@babylonjs/core 8.23.1 → 8.24.0
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/Buffers/storageBuffer.d.ts +6 -0
- package/Buffers/storageBuffer.js +8 -0
- package/Buffers/storageBuffer.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.d.ts +2 -1
- package/Engines/Extensions/engine.multiRender.js +12 -7
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +2 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.js +12 -7
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/webgpuDrawContext.d.ts +6 -0
- package/Engines/WebGPU/webgpuDrawContext.js +9 -0
- package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engineCapabilities.d.ts +4 -0
- package/Engines/engineCapabilities.js.map +1 -1
- package/Engines/nativeEngine.js +2 -0
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +2 -0
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.js +15 -0
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +7 -0
- package/Engines/webgpuEngine.js +12 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +12 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +52 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +0 -3
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js +7 -2
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js +11 -2
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +6 -6
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +27 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +76 -8
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +2 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/frameGraph.js +0 -7
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphRenderTarget.js +1 -1
- package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.d.ts +90 -0
- package/Lights/Clustered/clusteredLightContainer.js +401 -0
- package/Lights/Clustered/clusteredLightContainer.js.map +1 -0
- package/Lights/Clustered/clusteredLightingSceneComponent.d.ts +34 -0
- package/Lights/Clustered/clusteredLightingSceneComponent.js +47 -0
- package/Lights/Clustered/clusteredLightingSceneComponent.js.map +1 -0
- package/Lights/Clustered/index.d.ts +6 -0
- package/Lights/Clustered/index.js +7 -0
- package/Lights/Clustered/index.js.map +1 -0
- package/Lights/Shadows/shadowGenerator.js +9 -8
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/index.d.ts +1 -0
- package/Lights/index.js +1 -0
- package/Lights/index.js.map +1 -1
- package/Lights/light.d.ts +2 -1
- package/Lights/light.js +2 -1
- package/Lights/light.js.map +1 -1
- package/Lights/lightConstants.d.ts +4 -0
- package/Lights/lightConstants.js +4 -0
- package/Lights/lightConstants.js.map +1 -1
- package/Lights/spotLight.d.ts +6 -3
- package/Lights/spotLight.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +1 -1
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/materialHelper.functions.d.ts +2 -1
- package/Materials/materialHelper.functions.js +9 -3
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/standardMaterial.js +2 -2
- package/Materials/standardMaterial.js.map +1 -1
- package/Materials/uniformBuffer.d.ts +1 -1
- package/Materials/uniformBuffer.js +2 -2
- package/Materials/uniformBuffer.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +4 -0
- package/Meshes/abstractMesh.js +4 -0
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/csg2.js +1 -1
- package/Meshes/csg2.js.map +1 -1
- package/Meshes/geometry.js +1 -1
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/mesh.js +2 -7
- package/Meshes/mesh.js.map +1 -1
- package/Misc/dumpTools.d.ts +1 -1
- package/Misc/dumpTools.js +23 -14
- package/Misc/dumpTools.js.map +1 -1
- package/Misc/fileTools.js +7 -0
- package/Misc/fileTools.js.map +1 -1
- package/Misc/index.d.ts +1 -0
- package/Misc/index.js +1 -0
- package/Misc/index.js.map +1 -1
- package/Misc/lazy.d.ts +16 -0
- package/Misc/lazy.js +25 -0
- package/Misc/lazy.js.map +1 -0
- package/Particles/Node/Blocks/Emitters/createParticleBlock.d.ts +4 -0
- package/Particles/Node/Blocks/Emitters/createParticleBlock.js +13 -3
- package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +3 -1
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Update/basicColorUpdateBlock.d.ts +31 -0
- package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js +67 -0
- package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js.map +1 -0
- package/Particles/Node/Blocks/index.d.ts +1 -0
- package/Particles/Node/Blocks/index.js +1 -0
- package/Particles/Node/Blocks/index.js.map +1 -1
- package/Particles/Node/Blocks/particleInputBlock.js +1 -0
- package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
- package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +2 -2
