderObservable.notifyObservers(passIndex);\r\n\r\n const fastPath = engine.snapshotRendering && engine.snapshotRenderingMode === Constants.SNAPSHOTRENDERING_FAST;\r\n\r\n if (!fastPath) {\r\n // Get the list of meshes to render\r\n let currentRenderList: Nullable<Array<AbstractMesh>> = null;\r\n const defaultRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;\r\n const defaultRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;\r\n\r\n if (this.getCustomRenderList) {\r\n currentRenderList = this.getCustomRenderList(passIndex, defaultRenderList, defaultRenderListLength);\r\n }\r\n\r\n if (!currentRenderList) {\r\n // No custom render list provided, we prepare the rendering for the default list, but check\r\n // first if we did not already performed the preparation before so as to avoid re-doing it several times\r\n if (!this._defaultRenderListPrepared) {\r\n this._prepareRenderingManager(defaultRenderList, defaultRenderListLength, !this.renderList || this.forceLayerMaskCheck);\r\n this._defaultRenderListPrepared = true;\r\n }\r\n currentRenderList = defaultRenderList;\r\n } else {\r\n // Prepare the rendering for the custom render list provided\r\n this._prepareRenderingManager(currentRenderList, currentRenderList.length, this.forceLayerMaskCheck);\r\n }\r\n\r\n this.onBeforeRenderingManagerRenderObservable.notifyObservers(passIndex);\r\n\r\n this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);\r\n\r\n this.onAfterRenderingManagerRenderObservable.notifyObservers(passIndex);\r\n } else {\r\n this.onFastPathRenderObservable.notifyObservers(passIndex);\r\n }\r\n\r\n if (!skipOnAfterRenderObservable) {\r\n this.onAfterRenderObservable.notifyObservers(passIndex);\r\n }\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n }\r\n\r\n /** @internal */\r\n public _checkReadiness(): boolean {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n let returnValue = true;\r\n\r\n if (!scene.getViewMatrix()) {\r\n // We probably didn't execute scene.render() yet, so make sure we have a view/projection matrix setup for the scene\r\n scene.updateTransformMatrix();\r\n }\r\n\r\n const numPasses = this.options.numPasses;\r\n for (let passIndex = 0; passIndex < numPasses && returnValue; passIndex++) {\r\n let currentRenderList: Nullable<Array<AbstractMesh>> = null;\r\n const defaultRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;\r\n const defaultRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;\r\n\r\n engine.currentRenderPassId = this._renderPassIds[passIndex];\r\n\r\n this.onBeforeRenderObservable.notifyObservers(passIndex);\r\n\r\n if (this.getCustomRenderList) {\r\n currentRenderList = this.getCustomRenderList(passIndex, defaultRenderList, defaultRenderListLength);\r\n }\r\n\r\n if (!currentRenderList) {\r\n currentRenderList = defaultRenderList;\r\n }\r\n\r\n if (!this.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n\r\n for (let i = 0; i < currentRenderList.length && returnValue; ++i) {\r\n const mesh = currentRenderList[i];\r\n\r\n if (!mesh.isEnabled() || mesh.isBlocked || !mesh.isVisible || !mesh.subMeshes) {\r\n continue;\r\n }\r\n\r\n if (this.customIsReadyFunction) {\r\n if (!this.customIsReadyFunction(mesh, this.refreshRate, true)) {\r\n returnValue = false;\r\n continue;\r\n }\r\n } else if (!mesh.isReady(true)) {\r\n returnValue = false;\r\n continue;\r\n }\r\n }\r\n\r\n this.onAfterRenderObservable.notifyObservers(passIndex);\r\n\r\n if (numPasses > 1) {\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n }\r\n }\r\n\r\n const particleSystems = this.particleSystemList || scene.particleSystems;\r\n for (const particleSystem of particleSystems) {\r\n if (!particleSystem.isReady()) {\r\n returnValue = false;\r\n }\r\n }\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n\r\n return returnValue;\r\n }\r\n\r\n private _prepareRenderingManager(currentRenderList: Array<AbstractMesh>, currentRenderListLength: number, checkLayerMask: boolean): void {\r\n const scene = this._scene;\r\n const camera = scene.activeCamera; // note that at this point, scene.activeCamera == this.activeCamera if defined, because initRender() has been called before\r\n const cameraForLOD = this.cameraForLOD ?? camera;\r\n\r\n this._renderingManager.reset();\r\n\r\n const sceneRenderId = scene.getRenderId();\r\n const currentFrameId = scene.getFrameId();\r\n for (let meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {\r\n const mesh = currentRenderList[meshIndex];\r\n\r\n if (mesh && !mesh.isBlocked) {\r\n if (this.customIsReadyFunction) {\r\n if (!this.customIsReadyFunction(mesh, this.refreshRate, false)) {\r\n this.resetRefreshCounter();\r\n continue;\r\n }\r\n } else if (!mesh.isReady(this.refreshRate === 0)) {\r\n this.resetRefreshCounter();\r\n continue;\r\n }\r\n\r\n let meshToRender: Nullable<AbstractMesh> = null;\r\n\r\n if (cameraForLOD) {\r\n const meshToRenderAndFrameId = mesh._internalAbstractMeshDataInfo._currentLOD.get(cameraForLOD);\r\n if (!meshToRenderAndFrameId || meshToRenderAndFrameId[1] !== currentFrameId) {\r\n meshToRender = scene.customLODSelector ? scene.customLODSelector(mesh, cameraForLOD) : mesh.getLOD(cameraForLOD);\r\n if (!meshToRenderAndFrameId) {\r\n mesh._internalAbstractMeshDataInfo._currentLOD.set(cameraForLOD, [meshToRender, currentFrameId]);\r\n } else {\r\n meshToRenderAndFrameId[0] = meshToRender;\r\n meshToRenderAndFrameId[1] = currentFrameId;\r\n }\r\n } else {\r\n meshToRender = meshToRenderAndFrameId[0];\r\n }\r\n } else {\r\n meshToRender = mesh;\r\n }\r\n\r\n if (!meshToRender) {\r\n continue;\r\n }\r\n\r\n if (meshToRender !== mesh && meshToRender.billboardMode !== 0) {\r\n meshToRender.computeWorldMatrix(); // Compute world matrix if LOD is billboard\r\n }\r\n\r\n meshToRender._preActivateForIntermediateRendering(sceneRenderId);\r\n\r\n let isMasked;\r\n if (checkLayerMask && camera) {\r\n isMasked = (mesh.layerMask & camera.layerMask) === 0;\r\n } else {\r\n isMasked = false;\r\n }\r\n\r\n if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {\r\n if (meshToRender !== mesh) {\r\n meshToRender._activate(sceneRenderId, true);\r\n }\r\n if (mesh._activate(sceneRenderId, true) && mesh.subMeshes.length) {\r\n if (!mesh.isAnInstance) {\r\n meshToRender._internalAbstractMeshDataInfo._onlyForInstancesIntermediate = false;\r\n } else {\r\n if (mesh._internalAbstractMeshDataInfo._actAsRegularMesh) {\r\n meshToRender = mesh;\r\n }\r\n }\r\n meshToRender._internalAbstractMeshDataInfo._isActiveIntermediate = true;\r\n\r\n scene._prepareSkeleton(meshToRender);\r\n\r\n for (let subIndex = 0; subIndex < meshToRender.subMeshes.length; subIndex++) {\r\n const subMesh = meshToRender.subMeshes[subIndex];\r\n this._renderingManager.dispatch(subMesh, meshToRender);\r\n }\r\n }\r\n\r\n mesh._postActivate();\r\n }\r\n }\r\n }\r\n\r\n const particleSystems = this.particleSystemList || scene.particleSystems;\r\n for (let particleIndex = 0; particleIndex < particleSystems.length; particleIndex++) {\r\n const particleSystem = particleSystems[particleIndex];\r\n\r\n const emitter: any = particleSystem.emitter;\r\n\r\n if (!particleSystem.isStarted() || !emitter || (emitter.position && !emitter.isEnabled())) {\r\n continue;\r\n }\r\n\r\n this._renderingManager.dispatchParticles(particleSystem);\r\n }\r\n }\r\n\r\n /**\r\n * Overrides the default sort function applied in the rendering group to prepare the meshes.\r\n * This allowed control for front to back rendering or reversely depending of the special needs.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\r\n * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\r\n * @param transparentSortCompareFn The transparent queue comparison function use to sort.\r\n */\r\n public setRenderingOrder(\r\n renderingGroupId: number,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null\r\n ): void {\r\n this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);\r\n }\r\n\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n * @param depth Automatically clears depth between groups if true and autoClear is true.\r\n * @param stencil Automatically clears stencil between groups if true and autoClear is true.\r\n */\r\n public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth = true, stencil = true): void {\r\n this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);\r\n this._renderingManager._useSceneAutoClearSetup = false;\r\n }\r\n\r\n /**\r\n * Clones the renderer.\r\n * @returns the cloned renderer\r\n */\r\n public clone(): ObjectRenderer {\r\n const newRenderer = new ObjectRenderer(this.name, this._scene, this.options);\r\n\r\n if (this.renderList) {\r\n newRenderer.renderList = this.renderList.slice(0);\r\n }\r\n\r\n return newRenderer;\r\n }\r\n\r\n /**\r\n * Dispose the renderer and release its associated resources.\r\n */\r\n public dispose(): void {\r\n const renderList = this.renderList ? this.renderList : this._scene.getActiveMeshes().data;\r\n const renderListLength = this.renderList ? this.renderList.length : this._scene.getActiveMeshes().length;\r\n for (let i = 0; i < renderListLength; i++) {\r\n const mesh = renderList[i];\r\n if (mesh.getMaterialForRenderPass(this.renderPassId) !== undefined) {\r\n mesh.setMaterialForRenderPass(this.renderPassId, undefined);\r\n }\r\n }\r\n\r\n this.onBeforeRenderObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onBeforeRenderingManagerRenderObservable.clear();\r\n this.onAfterRenderingManagerRenderObservable.clear();\r\n this.onFastPathRenderObservable.clear();\r\n\r\n this._releaseRenderPassId();\r\n\r\n this.renderList = null;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n if (this.refreshRate === ObjectRenderer.REFRESHRATE_RENDER_ONCE) {\r\n this.refreshRate = ObjectRenderer.REFRESHRATE_RENDER_ONCE;\r\n }\r\n }\r\n\r\n /**\r\n * Clear the info related to rendering groups preventing retention point in material dispose.\r\n */\r\n public freeRenderingGroups(): void {\r\n if (this._renderingManager) {\r\n this._renderingManager.freeRenderingGroups();\r\n }\r\n }\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"objectRenderer.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/objectRenderer.