@babylonjs/core 8.36.0 → 8.37.0
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/Actions/action.d.ts +5 -0
- package/Actions/action.js.map +1 -1
- package/Actions/actionManager.js +6 -2
- package/Actions/actionManager.js.map +1 -1
- package/Animations/runtimeAnimation.d.ts +0 -2
- package/Animations/runtimeAnimation.js +3 -5
- package/Animations/runtimeAnimation.js.map +1 -1
- package/AudioV2/abstractAudio/abstractSound.js +1 -0
- package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
- package/AudioV2/abstractAudio/audioEngineV2.d.ts +0 -4
- package/AudioV2/abstractAudio/audioEngineV2.js +0 -4
- package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
- package/AudioV2/abstractAudio/subNodes/volumeAudioSubNode.js +1 -1
- package/AudioV2/abstractAudio/subNodes/volumeAudioSubNode.js.map +1 -1
- package/AudioV2/audioParameter.d.ts +5 -1
- package/AudioV2/audioParameter.js +4 -0
- package/AudioV2/audioParameter.js.map +1 -1
- package/AudioV2/webAudio/components/webAudioParameterComponent.d.ts +0 -18
- package/AudioV2/webAudio/components/webAudioParameterComponent.js +7 -67
- package/AudioV2/webAudio/components/webAudioParameterComponent.js.map +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.js +8 -3
- package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
- package/Cameras/camera.js +1 -0
- package/Cameras/camera.js.map +1 -1
- package/Cameras/targetCamera.js +0 -4
- package/Cameras/targetCamera.js.map +1 -1
- package/Collisions/gpuPicker.js +0 -1
- package/Collisions/gpuPicker.js.map +1 -1
- package/Culling/ray.core.js +1 -1
- package/Culling/ray.core.js.map +1 -1
- package/Debug/debugLayer.d.ts +1 -1
- package/Debug/debugLayer.js.map +1 -1
- package/Decorators/nodeDecorator.d.ts +3 -1
- package/Decorators/nodeDecorator.js +2 -0
- package/Decorators/nodeDecorator.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +1 -1
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js +4 -0
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/nativeEngine.js +12 -13
- package/Engines/nativeEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.d.ts +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.d.ts +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.d.ts +44 -0
- package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +152 -0
- package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.d.ts +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.d.ts +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.d.ts +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.d.ts +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.d.ts +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.d.ts +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.js +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.d.ts +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.d.ts +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.d.ts +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.d.ts +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.d.ts +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js +3 -3
- package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.d.ts +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.d.ts +3 -3
- package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js +3 -3
- package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.d.ts +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.js +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.d.ts +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.js +4 -4
- package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.d.ts +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.d.ts +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.d.ts +20 -1
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +83 -0
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.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/postProcessTask.d.ts +7 -1
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +8 -2
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/taaTask.d.ts +1 -1
- package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +4 -4
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +3 -4
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +4 -4
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +3 -3
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +2 -3
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +1 -2
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.d.ts +3 -1
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js +11 -1
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +11 -1
- package/FrameGraph/Tasks/Texture/copyToTextureTask.js +10 -1
- package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
- package/FrameGraph/frameGraphContext.d.ts +8 -1
- package/FrameGraph/frameGraphContext.js +9 -0
- package/FrameGraph/frameGraphContext.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.d.ts +5 -2
- package/FrameGraph/frameGraphRenderContext.js +32 -7
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/frameGraphTask.d.ts +8 -0
- package/FrameGraph/frameGraphTask.js +12 -0
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.js +2 -1
- package/Materials/PBR/openpbrMaterial.js.map +1 -1
- package/Materials/Textures/mirrorTexture.js +4 -1
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/floatingOriginMatrixOverrides.js +19 -0
- package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
- package/Maths/math.like.d.ts +2 -7
- package/Maths/math.like.js.map +1 -1
- package/Maths/math.vector.functions.d.ts +7 -10
- package/Maths/math.vector.functions.js +3 -14
- package/Maths/math.vector.functions.js.map +1 -1
- package/Meshes/Node/Blocks/randomBlock.js +11 -11
- package/Meshes/Node/Blocks/randomBlock.js.map +1 -1
- package/Misc/copyTextureToTexture.d.ts +18 -1
- package/Misc/copyTextureToTexture.js +31 -2
- package/Misc/copyTextureToTexture.js.map +1 -1
- package/Particles/EmitterTypes/coneParticleEmitter.d.ts +3 -3
- package/Particles/EmitterTypes/coneParticleEmitter.js +11 -11
- package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
- package/Particles/EmitterTypes/customParticleEmitter.d.ts +5 -3
- package/Particles/EmitterTypes/customParticleEmitter.js +8 -6
- package/Particles/EmitterTypes/customParticleEmitter.js.map +1 -1
- package/Particles/EmitterTypes/sphereParticleEmitter.d.ts +3 -1
- package/Particles/EmitterTypes/sphereParticleEmitter.js +7 -1
- package/Particles/EmitterTypes/sphereParticleEmitter.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/boxShapeBlock.d.ts +1 -1
- package/Particles/Node/Blocks/Emitters/boxShapeBlock.js +2 -1
- package/Particles/Node/Blocks/Emitters/boxShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/coneShapeBlock.d.ts +6 -4
- package/Particles/Node/Blocks/Emitters/coneShapeBlock.js +34 -35
- package/Particles/Node/Blocks/Emitters/coneShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/createParticleBlock.d.ts +0 -4
- package/Particles/Node/Blocks/Emitters/createParticleBlock.js +2 -9
- package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/customShapeBlock.d.ts +13 -9
- package/Particles/Node/Blocks/Emitters/customShapeBlock.js +36 -23
- package/Particles/Node/Blocks/Emitters/customShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.d.ts +10 -1
- package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js +50 -17
- package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/emitters.functions.d.ts +6 -0
- package/Particles/Node/Blocks/Emitters/emitters.functions.js +13 -0
- package/Particles/Node/Blocks/Emitters/emitters.functions.js.map +1 -0
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.d.ts +2 -2
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +5 -1
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/pointShapeBlock.d.ts +1 -1
- package/Particles/Node/Blocks/Emitters/pointShapeBlock.js +3 -1
- package/Particles/Node/Blocks/Emitters/pointShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/sphereShapeBlock.d.ts +16 -1
- package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js +67 -14
- package/Particles/Node/Blocks/Emitters/sphereShapeBlock.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/particleRandomBlock.js +10 -10
- package/Particles/Node/Blocks/particleRandomBlock.js.map +1 -1
- package/Particles/Node/Blocks/systemBlock.d.ts +3 -3
- package/Particles/Node/Blocks/systemBlock.js +10 -6
- package/Particles/Node/Blocks/systemBlock.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 +5 -0
- package/Particles/Node/nodeParticleBuildState.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.helper.js +132 -36
- package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.js +1 -1
- package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
- package/Particles/thinParticleSystem.function.d.ts +2 -2
- package/Particles/thinParticleSystem.function.js +2 -2
- package/Particles/thinParticleSystem.function.js.map +1 -1
- package/Physics/v2/IPhysicsEnginePlugin.d.ts +1 -1
- package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.d.ts +27 -4