- package/Particles/Node/Blocks/particleSourceTextureBlock.js +3 -3
- package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
- package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +3 -1
- package/Particles/Node/Enums/nodeParticleContextualSources.js +2 -0
- package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
- package/Particles/Node/nodeParticleBuildState.js +3 -1
- package/Particles/Node/nodeParticleBuildState.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.helper.d.ts +2 -1
- package/Particles/Node/nodeParticleSystemSet.helper.js +98 -61
- package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
- package/Particles/particle.d.ts +4 -0
- package/Particles/particle.js +5 -0
- package/Particles/particle.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +17 -3
- package/Rendering/objectRenderer.js +111 -26
- package/Rendering/objectRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/clusteredLightingFunctions.d.ts +5 -0
- package/Shaders/ShadersInclude/clusteredLightingFunctions.js +18 -0
- package/Shaders/ShadersInclude/clusteredLightingFunctions.js.map +1 -0
- package/Shaders/ShadersInclude/helperFunctions.js +5 -1
- package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragment.js +33 -1
- package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -0
- package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightUboDeclaration.js +5 -0
- package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightVxUboDeclaration.js +2 -0
- package/Shaders/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightsFragmentFunctions.d.ts +1 -0
- package/Shaders/ShadersInclude/lightsFragmentFunctions.js +20 -0
- package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockPrePass.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
- package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.d.ts +7 -0
- package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js +125 -0
- package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js.map +1 -0
- package/Shaders/default.fragment.js +2 -0
- package/Shaders/default.fragment.js.map +1 -1
- package/Shaders/lightProxy.fragment.d.ts +5 -0
- package/Shaders/lightProxy.fragment.js +13 -0
- package/Shaders/lightProxy.fragment.js.map +1 -0
- package/Shaders/lightProxy.vertex.d.ts +8 -0
- package/Shaders/lightProxy.vertex.js +19 -0
- package/Shaders/lightProxy.vertex.js.map +1 -0
- package/Shaders/pbr.fragment.d.ts +1 -0
- package/Shaders/pbr.fragment.js +4 -0
- package/Shaders/pbr.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.js +23 -0
- package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/lightFragment.js +33 -1
- package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +5 -0
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js +2 -0
- package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.d.ts +1 -0
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +21 -1
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +3 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.d.ts +2 -0
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +114 -0
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/ShadersWGSL/default.fragment.js +2 -0
- package/ShadersWGSL/default.fragment.js.map +1 -1
- package/ShadersWGSL/lightProxy.fragment.d.ts +5 -0
- package/ShadersWGSL/lightProxy.fragment.js +13 -0
- package/ShadersWGSL/lightProxy.fragment.js.map +1 -0
- package/ShadersWGSL/lightProxy.vertex.d.ts +7 -0
- package/ShadersWGSL/lightProxy.vertex.js +19 -0
- package/ShadersWGSL/lightProxy.vertex.js.map +1 -0
- package/package.json +1 -1
- package/scene.d.ts +1 -0
- package/scene.js +140 -30
- package/scene.js.map +1 -1
- package/sceneComponent.d.ts +2 -0
- package/sceneComponent.js +2 -0
- package/sceneComponent.js.map +1 -1
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{ StorageBuffer } from \"core/Buffers/storageBuffer\";\nimport { Constants } from \"core/Engines/constants\";\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\nimport type { Effect } from \"core/Materials/effect\";\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\nimport { TmpColors } from \"core/Maths/math.color\";\nimport { TmpVectors, Vector3 } from \"core/Maths/math.vector\";\nimport { CreatePlane } from \"core/Meshes/Builders/planeBuilder\";\nimport type { Mesh } from \"core/Meshes/mesh\";\nimport { _WarnImport } from \"core/Misc/devTools\";\nimport { serialize } from \"core/Misc/decorators\";\nimport { Logger } from \"core/Misc/logger\";\nimport { RegisterClass } from \"core/Misc/typeStore\";\nimport { Node } from \"core/node\";\nimport type { Scene } from \"core/scene\";\nimport type { Nullable } from \"core/types\";\n\nimport { Light } from \"../light\";\nimport { LightConstants } from \"../lightConstants\";\nimport type { PointLight } from \"../pointLight\";\nimport type { SpotLight } from \"../spotLight\";\n\nimport \"core/Meshes/thinInstanceMesh\";\n\nNode.AddNodeConstructor(\"Light_Type_5\", (name, scene) => {\n return () => new ClusteredLightContainer(name, [], scene);\n});\n\n/**\n * A special light that renders all its associated spot or point lights using a clustered or forward+ system.