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,gBAAgB,EAAE,MAAM,+BAA+B,CAAC;AACjE,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AAanD;;;GAGG;AACH,MAAM,OAAO,cAAc;IAwBvB;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,UAAU,CAAC,KAAoC;QACtD,IAAI,IAAI,CAAC,WAAW,KAAK,KAAK,EAAE,CAAC;YAC7B,OAAO;QACX,CAAC;QACD,IAAI,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;QACrC,CAAC;QAED,IAAI,KAAK,EAAE,CAAC;YACR,IAAI,CAAC,oBAAoB,GAAG,aAAa,CAAC,KAAK,EAAE,IAAI,CAAC,qBAAqB,CAAC,CAAC;QACjF,CAAC;QAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;IAC7B,CAAC;IAwDD;;;OAGG;IACH,IAAW,sBAAsB;QAC7B,OAAO,IAAI,CAAC,uBAAuB,CAAC;IACxC,CAAC;IAED,IAAW,sBAAsB,CAAC,KAAc;QAC5C,IAAI,KAAK,KAAK,IAAI,CAAC,uBAAuB,EAAE,CAAC;YACzC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;QACrC,IAAI,CAAC,MAAM,CAAC,uBAAuB,CAAC,SAAS,CAAC,iCAAiC,CAAC,CAAC;IACrF,CAAC;IA0DD;;OAEG;IACH,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED,IAAW,IAAI,CAAC,KAAa;QACzB,IAAI,IAAI,CAAC,KAAK,KAAK,KAAK,EAAE,CAAC;YACvB,OAAO;QACX,CAAC;QAED,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QAEnB,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,CAAC;YACf,OAAO;QACX,CAAC;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;YAClD,MAAM,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC;YAC5C,MAAM,CAAC,gBAAgB,CAAC,YAAY,CAAC,GAAG,GAAG,IAAI,CAAC,KAAK,IAAI,CAAC,EAAE,CAAC;QACjE,CAAC;IACL,CAAC;IAOD;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,iBAAiB,CAAC;IAClC,CAAC;IAED;;;;OAIG;IACI,uBAAuB,CAAC,IAAmC,EAAE,QAAgC;QAChG,IAAI,MAAM,CAAC;QACX,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;YACvB,MAAM,GAAG,CAAC,IAAI,CAAC,CAAC;QACpB,CAAC;aAAM,CAAC;YACJ,MAAM,GAAG,IAAI,CAAC;QAClB,CAAC;QACD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;YACrC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC,EAAE,CAAC;gBAC9C,IAAI,IAAI,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;gBACrB,IAAI,MAAM,CAAC,CAAC,CAAC,CAAC,YAAY,EAAE,CAAC;oBACzB,IAAI,GAAI,MAAM,CAAC,CAAC,CAAmB,CAAC,UAAU,CAAC;gBACnD,CAAC;gBACD,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,QAAQ,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;YACnJ,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACH,YAAY,IAAY,EAAE,KAAY,EAAE,OAA+B;QAlO/D,yBAAoB,GAAyB,IAAI,CAAC;QAyBlD,0BAAqB,GAAG,CAAC,aAAqB,EAAE,cAAsB,EAAE,EAAE;YAC9E,MAAM,SAAS,GAAG,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;YACjE,IAAI,CAAC,cAAc,KAAK,CAAC,IAAI,SAAS,GAAG,CAAC,CAAC,IAAI,SAAS,KAAK,CAAC,EAAE,CAAC;gBAC7D,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC,IAAI,EAAE,EAAE;oBAChC,IAAI,CAAC,0BAA0B,EAAE,CAAC;gBACtC,CAAC,CAAC,CAAC;YACP,CAAC;QACL,CAAC,CAAC;QAEF;;;WAGG;QACI,uBAAkB,GAAqC,IAAI,CAAC;QAEnE;;;;;;;;WAQG;QACI,wBAAmB,GACtB,IAAI,CAAC;QAET;;WAEG;QACI,oBAAe,GAAG,IAAI,CAAC;QAE9B;;WAEG;QACI,kBAAa,GAAG,KAAK,CAAC;QAE7B;;WAEG;QACI,wBAAmB,GAAG,KAAK,CAAC;QAa3B,4BAAuB,GAAG,KAAK,CAAC;QAkCxC;;WAEG;QACa,6BAAwB,GAAG,IAAI,UAAU,EAAU,CAAC;QAEpE;;WAEG;QACa,4BAAuB,GAAG,IAAI,UAAU,EAAU,CAAC;QAEnE;;WAEG;QACa,6CAAwC,GAAG,IAAI,UAAU,EAAU,CAAC;QAEpF;;WAEG;QACa,4CAAuC,GAAG,IAAI,UAAU,EAAU,CAAC;QAEnF;;WAEG;QACa,+BAA0B,GAAG,IAAI,UAAU,EAAU,CAAC;QAO5D,sBAAiB,GAAG,CAAC,CAAC,CAAC;QACvB,iBAAY,GAAG,CAAC,CAAC;QACjB,sCAAiC,GAAG,KAAK,CAAC;QAmO5C,wBAAmB,GAAqB,IAAI,CAAC;QAhJjD,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,IAAI,CAAC,UAAU,GAAG,EAAoB,CAAC;QACvC,IAAI,CAAC,cAAc,GAAG,EAAE,CAAC;QAEzB,IAAI,CAAC,OAAO,GAAG;YACX,SAAS,EAAE,CAAC;YACZ,sBAAsB,EAAE,IAAI;YAC5B,GAAG,OAAO;SACb,CAAC;QAEF,IAAI,CAAC,mBAAmB,EAAE,CAAC;QAE3B,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC;QAE3C,mBAAmB;QACnB,IAAI,CAAC,iBAAiB,GAAG,IAAI,gBAAgB,CAAC,KAAK,CAAC,CAAC;QACrD,IAAI,CAAC,iBAAiB,CAAC,uBAAuB,GAAG,IAAI,CAAC;IAC1D,CAAC;IAEO,oBAAoB;QACxB,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC,EAAE,CAAC;YAC9C,MAAM,CAAC,mBAAmB,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC;QACvD,CAAC;QACD,IAAI,CAAC,cAAc,CAAC,MAAM,GAAG,CAAC,CAAC;IACnC,CAAC;IAEO,mBAAmB;QACvB,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAE5B,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC,EAAE,CAAC;YAC9C,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,kBAAkB,CAAC,GAAG,IAAI,CAAC,IAAI,IAAI,CAAC,EAAE,CAAC,CAAC;QAC5E,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,mBAAmB;QACtB,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;IAChC,CAAC;IAED;;;OAGG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IACD,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,mBAAmB,EAAE,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACI,YAAY;QACf,IAAI,IAAI,CAAC,iBAAiB,KAAK,CAAC,CAAC,EAAE,CAAC;YAChC,uBAAuB;YACvB,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC;YAC3B,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,IAAI,CAAC,WAAW,KAAK,IAAI,CAAC,iBAAiB,EAAE,CAAC;YAC9C,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC;YAC3B,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,CAAC,iBAAiB,EAAE,CAAC;QACzB,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;;OAKG;IACI,mBAAmB,CAAC,aAAqB,EAAE,cAAsB;QACpE,IAAI,CAAC,iBAAiB,EAAE,CAAC;QACzB,IAAI,CAAC,UAAU,CAAC,aAAa,EAAE,cAAc,CAAC,CAAC;QAE/C,MAAM,OAAO,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QAEvC,IAAI,CAAC,YAAY,EAAE,CAAC;QAEpB,OAAO,OAAO,CAAC;IACnB,CAAC;IAED;;;OAGG;IACI,iBAAiB;QACpB,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAE1B,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,IAAI,CAAC,IAAI,CAAC,mBAAmB,EAAE,CAAC;gBAC5B,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;gBACrB,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,kBAAkB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;oBAClE,MAAM,EAAE,GAAG,IAAI,CAAC,kBAAkB,CAAC,KAAK,CAAC,CAAC;oBAC1C,MAAM,IAAI,GAAG,KAAK,CAAC,WAAW,CAAC,EAAE,CAAC,CAAC;oBACnC,IAAI,IAAI,EAAE,CAAC;wBACP,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;oBAC/B,CAAC;gBACL,CAAC;YACL,CAAC;YACD,IAAI,CAAC,kBAAkB,GAAG,SAAS,CAAC;QACxC,CAAC;QAED,wBAAwB;QACxB,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC3B,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;gBAClB,IAAI,CAAC,UAAU,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,4BAA4B;YAC5D,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;YACzB,CAAC;YAED,MAAM,WAAW,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC;YAEvC,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,WAAW,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBACtD,MAAM,IAAI,GAAG,WAAW,CAAC,KAAK,CAAC,CAAC;gBAChC,IAAI,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,EAAE,CAAC;oBACjC,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBAC/B,CAAC;YACL,CAAC;QACL,CAAC;QAED,IAAI,CAAC,iCAAiC,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;QACrG,IAAI,IAAI,CAAC,uBAAuB,EAAE,CAAC;YAC/B,+GAA+G;YAC/G,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,mBAAmB,GAAG,IAAI,CAAC,uBAAuB,CAAC;QAChG,CAAC;IACL,CAAC;IAKD;;;;OAIG;IACI,UAAU,CAAC,aAAqB,EAAE,cAAsB;QAC3D,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,MAAM,GAAqB,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;QAE/E,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;QAEpD,IAAI,MAAM,EAAE,CAAC;YACT,IAAI,MAAM,KAAK,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,CAAC;gBACtC,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,MAAM,CAAC,aAAa,EAAE,EAAE,MAAM,CAAC,mBAAmB,CAAC,IAAI,CAAC,CAAC,CAAC;gBACzF,IAAI,CAAC,MAAM,CAAC,YAAY,GAAG,MAAM,CAAC;YACtC,CAAC;YACD,MAAM,CAAC,WAAW,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC,CAAC,MAAM,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC,CAAC,MAAM,CAAC,QAAQ,EAAE,aAAa,EAAE,cAAc,CAAC,CAAC;QACtH,CAAC;QAED,IAAI,CAAC,0BAA0B,GAAG,KAAK,CAAC;IAC5C,CAAC;IAED;;OAEG;IACI,YAAY;QACf,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAE1B,IAAI,IAAI,CAAC,uBAAuB,EAAE,CAAC;YAC/B,KAAK,CAAC,4BAA4B,CAAC,mBAAmB,GAAG,IAAI,CAAC,iCAAiC,CAAC;QACpG,CAAC;QAED,KAAK,CAAC,YAAY,GAAG,IAAI,CAAC,mBAAmB,CAAC;QAC9C,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC3B,IAAI,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,CAAC,YAAY,EAAE,CAAC;gBAChE,KAAK,CAAC,kBAAkB,CAAC,IAAI,CAAC,mBAAmB,CAAC,aAAa,EAAE,EAAE,IAAI,CAAC,mBAAmB,CAAC,mBAAmB,CAAC,IAAI,CAAC,CAAC,CAAC;YAC3H,CAAC;YACD,KAAK,CAAC,SAAS,EAAE,CAAC,WAAW,CAAC,IAAI,CAAC,mBAAmB,CAAC,QAAQ,CAAC,CAAC;QACrE,CAAC;QAED,KAAK,CAAC,mBAAmB,EAAE,CAAC;IAChC,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,SAAS,GAAG,CAAC,EAAE,2BAA2B,GAAG,KAAK;QAC5D,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAC1B,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,MAAM,mBAAmB,GAAG,MAAM,CAAC,mBAAmB,CAAC;QAEvD,MAAM,CAAC,mBAAmB,GAAG,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,CAAC;QAE5D,IAAI,CAAC,wBAAwB,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QAEzD,MAAM,QAAQ,GAAG,MAAM,CAAC,iBAAiB,IAAI,MAAM,CAAC,qBAAqB,KAAK,SAAS,CAAC,sBAAsB,CAAC;QAE/G,IAAI,CAAC,QAAQ,EAAE,CAAC;YACZ,mCAAmC;YACnC,IAAI,iBAAiB,GAAkC,IAAI,CAAC;YAC5D,MAAM,iBAAiB,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,KAAK,CAAC,eAAe,EAAE,CAAC,IAAI,CAAC;YAC3F,MAAM,uBAAuB,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,eAAe,EAAE,CAAC,MAAM,CAAC;YAE1G,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;gBAC3B,iBAAiB,GAAG,IAAI,CAAC,mBAAmB,CAAC,SAAS,EAAE,iBAAiB,EAAE,uBAAuB,CAAC,CAAC;YACxG,CAAC;YAED,IAAI,CAAC,iBAAiB,EAAE,CAAC;gBACrB,2FAA2F;gBAC3F,wGAAwG;gBACxG,IAAI,CAAC,IAAI,CAAC,0BAA0B,EAAE,CAAC;oBACnC,IAAI,CAAC,wBAAwB,CAAC,iBAAiB,EAAE,uBAAuB,EAAE,CAAC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,mBAAmB,CAAC,CAAC;oBACxH,IAAI,CAAC,0BAA0B,GAAG,IAAI,CAAC;gBAC3C,CAAC;gBACD,iBAAiB,GAAG,iBAAiB,CAAC;YAC1C,CAAC;iBAAM,CAAC;gBACJ,4DAA4D;gBAC5D,IAAI,CAAC,wBAAwB,CAAC,iBAAiB,EAAE,iBAAiB,CAAC,MAAM,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;YACzG,CAAC;YAED,IAAI,CAAC,wCAAwC,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;YAEzE,IAAI,CAAC,iBAAiB,CAAC,MAAM,CAAC,IAAI,CAAC,oBAAoB,EAAE,iBAAiB,EAAE,IAAI,CAAC,eAAe,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YAEtH,IAAI,CAAC,uCAAuC,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QAC5E,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,0BAA0B,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QAC/D,CAAC;QAED,IAAI,CAAC,2BAA2B,EAAE,CAAC;YAC/B,IAAI,CAAC,uBAAuB,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QAC5D,CAAC;QAED,MAAM,CAAC,mBAAmB,GAAG,mBAAmB,CAAC;IACrD,CAAC;IAED,gBAAgB;IACT,eAAe;QAClB,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAC1B,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,mBAAmB,GAAG,MAAM,CAAC,mBAAmB,CAAC;QAEvD,IAAI,WAAW,GAAG,IAAI,CAAC;QAEvB,IAAI,CAAC,KAAK,CAAC,aAAa,EAAE,EAAE,CAAC;YACzB,mHAAmH;YACnH,KAAK,CAAC,qBAAqB,EAAE,CAAC;QAClC,CAAC;QAED,MAAM,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,CAAC;QACzC,KAAK,IAAI,SAAS,GAAG,CAAC,EAAE,SAAS,GAAG,SAAS,IAAI,WAAW,EAAE,SAAS,EAAE,EAAE,CAAC;YACxE,IAAI,iBAAiB,GAAkC,IAAI,CAAC;YAC5D,MAAM,iBAAiB,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,KAAK,CAAC,eAAe,EAAE,CAAC,IAAI,CAAC;YAC3F,MAAM,uBAAuB,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,eAAe,EAAE,CAAC,MAAM,CAAC;YAE1G,MAAM,CAAC,mBAAmB,GAAG,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,CAAC;YAE5D,IAAI,CAAC,wBAAwB,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;YAEzD,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;gBAC3B,iBAAiB,GAAG,IAAI,CAAC,mBAAmB,CAAC,SAAS,EAAE,iBAAiB,EAAE,uBAAuB,CAAC,CAAC;YACxG,CAAC;YAED,IAAI,CAAC,iBAAiB,EAAE,CAAC;gBACrB,iBAAiB,GAAG,iBAAiB,CAAC;YAC1C,CAAC;YAED,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,sBAAsB,EAAE,CAAC;gBACvC,KAAK,CAAC,qBAAqB,CAAC,IAAI,CAAC,CAAC;YACtC,CAAC;YAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,iBAAiB,CAAC,MAAM,IAAI,WAAW,EAAE,EAAE,CAAC,EAAE,CAAC;gBAC/D,MAAM,IAAI,GAAG,iBAAiB,CAAC,CAAC,CAAC,CAAC;gBAElC,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,IAAI,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,CAAC;oBAC5E,SAAS;gBACb,CAAC;gBAED,IAAI,IAAI,CAAC,qBAAqB,EAAE,CAAC;oBAC7B,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,EAAE,CAAC;wBAC5D,WAAW,GAAG,KAAK,CAAC;wBACpB,SAAS;oBACb,CAAC;gBACL,CAAC;qBAAM,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;oBAC7B,WAAW,GAAG,KAAK,CAAC;oBACpB,SAAS;gBACb,CAAC;YACL,CAAC;YAED,IAAI,CAAC,uBAAuB,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;YAExD,IAAI,SAAS,GAAG,CAAC,EAAE,CAAC;gBAChB,KAAK,CAAC,iBAAiB,EAAE,CAAC;gBAC1B,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAChC,CAAC;QACL,CAAC;QAED,MAAM,eAAe,GAAG,IAAI,CAAC