- package/Physics/v2/Plugins/havokPlugin.js +72 -8
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/Physics/v2/physicsEngine.d.ts +12 -2
- package/Physics/v2/physicsEngine.js +15 -1
- package/Physics/v2/physicsEngine.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +2 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/prePassRenderer.js +4 -1
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Shaders/copyTextureToTexture.fragment.js +2 -2
- package/Shaders/copyTextureToTexture.fragment.js.map +1 -1
- package/Shaders/picking.fragment.js +1 -1
- package/Shaders/picking.fragment.js.map +1 -1
- package/Shaders/picking.vertex.js +1 -1
- package/Shaders/picking.vertex.js.map +1 -1
- package/ShadersWGSL/copyTextureToTexture.fragment.js +3 -3
- package/ShadersWGSL/copyTextureToTexture.fragment.js.map +1 -1
- package/ShadersWGSL/picking.fragment.js +1 -1
- package/ShadersWGSL/picking.fragment.js.map +1 -1
- package/ShadersWGSL/picking.vertex.js +1 -1
- package/ShadersWGSL/picking.vertex.js.map +1 -1
- package/Sprites/spriteRenderer.js +10 -8
- package/Sprites/spriteRenderer.js.map +1 -1
- package/XR/features/WebXRLightEstimation.d.ts +8 -0
- package/XR/features/WebXRLightEstimation.js +6 -1
- package/XR/features/WebXRLightEstimation.js.map +1 -1
- package/XR/webXRSessionManager.js +4 -0
- package/XR/webXRSessionManager.js.map +1 -1
- package/assetContainer.d.ts +1 -1
- package/assetContainer.js +1 -1
- package/assetContainer.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +2 -4
- package/scene.js +9 -12
- package/scene.js.map +1 -1
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"prePassRenderer.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/prePassRenderer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,MAAM,2CAA2C,CAAC;AAGhF,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAGjD,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAI7C,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AAIjD,OAAO,EAAE,sBAAsB,EAAE,MAAM,qCAAqC,CAAC;AAE7E,OAAO,0CAA0C,CAAC;AAElD;;;;;GAKG;AACH,MAAM,OAAO,eAAe;IAwCxB;;OAEG;IACH,IAAW,2BAA2B;QAClC,OAAO,IAAI,CAAC,4BAA4B,CAAC;IAC7C,CAAC;IAED,IAAW,2BAA2B,CAAC,KAAc;QACjD,IAAI,IAAI,CAAC,4BAA4B,KAAK,KAAK,EAAE,CAAC;YAC9C,OAAO;QACX,CAAC;QAED,IAAI,CAAC,4BAA4B,GAAG,KAAK,CAAC;QAC1C,IAAI,CAAC,+BAA+B,EAAE,CAAC;IAC3C,CAAC;IAED;;;;OAIG;IACI,QAAQ,CAAC,IAAY;QACxB,OAAO,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IACtC,CAAC;IAED;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC;IAClC,CAAC;IAED,IAAW,OAAO,CAAC,CAAS;QACxB,IAAI,CAAC,SAAS,CAAC,OAAO,GAAG,CAAC,CAAC;IAC/B,CAAC;IAID;;;OAGG;IACH,IAAW,+BAA+B;QACtC,OAAO,IAAI,CAAC,gCAAgC,CAAC;IACjD,CAAC;IAED,IAAW,+BAA+B,CAAC,KAAc;QACrD,IAAI,IAAI,CAAC,gCAAgC,KAAK,KAAK,EAAE,CAAC;YAClD,OAAO;QACX,CAAC;QAED,IAAI,CAAC,gCAAgC,GAAG,KAAK,CAAC;QAC9C,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;IACzB,CAAC;IA4FD;;;;OAIG;IACI,eAAe;QAClB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACI,gBAAgB,CAAC,mBAAkD;QACtE,IAAI,mBAAmB,EAAE,CAAC;YACtB,IAAI,CAAC,cAAc,GAAG,mBAAmB,CAAC;QAC9C,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,SAAS,CAAC;YACrC,IAAI,CAAC,OAAO,CAAC,mBAAmB,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,YAAY,IAAI,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC;QAClH,CAAC;IACL,CAAC;IAED;;;OAGG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,cAAc,KAAK,IAAI,CAAC,SAAS,CAAC;IAClD,CAAC;IASO,kCAAkC;QACtC,IAAI,CAAC,IAAI,CAAC,gCAAgC,EAAE,CAAC;YACzC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,EAAE,CAAC;YAElE,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC;gBACxB,gBAAgB;gBAChB,IAAI,CAAC,gCAAgC,GAAG,IAAI,CAAC;gBAC7C,OAAO;YACX,CAAC;YAED,IAAI,CAAC,eAAe,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC;QACpD,CAAC;aAAM,CAAC;YACJ,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;gBACvB,IAAI,CAAC,eAAe,CAAC,sBAAsB,EAAE,CAAC;YAClD,CAAC;YACD,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;YAC5B,IAAI,CAAC,MAAM,CAAC,6BAA6B,EAAE,CAAC;QAChD,CAAC;IACL,CAAC;IAiBD;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IASD;;;OAGG;IACH,YAAY,KAAY;QA5QxB;;WAEG;QACI,wBAAmB,GAAmB,EAAE,CAAC;QAEhD;;;;WAIG;QACI,sBAAiB,GAAe,EAAE,CAAC;QAK1C;;WAEG;QACI,aAAQ,GAAW,CAAC,CAAC;QAEpB,cAAS,GAAa,EAAE,CAAC;QACzB,gBAAW,GAAa,EAAE,CAAC;QAC3B,eAAU,GAAa,EAAE,CAAC;QAC1B,cAAS,GAAa,EAAE,CAAC;QACzB,oBAAe,GAAa,EAAE,CAAC;QAM/B,iCAA4B,GAAG,KAAK,CAAC;QAsCrC,qCAAgC,GAAG,KAAK,CAAC;QAiGzC,aAAQ,GAAY,IAAI,CAAC;QAOjC;;WAEG;QACK,0BAAqB,GAAiC,EAAE,CAAC;QAmCjE;;WAEG;QACI,qCAAgC,GAAG,IAAI,CAAC;QAwB/C;;WAEG;QACI,kBAAa,GAA0B,EAAE,CAAC;QAEhC,gBAAW,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACrC,qBAAgB,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,kJAAkJ;QAEtM,aAAQ,GAAY,KAAK,CAAC;QAE1B,iCAA4B,GAAG,KAAK,CAAC;QAU7C;;;;WAIG;QACI,0BAAqB,GAAG,KAAK,CAAC;QAOjC,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,IAAI,IAAI,GAAG,SAAS,CAAC,yBAAyB,CAAC;QAC/C,IAAI,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,YAAY,IAAI,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,2BAA2B,EAAE,CAAC;YACpF,IAAI,GAAG,SAAS,CAAC,iBAAiB,CAAC;QACvC,CAAC;aAAM,IAAI,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,gBAAgB,IAAI,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,+BAA+B,EAAE,CAAC;YACnG,IAAI,GAAG,SAAS,CAAC,sBAAsB,CAAC;QAC5C,CAAC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,eAAe,CAAC,cAAc,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;YAC7D,MAAM,MAAM,GAAG,eAAe,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC;YACxD,IAAI,eAAe,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,SAAS,CAAC,iBAAiB,EAAE,CAAC;gBACzE,eAAe,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,IAAI,CAAC;gBAC9C,IACI,IAAI,KAAK,SAAS,CAAC,iBAAiB;oBACpC,CAAC,MAAM,KAAK,SAAS,CAAC,eAAe,IAAI,MAAM,KAAK,SAAS,CAAC,gBAAgB,IAAI,MAAM,KAAK,SAAS,CAAC,kBAAkB,CAAC;oBAC1H,CAAC,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,2BAA2B,EACjD,CAAC;oBACC,wKAAwK;oBACxK,eAAe,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,SAAS,CAAC,sBAAsB,CAAC;gBAC9E,CAAC;YACL,CAAC;QACL,CAAC;QAED,eAAe,CAAC,6BAA6B,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAC3D,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,mBAAmB,CAAC,gBAAgB,EAAE,IAAI,CAAC,CAAC;QAClE,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,SAAS,CAAC;IACzC,CAAC;IAED;;;;;;;OAOG;IACI,mBAAmB,CAAC,IAAY,EAAE,mBAAkD;QACvF,MAAM,EAAE,GAAG,IAAI,mBAAmB,CAAC,IAAI,EAAE,mBAAmB,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,EAAE;YAC5J,eAAe,EAAE,KAAK;YACtB,qBAAqB,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe;YACnD,WAAW,EAAE,SAAS,CAAC,yBAAyB;YAChD,KAAK,EAAE,EAAE;YACT,kCAAkC,EAAE,IAAI;SAC3C,CAAC,CAAC;QAEH,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;QAE5B,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,yHAAyH;YACzH,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC;QAED,OAAO,EAAE,CAAC;IACd,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,oBAAoB,CAAC;IAClE,CAAC;IAED;;;;OAIG;IACI,wBAAwB,CAAC,MAAc,EAAE,OAAgB;QAC5D,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QACvC,MAAM,gBAAgB,GAAG,QAAQ,IAAI,QAAQ,CAAC,gBAAgB,CAAC;QAC/D,MAAM,QAAQ,GAAG,QAAQ,IAAI,IAAI,CAAC,iBAAiB,CAAC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC;QAE7E,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC9C,IAAI,MAAM,CAAC,YAAY,IAAI,gBAAgB,IAAI,CAAC,QAAQ,EAAE,CAAC;gBACvD,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,uBAAuB,CAAC,CAAC;YAC/D,CAAC;iBAAM,CAAC;gBACJ,IAAI,IAAI,CAAC,OAAO,CAAC,oBAAoB,EAAE,CAAC;oBACpC,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;gBAC3D,CAAC;qBAAM,CAAC;oBACJ,IAAI,CAAC,OAAO,CAAC,uBAAuB,EAAE,CAAC;gBAC3C,CAAC;gBAED,IAAI,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,kBAAkB,IAAI,CAAC,QAAQ,EAAE,CAAC;oBAC/D,IAAI,CAAC,eAAe,CAAC,UAAW,CAAC,IAAI,CAAC,OAAO,CAAC,gBAAgB,EAAE,CAAC,CAAC;gBACtE,CAAC;YACL,CAAC;QACL,CAAC;IACL,CAAC;IAEO,wBAAwB;QAC5B,MAAM,iBAAiB,GAAG,EAAE,CAAC;QAC7B,MAAM,WAAW,GAAG,CAAC,KAAK,CAAC,CAAC;QAC5B,MAAM,gBAAgB,GAAG,CAAC,KAAK,CAAC,CAAC;QACjC,MAAM,aAAa,GAAG,CAAC,IAAI,CAAC,CAAC;QAE7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;YACrC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YAE7B,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC;gBACR,IAAI,IAAI,CAAC,gCAAgC,IAAI,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,KAAK,SAAS,CAAC,0BAA0B,EAAE,CAAC;oBACvG,WAAW,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;oBACxB,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBAChC,CAAC;qBAAM,CAAC;oBACJ,WAAW,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;oBACvB,gBAAgB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;gBACjC,CAAC;gBACD,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YAC9B,CAAC;QACL,CAAC;QAED,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,iBAAiB,CAAC,CAAC;QAClF,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,WAAW,CAAC,CAAC;QACtE,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,gBAAgB,CAAC,CAAC;QAChF,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,aAAa,CAAC,CAAC;IAC9E,CAAC;IAEO,YAAY;QAChB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,eAAe,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YAC7D,IAAI,CAAC,eAAe,CAAC,eAAe,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC;QACzE,CAAC;QAED,IAAI,CAAC,