\n */\nexport class ClusteredLightContainer extends Light {\n private static _GetEngineBatchSize(engine: AbstractEngine): number {\n const caps = engine._caps;\n if (!caps.texelFetch) {\n return 0;\n } else if (engine.isWebGPU) {\n // On WebGPU we use atomic writes to storage textures\n return 32;\n } else if (engine.version > 1) {\n // On WebGL 2 we use additive float blending as the light mask\n if (!caps.colorBufferFloat || !caps.blendFloat) {\n return 0;\n }\n // Due to the use of floats we want to limit lights to the precision of floats\n return caps.shaderFloatPrecision;\n } else {\n // WebGL 1 is not supported due to lack of dynamic for loops\n return 0;\n }\n }\n\n /**\n * Checks if the clustered lighting system supports the given light with its current parameters.\n * This will also check if the light's associated engine supports clustered lighting.\n *\n * @param light The light to test\n * @returns true if the light and its engine is supported\n */\n public static IsLightSupported(light: Light): boolean {\n if (ClusteredLightContainer._GetEngineBatchSize(light.getEngine()) === 0) {\n return false;\n } else if (light.shadowEnabled && light._scene.shadowsEnabled && light.getShadowGenerators()) {\n // Shadows are not supported\n return false;\n } else if (light.falloffType !== Light.FALLOFF_DEFAULT) {\n // Only the default falloff is supported\n return false;\n } else if (light.getTypeID() === LightConstants.LIGHTTYPEID_POINTLIGHT) {\n return true;\n } else if (light.getTypeID() === LightConstants.LIGHTTYPEID_SPOTLIGHT) {\n // Extra texture bindings per light are not supported\n return !(<SpotLight>light).projectionTexture && !(<SpotLight>light).iesProfileTexture;\n } else {\n // Currently only point and spot lights are supported\n return false;\n }\n }\n\n /** @internal */\n public static _SceneComponentInitialization: (scene: Scene) => void = () => {\n throw _WarnImport(\"ClusteredLightingSceneComponent\");\n };\n\n private readonly _batchSize: number;\n\n /**\n * True if clustered lighting is supported.\n */\n public get isSupported(): boolean {\n return this._batchSize > 0;\n }\n\n private readonly _lights: (PointLight | SpotLight)[] = [];\n /**\n * Gets the current list of lights added to this clustering system.\n */\n public get lights(): readonly Light[] {\n return this._lights;\n }\n\n private _lightDataBuffer: Float32Array;\n private _lightDataTexture: RawTexture;\n\n private _tileMaskBatches = -1;\n private _tileMaskTexture: RenderTargetTexture;\n private _tileMaskBuffer: Nullable<StorageBuffer>;\n\n private _horizontalTiles = 64;\n /**\n * The number of tiles in the horizontal direction to cluster lights into.\n * A lower value will reduce memory and make the clustering step faster, while a higher value increases memory and makes the rendering step faster.\n */\n @serialize()\n public get horizontalTiles(): number {\n return this._horizontalTiles;\n }\n\n public set horizontalTiles(horizontal: number) {\n if (this._horizontalTiles === horizontal) {\n return;\n }\n this._horizontalTiles = horizontal;\n // Force the batch data to be recreated\n this._tileMaskBatches = -1;\n }\n\n private _verticalTiles = 64;\n /**\n * The number of tiles in the vertical direction to cluster lights into.\n * A lower value will reduce memory and make the clustering step faster, while a higher value increases memory and makes the rendering step faster.\n */\n @serialize()\n public get verticalTiles(): number {\n return this._verticalTiles;\n }\n\n public set verticalTiles(vertical: number) {\n if (this._verticalTiles === vertical) {\n return;\n }\n this._verticalTiles = vertical;\n // Force the batch data to be recreated\n this._tileMaskBatches = -1;\n }\n\n private readonly _proxyMaterial: ShaderMaterial;\n private readonly _proxyMesh: Mesh;\n\n private _maxRange = 16383;\n private _minInverseSquaredRange = 1 / (this._maxRange * this._maxRange);\n /**\n * This limits the range of all the added lights, so even lights with extreme ranges will still have bounds for clustering.