,kBAAkB,IAAI,KAAK,CAAC,eAAe,CAAC;QACzE,KAAK,MAAM,cAAc,IAAI,eAAe,EAAE,CAAC;YAC3C,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,EAAE,CAAC;gBAC5B,WAAW,GAAG,KAAK,CAAC;YACxB,CAAC;QACL,CAAC;QAED,MAAM,CAAC,mBAAmB,GAAG,mBAAmB,CAAC;QAEjD,OAAO,WAAW,CAAC;IACvB,CAAC;IAEO,wBAAwB,CAAC,iBAAsC,EAAE,uBAA+B,EAAE,cAAuB;QAC7H,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAC1B,MAAM,MAAM,GAAG,KAAK,CAAC,YAAY,CAAC,CAAC,2HAA2H;QAC9J,MAAM,YAAY,GAAG,IAAI,CAAC,YAAY,IAAI,MAAM,CAAC;QAEjD,IAAI,CAAC,iBAAiB,CAAC,KAAK,EAAE,CAAC;QAE/B,MAAM,aAAa,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC;QAC1C,MAAM,cAAc,GAAG,KAAK,CAAC,UAAU,EAAE,CAAC;QAC1C,KAAK,IAAI,SAAS,GAAG,CAAC,EAAE,SAAS,GAAG,uBAAuB,EAAE,SAAS,EAAE,EAAE,CAAC;YACvE,MAAM,IAAI,GAAG,iBAAiB,CAAC,SAAS,CAAC,CAAC;YAE1C,IAAI,IAAI,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,CAAC;gBAC1B,IAAI,IAAI,CAAC,qBAAqB,EAAE,CAAC;oBAC7B,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,KAAK,CAAC,EAAE,CAAC;wBAC7D,IAAI,CAAC,mBAAmB,EAAE,CAAC;wBAC3B,SAAS;oBACb,CAAC;gBACL,CAAC;qBAAM,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,WAAW,KAAK,CAAC,CAAC,EAAE,CAAC;oBAC/C,IAAI,CAAC,mBAAmB,EAAE,CAAC;oBAC3B,SAAS;gBACb,CAAC;gBAED,IAAI,YAAY,GAA2B,IAAI,CAAC;gBAEhD,IAAI,YAAY,EAAE,CAAC;oBACf,MAAM,sBAAsB,GAAG,IAAI,CAAC,6BAA6B,CAAC,WAAW,CAAC,GAAG,CAAC,YAAY,CAAC,CAAC;oBAChG,IAAI,CAAC,sBAAsB,IAAI,sBAAsB,CAAC,CAAC,CAAC,KAAK,cAAc,EAAE,CAAC;wBAC1E,YAAY,GAAG,KAAK,CAAC,iBAAiB,CAAC,CAAC,CAAC,KAAK,CAAC,iBAAiB,CAAC,IAAI,EAAE,YAAY,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,CAAC;wBACjH,IAAI,CAAC,sBAAsB,EAAE,CAAC;4BAC1B,IAAI,CAAC,6BAA6B,CAAC,WAAW,CAAC,GAAG,CAAC,YAAY,EAAE,CAAC,YAAY,EAAE,cAAc,CAAC,CAAC,CAAC;wBACrG,CAAC;6BAAM,CAAC;4BACJ,sBAAsB,CAAC,CAAC,CAAC,GAAG,YAAY,CAAC;4BACzC,sBAAsB,CAAC,CAAC,CAAC,GAAG,cAAc,CAAC;wBAC/C,CAAC;oBACL,CAAC;yBAAM,CAAC;wBACJ,YAAY,GAAG,sBAAsB,CAAC,CAAC,CAAC,CAAC;oBAC7C,CAAC;gBACL,CAAC;qBAAM,CAAC;oBACJ,YAAY,GAAG,IAAI,CAAC;gBACxB,CAAC;gBAED,IAAI,CAAC,YAAY,EAAE,CAAC;oBAChB,SAAS;gBACb,CAAC;gBAED,IAAI,YAAY,KAAK,IAAI,IAAI,YAAY,CAAC,aAAa,KAAK,CAAC,EAAE,CAAC;oBAC5D,YAAY,CAAC,kBAAkB,EAAE,CAAC,CAAC,2CAA2C;gBAClF,CAAC;gBAED,YAAY,CAAC,oCAAoC,CAAC,aAAa,CAAC,CAAC;gBAEjE,IAAI,QAAQ,CAAC;gBACb,IAAI,cAAc,IAAI,MAAM,EAAE,CAAC;oBAC3B,QAAQ,GAAG,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;gBACzD,CAAC;qBAAM,CAAC;oBACJ,QAAQ,GAAG,KAAK,CAAC;gBACrB,CAAC;gBAED,IAAI,IAAI,CAAC,SAAS,EAAE,IAAI,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,SAAS,IAAI,CAAC,QAAQ,EAAE,CAAC;oBACpE,IAAI,YAAY,KAAK,IAAI,EAAE,CAAC;wBACxB,YAAY,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,CAAC,CAAC;oBAChD,CAAC;oBACD,IAAI,IAAI,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,CAAC,IAAI,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;wBAC/D,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC;4BACrB,YAAY,CAAC,6BAA6B,CAAC,6BAA6B,GAAG,KAAK,CAAC;wBACrF,CAAC;6BAAM,CAAC;4BACJ,IAAI,IAAI,CAAC,6BAA6B,CAAC,iBAAiB,EAAE,CAAC;gCACvD,YAAY,GAAG,IAAI,CAAC;4BACxB,CAAC;wBACL,CAAC;wBACD,YAAY,CAAC,6BAA6B,CAAC,qBAAqB,GAAG,IAAI,CAAC;wBAExE,KAAK,CAAC,gBAAgB,CAAC,YAAY,CAAC,CAAC;wBAErC,KAAK,IAAI,QAAQ,GAAG,CAAC,EAAE,QAAQ,GAAG,YAAY,CAAC,SAAS,CAAC,MAAM,EAAE,QAAQ,EAAE,EAAE,CAAC;4BAC1E,MAAM,OAAO,GAAG,YAAY,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC;4BACjD,IAAI,CAAC,iBAAiB,CAAC,QAAQ,CAAC,OAAO,EAAE,YAAY,CAAC,CAAC;wBAC3D,CAAC;oBACL,CAAC;oBAED,IAAI,CAAC,aAAa,EAAE,CAAC;gBACzB,CAAC;YACL,CAAC;QACL,CAAC;QAED,MAAM,eAAe,GAAG,IAAI,CAAC,kBAAkB,IAAI,KAAK,CAAC,eAAe,CAAC;QACzE,KAAK,IAAI,aAAa,GAAG,CAAC,EAAE,aAAa,GAAG,eAAe,CAAC,MAAM,EAAE,aAAa,EAAE,EAAE,CAAC;YAClF,MAAM,cAAc,GAAG,eAAe,CAAC,aAAa,CAAC,CAAC;YAEtD,MAAM,OAAO,GAAQ,cAAc,CAAC,OAAO,CAAC;YAE5C,IAAI,CAAC,cAAc,CAAC,SAAS,EAAE,IAAI,CAAC,OAAO,IAAI,CAAC,OAAO,CAAC,QAAQ,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC;gBACxF,SAAS;YACb,CAAC;YAED,IAAI,CAAC,iBAAiB,CAAC,iBAAiB,CAAC,cAAc,CAAC,CAAC;QAC7D,CAAC;IACL,CAAC;IAED;;;;;;;;OAQG;IACI,iBAAiB,CACpB,gBAAwB,EACxB,sBAAoE,IAAI,EACxE,yBAAuE,IAAI,EAC3E,2BAAyE,IAAI;QAE7E,IAAI,CAAC,iBAAiB,CAAC,iBAAiB,CAAC,gBAAgB,EAAE,mBAAmB,EAAE,sBAAsB,EAAE,wBAAwB,CAAC,CAAC;IACtI,CAAC;IAED;;;;;;;OAOG;IACI,iCAAiC,CAAC,gBAAwB,EAAE,qBAA8B,EAAE,KAAK,GAAG,IAAI,EAAE,OAAO,GAAG,IAAI;QAC3H,IAAI,CAAC,iBAAiB,CAAC,iCAAiC,CAAC,gBAAgB,EAAE,qBAAqB,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAClH,IAAI,CAAC,iBAAiB,CAAC,uBAAuB,GAAG,KAAK,CAAC;IAC3D,CAAC;IAED;;;OAGG;IACI,KAAK;QACR,MAAM,WAAW,GAAG,IAAI,cAAc,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QAE7E,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;YAClB,WAAW,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QACtD,CAAC;QAED,OAAO,WAAW,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,eAAe,EAAE,CAAC,IAAI,CAAC;QAC1F,MAAM,gBAAgB,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,eAAe,EAAE,CAAC,MAAM,CAAC;QACzG,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,gBAAgB,EAAE,CAAC,EAAE,EAAE,CAAC;YACxC,MAAM,IAAI,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC;YAC3B,IAAI,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,YAAY,CAAC,KAAK,SAAS,EAAE,CAAC;gBACjE,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,YAAY,EAAE,SAAS,CAAC,CAAC;YAChE,CAAC;QACL,CAAC;QAED,IAAI,CAAC,wBAAwB,CAAC,KAAK,EAAE,CAAC;QACtC,IAAI,CAAC,uBAAuB,CAAC,KAAK,EAAE,CAAC;QACrC,IAAI,CAAC,wCAAwC,CAAC,KAAK,EAAE,CAAC;QACtD,IAAI,CAAC,uCAAuC,CAAC,KAAK,EAAE,CAAC;QACrD,IAAI,CAAC,0BAA0B,CAAC,KAAK,EAAE,CAAC;QAExC,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAE5B,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;IAC3B,CAAC;IAED,gBAAgB;IACT,QAAQ;QACX,IAAI,IAAI,CAAC,WAAW,KAAK,cAAc,CAAC,uBAAuB,EAAE,CAAC;YAC9D,IAAI,CAAC,WAAW,GAAG,cAAc,CAAC,uBAAuB,CAAC;QAC9D,CAAC;IACL,CAAC;IAED;;OAEG;IACI,mBAAmB;QACtB,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;YACzB,IAAI,CAAC,iBAAiB,CAAC,mBAAmB,EAAE,CAAC;QACjD,CAAC;IACL,CAAC;;AA7uBD;;GAEG;AACoB,sCAAuB,GAAW,CAAC,AAAZ,CAAa;AAC3D;;GAEG;AACoB,8CAA+B,GAAW,CAAC,AAAZ,CAAa;AACnE;;;GAGG;AACoB,kDAAmC,GAAW,CAAC,AAAZ,CAAa","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { SmartArray, Nullable, Immutable, Camera, Scene, AbstractMesh, SubMesh, Material, IParticleSystem, InstancedMesh } from \"core/index\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { RenderingManager } from \"../Rendering/renderingManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { _ObserveArray } from \"../Misc/arrayTools\";\r\n\r\n/**\r\n * Defines the options of the object renderer\r\n */\r\nexport interface ObjectRendererOptions {\r\n /** The number of passes the renderer will support (1 by default) */\r\n numPasses?: number;\r\n\r\n /** True (default) to not change the aspect ratio of the scene in the RTT */\r\n doNotChangeAspectRatio?: boolean;\r\n}\r\n\r\n/**\r\n * A class that renders objects to the currently bound render target.\r\n * This class only renders objects, and is not concerned with the output texture or post-processing.\r\n */\r\nexport class ObjectRenderer {\r\n /**\r\n * Objects will only be rendered once which can be useful to improve performance if everything in your render is static for instance.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONCE: number = 0;\r\n /**\r\n * Objects will be rendered every frame and is recommended for dynamic contents.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number = 1;\r\n /**\r\n * Objects will be rendered every 2 frames which could be enough if your dynamic objects are not\r\n * the central point of your effect and can save a lot of performances.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number = 2;\r\n\r\n /**\r\n * Use this predicate to dynamically define the list of mesh you want to render.\r\n * If set, the renderList property will be overwritten.\r\n */\r\n public renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;\r\n\r\n private _renderList: Nullable<Array<AbstractMesh>>;\r\n private _unObserveRenderList: Nullable<() => void> = null;\r\n\r\n /**\r\n * Use this list to define the list of mesh you want to render.\r\n */\r\n public get renderList(): Nullable<Array<AbstractMesh>> {\r\n return this._renderList;\r\n }\r\n\r\n public set renderList(value: Nullable<Array<AbstractMesh>>) {\r\n if (this._renderList === value) {\r\n return;\r\n }\r\n if (this._unObserveRenderList) {\r\n this._unObserveRenderList();\r\n this._unObserveRenderList = null;\r\n }\r\n\r\n if (value) {\r\n this._unObserveRenderList = _ObserveArray(value, this._renderListHasChanged);\r\n }\r\n\r\n this._renderList = value;\r\n }\r\n\r\n private _renderListHasChanged = (_functionName: String, previousLength: number) => {\r\n const newLength = this._renderList ? this._renderList.length : 0;\r\n if ((previousLength === 0 && newLength > 0) || newLength === 0) {\r\n this._scene.meshes.forEach((mesh) => {\r\n mesh._markSubMeshesAsLightDirty();\r\n });\r\n }\r\n };\r\n\r\n /**\r\n * Define the list of particle systems to render. If not provided, will render all the particle systems of the scene.\r\n * Note that the particle systems are rendered only if renderParticles is set to true.\r\n */\r\n public particleSystemList: Nullable<Array<IParticleSystem>> = null;\r\n\r\n /**\r\n * Use this function to overload the renderList array at rendering time.\r\n * Return null to render with the current renderList, else return the list of meshes to use for rendering.\r\n * For 2DArray, layerOrFace is the index of the layer that is going to be rendered, else it is the faceIndex of\r\n * the cube (if the RTT is a cube, else layerOrFace=0).\r\n * The renderList passed to the function is the current render list (the one that will be used if the function returns null).\r\n * The length of this list is passed through renderListLength: don't use renderList.length directly because the array can\r\n * hold dummy elements!\r\n */\r\n public getCustomRenderList: Nullable<(layerOrFace: number, renderList: Nullable<Immutable<Array<AbstractMesh>>>, renderListLength: number) => Nullable<Array<AbstractMesh>>> =\r\n null;\r\n\r\n /**\r\n * Define if particles should be rendered.\r\n */\r\n public renderParticles = true;\r\n\r\n /**\r\n * Define if sprites should be rendered.\r\n */\r\n public renderSprites = false;\r\n\r\n /**\r\n * Force checking the layerMask property even if a custom list of meshes is provided (ie. if renderList is not undefined)\r\n */\r\n public forceLayerMaskCheck = false;\r\n\r\n /**\r\n * Define the camera used to render the objects.\r\n */\r\n public activeCamera: Nullable<Camera>;\r\n\r\n /**\r\n * Define the camera used to calculate the LOD of the objects.\r\n * If not defined, activeCamera will be used. If not defined nor activeCamera, scene's active camera will be used.\r\n */\r\n public cameraForLOD: Nullable<Camera>;\r\n\r\n private _disableImageProcessing = false;\r\n /**\r\n * If true, the object renderer will render all objects without any image processing applied.\r\n * If false (default value), the renderer will use the current setting of the scene's image processing configuration.\r\n */\r\n public get disableImageProcessing() {\r\n return this._disableImageProcessing;\r\n }\r\n\r\n public set disableImageProcessing(value: boolean) {\r\n if (value === this._disableImageProcessing) {\r\n return;\r\n }\r\n\r\n this._disableImageProcessing = value;\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_ImageProcessingDirtyFlag);\r\n }\r\n\r\n /**\r\n * Override the mesh isReady function with your own one.