eAAe,CAAC,SAAS,CAAC,0BAA0B,CAAC,GAAG,CAAC,CAAC;QAC/D,IAAI,CAAC,UAAU,GAAG,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC;QACzD,IAAI,CAAC,SAAS,GAAG,CAAC,eAAe,CAAC,cAAc,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC,IAAI,CAAC,CAAC;QAC7F,IAAI,CAAC,WAAW,GAAG,CAAC,eAAe,CAAC,cAAc,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC,MAAM,CAAC,CAAC;QACjG,IAAI,CAAC,SAAS,GAAG,CAAC,eAAe,CAAC,cAAc,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC,IAAI,CAAC,CAAC;QAC7F,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;IACtB,CAAC;IAEO,2BAA2B;QAC/B,IAAI,CAAC,kCAAkC,EAAE,CAAC;QAE1C,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACvB,IAAI,CAAC,eAAe,CAAC,YAAY,EAAE,CAAC;YAEpC,MAAM,iBAAiB,GAAG,EAAE,CAAC;YAE7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBAC9C,iBAAiB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YAClC,CAAC;YAED,IAAI,CAAC,eAAe,CAAC,oBAAoB,CAAC,IAAI,CAAC,SAAS,CAAC,kBAAkB,EAAG,CAAC,CAAC;YAEhF,MAAM,OAAO,GAAG;gBACZ;oBACI,eAAe,EAAE,SAAS,CAAC,0BAA0B;oBACrD,sBAAsB,EAAE,sBAAsB,CAAC,kBAAkB;iBACpE;gBACD;oBACI,eAAe,EAAE,SAAS,CAAC,2BAA2B;oBACtD,sBAAsB,EAAE,sBAAsB,CAAC,mBAAmB;iBACrE;gBACD;oBACI,eAAe,EAAE,SAAS,CAAC,6BAA6B;oBACxD,sBAAsB,EAAE,sBAAsB,CAAC,qBAAqB;iBACvE;gBACD;oBACI,eAAe,EAAE,SAAS,CAAC,iCAAiC;oBAC5D,sBAAsB,EAAE,sBAAsB,CAAC,yBAAyB;iBAC3E;gBACD;oBACI,eAAe,EAAE,SAAS,CAAC,6BAA6B;oBACxD,sBAAsB,EAAE,sBAAsB,CAAC,qBAAqB;iBACvE;aACJ,CAAC;YAEF,4CAA4C;YAC5C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBACtC,MAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,eAAe,CAAC,CAAC;gBAClE,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;oBACf,IAAI,CAAC,eAAe,CAAC,iBAAiB,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,sBAAsB,EAAE,KAAK,CAAC,CAAC;oBACjF,iBAAiB,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC;gBACpC,CAAC;YACL,CAAC;YAED,IAAI,CAAC,eAAe,CAAC,eAAe,CAAC,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,iBAAiB,CAAC,CAAC,CAAC;QAC7F,CAAC;IACL,CAAC;IAED;;OAEG;IACI,kBAAkB;QACrB,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC1E,IAAI,IAAI,CAAC,OAAO,CAAC,oBAAoB,EAAE,CAAC;gBACpC,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAC3D,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,OAAO,CAAC,uBAAuB,EAAE,CAAC;YAC3C,CAAC;QACL,CAAC;IACL,CAAC;IAED;;OAEG;IACH,6DAA6D;IACtD,WAAW,CAAC,MAAe,EAAE,SAAkB,EAAE,KAAc;QAClE,wEAAwE;QAExE,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YACjD,OAAO;QACX,CAAC;QAED,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACvB,IAAI,CAAC,eAAe,CAAC,UAAU,GAAG,EAAE,CAAC;QACzC,CAAC;QAED,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,cAAc,EAAE,MAAM,CAAC,CAAC;IAC9D,CAAC;IAEO,aAAa,CAAC,mBAAwC,EAAE,SAAkB,EAAE,KAAc;QAC9F,IAAI,mBAAmB,CAAC,mBAAmB,EAAE,CAAC;YAC1C,mBAAmB,CAAC,mBAAmB,CAAC,aAAa,CAAC,IAAI,CAAC,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,mBAAmB,CAAC,mBAAmB,CAAC,sBAAsB,CAAC,CAAC;QACzJ,CAAC;aAAM,IAAI,IAAI,CAAC,+BAA+B,CAAC,MAAM,EAAE,CAAC;YACrD,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,aAAa,EAAE,CAAC;QACnD,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,OAAO,CAAC,yBAAyB,EAAE,CAAC;QAC7C,CAAC;IACL,CAAC;IAED;;;;;;OAMG;IACI,eAAe,CAAC,EAAuB;QAC1C,MAAM,OAAO,GAAG,IAAI,CAAC,+BAA+B,CAAC,CAAC,CAAC,CAAC;QACxD,IAAI,CAAC,OAAO,EAAE,CAAC;YACX,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,CAAC,YAAY,GAAG,EAAE,CAAC,YAAa,CAAC;QAExC,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,oBAAoB,CAAC,mBAAwC,EAAE,SAAkB;QACrF,MAAM,OAAO,GAAG,IAAI,CAAC,+BAA+B,CAAC,CAAC,CAAC,CAAC;QACxD,MAAM,aAAa,GAAG,OAAO,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,mBAAmB,CAAC,mBAAmB,CAAC,CAAC,CAAC,mBAAmB,CAAC,mBAAmB,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC;QAE7J,sDAAsD;QACtD,IAAI,gBAAgB,GAAG,IAAI,CAAC,cAAc,CAAC,+BAA+B,CAAC;QAE3E,IAAI,IAAI,CAAC,4BAA4B,EAAE,CAAC;YACpC,gBAAgB,GAAG,gBAAgB,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC,0BAA0B,CAAC,CAAC,CAAC;QACjG,CAAC;QAED,kCAAkC;QAClC,IAAI,gBAAgB,CAAC,MAAM,EAAE,CAAC;YAC1B,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,aAAa,CAAC,IAAI,CAAC,cAAc,CAAC,YAAY,EAAE,OAAO,EAAE,gBAAgB,CAAC,CAAC;YAC1G,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,YAAY,CAAC,gBAAgB,EAAE,aAAa,EAAE,KAAK,EAAE,SAAS,CAAC,CAAC;QACnG,CAAC;IACL,CAAC;IAED;;OAEG;IACI,UAAU,CAAC,SAAkB,EAAE,KAAc;QAChD,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC/C,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,cAAc,EAAE,SAAS,EAAE,KAAK,CAAC,CAAC;YAC1D,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,cAAc,EAAE,SAAS,CAAC,CAAC;QAC9D,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,MAAM;QACT,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC;QAED,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC/C,IAAI,CAAC,gBAAgB,EAAE,CAAC;YAExB,4DAA4D;YAC5D,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;YACrD,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;YACzD,IAAI,IAAI,CAAC,gCAAgC,EAAE,CAAC;gBACxC,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,sBAAsB,CAAC,CAAC;gBAC1D,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;YAClE,CAAC;YACD,uEAAuE;YACvE,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;QAC3D,CAAC;IACL,CAAC;IAED,6DAA6D;IACrD,gBAAgB;QACpB,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC/C,IAAI,CAAC,cAAc,CAAC,UAAU,EAAE,CAAC;YACjC,MAAM,eAAe,GAAG,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC;YACzD,IAAI,eAAe,EAAE,CAAC;gBAClB,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,eAAe,CAAC,CAAC;YAClD,CAAC;QACL,CAAC;IACL,CAAC;IAEO,WAAW,CAAC,OAAgB;QAChC,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;IAC5B,CAAC;IAEO,uBAAuB,CAAC,mBAAwC,EAAE,OAAgB;QACtF,mBAAmB,CAAC,OAAO,GAAG,OAAO,CAAC;QACtC,IAAI,CAAC,OAAO,EAAE,CAAC;YACX,IAAI,CAAC,sBAAsB,CAAC,mBAAmB,CAAC,CAAC;QACrD,CAAC;IACL,CAAC;IAED;;;;;;OAMG;IACI,sBAAsB,CAAC,GAA+B;QACzD,mBAAmB;QACnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,GAAG,CAAC,IAAI,EAAE,CAAC;gBAClD,OAAO,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;YACzC,CAAC;QACL,CAAC;QAED,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;QACrC,IAAI,GAAG,CAAC,UAAU,EAAE,CAAC;YACjB,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;QAC9C,CAAC;QACD,OAAO,GAAG,CAAC;IACf,CAAC;IAED;;;;OAIG;IACI,sBAAsB,CAAC,IAAY;QACtC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,IAAI,EAAE,CAAC;gBAC9C,OAAO,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;YACzC,CAAC;QACL,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,OAAO;QACX,MAAM,gBAAgB,GAAG,IAAI,CAAC,QAAQ,CAAC;QAEvC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;gBACxC,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,gBAAgB,CAAC,CAAC;YACzE,CAAC;QACL,CAAC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACjD,IAAI,IAAI,CAAC,QAAQ,KAAK,gBAAgB,IAAI,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,KAAK,KAAK,IAAI,CAAC,QAAQ,EAAE,CAAC;gBACtF,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,IAAI,CAAC,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,SAAS,EAAE,OAAO,EAAE,IAAI,CAAC,WAAW,EAAE,EAAE,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC;YACzJ,CAAC;YAED,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,sBAAsB,EAAE,CAAC;YAE/C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBACzD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;oBACxC,qEAAqE;oBACrE,oIAAoI;oBACpI,gFAAgF;oBAChF,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,WAAW,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,iBAAiB,EAAE,CAAC;wBAChG,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,iBAAkB,EAAE,CAAC;oBACvD,CAAC;oBAED,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,WAAW,EAAE,CAAC;wBAC5C,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,WAAY,CAAC,CAAC;oBAC3G,CAAC;gBACL,CAAC;YACL,CAAC;QACL,CAAC;QAED,IAAI,CAAC,wBAAwB,EAAE,CAAC;QAChC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;QACvB,IAAI,CAAC,2BAA2B,EAAE,CAAC;IACvC,CAAC;IAEO,QAAQ;QACZ,IAAI,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAExB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACjD,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;QAC/D,CAAC;QAED,IAAI,CAAC,YAAY,EAAE,CAAC;QAEpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzD,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,GAAG,KAAK,CAAC;QAClD,CAAC;IACL,CAAC;IAEO,uBAAuB,CAAC,mBAAwC,EAAE,MAAe;QACrF,IAAI,MAAM,EAAE,CAAC;YACT,OAAO,MAAM,CAAC,cAAc,CAAC;QACjC,CAAC;aAAM,IAAI,mBAAmB,CAAC,mBAAmB,EAAE,CAAC;YACjD,IAAI,mBAAmB,CAAC,mBAAmB,CAAC,sBAAsB,EAAE,CAAC;gBACjE,MAAM,MAAM,GAAG,mBAAmB,CAAC,mBAAmB,CAAC,YAAY,CAAC,CAAC,CAAC,mBAAmB,CAAC,mBAAmB,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;gBACtJ,OAAO,MAAM,CAAC,CAAC,CAAC,MAAM,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,CAAC;YAC/C,CAAC;iBAAM,IAAI,mBAAmB,CAAC,mBAAmB,CAAC,aAAa,EAAE,CAAC;gBAC/D,OAAO,mBAAmB,CAAC,mBAAmB,CAAC,aAAa,CAAC;YACjE,CAAC;iBAAM,CAAC;gBACJ,OAAO,EAAE,CAAC;YACd,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,OAAO,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,CAAC;QACnF,CAAC;IACL,CAAC;IAEO,uBAAuB,CAAC,mBAAwC,EAAE,MAAe;QACrF,4FAA4F;QAC5F,MAAM,eAAe,GAAG,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,IAAI,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,OAAO,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;QACrJ,IAAI,CAAC,+BAA+B,GAAG,IAAI,CAAC,uBAAuB,CAAC,mBAAmB,EAAE,MAAM,CAAC,CAAC;QACjG,IAAI,CAAC,+BAA+B,GAAG,IAAI,CAAC,+BAA+B,CAAC,MAAM,CAAC,CAAC,EAAE,EAAE,EAAE;YACtF,OAAO,EAAE,IAAI,IAAI,CAAC;QACtB,CAAC,CAAC,CAAC;QACH,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;QAE7B,MAAM,wBAAwB,GAAG,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,+BAA+B,CAAC,CAAC;QAChG,IAAI,CAAC,4BAA4B,GAAG,CAAC,wBAAwB,IAAI,CAAC,IAAI,CAAC,qBAAqB,IAAI,IAAI,CAAC,qBAAqB,EAAE,IAAI,CAAC,eAAe,CAAC;QAEjJ,MAAM,aAAa,GAAG,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,+BAA+B,CAAC,CAAC;QACtF,MAAM,cAAc,GAAG,mBAAmB,CAAC,+BAA+B,IAAI,mBAAmB,CAAC,+BAA+B,CAAC,CAAC,CAAC,CAAC;QACrI,IAAI,OAAO,GAAG,IAAI,CAAC;QAEnB,oDAAoD;QACpD,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,IAAI,CAAC,4BAA4B,IAAI,wBAAwB,CAAC;QAE5H,sCAAsC;QACtC,IAAI,IAAI,CAAC,4BAA4B,IAAI,CAAC,mBAAmB,CAAC,0BAA0B,EAAE,CAAC;YACvF,mBAAmB,CAAC,wBAAwB,EAAE,CAAC;QACnD,CAAC;QAED,mEAAmE;QACnE,IAAI,cAAc,EAAE,CAAC;YACjB,OAAO,GAAG,cAAc,CAAC;QAC7B,CAAC;aAAM,IAAI,IAAI,CAAC,4BAA4B,EAAE,CAAC;YAC3C,OAAO,GAAG,mBAAmB,CAAC,0BAA0B,CAAC;QAC7D,CAAC;aAAM,IAAI,aAAa,EAAE,CAAC;YACvB,OAAO,GAAG,aAAa,CAAC;QAC5B,CAAC;QAED,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACxB,IAAI,CAAC,oBAAoB,CAAC,mBAAmB,EAAE,OAAO,CAAC,CAAC;IAC5D,CAAC;IAEO,oBAAoB,CAAC,mBAAwC,EAAE,WAAkC;QACrG,IAAI,WAAW,EAAE,CAAC;YACd,WAAW,CAAC,SAAS,GAAG,KAAK,CAAC;YAC9B,WAAW,CAAC,YAAY,GAAG,mBAAmB,CAAC,YAAa,CAAC;QACjE,CAAC;QAED,IAAI,mBAAmB,CAAC,kBAAkB,KAAK,WAAW,EAAE,CAAC;YACzD,IAAI,mBAAmB,CAAC,kBAAkB,EAAE,CAAC;gBACzC,IAAI,CAAC,sBAAsB,CAAC,mBAAmB,CAAC,CAAC;YACrD,CAAC;YACD,mBAAmB,CAAC,kBAAkB,GAAG,WAAW,CAAC;QACzD,CAAC;QAED,IAAI,mBAAmB,CAAC,qBAAqB,EAAE,CAAC;YAC5C,IAAI,CAAC,2BAA2B,EAAE,CAAC;YACnC,mBAAmB,CAAC,qBAAqB,GAAG,KAAK,CAAC;QACtD,CAAC;IACL,CAAC;IAED;;OAEG;IACI,sBAAsB,CAAC,mBAAwC;QAClE,IAAI,mBAAmB,CAAC,kBAAkB,EAAE,CAAC;YACzC,mBAAmB,CAAC,kBAAkB,CAAC,SAAS,GAAG,IAAI,CAAC;YACxD,mBAAmB,CAAC,kBAAkB,CAAC,0BAA0B,EAAE,CAAC;YACpE,mBAAmB,CAAC,kBAAkB,GAAG,IAAI,CAAC;QAClD,CAAC;IACL,CAAC;IAEO,qBAAqB;QACzB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,oBAAoB,EAAE,CAAC;gBAC9F,OAAO,IAAI,CAAC;YAChB,CAAC;QACL,CAAC;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAEO,mBAAmB,CAAC,aAAsC;QAC9D,IAAI,mBAAmB,GAAG,KAAK,CAAC;QAChC,IAAI,aAAa,EAAE,CAAC;YAChB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBAC5C,IAAI,aAAa,CAAC,CAAC,CAAC,EAAE,YAAY,EAAE,KAAK,4BAA4B,EAAE,CAAC;oBACpE,mBAAmB,GAAG,IAAI,CAAC;oBAC3B,MAAM;gBACV,CAAC;YACL,CAAC;QACL,CAAC;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACK,oBAAoB,CAAC,aAAsC;QAC/D,KAAK,IAAI,OAAO,GAAG,CAAC,EAAE,OAAO,GAAG,aAAa,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,CAAC;YAC9D,IAAI,aAAa,CAAC,OAAO,CAAC,KAAK,IAAI,EAAE,CAAC;gBAClC,OAAO,aAAa,CAAC,OAAO,CAAC,CAAC;YAClC,CAAC;QACL,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,WAAW;QACd,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;IACzB,CAAC;IAED;;;OAGG;IACK,eAAe,CAAC,KAAe;QACnC,mEAAmE;QACnE,IAAI,CAAC,MAAM,CAAC,0BAA0B,GAAG,KAAK,CAAC;QAE/C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACpC,MAAM,IAAI,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC;YAEtB,IAAI,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;gBACpC,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;gBACpD,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBAE3B,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,eAAe,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;gBAC/D,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,eAAe,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,MAAM,CAAC,CAAC;gBACnE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,eAAe,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;gBAC/D,IAAI,CAAC,QAAQ,EAAE,CAAC;YACpB,CAAC;YAED,IAAI,IAAI,KAAK,SAAS,CAAC,6BAA6B,IAAI,IAAI,KAAK,SAAS,CAAC,oCAAoC,EAAE,CAAC;gBAC9G,IAAI,CAAC,MAAM,CAAC,0BAA0B,GAAG,IAAI,CAAC;YAClD,CAAC;QACL,CAAC;IACL,CAAC;IAED;;OAEG;IACI,MAAM;QACT,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC;IACL,CAAC;IAEO,OAAO;QACX,IAAI,CAAC,QAAQ,EAAE,CAAC;QAChB,IAAI,aAAa,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,KAAK,CAAC;QAEpE,IAAI,IAAI,CAAC,MAAM,CAAC,qBAAqB,IAAI,IAAI,CAAC,MAAM,CAAC,+BAA+B,EAAE,CAAC;YACnF,IAAI,CAAC,MAAM,CAAC,qBAAqB,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;YAC3D,aAAa,GAAG,IAAI,CAAC;QACzB,CAAC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACpD,IAAI,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,IAAI,CAAC,EAAE,CAAC;gBACpD,aAAa,GAAG,IAAI,CAAC;YACzB,CAAC;QACL,CAAC;QAED,IAAI,aAAa,EAAE,CAAC;YAChB,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;QACvD,CAAC;QAED,IAAI,aAAa,CAAC;QAElB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACjD,IAAI,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,mBAAmB,EAAE,CAAC;gBAC5C,aAAa,GAAG,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC;YACxE,CAAC;iBAAM,CAAC;gBACJ,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;gBACxC,IAAI,CAAC,MAAM,EAAE,CAAC;oBACV,SAAS;gBACb,CAAC;gBAED,aAAa,GAAG,MAAM,CAAC,cAAc,CAAC;YAC1C,CAAC;YAED,IAAI,CAAC,aAAa,EAAE,CAAC;gBACjB,SAAS;YACb,CAAC;YAED,aAAa,GAA4B,aAAa,CAAC,MAAM,CAAC,CAAC,EAAE,EAAE,EAAE;gBACjE,OAAO,EAAE,IAAI,IAAI,CAAC;YACtB,CAAC,CAAC,CAAC;YAEH,IAAI,aAAa,EAAE,CAAC;gBAChB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;oBAC5C,IAAI,aAAa,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,IAAI,CAAC,EAAE,CAAC;wBAC5C,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;wBAC1D,aAAa,GAAG,IAAI,CAAC;oBACzB,CAAC;gBACL,CAAC;gBAED,IAAI,IAAI,CAAC,mBAAmB,CAAC,aAAa,CAAC,EAAE,CAAC;oBAC1C,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,IAAI,CAAC;gBACvE,CAAC;YACL,CAAC;QACL,CAAC;QAED,IAAI,CAAC,+BAA+B,EAAE,CAAC;QACvC,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QAEtB,IAAI,aAAa,EAAE,CAAC;YAChB,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC;IACL,CAAC;IAEO,+BAA+B;QACnC,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC;QAExC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACxC,SAAS,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,QAAQ,CAAC,gBAAgB,CAAC,CAAC;QACxD,CAAC;IACL,CAAC;IAED;;OAEG;IACI,OAAO;QACV,KAAK,IAAI,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;YACtD,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;QACpC,CAAC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;gBACxC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAQ,EAAE,CAAC;YAC7C,CAAC;QACL,CAAC;IACL,CAAC;;AAp6BD;;GAEG;AACW,6CAA6B,GAA2B,CAAC,CAAC,EAAE,EAAE;IACxE,MAAM,WAAW,CAAC,+BAA+B,CAAC,CAAC;AACvD,CAAC,AAF0C,CAEzC;AAyFF;;GAEG;AACW,8BAAc,GAAG;IAC3B;QACI,OAAO,EAAE,SAAS,CAAC,+BAA+B;QAClD,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,oBAAoB;KAC7B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,6BAA6B;QAChD,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,kBAAkB;KAC3B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,6BAA6B;QAChD,IAAI,EAAE,SAAS,CAAC,yBAAyB;QACzC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,kBAAkB;KAC3B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,iCAAiC;QACpD,IAAI,EAAE,SAAS,CAAC,yBAAyB;QACzC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,sBAAsB;KAC/B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,0BAA0B;QAC7C,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,eAAe;KACxB;IACD;QACI,OAAO,EAAE,SAAS,CAAC,0BAA0B;QAC7C,IAAI,EAAE,SAAS,CAAC,iBAAiB;QACjC,MAAM,EAAE,SAAS,CAAC,eAAe;QACjC,IAAI,EAAE,eAAe;KACxB;IACD;QACI,OAAO,EAAE,SAAS,CAAC,2BAA2B;QAC9C,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,gBAAgB;KACzB;IACD;QACI,OAAO,EAAE,SAAS,CAAC,gCAAgC;QACnD,IAAI,EAAE,SAAS,CAAC,yBAAyB;QACzC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,gBAAgB;KACzB;IACD;QACI,OAAO,EAAE,SAAS,CAAC,iCAAiC;QACpD,IAAI,EAAE,SAAS,CAAC,yBAAyB;QACzC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,qBAAqB;KAC9B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,mCAAmC;QACtD,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,uBAAuB;KAChC;IACD;QACI,OAAO,EAAE,SAAS,CAAC,sCAAsC;QACzD,IAAI,EAAE,SAAS,CAAC,iBAAiB;QACjC,MAAM,EAAE,SAAS,CAAC,eAAe;QACjC,IAAI,EAAE,qBAAqB;KAC9B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,oCAAoC;QACvD,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,wBAAwB;KACjC;CACJ,AAzE2B,CAyE1B","sourcesContent":["import { PrePassRenderTarget } from \"../Materials/Textures/prePassRenderTarget\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Material } from \"../Materials/material\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\n\r\nimport \"../Engines/Extensions/engine.multiRender\";\r\n\r\n/**\r\n * Renders a pre pass of the scene\r\n * This means every mesh in the scene will be rendered to a render target texture\r\n * And then this texture will be composited to the rendering canvas with post processes\r\n * It is necessary for effects like subsurface scattering or deferred shading\r\n */\r\nexport class PrePassRenderer {\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"PrePassRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * To save performance, we can excluded skinned meshes from the prepass\r\n */\r\n public excludedSkinnedMesh: AbstractMesh[] = [];\r\n\r\n /**\r\n * Force material to be excluded from the prepass\r\n * Can be useful when `useGeometryBufferFallback` is set to `true`\r\n * and you don't want a material to show in the effect.