\n */\n @serialize()\n public get maxRange(): number {\n return this._maxRange;\n }\n\n public set maxRange(range: number) {\n if (this._maxRange === range) {\n return;\n }\n this._maxRange = range;\n this._minInverseSquaredRange = 1 / (range * range);\n }\n\n /**\n * Creates a new clustered light system with an initial set of lights.\n *\n * @param name The name of the clustered light container\n * @param lights The initial set of lights to add\n * @param scene The scene the clustered light container belongs to\n */\n constructor(name: string, lights: Light[] = [], scene?: Scene) {\n super(name, scene);\n const engine = this.getEngine();\n this._batchSize = ClusteredLightContainer._GetEngineBatchSize(engine);\n\n const proxyShader = { vertex: \"lightProxy\", fragment: \"lightProxy\" };\n this._proxyMaterial = new ShaderMaterial(\"ProxyMaterial\", this._scene, proxyShader, {\n attributes: [\"position\"],\n uniforms: [\"view\", \"projection\", \"tileMaskResolution\"],\n samplers: [\"lightDataTexture\"],\n uniformBuffers: [\"Scene\"],\n storageBuffers: [\"tileMaskBuffer\"],\n defines: [`CLUSTLIGHT_BATCH ${this._batchSize}`],\n shaderLanguage: engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\n extraInitializationsAsync: async () => {\n if (engine.isWebGPU) {\n await Promise.all([import(\"../../ShadersWGSL/lightProxy.vertex\"), import(\"../../ShadersWGSL/lightProxy.fragment\")]);\n } else {\n await Promise.all([import(\"../../Shaders/lightProxy.vertex\"), import(\"../../Shaders/lightProxy.fragment\")]);\n }\n },\n });\n\n // Additive blending is for merging masks on WebGL\n this._proxyMaterial.transparencyMode = ShaderMaterial.MATERIAL_ALPHABLEND;\n this._proxyMaterial.alphaMode = Constants.ALPHA_ADD;\n\n this._proxyMesh = CreatePlane(\"ProxyMesh\", { size: 2 });\n // Make sure it doesn't render for the default scene\n this._scene.removeMesh(this._proxyMesh);\n this._proxyMesh.material = this._proxyMaterial;\n\n this._updateBatches();\n\n if (this._batchSize > 0) {\n ClusteredLightContainer._SceneComponentInitialization(this._scene);\n for (const light of lights) {\n this.addLight(light);\n }\n }\n }\n\n public override getClassName(): string {\n return \"ClusteredLightContainer\";\n }\n\n // eslint-disable-next-line @typescript-eslint/naming-convention\n public override getTypeID(): number {\n return LightConstants.LIGHTTYPEID_CLUSTERED_CONTAINER;\n }\n\n /** @internal */\n public _updateBatches(): RenderTargetTexture {\n this._proxyMesh.isVisible = this._lights.length > 0;\n\n // Ensure space for atleast 1 batch\n const batches = Math.max(Math.ceil(this._lights.length / this._batchSize), 1);\n if (this._tileMaskBatches >= batches) {\n this._proxyMesh.thinInstanceCount = this._lights.length;\n return this._tileMaskTexture;\n }\n const engine = this.getEngine();\n // Round up to a batch size so we don't have to reallocate as often\n const maxLights = batches * this._batchSize;\n\n this._lightDataBuffer = new Float32Array(20 * maxLights);\n this._lightDataTexture?.dispose();\n this._lightDataTexture = new RawTexture(\n this._lightDataBuffer,\n 5,\n maxLights,\n Constants.TEXTUREFORMAT_RGBA,\n this._scene,\n false,\n false,\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\n Constants.TEXTURETYPE_FLOAT\n );\n this._proxyMaterial.setTexture(\"lightDataTexture\", this._lightDataTexture);\n\n this._tileMaskTexture?.dispose();\n const textureSize = { width: this._horizontalTiles, height: this._verticalTiles };\n if (!engine.isWebGPU) {\n // In WebGL we shift the light proxy by the batch number\n textureSize.height *= batches;\n }\n this._tileMaskTexture = new RenderTargetTexture(\"TileMaskTexture\", textureSize, this._scene, {\n // We don't write anything on WebGPU so make it as small as possible\n type: engine.isWebGPU ? Constants.TEXTURETYPE_UNSIGNED_BYTE : Constants.TEXTURETYPE_FLOAT,\n format: Constants.TEXTUREFORMAT_RED,\n generateDepthBuffer: false,\n });\n\n this._tileMaskTexture.renderParticles = false;\n this._tileMaskTexture.renderSprites = false;\n this._tileMaskTexture.noPrePassRenderer = true;\n this._tileMaskTexture.renderList = [this._proxyMesh];\n\n this._tileMaskTexture.onBeforeBindObservable.add(() => {\n this._updateLightData();\n });\n\n this._tileMaskTexture.onClearObservable.add(() => {\n if (engine.isWebGPU) {\n // Clear the storage buffer for WebGPU\n this._tileMaskBuffer?.clear();\n } else {\n // Only clear the texture on WebGL\n engine.clear({ r: 0, g: 0, b: 0, a: 1 }, true, false);\n }\n });\n\n if (engine.isWebGPU) {\n // WebGPU also needs a storage buffer to write to\n this._tileMaskBuffer?.dispose();\n const bufferSize = this._horizontalTiles * this._verticalTiles * batches * 4;\n this._tileMaskBuffer = new StorageBuffer(<WebGPUEngine>engine, bufferSize);\n this._proxyMaterial.setStorageBuffer(\"tileMaskBuffer\", this._tileMaskBuffer);\n }\n\n this._proxyMaterial.setVector3(\"tileMaskResolution\", new Vector3(this._horizontalTiles, this.verticalTiles, batches));\n\n // We don't actually use the matrix data but we need enough capacity for the lights\n this._proxyMesh.thinInstanceSetBuffer(\"matrix\", new Float32Array(maxLights * 16));\n this._proxyMesh.thinInstanceCount = this._lights.length;\n this._tileMaskBatches = batches;\n return this._tileMaskTexture;\n }\n\n private _updateLightData(): void {\n const buf = this._lightDataBuffer;\n for (let i = 0; i < this._lights.length; i += 1) {\n const light = this._lights[i];\n const off = i * 20;\n const computed = light.computeTransformedInformation();\n const scaledIntensity = light.getScaledIntensity();\n\n const position = computed ? light.transformedPosition : light.position;\n const diffuse = light.diffuse.scaleToRef(scaledIntensity, TmpColors.Color3[0]);\n const specular = light.specular.scaleToRef(scaledIntensity, TmpColors.Color3[1]);\n const range = Math.min(light.range, this.maxRange);\n const inverseSquaredRange = Math.max(light._inverseSquaredRange, this._minInverseSquaredRange);\n\n // vLightData\n buf[off + 0] = position.x;\n buf[off + 1] = position.y;\n buf[off + 2] = position.z;\n buf[off + 3] = 0;\n // vLightDiffuse\n buf[off + 4] = diffuse.r;\n buf[off + 5] = diffuse.g;\n buf[off + 6] = diffuse.b;\n buf[off + 7] = range;\n // vLightSpecular\n buf[off + 8] = specular.r;\n buf[off + 9] = specular.g;\n buf[off + 10] = specular.b;\n buf[off + 11] = light.radius;\n // vLightDirection\n buf[off + 12] = 0;\n buf[off + 13] = 0;\n buf[off + 14] = 0;\n buf[off + 15] = -1;\n // vLightFalloff\n buf[off + 16] = range;\n buf[off + 17] = inverseSquaredRange;\n buf[off + 18] = 0;\n buf[off + 19] = 0;\n\n if (light.getTypeID() === LightConstants.LIGHTTYPEID_SPOTLIGHT) {\n const spotLight = <SpotLight>light;\n const direction = Vector3.NormalizeToRef(computed ? spotLight.transformedDirection : spotLight.direction, TmpVectors.Vector3[0]);\n\n // vLightData.a\n buf[off + 3] = spotLight.exponent;\n // vLightDirection\n buf[off + 12] = direction.x;\n buf[off + 13] = direction.y;\n buf[off + 14] = direction.z;\n buf[off + 15] = spotLight._cosHalfAngle;\n // vLightFalloff.zw\n buf[off + 18] = spotLight._lightAngleScale;\n buf[off + 19] = spotLight._lightAngleOffset;\n }\n }\n this._lightDataTexture.update(this._lightDataBuffer);\n }\n\n public override dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void {\n for (const light of this._lights) {\n light.dispose(doNotRecurse, disposeMaterialAndTextures);\n }\n this._lightDataTexture.dispose();\n this._tileMaskTexture.dispose();\n this._tileMaskBuffer?.dispose();\n this._proxyMesh.dispose(doNotRecurse, disposeMaterialAndTextures);\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\n }\n\n /**\n * Adds a light to the clustering system.\n * @param light The light to add\n */\n public addLight(light: Light): void {\n if (!ClusteredLightContainer.IsLightSupported(light)) {\n Logger.Warn(\"Attempting to add a light to cluster that does not support clustering\");\n return;\n }\n this._scene.removeLight(light);\n this._lights.push(<PointLight | SpotLight>light);\n\n this._proxyMesh.isVisible = true;\n this._proxyMesh.thinInstanceCount = this._lights.length;\n }\n\n /**\n * Removes a light from the clustering system.\n * @param light The light to remove\n * @returns the index where the light was in the light list\n */\n public removeLight(light: Light): number {\n const index = this.lights.indexOf(light);\n if (index === -1) {\n return index;\n }\n this._lights.splice(index, 1);\n this._scene.addLight(light);\n\n this._proxyMesh.thinInstanceCount = this._lights.length;\n if (this._lights.length === 0) {\n this._proxyMesh.isVisible = false;\n }\n return index;\n }\n\n protected override _buildUniformLayout(): void {\n this._uniformBuffer.addUniform(\"vLightData\", 4);\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\n this._uniformBuffer.addUniform(\"vNumLights\", 1);\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\n this._uniformBuffer.addUniform(\"depthValues\", 2);\n this._uniformBuffer.create();\n }\n\n public override transferToEffect(effect: Effect, lightIndex: string): Light {\n const engine = this.getEngine();\n const hscale = this._horizontalTiles / engine.getRenderWidth();\n const vscale = this._verticalTiles / engine.getRenderHeight();\n this._uniformBuffer.updateFloat4(\"vLightData\", hscale, vscale, this._verticalTiles, this._tileMaskBatches, lightIndex);\n this._uniformBuffer.updateFloat(\"vNumLights\", this._lights.length, lightIndex);\n return this;\n }\n\n public override transferTexturesToEffect(effect: Effect, lightIndex: string): Light {\n const engine = this.getEngine();\n effect.setTexture(\"lightDataTexture\" + lightIndex, this._lightDataTexture);\n if (engine.isWebGPU) {\n (<WebGPUEngine>engine).setStorageBuffer(\"tileMaskBuffer\" + lightIndex, this._tileMaskBuffer);\n } else {\n effect.setTexture(\"tileMaskTexture\" + lightIndex, this._tileMaskTexture);\n }\n return this;\n }\n\n public override transferToNodeMaterialEffect(): Light {\n // TODO: ????