\r\n */\r\n public customIsReadyFunction: (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => boolean;\r\n\r\n /**\r\n * Override the render function with your own one.\r\n */\r\n public customRenderFunction: (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>,\r\n beforeTransparents?: () => void\r\n ) => void;\r\n\r\n /**\r\n * An event triggered before rendering the objects\r\n */\r\n public readonly onBeforeRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered after rendering the objects\r\n */\r\n public readonly onAfterRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered before the rendering group is processed\r\n */\r\n public readonly onBeforeRenderingManagerRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered after the rendering group is processed\r\n */\r\n public readonly onAfterRenderingManagerRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered when fast path rendering is used\r\n */\r\n public readonly onFastPathRenderObservable = new Observable<number>();\r\n\r\n protected _scene: Scene;\r\n /** @internal */\r\n public _renderingManager: RenderingManager;\r\n /** @internal */\r\n public _waitingRenderList?: string[];\r\n protected _currentRefreshId = -1;\r\n protected _refreshRate = 1;\r\n protected _currentApplyByPostProcessSetting = false;\r\n\r\n /**\r\n * The options used by the object renderer\r\n */\r\n public options: Required<ObjectRendererOptions>;\r\n\r\n private _name: string;\r\n /**\r\n * Friendly name of the object renderer\r\n */\r\n public get name() {\r\n return this._name;\r\n }\r\n\r\n public set name(value: string) {\r\n if (this._name === value) {\r\n return;\r\n }\r\n\r\n this._name = value;\r\n\r\n if (!this._scene) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n const renderPassId = this._renderPassIds[i];\r\n engine._renderPassNames[renderPassId] = `${this._name}#${i}`;\r\n }\r\n }\r\n\r\n /**\r\n * Current render pass id. Note it can change over the rendering as there's a separate id for each face of a cube / each layer of an array layer!\r\n */\r\n public renderPassId: number;\r\n private readonly _renderPassIds: number[];\r\n /**\r\n * Gets the render pass ids used by the object renderer.\r\n */\r\n public get renderPassIds(): readonly number[] {\r\n return this._renderPassIds;\r\n }\r\n\r\n /**\r\n * Gets the current value of the refreshId counter\r\n */\r\n public get currentRefreshId() {\r\n return this._currentRefreshId;\r\n }\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes with this object renderer\r\n * @param mesh mesh or array of meshes\r\n * @param material material or array of materials to use for this render pass. If undefined is passed, no specific material will be used but the regular material instead (mesh.material). It's possible to provide an array of materials to use a different material for each rendering pass.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material | Material[]): void {\r\n let meshes;\r\n if (!Array.isArray(mesh)) {\r\n meshes = [mesh];\r\n } else {\r\n meshes = mesh;\r\n }\r\n for (let j = 0; j < meshes.length; ++j) {\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n let mesh = meshes[j];\r\n if (meshes[j].isAnInstance) {\r\n mesh = (meshes[j] as InstancedMesh).sourceMesh;\r\n }\r\n mesh.setMaterialForRenderPass(this._renderPassIds[i], material !== undefined ? (Array.isArray(material) ? material[i] : material) : undefined);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates an object renderer.\r\n * @param name The friendly name of the object renderer\r\n * @param scene The scene the renderer belongs to\r\n * @param options The options used to create the renderer (optional)\r\n */\r\n constructor(name: string, scene: Scene, options?: ObjectRendererOptions) {\r\n this.name = name;\r\n this._scene = scene;\r\n\r\n this.renderList = [] as AbstractMesh[];\r\n this._renderPassIds = [];\r\n\r\n this.options = {\r\n numPasses: 1,\r\n doNotChangeAspectRatio: true,\r\n ...options,\r\n };\r\n\r\n this._createRenderPassId();\r\n\r\n this.renderPassId = this._renderPassIds[0];\r\n\r\n // Rendering groups\r\n this._renderingManager = new RenderingManager(scene);\r\n this._renderingManager._useSceneAutoClearSetup = true;\r\n }\r\n\r\n private _releaseRenderPassId(): void {\r\n const engine = this._scene.getEngine();\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds.length = 0;\r\n }\r\n\r\n private _createRenderPassId(): void {\r\n this._releaseRenderPassId();\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n this._renderPassIds[i] = engine.createRenderPassId(`${this.name}#${i}`);\r\n }\r\n }\r\n\r\n /**\r\n * Resets the refresh counter of the renderer and start back from scratch.\r\n * Could be useful to re-render if it is setup to render only once.\r\n */\r\n public resetRefreshCounter(): void {\r\n this._currentRefreshId = -1;\r\n }\r\n\r\n /**\r\n * Defines the refresh rate of the rendering or the rendering frequency.\r\n * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...\r\n */\r\n public get refreshRate(): number {\r\n return this._refreshRate;\r\n }\r\n public set refreshRate(value: number) {\r\n this._refreshRate = value;\r\n this.resetRefreshCounter();\r\n }\r\n\r\n /**\r\n * Indicates if the renderer should render the current frame.\r\n * The output is based on the specified refresh rate.\r\n * @returns true if the renderer should render the current frame\r\n */\r\n public shouldRender(): boolean {\r\n if (this._currentRefreshId === -1) {\r\n // At least render once\r\n this._currentRefreshId = 1;\r\n return true;\r\n }\r\n\r\n if (this.refreshRate === this._currentRefreshId) {\r\n this._currentRefreshId = 1;\r\n return true;\r\n }\r\n\r\n this._currentRefreshId++;\r\n return false;\r\n }\r\n\r\n /**\r\n * This function will check if the renderer is ready to render (textures are loaded, shaders are compiled)\r\n * @param viewportWidth defines the width of the viewport\r\n * @param viewportHeight defines the height of the viewport\r\n * @returns true if all required resources are ready\r\n */\r\n public isReadyForRendering(viewportWidth: number, viewportHeight: number): boolean {\r\n this.prepareRenderList();\r\n this.initRender(viewportWidth, viewportHeight);\r\n\r\n const isReady = this._checkReadiness();\r\n\r\n this.finishRender();\r\n\r\n return isReady;\r\n }\r\n\r\n /**\r\n * Makes sure the list of meshes is ready to be rendered\r\n * You should call this function before \"initRender\", but if you know the render list is ok, you may call \"initRender\" directly\r\n */\r\n public prepareRenderList(): void {\r\n const scene = this._scene;\r\n\r\n if (this._waitingRenderList) {\r\n if (!this.renderListPredicate) {\r\n this.renderList = [];\r\n for (let index = 0; index < this._waitingRenderList.length; index++) {\r\n const id = this._waitingRenderList[index];\r\n const mesh = scene.getMeshById(id);\r\n if (mesh) {\r\n this.renderList.push(mesh);\r\n }\r\n }\r\n }\r\n this._waitingRenderList = undefined;\r\n }\r\n\r\n // Is predicate defined?\r\n if (this.renderListPredicate) {\r\n if (this.renderList) {\r\n this.renderList.length = 0; // Clear previous renderList\r\n } else {\r\n this.renderList = [];\r\n }\r\n\r\n const sceneMeshes = this._scene.meshes;\r\n\r\n for (let index = 0; index < sceneMeshes.length; index++) {\r\n const mesh = sceneMeshes[index];\r\n if (this.renderListPredicate(mesh)) {\r\n this.renderList.push(mesh);\r\n }\r\n }\r\n }\r\n\r\n this._currentApplyByPostProcessSetting = this._scene.imageProcessingConfiguration.applyByPostProcess;\r\n if (this._disableImageProcessing) {\r\n // we do not use the applyByPostProcess setter to avoid flagging all the materials as \"image processing dirty\"!\r\n this._scene.imageProcessingConfiguration._applyByPostProcess = this._disableImageProcessing;\r\n }\r\n }\r\n\r\n private _defaultRenderListPrepared: boolean;\r\n private _currentSceneCamera: Nullable<Camera> = null;\r\n\r\n /**\r\n * This method makes sure everything is setup before \"render\" can be called\r\n * @param viewportWidth Width of the viewport to render to\r\n * @param viewportHeight Height of the viewport to render to\r\n */\r\n public initRender(viewportWidth: number, viewportHeight: number): void {\r\n const engine = this._scene.getEngine();\r\n const camera: Nullable<Camera> = this.activeCamera ?? this._scene.activeCamera;\r\n\r\n this._currentSceneCamera = this._scene.activeCamera;\r\n\r\n if (camera) {\r\n if (camera !== this._scene.activeCamera) {\r\n this._scene.setTransformMatrix(camera.getViewMatrix(), camera.getProjectionMatrix(true));\r\n this._scene.activeCamera = camera;\r\n }\r\n engine.setViewport(camera.rigParent ? camera.rigParent.viewport : camera.viewport, viewportWidth, viewportHeight);\r\n }\r\n\r\n this._defaultRenderListPrepared = false;\r\n }\r\n\r\n /**\r\n * This method must be called after the \"render\" call(s), to complete the rendering process.\r\n */\r\n public finishRender() {\r\n const scene = this._scene;\r\n\r\n if (this._disableImageProcessing) {\r\n scene.imageProcessingConfiguration._applyByPostProcess = this._currentApplyByPostProcessSetting;\r\n }\r\n\r\n scene.activeCamera = this._currentSceneCamera;\r\n if (this._currentSceneCamera) {\r\n if (this.activeCamera && this.activeCamera !== scene.activeCamera) {\r\n scene.setTransformMatrix(this._currentSceneCamera.getViewMatrix(), this._currentSceneCamera.getProjectionMatrix(true));\r\n }\r\n scene.getEngine().setViewport(this._currentSceneCamera.viewport);\r\n }\r\n\r\n scene.resetCachedMaterial();\r\n }\r\n\r\n /**\r\n * Renders all the objects (meshes, particles systems, sprites) to the currently bound render target texture.