\r\n */\r\n public excludedMaterials: Material[] = [];\r\n\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n\r\n /**\r\n * Number of textures in the multi render target texture where the scene is directly rendered\r\n */\r\n public mrtCount: number = 0;\r\n\r\n private _mrtTypes: number[] = [];\r\n private _mrtFormats: number[] = [];\r\n private _mrtLayout: number[] = [];\r\n private _mrtNames: string[] = [];\r\n private _textureIndices: number[] = [];\r\n\r\n private _multiRenderAttachments: number[];\r\n private _defaultAttachments: number[];\r\n private _clearAttachments: number[];\r\n private _clearDepthAttachments: number[];\r\n private _generateNormalsInWorldSpace = false;\r\n\r\n /**\r\n * Indicates if the prepass renderer is generating normals in world space or camera space (default: camera space)\r\n */\r\n public get generateNormalsInWorldSpace() {\r\n return this._generateNormalsInWorldSpace;\r\n }\r\n\r\n public set generateNormalsInWorldSpace(value: boolean) {\r\n if (this._generateNormalsInWorldSpace === value) {\r\n return;\r\n }\r\n\r\n this._generateNormalsInWorldSpace = value;\r\n this._markAllMaterialsAsPrePassDirty();\r\n }\r\n\r\n /**\r\n * Returns the index of a texture in the multi render target texture array.\r\n * @param type Texture type\r\n * @returns The index\r\n */\r\n public getIndex(type: number): number {\r\n return this._textureIndices[type];\r\n }\r\n\r\n /**\r\n * How many samples are used for MSAA of the scene render target\r\n */\r\n public get samples() {\r\n return this.defaultRT.samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this.defaultRT.samples = n;\r\n }\r\n\r\n private _useSpecificClearForDepthTexture = false;\r\n\r\n /**\r\n * If set to true (default: false), the depth texture will be cleared with the depth value corresponding to the far plane (1 in normal mode, 0 in reverse depth buffer mode)\r\n * If set to false, the depth texture is always cleared with 0.\r\n */\r\n public get useSpecificClearForDepthTexture() {\r\n return this._useSpecificClearForDepthTexture;\r\n }\r\n\r\n public set useSpecificClearForDepthTexture(value: boolean) {\r\n if (this._useSpecificClearForDepthTexture === value) {\r\n return;\r\n }\r\n\r\n this._useSpecificClearForDepthTexture = value;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Describes the types and formats of the textures used by the pre-pass renderer\r\n */\r\n public static TextureFormats = [\r\n {\r\n purpose: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Irradiance\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Position\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Velocity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Reflectivity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_COLOR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Color\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_R,\r\n name: \"prePass_Depth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Normal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Albedo\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_WorldNormal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_LocalPosition\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_R,\r\n name: \"prePass_ScreenDepth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_VelocityLinear\",\r\n },\r\n ];\r\n\r\n private _isDirty: boolean = true;\r\n\r\n /**\r\n * The render target where the scene is directly rendered\r\n */\r\n public defaultRT: PrePassRenderTarget;\r\n\r\n /**\r\n * Configuration for prepass effects\r\n */\r\n private _effectConfigurations: PrePassEffectConfiguration[] = [];\r\n\r\n /**\r\n * @returns the prepass render target for the rendering pass.\r\n * If we are currently rendering a render target, it returns the PrePassRenderTarget\r\n * associated with that render target. Otherwise, it returns the scene default PrePassRenderTarget\r\n */\r\n public getRenderTarget(): PrePassRenderTarget {\r\n return this._currentTarget;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Managed by the scene component\r\n * @param prePassRenderTarget\r\n */\r\n public _setRenderTarget(prePassRenderTarget: Nullable<PrePassRenderTarget>): void {\r\n if (prePassRenderTarget) {\r\n this._currentTarget = prePassRenderTarget;\r\n } else {\r\n this._currentTarget = this.defaultRT;\r\n this._engine.currentRenderPassId = this._scene.activeCamera?.renderPassId ?? this._currentTarget.renderPassId;\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if the currently rendered prePassRenderTarget is the one\r\n * associated with the scene.\r\n */\r\n public get currentRTisSceneRT(): boolean {\r\n return this._currentTarget === this.defaultRT;\r\n }\r\n\r\n private _geometryBuffer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Prevents the PrePassRenderer from using the GeometryBufferRenderer as a fallback\r\n */\r\n public doNotUseGeometryRendererFallback = true;\r\n\r\n private _refreshGeometryBufferRendererLink() {\r\n if (!this.doNotUseGeometryRendererFallback) {\r\n this._geometryBuffer = this._scene.enableGeometryBufferRenderer();\r\n\r\n if (!this._geometryBuffer) {\r\n // Not supported\r\n this.doNotUseGeometryRendererFallback = true;\r\n return;\r\n }\r\n\r\n this._geometryBuffer._linkPrePassRenderer(this);\r\n } else {\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._unlinkPrePassRenderer();\r\n }\r\n this._geometryBuffer = null;\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n }\r\n\r\n private _currentTarget: PrePassRenderTarget;\r\n\r\n /**\r\n * All the render targets generated by prepass\r\n */\r\n public renderTargets: PrePassRenderTarget[] = [];\r\n\r\n private readonly _clearColor = new Color4(0, 0, 0, 0);\r\n private readonly _clearDepthColor = new Color4(0, 0, 0, 1); // // sets an invalid value by default - depth in the depth texture is view.z, so 0 is not possible because view.z can't be less than camera.minZ\r\n\r\n private _enabled: boolean = false;\r\n\r\n private _needsCompositionForThisPass = false;\r\n private _postProcessesSourceForThisPass: Nullable<PostProcess>[];\r\n\r\n /**\r\n * Indicates if the prepass is enabled\r\n */\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n\r\n /**\r\n * Set to true to disable gamma transform in PrePass.\r\n * Can be useful in case you already proceed to gamma transform on a material level\r\n * and your post processes don't need to be in linear color space.\r\n */\r\n public disableGammaTransform = false;\r\n\r\n /**\r\n * Instantiates a prepass renderer\r\n * @param scene The scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this._engine._caps.textureFloat && this._engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (this._engine._caps.textureHalfFloat && this._engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; ++i) {\r\n const format = PrePassRenderer.TextureFormats[i].format;\r\n if (PrePassRenderer.TextureFormats[i].type === Constants.TEXTURETYPE_FLOAT) {\r\n PrePassRenderer.TextureFormats[i].type = type;\r\n if (\r\n type === Constants.TEXTURETYPE_FLOAT &&\r\n (format === Constants.TEXTUREFORMAT_R || format === Constants.TEXTUREFORMAT_RG || format === Constants.TEXTUREFORMAT_RGBA) &&\r\n !this._engine._caps.supportFloatTexturesResolve\r\n ) {\r\n // We don't know in advance if the texture will be used as a resolve target, so we revert to half_float if the extension to resolve full float textures is not supported\r\n PrePassRenderer.TextureFormats[i].type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n }\r\n }\r\n\r\n PrePassRenderer._SceneComponentInitialization(this._scene);\r\n this.defaultRT = this._createRenderTarget(\"sceneprePassRT\", null);\r\n this._currentTarget = this.defaultRT;\r\n }\r\n\r\n /**\r\n * Creates a new PrePassRenderTarget\r\n * This should be the only way to instantiate a `PrePassRenderTarget`\r\n * @param name Name of the `PrePassRenderTarget`\r\n * @param renderTargetTexture RenderTarget the `PrePassRenderTarget` will be attached to.\r\n * Can be `null` if the created `PrePassRenderTarget` is attached to the scene (default framebuffer).\r\n * @internal\r\n */\r\n public _createRenderTarget(name: string, renderTargetTexture: Nullable<RenderTargetTexture>): PrePassRenderTarget {\r\n const rt = new PrePassRenderTarget(name, renderTargetTexture, { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, 0, this._scene, {\r\n generateMipMaps: false,\r\n generateStencilBuffer: this._engine.isStencilEnable,\r\n defaultType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n types: [],\r\n drawOnlyOnFirstAttachmentByDefault: true,\r\n });\r\n\r\n this.renderTargets.push(rt);\r\n\r\n if (this._enabled) {\r\n // The pre-pass renderer is already enabled, so make sure we create the render target with the correct number of textures\r\n this._update();\r\n }\r\n\r\n return rt;\r\n }\r\n\r\n /**\r\n * Indicates if rendering a prepass is supported\r\n */\r\n public get isSupported() {\r\n return this._scene.getEngine().getCaps().drawBuffersExtension;\r\n }\r\n\r\n /**\r\n * Sets the proper output textures to draw in the engine.