\n return this;\n }\n\n public override prepareLightSpecificDefines(defines: any, lightIndex: number): void {\n defines[\"CLUSTLIGHT\" + lightIndex] = true;\n defines[\"CLUSTLIGHT_BATCH\"] = this._batchSize;\n }\n\n public override _isReady(): boolean {\n this._updateBatches();\n return this._proxyMesh.isReady(true, true);\n }\n}\n\n// Register Class Name\nRegisterClass(\"BABYLON.ClusteredLightContainer\", ClusteredLightContainer);\n"]}
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@@ -0,0 +1,34 @@
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import type { Scene } from "../../scene.js";
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import type { ISceneComponent } from "../../sceneComponent.js";
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/**
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* A scene component required for running the clustering step in clustered lights
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*/
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export declare class ClusteredLightingSceneComponent implements ISceneComponent {
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/**
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* The name of the component. Each component must have a unique name.
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*/
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name: string;
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/**
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* The scene the component belongs to.
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*/
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scene: Scene;
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/**
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* Creates a new scene component.
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* @param scene The scene the component belongs to
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*/
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constructor(scene: Scene);
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/**
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* Disposes the component and the associated resources.
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*/
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dispose(): void;
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/**
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* Rebuilds the elements related to this component in case of
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* context lost for instance.
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*/
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rebuild(): void;
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/**
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* Register the component to one instance of a scene.
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*/
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register(): void;
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private _gatherActiveCameraRenderTargets;
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}
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import { SceneComponentConstants } from "../../sceneComponent.js";
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import { ClusteredLightContainer } from "./clusteredLightContainer.js";
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import { LightConstants } from "../lightConstants.js";
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/**
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* A scene component required for running the clustering step in clustered lights
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*/
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export class ClusteredLightingSceneComponent {
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/**
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* Creates a new scene component.