\r\n * @param passIndex defines the pass index to use (default: 0)\r\n * @param skipOnAfterRenderObservable defines a flag to skip raising the onAfterRenderObservable\r\n */\r\n public render(passIndex = 0, skipOnAfterRenderObservable = false): void {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n engine.currentRenderPassId = this._renderPassIds[passIndex];\r\n\r\n this.onBeforeRenderObservable.notifyObservers(passIndex);\r\n\r\n const fastPath = engine.snapshotRendering && engine.snapshotRenderingMode === Constants.SNAPSHOTRENDERING_FAST;\r\n\r\n if (!fastPath) {\r\n // Get the list of meshes to render\r\n let currentRenderList: Nullable<Array<AbstractMesh>> = null;\r\n const defaultRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;\r\n const defaultRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;\r\n\r\n if (this.getCustomRenderList) {\r\n currentRenderList = this.getCustomRenderList(passIndex, defaultRenderList, defaultRenderListLength);\r\n }\r\n\r\n if (!currentRenderList) {\r\n // No custom render list provided, we prepare the rendering for the default list, but check\r\n // first if we did not already performed the preparation before so as to avoid re-doing it several times\r\n if (!this._defaultRenderListPrepared) {\r\n this._prepareRenderingManager(defaultRenderList, defaultRenderListLength, !this.renderList || this.forceLayerMaskCheck);\r\n this._defaultRenderListPrepared = true;\r\n }\r\n currentRenderList = defaultRenderList;\r\n } else {\r\n // Prepare the rendering for the custom render list provided\r\n this._prepareRenderingManager(currentRenderList, currentRenderList.length, this.forceLayerMaskCheck);\r\n }\r\n\r\n this.onBeforeRenderingManagerRenderObservable.notifyObservers(passIndex);\r\n\r\n this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);\r\n\r\n this.onAfterRenderingManagerRenderObservable.notifyObservers(passIndex);\r\n } else {\r\n this.onFastPathRenderObservable.notifyObservers(passIndex);\r\n }\r\n\r\n if (!skipOnAfterRenderObservable) {\r\n this.onAfterRenderObservable.notifyObservers(passIndex);\r\n }\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n }\r\n\r\n /** @internal */\r\n public _checkReadiness(): boolean {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n let returnValue = true;\r\n\r\n if (!scene.getViewMatrix()) {\r\n // We probably didn't execute scene.render() yet, so make sure we have a view/projection matrix setup for the scene\r\n scene.updateTransformMatrix();\r\n }\r\n\r\n const numPasses = this.options.numPasses;\r\n for (let passIndex = 0; passIndex < numPasses && returnValue; passIndex++) {\r\n let currentRenderList: Nullable<Array<AbstractMesh>> = null;\r\n const defaultRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;\r\n const defaultRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;\r\n\r\n engine.currentRenderPassId = this._renderPassIds[passIndex];\r\n\r\n this.onBeforeRenderObservable.notifyObservers(passIndex);\r\n\r\n if (this.getCustomRenderList) {\r\n currentRenderList = this.getCustomRenderList(passIndex, defaultRenderList, defaultRenderListLength);\r\n }\r\n\r\n if (!currentRenderList) {\r\n currentRenderList = defaultRenderList;\r\n }\r\n\r\n if (!this.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n\r\n for (let i = 0; i < currentRenderList.length && returnValue; ++i) {\r\n const mesh = currentRenderList[i];\r\n\r\n if (!mesh.isEnabled() || mesh.isBlocked || !mesh.isVisible || !mesh.subMeshes) {\r\n continue;\r\n }\r\n\r\n if (this.customIsReadyFunction) {\r\n if (!this.customIsReadyFunction(mesh, this.refreshRate, true)) {\r\n returnValue = false;\r\n continue;\r\n }\r\n } else if (!mesh.isReady(true)) {\r\n returnValue = false;\r\n continue;\r\n }\r\n }\r\n\r\n this.onAfterRenderObservable.notifyObservers(passIndex);\r\n\r\n if (numPasses > 1) {\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n }\r\n }\r\n\r\n const particleSystems = this.particleSystemList || scene.particleSystems;\r\n for (const particleSystem of particleSystems) {\r\n if (!particleSystem.isReady()) {\r\n returnValue = false;\r\n }\r\n }\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n\r\n return returnValue;\r\n }\r\n\r\n private _prepareRenderingManager(currentRenderList: Array<AbstractMesh>, currentRenderListLength: number, checkLayerMask: boolean): void {\r\n const scene = this._scene;\r\n const camera = scene.activeCamera; // note that at this point, scene.activeCamera == this.activeCamera if defined, because initRender() has been called before\r\n const cameraForLOD = this.cameraForLOD ?? camera;\r\n\r\n this._renderingManager.reset();\r\n\r\n const sceneRenderId = scene.getRenderId();\r\n const currentFrameId = scene.getFrameId();\r\n for (let meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {\r\n const mesh = currentRenderList[meshIndex];\r\n\r\n if (mesh && !mesh.isBlocked) {\r\n if (this.customIsReadyFunction) {\r\n if (!this.customIsReadyFunction(mesh, this.refreshRate, false)) {\r\n this.resetRefreshCounter();\r\n continue;\r\n }\r\n } else if (!mesh.isReady(this.refreshRate === 0)) {\r\n this.resetRefreshCounter();\r\n continue;\r\n }\r\n\r\n let meshToRender: Nullable<AbstractMesh> = null;\r\n\r\n if (cameraForLOD) {\r\n const meshToRenderAndFrameId = mesh._internalAbstractMeshDataInfo._currentLOD.get(cameraForLOD);\r\n if (!meshToRenderAndFrameId || meshToRenderAndFrameId[1] !== currentFrameId) {\r\n meshToRender = scene.customLODSelector ? scene.customLODSelector(mesh, cameraForLOD) : mesh.getLOD(cameraForLOD);\r\n if (!meshToRenderAndFrameId) {\r\n mesh._internalAbstractMeshDataInfo._currentLOD.set(cameraForLOD, [meshToRender, currentFrameId]);\r\n } else {\r\n meshToRenderAndFrameId[0] = meshToRender;\r\n meshToRenderAndFrameId[1] = currentFrameId;\r\n }\r\n } else {\r\n meshToRender = meshToRenderAndFrameId[0];\r\n }\r\n } else {\r\n meshToRender = mesh;\r\n }\r\n\r\n if (!meshToRender) {\r\n continue;\r\n }\r\n\r\n if (meshToRender !== mesh && meshToRender.billboardMode !== 0) {\r\n meshToRender.computeWorldMatrix(); // Compute world matrix if LOD is billboard\r\n }\r\n\r\n meshToRender._preActivateForIntermediateRendering(sceneRenderId);\r\n\r\n let isMasked;\r\n if (checkLayerMask && camera) {\r\n isMasked = (mesh.layerMask & camera.layerMask) === 0;\r\n } else {\r\n isMasked = false;\r\n }\r\n\r\n if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {\r\n if (meshToRender !== mesh) {\r\n meshToRender._activate(sceneRenderId, true);\r\n }\r\n if (mesh._activate(sceneRenderId, true) && mesh.subMeshes.length) {\r\n if (!mesh.isAnInstance) {\r\n meshToRender._internalAbstractMeshDataInfo._onlyForInstancesIntermediate = false;\r\n } else {\r\n if (mesh._internalAbstractMeshDataInfo._actAsRegularMesh) {\r\n meshToRender = mesh;\r\n }\r\n }\r\n meshToRender._internalAbstractMeshDataInfo._isActiveIntermediate = true;\r\n\r\n scene._prepareSkeleton(meshToRender);\r\n\r\n for (let subIndex = 0; subIndex < meshToRender.subMeshes.length; subIndex++) {\r\n const subMesh = meshToRender.subMeshes[subIndex];\r\n this._renderingManager.dispatch(subMesh, meshToRender);\r\n }\r\n }\r\n\r\n mesh._postActivate();\r\n }\r\n }\r\n }\r\n\r\n const particleSystems = this.particleSystemList || scene.particleSystems;\r\n for (let particleIndex = 0; particleIndex < particleSystems.length; particleIndex++) {\r\n const particleSystem = particleSystems[particleIndex];\r\n\r\n const emitter: any = particleSystem.emitter;\r\n\r\n if (!particleSystem.isStarted() || !emitter || (emitter.position && !emitter.isEnabled())) {\r\n continue;\r\n }\r\n\r\n this._renderingManager.dispatchParticles(particleSystem);\r\n }\r\n }\r\n\r\n /**\r\n * Overrides the default sort function applied in the rendering group to prepare the meshes.\r\n * This allowed control for front to back rendering or reversely depending of the special needs.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\r\n * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\r\n * @param transparentSortCompareFn The transparent queue comparison function use to sort.\r\n */\r\n public setRenderingOrder(\r\n renderingGroupId: number,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null\r\n ): void {\r\n this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);\r\n }\r\n\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n * @param depth Automatically clears depth between groups if true and autoClear is true.\r\n * @param stencil Automatically clears stencil between groups if true and autoClear is true.\r\n */\r\n public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth = true, stencil = true): void {\r\n this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);\r\n this._renderingManager._useSceneAutoClearSetup = false;\r\n }\r\n\r\n /**\r\n * Clones the renderer.\r\n * @returns the cloned renderer\r\n */\r\n public clone(): ObjectRenderer {\r\n const newRenderer = new ObjectRenderer(this.name, this._scene, this.options);\r\n\r\n if (this.renderList) {\r\n newRenderer.renderList = this.renderList.slice(0);\r\n }\r\n\r\n return newRenderer;\r\n }\r\n\r\n /**\r\n * Dispose the renderer and release its associated resources.\r\n */\r\n public dispose(): void {\r\n const renderList = this.renderList ? this.renderList : this._scene.getActiveMeshes().data;\r\n const renderListLength = this.renderList ? this.renderList.length : this._scene.getActiveMeshes().length;\r\n for (let i = 0; i < renderListLength; i++) {\r\n const mesh = renderList[i];\r\n if (mesh.getMaterialForRenderPass(this.renderPassId) !== undefined) {\r\n mesh.setMaterialForRenderPass(this.renderPassId, undefined);\r\n }\r\n }\r\n\r\n this.onBeforeRenderObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onBeforeRenderingManagerRenderObservable.clear();\r\n this.onAfterRenderingManagerRenderObservable.clear();\r\n this.onFastPathRenderObservable.clear();\r\n\r\n this._releaseRenderPassId();\r\n\r\n this.renderList = null;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n if (this.refreshRate === ObjectRenderer.REFRESHRATE_RENDER_ONCE) {\r\n this.refreshRate = ObjectRenderer.REFRESHRATE_RENDER_ONCE;\r\n }\r\n }\r\n\r\n /**\r\n * Clear the info related to rendering groups preventing retention point in material dispose.\r\n */\r\n public freeRenderingGroups(): void {\r\n if (this._renderingManager) {\r\n this._renderingManager.freeRenderingGroups();\r\n }\r\n }\r\n}\r\n"]}
|
|
@@ -74,11 +74,14 @@ preInfo.iridescenceIntensity=iridescenceIntensity;
|
|
|
74
74
|
info.diffuse=computeHemisphericDiffuseLighting(preInfo,diffuse{X}.rgb,light{X}.vLightGround);
|
|
75
75
|
#elif defined(AREALIGHT{X})
|
|
76
76
|
info.diffuse=computeAreaDiffuseLighting(preInfo,diffuse{X}.rgb);
|
|
77
|
+
#elif defined(SS_TRANSLUCENCY)
|
|
78
|
+
#ifndef SS_TRANSLUCENCY_LEGACY
|
|
79
|
+
info.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb)*(1.0-subSurfaceOut.translucencyIntensity);info.diffuseTransmission=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance);
|
|
77
80
|
#else
|
|
78
|
-
info.diffuse=
|
|
79
|
-
#ifdef SS_TRANSLUCENCY
|
|
80
|
-
info.diffuse*=(1.0-subSurfaceOut.translucencyIntensity);info.transmission=computeTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance);
|
|
81
|
+
info.diffuse=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance);info.diffuseTransmission=vec3(0.0);
|
|
81
82
|
#endif
|
|
83
|
+
#else
|
|
84
|
+
info.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb);
|
|
82
85
|
#endif
|
|
83
86
|
#ifdef SPECULARTERM
|
|
84
87
|
#if AREALIGHT{X}
|
|
@@ -87,7 +90,7 @@ info.specular=computeAreaSpecularLighting(preInfo,light{X}.vLightSpecular.rgb);
|
|
|
87
90
|
#ifdef ANISOTROPIC
|
|
88
91
|
info.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);
|
|
89
92
|
#else
|
|
90
|
-
info.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);
|
|
93
|
+
info.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb,vReflectivityColor.b);
|
|
91
94
|
#endif
|
|
92
95
|
#endif
|
|
93
96
|
#endif
|
|
@@ -114,7 +117,7 @@ info.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,cl
|
|
|
114
117
|
#ifdef CLEARCOAT_TINT
|
|
115
118
|
absorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;
|
|
116
119
|
#ifdef SS_TRANSLUCENCY
|
|
117
|
-
info.
|
|
120
|
+
info.diffuseTransmission*=absorption;
|
|
118
121
|
#endif
|
|
119
122
|
#ifdef SPECULARTERM
|
|
120
123
|
info.specular*=absorption;
|
|
@@ -122,7 +125,7 @@ info.specular*=absorption;
|
|
|
122
125
|
#endif
|
|
123
126
|
info.diffuse*=info.clearCoat.w;
|
|
124
127
|
#ifdef SS_TRANSLUCENCY
|
|
125
|
-
info.