\r\n * @param effect The effect that is drawn. It can be or not be compatible with drawing to several output textures.\r\n * @param subMesh Submesh on which the effect is applied\r\n */\r\n public bindAttachmentsForEffect(effect: Effect, subMesh: SubMesh) {\r\n const material = subMesh.getMaterial();\r\n const isPrePassCapable = material && material.isPrePassCapable;\r\n const excluded = material && this.excludedMaterials.indexOf(material) !== -1;\r\n\r\n if (this.enabled && this._currentTarget.enabled) {\r\n if (effect._multiTarget && isPrePassCapable && !excluded) {\r\n this._engine.bindAttachments(this._multiRenderAttachments);\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n\r\n if (this._geometryBuffer && this.currentRTisSceneRT && !excluded) {\r\n this._geometryBuffer.renderList!.push(subMesh.getRenderingMesh());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _reinitializeAttachments() {\r\n const multiRenderLayout = [];\r\n const clearLayout = [false];\r\n const clearDepthLayout = [false];\r\n const defaultLayout = [true];\r\n\r\n for (let i = 0; i < this.mrtCount; i++) {\r\n multiRenderLayout.push(true);\r\n\r\n if (i > 0) {\r\n if (this._useSpecificClearForDepthTexture && this._mrtLayout[i] === Constants.PREPASS_DEPTH_TEXTURE_TYPE) {\r\n clearLayout.push(false);\r\n clearDepthLayout.push(true);\r\n } else {\r\n clearLayout.push(true);\r\n clearDepthLayout.push(false);\r\n }\r\n defaultLayout.push(false);\r\n }\r\n }\r\n\r\n this._multiRenderAttachments = this._engine.buildTextureLayout(multiRenderLayout);\r\n this._clearAttachments = this._engine.buildTextureLayout(clearLayout);\r\n this._clearDepthAttachments = this._engine.buildTextureLayout(clearDepthLayout);\r\n this._defaultAttachments = this._engine.buildTextureLayout(defaultLayout);\r\n }\r\n\r\n private _resetLayout() {\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; i++) {\r\n this._textureIndices[PrePassRenderer.TextureFormats[i].purpose] = -1;\r\n }\r\n\r\n this._textureIndices[Constants.PREPASS_COLOR_TEXTURE_TYPE] = 0;\r\n this._mrtLayout = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n this._mrtTypes = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].type];\r\n this._mrtFormats = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].format];\r\n this._mrtNames = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].name];\r\n this.mrtCount = 1;\r\n }\r\n\r\n private _updateGeometryBufferLayout() {\r\n this._refreshGeometryBufferRendererLink();\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._resetLayout();\r\n\r\n const texturesActivated = [];\r\n\r\n for (let i = 0; i < this._mrtLayout.length; i++) {\r\n texturesActivated.push(false);\r\n }\r\n\r\n this._geometryBuffer._linkInternalTexture(this.defaultRT.getInternalTexture()!);\r\n\r\n const matches = [\r\n {\r\n prePassConstant: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.DEPTH_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.NORMAL_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.POSITION_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE,\r\n },\r\n ];\r\n\r\n // replace textures in the geometryBuffer RT\r\n for (let i = 0; i < matches.length; i++) {\r\n const index = this._mrtLayout.indexOf(matches[i].prePassConstant);\r\n if (index !== -1) {\r\n this._geometryBuffer._forceTextureType(matches[i].geometryBufferConstant, index);\r\n texturesActivated[index] = true;\r\n }\r\n }\r\n\r\n this._geometryBuffer._setAttachments(this._engine.buildTextureLayout(texturesActivated));\r\n }\r\n }\r\n\r\n /**\r\n * Restores attachments for single texture draw.\r\n */\r\n public restoreAttachments() {\r\n if (this.enabled && this._currentTarget.enabled && this._defaultAttachments) {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public _beforeDraw(camera?: Camera, faceIndex?: number, layer?: number) {\r\n // const previousEnabled = this._enabled && this._currentTarget.enabled;\r\n\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (!this._enabled || !this._currentTarget.enabled) {\r\n return;\r\n }\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer.renderList = [];\r\n }\r\n\r\n this._setupOutputForThisPass(this._currentTarget, camera);\r\n }\r\n\r\n private _prepareFrame(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number, layer?: number) {\r\n if (prePassRenderTarget.renderTargetTexture) {\r\n prePassRenderTarget.renderTargetTexture._prepareFrame(this._scene, faceIndex, layer, prePassRenderTarget.renderTargetTexture.useCameraPostProcesses);\r\n } else if (this._postProcessesSourceForThisPass.length) {\r\n this._scene.postProcessManager._prepareFrame();\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an intermediary texture between prepass and postprocesses. This texture\r\n * will be used as input for post processes\r\n * @param rt The render target texture to use\r\n * @returns true if there are postprocesses that will use this texture,\r\n * false if there is no postprocesses - and the function has no effect\r\n */\r\n public setCustomOutput(rt: RenderTargetTexture) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n if (!firstPP) {\r\n return false;\r\n }\r\n\r\n firstPP.inputTexture = rt.renderTarget!;\r\n\r\n return true;\r\n }\r\n\r\n private _renderPostProcesses(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n const outputTexture = firstPP ? firstPP.inputTexture : prePassRenderTarget.renderTargetTexture ? prePassRenderTarget.renderTargetTexture.renderTarget : null;\r\n\r\n // Build post process chain for this prepass post draw\r\n let postProcessChain = this._currentTarget._beforeCompositionPostProcesses;\r\n\r\n if (this._needsCompositionForThisPass) {\r\n postProcessChain = postProcessChain.concat([this._currentTarget.imageProcessingPostProcess]);\r\n }\r\n\r\n // Activates and renders the chain\r\n if (postProcessChain.length) {\r\n this._scene.postProcessManager._prepareFrame(this._currentTarget.renderTarget?.texture, postProcessChain);\r\n this._scene.postProcessManager.directRender(postProcessChain, outputTexture, false, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _afterDraw(faceIndex?: number, layer?: number) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._prepareFrame(this._currentTarget, faceIndex, layer);\r\n this._renderPostProcesses(this._currentTarget, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Clears the current prepass render target (in the sense of settings pixels to the scene clear color value)\r\n * @internal\r\n */\r\n public _clear() {\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._bindFrameBuffer();\r\n\r\n // Clearing other attachment with 0 on all other attachments\r\n this._engine.bindAttachments(this._clearAttachments);\r\n this._engine.clear(this._clearColor, true, false, false);\r\n if (this._useSpecificClearForDepthTexture) {\r\n this._engine.bindAttachments(this._clearDepthAttachments);\r\n this._engine.clear(this._clearDepthColor, true, false, false);\r\n }\r\n // Regular clear color with the scene clear color of the 1st attachment\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _bindFrameBuffer() {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._currentTarget._checkSize();\r\n const internalTexture = this._currentTarget.renderTarget;\r\n if (internalTexture) {\r\n this._engine.bindFramebuffer(internalTexture);\r\n }\r\n }\r\n }\r\n\r\n private _setEnabled(enabled: boolean) {\r\n this._enabled = enabled;\r\n }\r\n\r\n private _setRenderTargetEnabled(prePassRenderTarget: PrePassRenderTarget, enabled: boolean) {\r\n prePassRenderTarget.enabled = enabled;\r\n if (!enabled) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Adds an effect configuration to the prepass render target.\r\n * If an effect has already been added, it won't add it twice and will return the configuration\r\n * already present.\r\n * @param cfg the effect configuration\r\n * @returns the effect configuration now used by the prepass\r\n */\r\n public addEffectConfiguration(cfg: PrePassEffectConfiguration): PrePassEffectConfiguration {\r\n // Do not add twice\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === cfg.name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n this._effectConfigurations.push(cfg);\r\n if (cfg.clearColor) {\r\n this._clearColor.copyFrom(cfg.clearColor);\r\n }\r\n return cfg;\r\n }\r\n\r\n /**\r\n * Retrieves an effect configuration by name\r\n * @param name the name of the effect configuration\r\n * @returns the effect configuration, or null if not present\r\n */\r\n public getEffectConfiguration(name: string): Nullable<PrePassEffectConfiguration> {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n private _enable() {\r\n const previousMrtCount = this.mrtCount;\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled) {\r\n this._enableTextures(this._effectConfigurations[i].texturesRequired);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.mrtCount !== previousMrtCount || this.renderTargets[i].count !