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* @param scene The scene the component belongs to
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*/
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constructor(scene) {
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/**
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* The name of the component. Each component must have a unique name.
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*/
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this.name = SceneComponentConstants.NAME_CLUSTEREDLIGHTING;
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this._gatherActiveCameraRenderTargets = (renderTargets) => {
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for (const light of this.scene.lights) {
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if (light.getTypeID() === LightConstants.LIGHTTYPEID_CLUSTERED_CONTAINER && light.isSupported) {
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renderTargets.push(light._updateBatches());
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}
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}
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};
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this.scene = scene;
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}
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/**
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* Disposes the component and the associated resources.
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*/
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dispose() { }
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/**
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* Rebuilds the elements related to this component in case of
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* context lost for instance.
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*/
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rebuild() { }
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/**
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* Register the component to one instance of a scene.
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*/
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register() {
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this.scene._gatherActiveCameraRenderTargetsStage.registerStep(SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_CLUSTEREDLIGHTING, this, this._gatherActiveCameraRenderTargets);
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}
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}
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ClusteredLightContainer._SceneComponentInitialization = (scene) => {
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if (!scene._getComponent(SceneComponentConstants.NAME_CLUSTEREDLIGHTING)) {
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scene._addComponent(new ClusteredLightingSceneComponent(scene));
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}
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};
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//# sourceMappingURL=clusteredLightingSceneComponent.js.map
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{"version":3,"file":"clusteredLightingSceneComponent.js","sourceRoot":"","sources":["../../../../../dev/core/src/Lights/Clustered/clusteredLightingSceneComponent.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,uBAAuB,EAAE,gCAA4B;AAE9D,OAAO,EAAE,uBAAuB,EAAE,MAAM,2BAA2B,CAAC;AACpE,OAAO,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAEnD;;GAEG;AACH,MAAM,OAAO,+BAA+B;IAWxC;;;OAGG;IACH,YAAY,KAAY;QAdxB;;WAEG;QACI,SAAI,GAAG,uBAAuB,CAAC,sBAAsB,CAAC;QAqCrD,qCAAgC,GAA6B,CAAC,aAAa,EAAE,EAAE;YACnF,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;gBACpC,IAAI,KAAK,CAAC,SAAS,EAAE,KAAK,cAAc,CAAC,+BAA+B,IAA8B,KAAM,CAAC,WAAW,EAAE,CAAC;oBACvH,aAAa,CAAC,IAAI,CAA2B,KAAM,CAAC,cAAc,EAAE,CAAC,CAAC;gBAC1E,CAAC;YACL,CAAC;QACL,CAAC,CAAC;QA/BE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,OAAO,KAAU,CAAC;IAEzB;;;OAGG;IACI,OAAO,KAAU,CAAC;IAEzB;;OAEG;IACI,QAAQ;QACX,IAAI,CAAC,KAAK,CAAC,qCAAqC,CAAC,YAAY,CACzD,uBAAuB,CAAC,sDAAsD,EAC9E,IAAI,EACJ,IAAI,CAAC,gCAAgC,CACxC,CAAC;IACN,CAAC;CASJ;AAED,uBAAuB,CAAC,6BAA6B,GAAG,CAAC,KAAK,EAAE,EAAE;IAC9D,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC,uBAAuB,CAAC,sBAAsB,CAAC,EAAE,CAAC;QACvE,KAAK,CAAC,aAAa,CAAC,IAAI,+BAA+B,CAAC,KAAK,CAAC,CAAC,CAAC;IACpE,CAAC;AACL,CAAC,CAAC","sourcesContent":["import type { Scene } from \"core/scene\";\nimport type { RenderTargetsStageAction, ISceneComponent } from \"core/sceneComponent\";\nimport { SceneComponentConstants } from \"core/sceneComponent\";\n\nimport { ClusteredLightContainer } from \"./clusteredLightContainer\";\nimport { LightConstants } from \"../lightConstants\";\n\n/**\n * A scene component required for running the clustering step in clustered lights\n */\nexport class ClusteredLightingSceneComponent implements ISceneComponent {\n /**\n * The name of the component. Each component must have a unique name.\n */\n public name = SceneComponentConstants.NAME_CLUSTEREDLIGHTING;\n\n /**\n * The scene the component belongs to.\n */\n public scene: Scene;\n\n /**\n * Creates a new scene component.\n * @param scene The scene the component belongs to\n */\n constructor(scene: Scene) {\n this.scene = scene;\n }\n\n /**\n * Disposes the component and the associated resources.