|
|
128
|
+
info.diffuseTransmission*=info.clearCoat.w;
|
|
126
129
|
#endif
|
|
127
130
|
#ifdef SPECULARTERM
|
|
128
131
|
info.specular*=info.clearCoat.w;
|
|
@@ -303,7 +306,7 @@ diffuseBase+=info.diffuse*shadowDebug{X};
|
|
|
303
306
|
diffuseBase+=info.diffuse*shadow;
|
|
304
307
|
#endif
|
|
305
308
|
#ifdef SS_TRANSLUCENCY
|
|
306
|
-
|
|
309
|
+
diffuseTransmissionBase+=info.diffuseTransmission*shadow;
|
|
307
310
|
#endif
|
|
308
311
|
#ifdef SPECULARTERM
|
|
309
312
|
specularBase+=info.specular*shadow;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Td,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,aAAa,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\nvec4 diffuse{X}=light{X}.vLightDiffuse;\n#define CUSTOM_LIGHT{X}_COLOR \n#ifdef PBR\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)\npreInfo=computeAreaPreLightingInfo(areaLightsLTC1Sampler,areaLightsLTC2Sampler,viewDirectionW,normalW,vPositionW,light{X}.vLightData,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,roughness);\n#endif\npreInfo.NdotV=NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#endif\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#endif\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif \n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n#if defined(HEMILIGHT{X}) || defined(AREALIGHT{X})\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,diffuse{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X})\ninfo.diffuse=computeAreaDiffuseLighting(preInfo,diffuse{X}.rgb);\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb);\n#ifdef SS_TRANSLUCENCY\ninfo.diffuse*=(1.0-subSurfaceOut.translucencyIntensity);info.transmission=computeTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance);\n#endif\n#endif\n#ifdef SPECULARTERM\n#if AREALIGHT{X}\ninfo.specular=computeAreaSpecularLighting(preInfo,light{X}.vLightSpecular.rgb);\n#else\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#endif\n#endif\n#ifndef AREALIGHT{X}\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,diffuse{X}.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SS_TRANSLUCENCY\ninfo.transmission*=absorption;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SS_TRANSLUCENCY\ninfo.transmission*=info.clearCoat.w;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\n#ifdef IESLIGHTTEXTURE{X}\ninfo=computeIESSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness,iesLightTexture{X});\n#else\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#endif\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)\ninfo=computeAreaLighting(areaLightsLTC1Sampler,areaLightsLTC2Sampler,viewDirectionW,normalW,vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.rgb,light{X}.vLightHeight.rgb,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,\n#ifdef AREALIGHTNOROUGHTNESS\n0.5\n#else\nvReflectionInfos.y\n#endif\n);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},vPositionW);\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nfor (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) \n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=viewFrustumZ{X}[i]+vPositionFromCamera{X}.z;\n#else\ndiff{X}=viewFrustumZ{X}[i]-vPositionFromCamera{X}.z;\n#endif\nif (diff{X}>=0.) {index{X}=i;break;}}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nfloat frustumLength=frustumLengths{X}[index{X}];float diffRatio=clamp(diff{X}/frustumLength,0.,1.)*cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;float nextShadow=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;shadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\naggShadow+=shadow;numLights+=1.0;\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else \ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SS_TRANSLUCENCY\ntransmissionBase+=info.transmission*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const lightFragment = { name, shader };\n"]}
|
|
1
|
+
{"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Td,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,aAAa,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\nvec4 diffuse{X}=light{X}.vLightDiffuse;\n#define CUSTOM_LIGHT{X}_COLOR \n#ifdef PBR\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)\npreInfo=computeAreaPreLightingInfo(areaLightsLTC1Sampler,areaLightsLTC2Sampler,viewDirectionW,normalW,vPositionW,light{X}.vLightData,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,roughness);\n#endif\npreInfo.NdotV=NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#endif\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#endif\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif \n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n#if defined(HEMILIGHT{X}) || defined(AREALIGHT{X})\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,diffuse{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X})\ninfo.diffuse=computeAreaDiffuseLighting(preInfo,diffuse{X}.rgb);\n#elif defined(SS_TRANSLUCENCY)\n#ifndef SS_TRANSLUCENCY_LEGACY\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb)*(1.0-subSurfaceOut.translucencyIntensity);info.diffuseTransmission=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance); \n#else\ninfo.diffuse=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance);info.diffuseTransmission=vec3(0.0);\n#endif\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb);\n#endif\n#ifdef SPECULARTERM\n#if AREALIGHT{X}\ninfo.specular=computeAreaSpecularLighting(preInfo,light{X}.vLightSpecular.rgb);\n#else\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb,vReflectivityColor.b);\n#endif\n#endif\n#endif\n#ifndef AREALIGHT{X}\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,diffuse{X}.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=absorption;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=info.clearCoat.w;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\n#ifdef IESLIGHTTEXTURE{X}\ninfo=computeIESSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness,iesLightTexture{X});\n#else\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#endif\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)\ninfo=computeAreaLighting(areaLightsLTC1Sampler,areaLightsLTC2Sampler,viewDirectionW,normalW,vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.rgb,light{X}.vLightHeight.rgb,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,\n#ifdef AREALIGHTNOROUGHTNESS\n0.5\n#else\nvReflectionInfos.y\n#endif\n);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},vPositionW);\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nfor (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) \n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=viewFrustumZ{X}[i]+vPositionFromCamera{X}.z;\n#else\ndiff{X}=viewFrustumZ{X}[i]-vPositionFromCamera{X}.z;\n#endif\nif (diff{X}>=0.) {index{X}=i;break;}}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nfloat frustumLength=frustumLengths{X}[index{X}];float diffRatio=clamp(diff{X}/frustumLength,0.,1.)*cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;float nextShadow=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;shadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\naggShadow+=shadow;numLights+=1.0;\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else \ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SS_TRANSLUCENCY\ndiffuseTransmissionBase+=info.diffuseTransmission*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const lightFragment = { name, shader };\n"]}
|
|
@@ -11,9 +11,13 @@ vec3 getBRDFLookup(float NdotV,float perceptualRoughness) {vec2 UV=vec2(NdotV,pe
|
|
|
11
11
|
brdfLookup.rgb=fromRGBD(brdfLookup.rgba);
|
|
12
12
|
#endif
|
|
13
13
|
return brdfLookup.rgb;}
|
|
14
|
-
vec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 specularEnvironmentR90,const vec3 environmentBrdf) {
|
|
14
|
+
vec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 specularEnvironmentR90,const float ior,const vec3 environmentBrdf) {
|
|
15
15
|
#ifdef BRDF_V_HEIGHT_CORRELATED
|
|
16
|
+
#ifdef METALLICWORKFLOW
|
|
17
|
+
vec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*clamp(environmentBrdf.x*2.0*(ior-1.0),0.0,1.0)+specularEnvironmentR0*environmentBrdf.y;
|
|
18
|
+
#else
|
|
16
19
|
vec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;
|
|
20
|
+
#endif
|
|
17
21
|
#else
|
|
18
22
|
vec3 reflectance=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;
|
|
19
23
|
#endif
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pbrBRDFFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBRDFFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkId,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBRDFFunctions\";\nconst shader = `#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n#ifdef MS_BRDF_ENERGY_CONSERVATION\nvec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {return 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);}\n#endif\n#ifdef ENVIRONMENTBRDF\nvec3 getBRDFLookup(float NdotV,float perceptualRoughness) {vec2 UV=vec2(NdotV,perceptualRoughness);vec4 brdfLookup=texture2D(environmentBrdfSampler,UV);\n#ifdef ENVIRONMENTBRDF_RGBD\nbrdfLookup.rgb=fromRGBD(brdfLookup.rgba);\n#endif\nreturn brdfLookup.rgb;}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 specularEnvironmentR90,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;\n#endif\nreturn reflectance;}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#endif\nreturn reflectance;}\n#endif\n/* NOT USED\n#if defined(SHEEN) && defined(SHEEN_SOFTER)\nfloat getBRDFLookupCharlieSheen(float NdotV,float perceptualRoughness)\n{float c=1.0-NdotV;float c3=c*c*c;return 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));}\n#endif\n*/\n#if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)\nvec3 getReflectanceFromAnalyticalBRDFLookup_Jones(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{float weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}\n#endif\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF)\n/**\n* The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.\n* The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table\n*/\nvec3 getSheenReflectanceFromBRDFLookup(const vec3 reflectance0,const vec3 environmentBrdf) {vec3 sheenEnvironmentReflectance=reflectance0*environmentBrdf.b;return sheenEnvironmentReflectance;}\n#endif\nvec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\nfloat fresnelSchlickGGX(float VdotH,float reflectance0,float reflectance90)\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\n#ifdef CLEARCOAT\nvec3 getR0RemappedForClearCoat(vec3 f0) {\n#ifdef CLEARCOAT_DEFAULTIOR\n#ifdef MOBILE\nreturn saturate(f0*(f0*0.526868+0.529324)-0.0482256);\n#else\nreturn saturate(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);\n#endif\n#else\nvec3 s=sqrt(f0);vec3 t=(vClearCoatRefractionParams.z+vClearCoatRefractionParams.w*s)/(vClearCoatRefractionParams.w+vClearCoatRefractionParams.z*s);return square(t);\n#endif\n}\n#endif\n#ifdef IRIDESCENCE\nconst mat3 XYZ_TO_REC709=mat3(\n3.2404542,-0.9692660, 0.0556434,\n-1.5371385, 1.8760108,-0.2040259,\n-0.4985314, 0.0415560, 1.0572252\n);vec3 getIORTfromAirToSurfaceR0(vec3 f0) {vec3 sqrtF0=sqrt(f0);return (1.+sqrtF0)/(1.-sqrtF0);}\nvec3 getR0fromIORs(vec3 iorT,float iorI) {return square((iorT-vec3(iorI))/(iorT+vec3(iorI)));}\nfloat getR0fromIORs(float iorT,float iorI) {return square((iorT-iorI)/(iorT+iorI));}\nvec3 evalSensitivity(float opd,vec3 shift) {float phase=2.0*PI*opd*1.0e-9;const vec3 val=vec3(5.4856e-13,4.4201e-13,5.2481e-13);const vec3 pos=vec3(1.6810e+06,1.7953e+06,2.2084e+06);const vec3 var=vec3(4.3278e+09,9.3046e+09,6.6121e+09);vec3 xyz=val*sqrt(2.0*PI*var)*cos(pos*phase+shift)*exp(-square(phase)*var);xyz.x+=9.7470e-14*sqrt(2.0*PI*4.5282e+09)*cos(2.2399e+06*phase+shift[0])*exp(-4.5282e+09*square(phase));xyz/=1.0685e-7;vec3 srgb=XYZ_TO_REC709*xyz;return srgb;}\nvec3 evalIridescence(float outsideIOR,float eta2,float cosTheta1,float thinFilmThickness,vec3 baseF0) {vec3 I=vec3(1.0);float iridescenceIOR=mix(outsideIOR,eta2,smoothstep(0.0,0.03,thinFilmThickness));float sinTheta2Sq=square(outsideIOR/iridescenceIOR)*(1.0-square(cosTheta1));float cosTheta2Sq=1.0-sinTheta2Sq;if (cosTheta2Sq<0.0) {return I;}\nfloat cosTheta2=sqrt(cosTheta2Sq);float R0=getR0fromIORs(iridescenceIOR,outsideIOR);float R12=fresnelSchlickGGX(cosTheta1,R0,1.);float R21=R12;float T121=1.0-R12;float phi12=0.0;if (iridescenceIOR<outsideIOR) phi12=PI;float phi21=PI-phi12;vec3 baseIOR=getIORTfromAirToSurfaceR0(clamp(baseF0,0.0,0.9999)); \nvec3 R1=getR0fromIORs(baseIOR,iridescenceIOR);vec3 R23=fresnelSchlickGGX(cosTheta2,R1,vec3(1.));vec3 phi23=vec3(0.0);if (baseIOR[0]<iridescenceIOR) phi23[0]=PI;if (baseIOR[1]<iridescenceIOR) phi23[1]=PI;if (baseIOR[2]<iridescenceIOR) phi23[2]=PI;float opd=2.0*iridescenceIOR*thinFilmThickness*cosTheta2;vec3 phi=vec3(phi21)+phi23;vec3 R123=clamp(R12*R23,1e-5,0.9999);vec3 r123=sqrt(R123);vec3 Rs=square(T121)*R23/(vec3(1.0)-R123);vec3 C0=R12+Rs;I=C0;vec3 Cm=Rs-T121;for (int m=1; m<=2; ++m)\n{Cm*=r123;vec3 Sm=2.0*evalSensitivity(float(m)*opd,float(m)*phi);I+=Cm*Sm;}\nreturn max(I,vec3(0.0));}\n#endif\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)\n{float a2=square(alphaG);float d=NdotH*NdotH*(a2-1.0)+1.0;return a2/(PI*d*d);}\n#ifdef SHEEN\nfloat normalDistributionFunction_CharlieSheen(float NdotH,float alphaG)\n{float invR=1./alphaG;float cos2h=NdotH*NdotH;float sin2h=1.