== this.mrtCount) {\r\n this.renderTargets[i].updateCount(this.mrtCount, { types: this._mrtTypes, formats: this._mrtFormats }, this._mrtNames.concat(\"prePass_DepthBuffer\"));\r\n }\r\n\r\n this.renderTargets[i]._resetPostProcessChain();\r\n\r\n for (let j = 0; j < this._effectConfigurations.length; j++) {\r\n if (this._effectConfigurations[j].enabled) {\r\n // TODO : subsurface scattering has 1 scene-wide effect configuration\r\n // solution : do not stock postProcess on effectConfiguration, but in the prepassRenderTarget (hashmap configuration => postProcess)\r\n // And call createPostProcess whenever the post process does not exist in the RT\r\n if (!this._effectConfigurations[j].postProcess && this._effectConfigurations[j].createPostProcess) {\r\n this._effectConfigurations[j].createPostProcess!();\r\n }\r\n\r\n if (this._effectConfigurations[j].postProcess) {\r\n this.renderTargets[i]._beforeCompositionPostProcesses.push(this._effectConfigurations[j].postProcess!);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._reinitializeAttachments();\r\n this._setEnabled(true);\r\n this._updateGeometryBufferLayout();\r\n }\r\n\r\n private _disable() {\r\n this._setEnabled(false);\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], false);\r\n }\r\n\r\n this._resetLayout();\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n this._effectConfigurations[i].enabled = false;\r\n }\r\n }\r\n\r\n private _getPostProcessesSource(prePassRenderTarget: PrePassRenderTarget, camera?: Camera): Nullable<PostProcess>[] {\r\n if (camera) {\r\n return camera._postProcesses;\r\n } else if (prePassRenderTarget.renderTargetTexture) {\r\n if (prePassRenderTarget.renderTargetTexture.useCameraPostProcesses) {\r\n const camera = prePassRenderTarget.renderTargetTexture.activeCamera ? prePassRenderTarget.renderTargetTexture.activeCamera : this._scene.activeCamera;\r\n return camera ? camera._postProcesses : [];\r\n } else if (prePassRenderTarget.renderTargetTexture.postProcesses) {\r\n return prePassRenderTarget.renderTargetTexture.postProcesses;\r\n } else {\r\n return [];\r\n }\r\n } else {\r\n return this._scene.activeCamera ? this._scene.activeCamera._postProcesses : [];\r\n }\r\n }\r\n\r\n private _setupOutputForThisPass(prePassRenderTarget: PrePassRenderTarget, camera?: Camera) {\r\n // Order is : draw ===> prePassRenderTarget._postProcesses ==> ipp ==> camera._postProcesses\r\n const secondaryCamera = camera && this._scene.activeCameras && !!this._scene.activeCameras.length && this._scene.activeCameras.indexOf(camera) !== 0;\r\n this._postProcessesSourceForThisPass = this._getPostProcessesSource(prePassRenderTarget, camera);\r\n this._postProcessesSourceForThisPass = this._postProcessesSourceForThisPass.filter((pp) => {\r\n return pp != null;\r\n });\r\n this._scene.autoClear = true;\r\n\r\n const cameraHasImageProcessing = this._hasImageProcessing(this._postProcessesSourceForThisPass);\r\n this._needsCompositionForThisPass = !cameraHasImageProcessing && !this.disableGammaTransform && this._needsImageProcessing() && !secondaryCamera;\r\n\r\n const firstCameraPP = this._getFirstPostProcess(this._postProcessesSourceForThisPass);\r\n const firstPrePassPP = prePassRenderTarget._beforeCompositionPostProcesses && prePassRenderTarget._beforeCompositionPostProcesses[0];\r\n let firstPP = null;\r\n\r\n // Setting the scene-wide post process configuration\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = this._needsCompositionForThisPass || cameraHasImageProcessing;\r\n\r\n // Create composition effect if needed\r\n if (this._needsCompositionForThisPass && !prePassRenderTarget.imageProcessingPostProcess) {\r\n prePassRenderTarget._createCompositionEffect();\r\n }\r\n\r\n // Setting the prePassRenderTarget as input texture of the first PP\r\n if (firstPrePassPP) {\r\n firstPP = firstPrePassPP;\r\n } else if (this._needsCompositionForThisPass) {\r\n firstPP = prePassRenderTarget.imageProcessingPostProcess;\r\n } else if (firstCameraPP) {\r\n firstPP = firstCameraPP;\r\n }\r\n\r\n this._bindFrameBuffer();\r\n this._linkInternalTexture(prePassRenderTarget, firstPP);\r\n }\r\n\r\n private _linkInternalTexture(prePassRenderTarget: PrePassRenderTarget, postProcess: Nullable<PostProcess>) {\r\n if (postProcess) {\r\n postProcess.autoClear = false;\r\n postProcess.inputTexture = prePassRenderTarget.renderTarget!;\r\n }\r\n\r\n if (prePassRenderTarget._outputPostProcess !== postProcess) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n prePassRenderTarget._outputPostProcess = postProcess;\r\n }\r\n\r\n if (prePassRenderTarget._internalTextureDirty) {\r\n this._updateGeometryBufferLayout();\r\n prePassRenderTarget._internalTextureDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _unlinkInternalTexture(prePassRenderTarget: PrePassRenderTarget) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n prePassRenderTarget._outputPostProcess.autoClear = true;\r\n prePassRenderTarget._outputPostProcess.restoreDefaultInputTexture();\r\n prePassRenderTarget._outputPostProcess = null;\r\n }\r\n }\r\n\r\n private _needsImageProcessing(): boolean {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled && this._effectConfigurations[i].needsImageProcessing) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _hasImageProcessing(postProcesses: Nullable<PostProcess>[]): boolean {\r\n let isIPPAlreadyPresent = false;\r\n if (postProcesses) {\r\n for (let i = 0; i < postProcesses.length; i++) {\r\n if (postProcesses[i]?.getClassName() === \"ImageProcessingPostProcess\") {\r\n isIPPAlreadyPresent = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return isIPPAlreadyPresent;\r\n }\r\n\r\n /**\r\n * Internal, gets the first post proces.\r\n * @param postProcesses\r\n * @returns the first post process to be run on this camera.\r\n */\r\n private _getFirstPostProcess(postProcesses: Nullable<PostProcess>[]): Nullable<PostProcess> {\r\n for (let ppIndex = 0; ppIndex < postProcesses.length; ppIndex++) {\r\n if (postProcesses[ppIndex] !== null) {\r\n return postProcesses[ppIndex];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Marks the prepass renderer as dirty, triggering a check if the prepass is necessary for the next rendering.\r\n */\r\n public markAsDirty() {\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Enables a texture on the MultiRenderTarget for prepass\r\n * @param types\r\n */\r\n private _enableTextures(types: number[]) {\r\n // For velocity : enable storage of previous matrices for instances\r\n this._scene.needsPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < types.length; i++) {\r\n const type = types[i];\r\n\r\n if (this._textureIndices[type] === -1) {\r\n this._textureIndices[type] = this._mrtLayout.length;\r\n this._mrtLayout.push(type);\r\n\r\n this._mrtTypes.push(PrePassRenderer.TextureFormats[type].type);\r\n this._mrtFormats.push(PrePassRenderer.TextureFormats[type].format);\r\n this._mrtNames.push(PrePassRenderer.TextureFormats[type].name);\r\n this.mrtCount++;\r\n }\r\n\r\n if (type === Constants.PREPASS_VELOCITY_TEXTURE_TYPE || type === Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE) {\r\n this._scene.needsPreviousWorldMatrices = true;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Makes sure that the prepass renderer is up to date if it has been dirtified.\r\n */\r\n public update() {\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n }\r\n\r\n private _update() {\r\n this._disable();\r\n let enablePrePass = false;\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n\r\n if (this._scene._depthPeelingRenderer && this._scene.useOrderIndependentTransparency) {\r\n this._scene._depthPeelingRenderer.setPrePassRenderer(this);\r\n enablePrePass = true;\r\n }\r\n\r\n for (let i = 0; i < this._scene.materials.length; i++) {\r\n if (this._scene.materials[i].setPrePassRenderer(this)) {\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (enablePrePass) {\r\n this._setRenderTargetEnabled(this.defaultRT, true);\r\n }\r\n\r\n let postProcesses;\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.renderTargets[i].renderTargetTexture) {\r\n postProcesses = this._getPostProcessesSource(this.renderTargets[i]);\r\n } else {\r\n const camera = this._scene.activeCamera;\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n postProcesses = camera._postProcesses;\r\n }\r\n\r\n if (!postProcesses) {\r\n continue;\r\n }\r\n\r\n postProcesses = <Nullable<PostProcess[]>>postProcesses.filter((pp) => {\r\n return pp != null;\r\n });\r\n\r\n if (postProcesses) {\r\n for (let j = 0; j < postProcesses.length; j++) {\r\n if (postProcesses[j].setPrePassRenderer(this)) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], true);\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (this._hasImageProcessing(postProcesses)) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n }\r\n }\r\n\r\n this._markAllMaterialsAsPrePassDirty();\r\n this._isDirty = false;\r\n\r\n if (enablePrePass) {\r\n this._enable();\r\n }\r\n }\r\n\r\n private _markAllMaterialsAsPrePassDirty() {\r\n const materials = this._scene.materials;\r\n\r\n for (let i = 0; i < materials.length; i++) {\r\n materials[i].markAsDirty(Material.PrePassDirtyFlag);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the prepass renderer.