\n */\n public dispose(): void {}\n\n /**\n * Rebuilds the elements related to this component in case of\n * context lost for instance.\n */\n public rebuild(): void {}\n\n /**\n * Register the component to one instance of a scene.\n */\n public register(): void {\n this.scene._gatherActiveCameraRenderTargetsStage.registerStep(\n SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_CLUSTEREDLIGHTING,\n this,\n this._gatherActiveCameraRenderTargets\n );\n }\n\n private _gatherActiveCameraRenderTargets: RenderTargetsStageAction = (renderTargets) => {\n for (const light of this.scene.lights) {\n if (light.getTypeID() === LightConstants.LIGHTTYPEID_CLUSTERED_CONTAINER && (<ClusteredLightContainer>light).isSupported) {\n renderTargets.push((<ClusteredLightContainer>light)._updateBatches());\n }\n }\n };\n}\n\nClusteredLightContainer._SceneComponentInitialization = (scene) => {\n if (!scene._getComponent(SceneComponentConstants.NAME_CLUSTEREDLIGHTING)) {\n scene._addComponent(new ClusteredLightingSceneComponent(scene));\n }\n};\n"]}
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@@ -0,0 +1,6 @@
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export * from "./clusteredLightContainer.js";
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export * from "./clusteredLightingSceneComponent.js";
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import "../../Shaders/lightProxy.fragment.js";
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import "../../Shaders/lightProxy.vertex.js";
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import "../../ShadersWGSL/lightProxy.fragment.js";
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import "../../ShadersWGSL/lightProxy.vertex.js";
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@@ -0,0 +1,7 @@
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export * from "./clusteredLightContainer.js";
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export * from "./clusteredLightingSceneComponent.js";
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import "../../Shaders/lightProxy.fragment.js";
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import "../../Shaders/lightProxy.vertex.js";
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import "../../ShadersWGSL/lightProxy.fragment.js";
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import "../../ShadersWGSL/lightProxy.vertex.js";
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//# sourceMappingURL=index.js.map
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../dev/core/src/Lights/Clustered/index.ts"],"names":[],"mappings":"AAAA,cAAc,2BAA2B,CAAC;AAC1C,cAAc,mCAAmC,CAAC;AAElD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,iCAAiC,CAAC;AACzC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,qCAAqC,CAAC","sourcesContent":["export * from \"./clusteredLightContainer\";\nexport * from \"./clusteredLightingSceneComponent\";\n\nimport \"../../Shaders/lightProxy.fragment\";\nimport \"../../Shaders/lightProxy.vertex\";\nimport \"../../ShadersWGSL/lightProxy.fragment\";\nimport \"../../ShadersWGSL/lightProxy.vertex\";\n"]}
|
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@@ -1564,16 +1564,17 @@ export class ShadowGenerator {
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const camera = parsedShadowGenerator.cameraId !== undefined ? scene.getCameraById(parsedShadowGenerator.cameraId) : null;
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const shadowGenerator = constr ? constr(parsedShadowGenerator.mapSize, light, camera) : new ShadowGenerator(parsedShadowGenerator.mapSize, light, undefined, camera);
|
|
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1566
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const shadowMap = shadowGenerator.getShadowMap();
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-
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|
-
const
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+
if (parsedShadowGenerator.renderList.length && shadowMap) {
|
|
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|
+
const renderSet = new Set(parsedShadowGenerator.renderList);
|
|
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|
+
let renderList = shadowMap.renderList;
|
|
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|
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if (!renderList) {
|
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|
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renderList = shadowMap.renderList = [];
|
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}
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const meshes = scene.meshes;
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for (const mesh of meshes) {
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if (
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-
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}
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-
if (!shadowMap.renderList) {
|
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|
-
shadowMap.renderList = [];
|
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|
+
if (renderSet.has(mesh.id)) {
|
|
1576
|
+
renderList.push(mesh);
|
|
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1577
|
}
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-
shadowMap.renderList.push(mesh);
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|
}
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|
1578
1579
|
}
|
|
1579
1580
|
if (parsedShadowGenerator.id !== undefined) {
|