-cos2h;return (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);}\n#endif\n#ifdef ANISOTROPIC\nfloat normalDistributionFunction_BurleyGGX_Anisotropic(float NdotH,float TdotH,float BdotH,const vec2 alphaTB) {float a2=alphaTB.x*alphaTB.y;vec3 v=vec3(alphaTB.y*TdotH,alphaTB.x *BdotH,a2*NdotH);float v2=dot(v,v);float w2=a2/v2;return a2*w2*w2*RECIPROCAL_PI;}\n#endif\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility_GGXCorrelated(float NdotL,float NdotV,float alphaG) {\n#ifdef MOBILE\nfloat GGXV=NdotL*(NdotV*(1.0-alphaG)+alphaG);float GGXL=NdotV*(NdotL*(1.0-alphaG)+alphaG);return 0.5/(GGXV+GGXL);\n#else\nfloat a2=alphaG*alphaG;float GGXV=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);float GGXL=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);return 0.5/(GGXV+GGXL);\n#endif\n}\n#else\nfloat smithVisibilityG1_TrowbridgeReitzGGXFast(float dot,float alphaG)\n{\n#ifdef MOBILE\nreturn 1.0/(dot+alphaG+(1.0-alphaG)*dot ));\n#else\nfloat alphaSquared=alphaG*alphaG;return 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));\n#endif\n}\nfloat smithVisibility_TrowbridgeReitzGGXFast(float NdotL,float NdotV,float alphaG)\n{float visibility=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);return visibility;}\n#endif\n#ifdef ANISOTROPIC\nfloat smithVisibility_GGXCorrelated_Anisotropic(float NdotL,float NdotV,float TdotV,float BdotV,float TdotL,float BdotL,const vec2 alphaTB) {float lambdaV=NdotL*length(vec3(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));float lambdaL=NdotV*length(vec3(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));float v=0.5/(lambdaV+lambdaL);return v;}\n#endif\n#ifdef CLEARCOAT\nfloat visibility_Kelemen(float VdotH) {return 0.25/(VdotH*VdotH); }\n#endif\n#ifdef SHEEN\nfloat visibility_Ashikhmin(float NdotL,float NdotV)\n{return 1./(4.*(NdotL+NdotV-NdotL*NdotV));}\n/* NOT USED\n#ifdef SHEEN_SOFTER\nfloat l(float x,float alphaG)\n{float oneMinusAlphaSq=(1.0-alphaG)*(1.0-alphaG);float a=mix(21.5473,25.3245,oneMinusAlphaSq);float b=mix(3.82987,3.32435,oneMinusAlphaSq);float c=mix(0.19823,0.16801,oneMinusAlphaSq);float d=mix(-1.97760,-1.27393,oneMinusAlphaSq);float e=mix(-4.32054,-4.85967,oneMinusAlphaSq);return a/(1.0+b*pow(x,c))+d*x+e;}\nfloat lambdaSheen(float cosTheta,float alphaG)\n{return abs(cosTheta)<0.5 ? exp(l(cosTheta,alphaG)) : exp(2.0*l(0.5,alphaG)-l(1.0-cosTheta,alphaG));}\nfloat visibility_CharlieSheen(float NdotL,float NdotV,float alphaG)\n{float G=1.0/(1.0+lambdaSheen(NdotV,alphaG)+lambdaSheen(NdotL,alphaG));return G/(4.0*NdotV*NdotL);}\n#endif\n*/\n#endif\nfloat diffuseBRDF_Burley(float NdotL,float NdotV,float VdotH,float roughness) {float diffuseFresnelNV=pow5(saturateEps(1.0-NdotL));float diffuseFresnelNL=pow5(saturateEps(1.0-NdotV));float diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;float fresnel =\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);return fresnel/PI;}\n#ifdef SS_TRANSLUCENCY\nvec3 transmittanceBRDF_Burley(const vec3 tintColor,const vec3 diffusionDistance,float thickness) {vec3 S=1./maxEps(diffusionDistance);vec3 temp=exp((-0.333333333*thickness)*S);return tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);}\nfloat computeWrappedDiffuseNdotL(float NdotL,float w) {float t=1.0+w;float invt2=1.0/square(t);return saturate((NdotL+w)*invt2);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrBRDFFunctions = { name, shader };\n"]}
|
|
1
|
+
{"version":3,"file":"pbrBRDFFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBRDFFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsId,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBRDFFunctions\";\nconst shader = `#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n#ifdef MS_BRDF_ENERGY_CONSERVATION\nvec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {return 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);}\n#endif\n#ifdef ENVIRONMENTBRDF\nvec3 getBRDFLookup(float NdotV,float perceptualRoughness) {vec2 UV=vec2(NdotV,perceptualRoughness);vec4 brdfLookup=texture2D(environmentBrdfSampler,UV);\n#ifdef ENVIRONMENTBRDF_RGBD\nbrdfLookup.rgb=fromRGBD(brdfLookup.rgba);\n#endif\nreturn brdfLookup.rgb;}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 specularEnvironmentR90,const float ior,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\n#ifdef METALLICWORKFLOW\nvec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*clamp(environmentBrdf.x*2.0*(ior-1.0),0.0,1.0)+specularEnvironmentR0*environmentBrdf.y;\n#else\nvec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;\n#endif\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;\n#endif\nreturn reflectance;}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#endif\nreturn reflectance;}\n#endif\n/* NOT USED\n#if defined(SHEEN) && defined(SHEEN_SOFTER)\nfloat getBRDFLookupCharlieSheen(float NdotV,float perceptualRoughness)\n{float c=1.0-NdotV;float c3=c*c*c;return 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));}\n#endif\n*/\n#if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)\nvec3 getReflectanceFromAnalyticalBRDFLookup_Jones(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{float weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}\n#endif\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF)\n/**\n* The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.\n* The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table\n*/\nvec3 getSheenReflectanceFromBRDFLookup(const vec3 reflectance0,const vec3 environmentBrdf) {vec3 sheenEnvironmentReflectance=reflectance0*environmentBrdf.b;return sheenEnvironmentReflectance;}\n#endif\nvec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\nfloat fresnelSchlickGGX(float VdotH,float reflectance0,float reflectance90)\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\n#ifdef CLEARCOAT\nvec3 getR0RemappedForClearCoat(vec3 f0) {\n#ifdef CLEARCOAT_DEFAULTIOR\n#ifdef MOBILE\nreturn saturate(f0*(f0*0.526868+0.529324)-0.0482256);\n#else\nreturn saturate(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);\n#endif\n#else\nvec3 s=sqrt(f0);vec3 t=(vClearCoatRefractionParams.z+vClearCoatRefractionParams.w*s)/(vClearCoatRefractionParams.w+vClearCoatRefractionParams.z*s);return square(t);\n#endif\n}\n#endif\n#ifdef IRIDESCENCE\nconst mat3 XYZ_TO_REC709=mat3(\n3.2404542,-0.9692660, 0.0556434,\n-1.5371385, 1.8760108,-0.2040259,\n-0.4985314, 0.0415560, 1.0572252\n);vec3 getIORTfromAirToSurfaceR0(vec3 f0) {vec3 sqrtF0=sqrt(f0);return (1.+sqrtF0)/(1.-sqrtF0);}\nvec3 getR0fromIORs(vec3 iorT,float iorI) {return square((iorT-vec3(iorI))/(iorT+vec3(iorI)));}\nfloat getR0fromIORs(float iorT,float iorI) {return square((iorT-iorI)/(iorT+iorI));}\nvec3 evalSensitivity(float opd,vec3 shift) {float phase=2.0*PI*opd*1.0e-9;const vec3 val=vec3(5.4856e-13,4.4201e-13,5.2481e-13);const vec3 pos=vec3(1.6810e+06,1.7953e+06,2.2084e+06);const vec3 var=vec3(4.3278e+09,9.3046e+09,6.6121e+09);vec3 xyz=val*sqrt(2.0*PI*var)*cos(pos*phase+shift)*exp(-square(phase)*var);xyz.x+=9.7470e-14*sqrt(2.0*PI*4.5282e+09)*cos(2.2399e+06*phase+shift[0])*exp(-4.5282e+09*square(phase));xyz/=1.0685e-7;vec3 srgb=XYZ_TO_REC709*xyz;return srgb;}\nvec3 evalIridescence(float outsideIOR,float eta2,float cosTheta1,float thinFilmThickness,vec3 baseF0) {vec3 I=vec3(1.0);float iridescenceIOR=mix(outsideIOR,eta2,smoothstep(0.0,0.03,thinFilmThickness));float sinTheta2Sq=square(outsideIOR/iridescenceIOR)*(1.0-square(cosTheta1));float cosTheta2Sq=1.0-sinTheta2Sq;if (cosTheta2Sq<0.0) {return I;}\nfloat cosTheta2=sqrt(cosTheta2Sq);float R0=getR0fromIORs(iridescenceIOR,outsideIOR);float R12=fresnelSchlickGGX(cosTheta1,R0,1.);float R21=R12;float T121=1.0-R12;float phi12=0.0;if (iridescenceIOR<outsideIOR) phi12=PI;float phi21=PI-phi12;vec3 baseIOR=getIORTfromAirToSurfaceR0(clamp(baseF0,0.0,0.9999)); \nvec3 R1=getR0fromIORs(baseIOR,iridescenceIOR);vec3 R23=fresnelSchlickGGX(cosTheta2,R1,vec3(1.));vec3 phi23=vec3(0.0);if (baseIOR[0]<iridescenceIOR) phi23[0]=PI;if (baseIOR[1]<iridescenceIOR) phi23[1]=PI;if (baseIOR[2]<iridescenceIOR) phi23[2]=PI;float opd=2.0*iridescenceIOR*thinFilmThickness*cosTheta2;vec3 phi=vec3(phi21)+phi23;vec3 R123=clamp(R12*R23,1e-5,0.9999);vec3 r123=sqrt(R123);vec3 Rs=square(T121)*R23/(vec3(1.0)-R123);vec3 C0=R12+Rs;I=C0;vec3 Cm=Rs-T121;for (int m=1; m<=2; ++m)\n{Cm*=r123;vec3 Sm=2.0*evalSensitivity(float(m)*opd,float(m)*phi);I+=Cm*Sm;}\nreturn max(I,vec3(0.0));}\n#endif\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)\n{float a2=square(alphaG);float d=NdotH*NdotH*(a2-1.0)+1.0;return a2/(PI*d*d);}\n#ifdef SHEEN\nfloat normalDistributionFunction_CharlieSheen(float NdotH,float alphaG)\n{float invR=1./alphaG;float cos2h=NdotH*NdotH;float sin2h=1.-cos2h;return (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);}\n#endif\n#ifdef ANISOTROPIC\nfloat normalDistributionFunction_BurleyGGX_Anisotropic(float NdotH,float TdotH,float BdotH,const vec2 alphaTB) {float a2=alphaTB.x*alphaTB.y;vec3 v=vec3(alphaTB.y*TdotH,alphaTB.x *BdotH,a2*NdotH);float v2=dot(v,v);float w2=a2/v2;return a2*w2*w2*RECIPROCAL_PI;}\n#endif\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility_GGXCorrelated(float NdotL,float NdotV,float alphaG) {\n#ifdef MOBILE\nfloat GGXV=NdotL*(NdotV*(1.0-alphaG)+alphaG);float GGXL=NdotV*(NdotL*(1.0-alphaG)+alphaG);return 0.5/(GGXV+GGXL);\n#else\nfloat a2=alphaG*alphaG;float GGXV=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);float GGXL=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);return 0.5/(GGXV+GGXL);\n#endif\n}\n#else\nfloat smithVisibilityG1_TrowbridgeReitzGGXFast(float dot,float alphaG)\n{\n#ifdef MOBILE\nreturn 1.0/(dot+alphaG+(1.0-alphaG)*dot ));\n#else\nfloat alphaSquared=alphaG*alphaG;return 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));\n#endif\n}\nfloat smithVisibility_TrowbridgeReitzGGXFast(float NdotL,float NdotV,float alphaG)\n{float visibility=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);return visibility;}\n#endif\n#ifdef ANISOTROPIC\nfloat smithVisibility_GGXCorrelated_Anisotropic(float NdotL,float NdotV,float TdotV,float BdotV,float TdotL,float BdotL,const vec2 alphaTB) {float lambdaV=NdotL*length(vec3(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));float lambdaL=NdotV*length(vec3(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));float v=0.5/(lambdaV+lambdaL);return v;}\n#endif\n#ifdef CLEARCOAT\nfloat visibility_Kelemen(float VdotH) {return 0.25/(VdotH*VdotH); }\n#endif\n#ifdef SHEEN\nfloat visibility_Ashikhmin(float NdotL,float NdotV)\n{return 1./(4.*(NdotL+NdotV-NdotL*NdotV));}\n/* NOT USED\n#ifdef SHEEN_SOFTER\nfloat l(float x,float alphaG)\n{float oneMinusAlphaSq=(1.0-alphaG)*(1.0-alphaG);float a=mix(21.5473,25.3245,oneMinusAlphaSq);float b=mix(3.82987,3.32435,oneMinusAlphaSq);float c=mix(0.19823,0.16801,oneMinusAlphaSq);float d=mix(-1.97760,-1.27393,oneMinusAlphaSq);float e=mix(-4.32054,-4.85967,oneMinusAlphaSq);return a/(1.0+b*pow(x,c))+d*x+e;}\nfloat lambdaSheen(float cosTheta,float alphaG)\n{return abs(cosTheta)<0.5 ? exp(l(cosTheta,alphaG)) : exp(2.0*l(0.5,alphaG)-l(1.0-cosTheta,alphaG));}\nfloat visibility_CharlieSheen(float NdotL,float NdotV,float alphaG)\n{float G=1.0/(1.0+lambdaSheen(NdotV,alphaG)+lambdaSheen(NdotL,alphaG));return G/(4.0*NdotV*NdotL);}\n#endif\n*/\n#endif\nfloat diffuseBRDF_Burley(float NdotL,float NdotV,float VdotH,float roughness) {float diffuseFresnelNV=pow5(saturateEps(1.0-NdotL));float diffuseFresnelNL=pow5(saturateEps(1.0-NdotV));float diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;float fresnel =\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);return fresnel/PI;}\n#ifdef SS_TRANSLUCENCY\nvec3 transmittanceBRDF_Burley(const vec3 tintColor,const vec3 diffusionDistance,float thickness) {vec3 S=1./maxEps(diffusionDistance);vec3 temp=exp((-0.333333333*thickness)*S);return tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);}\nfloat computeWrappedDiffuseNdotL(float NdotL,float w) {float t=1.0+w;float invt2=1.0/square(t);return saturate((NdotL+w)*invt2);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrBRDFFunctions = { name, shader };\n"]}
|
|
@@ -3,7 +3,7 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
|
3
3
|
const name = "pbrBlockDirectLighting";
|
|
4
4
|
const shader = `vec3 diffuseBase=vec3(0.,0.,0.);
|
|
5
5
|
#ifdef SS_TRANSLUCENCY
|
|
6
|
-
vec3
|
|
6
|
+
vec3 diffuseTransmissionBase=vec3(0.,0.,0.);
|
|
7
7
|
#endif
|
|
8
8
|
#ifdef SPECULARTERM
|
|
9
9
|
vec3 specularBase=vec3(0.,0.,0.);
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pbrBlockDirectLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockDirectLighting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;CAkBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockDirectLighting\";\nconst shader = `vec3 diffuseBase=vec3(0.,0.,0.);\n#ifdef SS_TRANSLUCENCY\nvec3
|
|
1
|
+
{"version":3,"file":"pbrBlockDirectLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockDirectLighting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;CAkBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockDirectLighting\";\nconst shader = `vec3 diffuseBase=vec3(0.,0.,0.);\n#ifdef SS_TRANSLUCENCY\nvec3 diffuseTransmissionBase=vec3(0.,0.,0.);\n#endif\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#ifdef CLEARCOAT\nvec3 clearCoatBase=vec3(0.,0.,0.);\n#endif\n#ifdef SHEEN\nvec3 sheenBase=vec3(0.,0.,0.);\n#endif\npreLightingInfo preInfo;lightingInfo info;float shadow=1.; \nfloat aggShadow=0.;float numLights=0.;\n#if defined(CLEARCOAT) && defined(CLEARCOAT_TINT)\nvec3 absorption=vec3(0.);\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrBlockDirectLighting = { name, shader };\n"]}
|
|
@@ -3,7 +3,7 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
|
3
3
|
const name = "pbrBlockFinalUnlitComponents";
|
|
4
4
|
const shader = `vec3 finalDiffuse=diffuseBase;finalDiffuse*=surfaceAlbedo;
|
|
5
5
|
#if defined(SS_TRANSLUCENCY) && !defined(UNLIT)
|
|
6
|
-
finalDiffuse+=
|
|
6
|
+
finalDiffuse+=diffuseTransmissionBase;
|
|
7
7
|
#endif
|
|
8
8
|
finalDiffuse=max(finalDiffuse,0.0);finalDiffuse*=vLightingIntensity.x;vec3 finalAmbient=vAmbientColor;finalAmbient*=surfaceAlbedo.rgb;vec3 finalEmissive=vEmissiveColor;
|
|
9
9
|
#ifdef EMISSIVE
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pbrBlockFinalUnlitComponents.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockFinalUnlitComponents\";\nconst shader = `vec3 finalDiffuse=diffuseBase;finalDiffuse*=surfaceAlbedo;\n#if defined(SS_TRANSLUCENCY) && !defined(UNLIT)\nfinalDiffuse+=
|
|
1
|
+
{"version":3,"file":"pbrBlockFinalUnlitComponents.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockFinalUnlitComponents\";\nconst shader = `vec3 finalDiffuse=diffuseBase;finalDiffuse*=surfaceAlbedo;\n#if defined(SS_TRANSLUCENCY) && !defined(UNLIT)\nfinalDiffuse+=diffuseTransmissionBase;\n#endif\nfinalDiffuse=max(finalDiffuse,0.0);finalDiffuse*=vLightingIntensity.x;vec3 finalAmbient=vAmbientColor;finalAmbient*=surfaceAlbedo.rgb;vec3 finalEmissive=vEmissiveColor;\n#ifdef EMISSIVE\nvec3 emissiveColorTex=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb;\n#ifdef GAMMAEMISSIVE\nfinalEmissive*=toLinearSpace(emissiveColorTex.rgb);\n#else\nfinalEmissive*=emissiveColorTex.rgb;\n#endif\nfinalEmissive*= vEmissiveInfos.y;\n#endif\nfinalEmissive*=vLightingIntensity.y;\n#ifdef AMBIENT\nvec3 ambientOcclusionForDirectDiffuse=mix(vec3(1.),aoOut.ambientOcclusionColor,vAmbientInfos.w);\n#else\nvec3 ambientOcclusionForDirectDiffuse=aoOut.ambientOcclusionColor;\n#endif\nfinalAmbient*=aoOut.ambientOcclusionColor;finalDiffuse*=ambientOcclusionForDirectDiffuse;\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrBlockFinalUnlitComponents = { name, shader };\n"]}
|
|
@@ -2,7 +2,7 @@
|
|
|
2
2
|
import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
3
3
|
const name = "pbrBlockReflectance";
|
|
4
4
|
const shader = `#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)
|
|
5
|
-
vec3 specularEnvironmentReflectance=getReflectanceFromBRDFLookup(clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,environmentBrdf);
|
|
5
|
+
vec3 specularEnvironmentReflectance=getReflectanceFromBRDFLookup(clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,vReflectivityColor.b,environmentBrdf);
|
|
6
6
|
#ifdef RADIANCEOCCLUSION
|
|
7
7
|
specularEnvironmentReflectance*=seo;
|
|
8
8
|
#endif
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pbrBlockReflectance.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockReflectance.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockReflectance\";\nconst shader = `#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\nvec3 specularEnvironmentReflectance=getReflectanceFromBRDFLookup(clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,environmentBrdf);\n#ifdef RADIANCEOCCLUSION\nspecularEnvironmentReflectance*=seo;\n#endif\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nspecularEnvironmentReflectance*=eho;\n#endif\n#endif\n#endif\n#else\nvec3 specularEnvironmentReflectance=getReflectanceFromAnalyticalBRDFLookup_Jones(NdotV,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,sqrt(microSurface));\n#endif\n#ifdef CLEARCOAT\nspecularEnvironmentReflectance*=clearcoatOut.conservationFactor;\n#if defined(CLEARCOAT_TINT)\nspecularEnvironmentReflectance*=clearcoatOut.absorption;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrBlockReflectance = { name, shader };\n"]}
|
|
1
|
+
{"version":3,"file":"pbrBlockReflectance.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockReflectance.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockReflectance\";\nconst shader = `#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\nvec3 specularEnvironmentReflectance=getReflectanceFromBRDFLookup(clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,vReflectivityColor.b,environmentBrdf);\n#ifdef RADIANCEOCCLUSION\nspecularEnvironmentReflectance*=seo;\n#endif\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nspecularEnvironmentReflectance*=eho;\n#endif\n#endif\n#endif\n#else\nvec3 specularEnvironmentReflectance=getReflectanceFromAnalyticalBRDFLookup_Jones(NdotV,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,sqrt(microSurface));\n#endif\n#ifdef CLEARCOAT\nspecularEnvironmentReflectance*=clearcoatOut.conservationFactor;\n#if defined(CLEARCOAT_TINT)\nspecularEnvironmentReflectance*=clearcoatOut.absorption;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrBlockReflectance = { name, shader };\n"]}
|
|
@@ -27,7 +27,7 @@ vec4 surfaceReflectivityColorMap;
|
|
|
27
27
|
};
|
|
28
28
|
#define pbr_inline
|
|
29
29
|
reflectivityOutParams reflectivityBlock(
|
|
30
|
-
in vec4
|
|
30
|
+
in vec4 reflectivityColor
|
|
31
31
|
#ifdef METALLICWORKFLOW
|
|
32
32
|
,in vec3 surfaceAlbedo
|
|
33
33
|
,in vec4 metallicReflectanceFactors
|
|
@@ -47,7 +47,7 @@ in vec4 vReflectivityColor
|
|
|
47
47
|
,in vec4 vDetailInfos
|
|
48
48
|
#endif
|
|
49
49
|
)
|
|
50
|
-
{reflectivityOutParams outParams;float microSurface=
|
|
50
|
+
{reflectivityOutParams outParams;float microSurface=reflectivityColor.a;vec3 surfaceReflectivityColor=reflectivityColor.rgb;
|
|
51
51
|
#ifdef METALLICWORKFLOW
|
|
52
52
|
vec2 metallicRoughness=surfaceReflectivityColor.rg;
|
|
53
53
|
#ifdef REFLECTIVITY
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pbrBlockReflectivity.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockReflectivity.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Gd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockReflectivity\";\nconst shader = `struct reflectivityOutParams\n{float microSurface;float roughness;vec3 surfaceReflectivityColor;\n#ifdef METALLICWORKFLOW\nvec3 surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\nvec3 ambientOcclusionColor;\n#endif\n#if DEBUGMODE>0\n#ifdef METALLICWORKFLOW\nvec2 metallicRoughness;\n#ifdef REFLECTIVITY\nvec4 surfaceMetallicColorMap;\n#endif\n#ifndef FROSTBITE_REFLECTANCE\nvec3 metallicF0;\n#endif\n#else\n#ifdef REFLECTIVITY\nvec4 surfaceReflectivityColorMap;\n#endif\n#endif\n#endif\n};\n#define pbr_inline\nreflectivityOutParams reflectivityBlock(\nin vec4
|
|
1
|
+
{"version":3,"file":"pbrBlockReflectivity.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockReflectivity.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Gd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockReflectivity\";\nconst shader = `struct reflectivityOutParams\n{float microSurface;float roughness;vec3 surfaceReflectivityColor;\n#ifdef METALLICWORKFLOW\nvec3 surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\nvec3 ambientOcclusionColor;\n#endif\n#if DEBUGMODE>0\n#ifdef METALLICWORKFLOW\nvec2 metallicRoughness;\n#ifdef REFLECTIVITY\nvec4 surfaceMetallicColorMap;\n#endif\n#ifndef FROSTBITE_REFLECTANCE\nvec3 metallicF0;\n#endif\n#else\n#ifdef REFLECTIVITY\nvec4 surfaceReflectivityColorMap;\n#endif\n#endif\n#endif\n};\n#define pbr_inline\nreflectivityOutParams reflectivityBlock(\nin vec4 reflectivityColor\n#ifdef METALLICWORKFLOW\n,in vec3 surfaceAlbedo\n,in vec4 metallicReflectanceFactors\n#endif\n#ifdef REFLECTIVITY\n,in vec3 reflectivityInfos\n,in vec4 surfaceMetallicOrReflectivityColorMap\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\n,in vec3 ambientOcclusionColorIn\n#endif\n#ifdef MICROSURFACEMAP\n,in vec4 microSurfaceTexel\n#endif\n#ifdef DETAIL\n,in vec4 detailColor\n,in vec4 vDetailInfos\n#endif\n)\n{reflectivityOutParams outParams;float microSurface=reflectivityColor.a;vec3 surfaceReflectivityColor=reflectivityColor.rgb;\n#ifdef METALLICWORKFLOW\nvec2 metallicRoughness=surfaceReflectivityColor.rg;\n#ifdef REFLECTIVITY\n#if DEBUGMODE>0\noutParams.surfaceMetallicColorMap=surfaceMetallicOrReflectivityColorMap;\n#endif\n#ifdef AOSTOREINMETALMAPRED\nvec3 aoStoreInMetalMap=vec3(surfaceMetallicOrReflectivityColorMap.r,surfaceMetallicOrReflectivityColorMap.r,surfaceMetallicOrReflectivityColorMap.r);outParams.ambientOcclusionColor=mix(ambientOcclusionColorIn,aoStoreInMetalMap,reflectivityInfos.z);\n#endif\n#ifdef METALLNESSSTOREINMETALMAPBLUE\nmetallicRoughness.r*=surfaceMetallicOrReflectivityColorMap.b;\n#else\nmetallicRoughness.r*=surfaceMetallicOrReflectivityColorMap.r;\n#endif\n#ifdef ROUGHNESSSTOREINMETALMAPALPHA\nmetallicRoughness.g*=surfaceMetallicOrReflectivityColorMap.a;\n#else\n#ifdef ROUGHNESSSTOREINMETALMAPGREEN\nmetallicRoughness.g*=surfaceMetallicOrReflectivityColorMap.g;\n#endif\n#endif\n#endif\n#ifdef DETAIL\nfloat detailRoughness=mix(0.5,detailColor.b,vDetailInfos.w);float loLerp=mix(0.,metallicRoughness.g,detailRoughness*2.);float hiLerp=mix(metallicRoughness.g,1.,(detailRoughness-0.5)*2.);metallicRoughness.g=mix(loLerp,hiLerp,step(detailRoughness,0.5));\n#endif\n#ifdef MICROSURFACEMAP\nmetallicRoughness.g*=microSurfaceTexel.r;\n#endif\n#if DEBUGMODE>0\noutParams.metallicRoughness=metallicRoughness;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS\nmicroSurface=1.0-metallicRoughness.g;vec3 baseColor=surfaceAlbedo;\n#ifdef FROSTBITE_REFLECTANCE\noutParams.surfaceAlbedo=baseColor.rgb*(1.0-metallicRoughness.r);surfaceReflectivityColor=mix(0.16*reflectance*reflectance,baseColor,metallicRoughness.r);\n#else\nvec3 metallicF0=metallicReflectanceFactors.rgb;\n#if DEBUGMODE>0\noutParams.metallicF0=metallicF0;\n#endif\noutParams.surfaceAlbedo=mix(baseColor.rgb*(1.0-metallicF0),vec3(0.,0.,0.),metallicRoughness.r);surfaceReflectivityColor=mix(metallicF0,baseColor,metallicRoughness.r);\n#endif\n#else\n#ifdef REFLECTIVITY\nsurfaceReflectivityColor*=surfaceMetallicOrReflectivityColorMap.rgb;\n#if DEBUGMODE>0\noutParams.surfaceReflectivityColorMap=surfaceMetallicOrReflectivityColorMap;\n#endif\n#ifdef MICROSURFACEFROMREFLECTIVITYMAP\nmicroSurface*=surfaceMetallicOrReflectivityColorMap.a;microSurface*=reflectivityInfos.z;\n#else\n#ifdef MICROSURFACEAUTOMATIC\nmicroSurface*=computeDefaultMicroSurface(microSurface,surfaceReflectivityColor);\n#endif\n#ifdef MICROSURFACEMAP\nmicroSurface*=microSurfaceTexel.r;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_MICROSURFACE\n#endif\n#endif\n#endif\nmicroSurface=saturate(microSurface);float roughness=1.-microSurface;outParams.microSurface=microSurface;outParams.roughness=roughness;outParams.surfaceReflectivityColor=surfaceReflectivityColor;return outParams;}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrBlockReflectivity = { name, shader };\n"]}
|
|
@@ -5,7 +5,7 @@ const shader = `#define CLEARCOATREFLECTANCE90 1.0
|
|
|
5
5
|
struct lightingInfo
|
|
6
6
|
{vec3 diffuse;
|
|
7
7
|
#ifdef SS_TRANSLUCENCY
|
|
8
|
-
vec3
|
|
8
|
+
vec3 diffuseTransmission;
|
|
9
9
|
#endif
|
|
10
10
|
#ifdef SPECULARTERM
|
|
11
11
|
vec3 specular;
|
|
@@ -31,11 +31,23 @@ vec3 computeDiffuseLighting(preLightingInfo info,vec3 lightColor) {float diffuse
|
|
|
31
31
|
#define inline
|
|
32
32
|
vec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix,vec3 posW){vec4 strq=textureProjectionMatrix*vec4(posW,1.0);strq/=strq.w;vec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;return toLinearSpace(textureColor);}
|
|
33
33
|
#ifdef SS_TRANSLUCENCY
|
|
34
|
-
vec3
|
|
35
|
-
|
|
34
|
+
vec3 computeDiffuseTransmittedLighting(preLightingInfo info,vec3 lightColor,vec3 transmittance) {vec3 transmittanceNdotL=vec3(0.);float NdotL=absEps(info.NdotLUnclamped);
|
|
35
|
+
#ifndef SS_TRANSLUCENCY_LEGACY
|
|
36
|
+
if (info.NdotLUnclamped<0.0) {
|
|
37
|
+
#endif
|
|
38
|
+
float wrapNdotL=computeWrappedDiffuseNdotL(NdotL,0.02);float trAdapt=step(0.,info.NdotLUnclamped);transmittanceNdotL=mix(transmittance*wrapNdotL,vec3(wrapNdotL),trAdapt);
|
|
39
|
+
#ifndef SS_TRANSLUCENCY_LEGACY
|
|
40
|
+
}
|
|
41
|
+
return (transmittanceNdotL/PI)*info.attenuation*lightColor;
|
|
42
|
+
#endif
|
|
43
|
+
float diffuseTerm=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);return diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;}
|
|
36
44
|
#endif
|
|
37
45
|
#ifdef SPECULARTERM
|
|
38
|
-
vec3 computeSpecularLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float roughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(roughness);
|
|
46
|
+
vec3 computeSpecularLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor,float ior) {float NdotH=saturateEps(dot(N,info.H));float roughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(roughness);
|
|
47
|
+
#ifdef METALLICWORKFLOW
|
|
48
|
+
reflectance90=clamp(reflectance90*2.0*(ior-1.0),0.0,1.0);
|
|
49
|
+
#endif
|
|
50
|
+
vec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);
|
|
39
51
|
#ifdef IRIDESCENCE
|
|
40
52
|
fresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);
|
|
41
53
|
#endif
|