\r\n */\r\n public dispose() {\r\n for (let i = this.renderTargets.length - 1; i >= 0; i--) {\r\n this.renderTargets[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].dispose) {\r\n this._effectConfigurations[i].dispose!();\r\n }\r\n }\r\n }\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"prePassRenderer.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/prePassRenderer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,MAAM,2CAA2C,CAAC;AAGhF,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAGjD,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAI7C,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AAIjD,OAAO,EAAE,sBAAsB,EAAE,MAAM,qCAAqC,CAAC;AAE7E,OAAO,0CAA0C,CAAC;AAElD;;;;;GAKG;AACH,MAAM,OAAO,eAAe;IAwCxB;;OAEG;IACH,IAAW,2BAA2B;QAClC,OAAO,IAAI,CAAC,4BAA4B,CAAC;IAC7C,CAAC;IAED,IAAW,2BAA2B,CAAC,KAAc;QACjD,IAAI,IAAI,CAAC,4BAA4B,KAAK,KAAK,EAAE,CAAC;YAC9C,OAAO;QACX,CAAC;QAED,IAAI,CAAC,4BAA4B,GAAG,KAAK,CAAC;QAC1C,IAAI,CAAC,+BAA+B,EAAE,CAAC;IAC3C,CAAC;IAED;;;;OAIG;IACI,QAAQ,CAAC,IAAY;QACxB,OAAO,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IACtC,CAAC;IAED;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC;IAClC,CAAC;IAED,IAAW,OAAO,CAAC,CAAS;QACxB,IAAI,CAAC,SAAS,CAAC,OAAO,GAAG,CAAC,CAAC;IAC/B,CAAC;IAID;;;OAGG;IACH,IAAW,+BAA+B;QACtC,OAAO,IAAI,CAAC,gCAAgC,CAAC;IACjD,CAAC;IAED,IAAW,+BAA+B,CAAC,KAAc;QACrD,IAAI,IAAI,CAAC,gCAAgC,KAAK,KAAK,EAAE,CAAC;YAClD,OAAO;QACX,CAAC;QAED,IAAI,CAAC,gCAAgC,GAAG,KAAK,CAAC;QAC9C,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;IACzB,CAAC;IA4FD;;;;OAIG;IACI,eAAe;QAClB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACI,gBAAgB,CAAC,mBAAkD;QACtE,IAAI,mBAAmB,EAAE,CAAC;YACtB,IAAI,CAAC,cAAc,GAAG,mBAAmB,CAAC;QAC9C,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,SAAS,CAAC;YACrC,IAAI,CAAC,OAAO,CAAC,mBAAmB,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,YAAY,IAAI,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC;QAClH,CAAC;IACL,CAAC;IAED;;;OAGG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,cAAc,KAAK,IAAI,CAAC,SAAS,CAAC;IAClD,CAAC;IASO,kCAAkC;QACtC,IAAI,CAAC,IAAI,CAAC,gCAAgC,EAAE,CAAC;YACzC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,EAAE,CAAC;YAElE,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC;gBACxB,gBAAgB;gBAChB,IAAI,CAAC,gCAAgC,GAAG,IAAI,CAAC;gBAC7C,OAAO;YACX,CAAC;YAED,IAAI,CAAC,eAAe,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC;QACpD,CAAC;aAAM,CAAC;YACJ,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;gBACvB,IAAI,CAAC,eAAe,CAAC,sBAAsB,EAAE,CAAC;YAClD,CAAC;YACD,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;YAC5B,IAAI,CAAC,MAAM,CAAC,6BAA6B,EAAE,CAAC;QAChD,CAAC;IACL,CAAC;IAiBD;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IASD;;;OAGG;IACH,YAAY,KAAY;QA5QxB;;WAEG;QACI,wBAAmB,GAAmB,EAAE,CAAC;QAEhD;;;;WAIG;QACI,sBAAiB,GAAe,EAAE,CAAC;QAK1C;;WAEG;QACI,aAAQ,GAAW,CAAC,CAAC;QAEpB,cAAS,GAAa,EAAE,CAAC;QACzB,gBAAW,GAAa,EAAE,CAAC;QAC3B,eAAU,GAAa,EAAE,CAAC;QAC1B,cAAS,GAAa,EAAE,CAAC;QACzB,oBAAe,GAAa,EAAE,CAAC;QAM/B,iCAA4B,GAAG,KAAK,CAAC;QAsCrC,qCAAgC,GAAG,KAAK,CAAC;QAiGzC,aAAQ,GAAY,IAAI,CAAC;QAOjC;;WAEG;QACK,0BAAqB,GAAiC,EAAE,CAAC;QAmCjE;;WAEG;QACI,qCAAgC,GAAG,IAAI,CAAC;QAwB/C;;WAEG;QACI,kBAAa,GAA0B,EAAE,CAAC;QAEhC,gBAAW,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACrC,qBAAgB,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,kJAAkJ;QAEtM,aAAQ,GAAY,KAAK,CAAC;QAE1B,iCAA4B,GAAG,KAAK,CAAC;QAU7C;;;;WAIG;QACI,0BAAqB,GAAG,KAAK,CAAC;QAOjC,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,IAAI,IAAI,GAAG,SAAS,CAAC,yBAAyB,CAAC;QAC/C,IAAI,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,YAAY,IAAI,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,2BAA2B,EAAE,CAAC;YACpF,IAAI,GAAG,SAAS,CAAC,iBAAiB,CAAC;QACvC,CAAC;aAAM,IAAI,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,gBAAgB,IAAI,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,+BAA+B,EAAE,CAAC;YACnG,IAAI,GAAG,SAAS,CAAC,sBAAsB,CAAC;QAC5C,CAAC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,eAAe,CAAC,cAAc,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;YAC7D,MAAM,MAAM,GAAG,eAAe,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC;YACxD,IAAI,eAAe,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,SAAS,CAAC,iBAAiB,EAAE,CAAC;gBACzE,eAAe,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,IAAI,CAAC;gBAC9C,IACI,IAAI,KAAK,SAAS,CAAC,iBAAiB;oBACpC,CAAC,MAAM,KAAK,SAAS,CAAC,eAAe,IAAI,MAAM,KAAK,SAAS,CAAC,gBAAgB,IAAI,MAAM,KAAK,SAAS,CAAC,kBAAkB,CAAC;oBAC1H,CAAC,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,2BAA2B,EACjD,CAAC;oBACC,wKAAwK;oBACxK,eAAe,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,SAAS,CAAC,sBAAsB,CAAC;gBAC9E,CAAC;YACL,CAAC;QACL,CAAC;QAED,eAAe,CAAC,6BAA6B,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAC3D,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,mBAAmB,CAAC,gBAAgB,EAAE,IAAI,CAAC,CAAC;QAClE,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,SAAS,CAAC;IACzC,CAAC;IAED;;;;;;;OAOG;IACI,mBAAmB,CAAC,IAAY,EAAE,mBAAkD;QACvF,MAAM,EAAE,GAAG,IAAI,mBAAmB,CAAC,IAAI,EAAE,mBAAmB,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,EAAE;YAC5J,eAAe,EAAE,KAAK;YACtB,qBAAqB,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe;YACnD,WAAW,EAAE,SAAS,CAAC,yBAAyB;YAChD,KAAK,EAAE,EAAE;YACT,kCAAkC,EAAE,IAAI;SAC3C,CAAC,CAAC;QAEH,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;QAE5B,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,yHAAyH;YACzH,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC;QAED,OAAO,EAAE,CAAC;IACd,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,oBAAoB,CAAC;IAClE,CAAC;IAED;;;;OAIG;IACI,wBAAwB,CAAC,MAAc,EAAE,OAAgB;QAC5D,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QACvC,MAAM,gBAAgB,GAAG,QAAQ,IAAI,QAAQ,CAAC,gBAAgB,CAAC;QAC/D,MAAM,QAAQ,GAAG,QAAQ,IAAI,IAAI,CAAC,iBAAiB,CAAC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC;QAE7E,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC9C,IAAI,MAAM,CAAC,YAAY,IAAI,gBAAgB,IAAI,CAAC,QAAQ,EAAE,CAAC;gBACvD,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,uBAAuB,CAAC,CAAC;YAC/D,CAAC;iBAAM,CAAC;gBACJ,IAAI,IAAI,CAAC,OAAO,CAAC,oBAAoB,EAAE,CAAC;oBACpC,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;gBAC3D,CAAC;qBAAM,CAAC;oBACJ,IAAI,CAAC,OAAO,CAAC,uBAAuB,EAAE,CAAC;gBAC3C,CAAC;gBAED,IAAI,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,kBAAkB,IAAI,CAAC,QAAQ,EAAE,CAAC;oBAC/D,IAAI,CAAC,eAAe,CAAC,UAAW,CAAC,IAAI,CAAC,OAAO,CAAC,gBAAgB,EAAE,CAAC,CAAC;gBACtE,CAAC;YACL,CAAC;QACL,CAAC;IACL,CAAC;IAEO,wBAAwB;QAC5B,MAAM,iBAAiB,GAAG,EAAE,CAAC;QAC7B,MAAM,WAAW,GAAG,CAAC,KAAK,CAAC,CAAC;QAC5B,MAAM,gBAAgB,GAAG,CAAC,KAAK,CAAC,CAAC;QACjC,MAAM,aAAa,GAAG,CAAC,IAAI,CAAC,CAAC;QAE7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;YACrC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YAE7B,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC;gBACR,IAAI,IAAI,CAAC,gCAAgC,IAAI,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,KAAK,SAAS,CAAC,0BAA0B,EAAE,CAAC;oBACvG,WAAW,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;oBACxB,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBAChC,CAAC;qBAAM,CAAC;oBACJ,WAAW,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;oBACvB,gBAAgB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;gBACjC,CAAC;gBACD,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YAC9B,CAAC;QACL,CAAC;QAED,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,iBAAiB,CAAC,CAAC;QAClF,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,WAAW,CAAC,CAAC;QACtE,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,gBAAgB,CAAC,CAAC;QAChF,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,aAAa,CAAC,CAAC;IAC9E,CAAC;IAEO,YAAY;QAChB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,eAAe,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YAC7D,IAAI,CAAC,eAAe,CAAC,eAAe,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC;QACzE,CAAC;QAED,IAAI,CAAC,eAAe,CAAC,SAAS,CAAC,0BAA0B,CAAC,GAAG,CAAC,CAAC;QAC/D,IAAI,CAAC,UAAU,GAAG,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC;QACzD,IAAI,CAAC,SAAS,GAAG,CAAC,eAAe,CAAC,cAAc,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC,IAAI,CAAC,CAAC;QAC7F,IAAI,CAAC,WAAW,GAAG,CAAC,eAAe,CAAC,cAAc,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC,MAAM,CAAC,CAAC;QACjG,IAAI,CAAC,SAAS,GAAG,CAAC,eAAe,CAAC,cAAc,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC,IAAI,CAAC,CAAC;QAC7F,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;IACtB,CAAC;IAEO,2BAA2B;QAC/B,IAAI,CAAC,kCAAkC,EAAE,CAAC;QAE1C,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACvB,IAAI,CAAC,eAAe,CAAC,YAAY,EAAE,CAAC;YAEpC,MAAM,iBAAiB,GAAG,EAAE,CAAC;YAE7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBAC9C,iBAAiB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YAClC,CAAC;YAED,IAAI,CAAC,eAAe,CAAC,oBAAoB,CAAC,IAAI,CAAC,SAAS,CAAC,kBAAkB,EAAG,CAAC,CAAC;YAEhF,MAAM,OAAO,GAAG;gBACZ;oBACI,eAAe,EAAE,SAAS,CAAC,0BAA0B;oBACrD,sBAAsB,EAAE,sBAAsB,CAAC,kBAAkB;iBACpE;gBACD;oBACI,eAAe,EAAE,SAAS,CAAC,2BAA2B;oBACtD,sBAAsB,EAAE,sBAAsB,CAAC,mBAAmB;iBACrE;gBACD;oBACI,eAAe,EAAE,SAAS,CAAC,6BAA6B;oBACxD,sBAAsB,EAAE,sBAAsB,CAAC,qBAAqB;iBACvE;gBACD;oBACI,eAAe,EAAE,SAAS,CAAC,iCAAiC;oBAC5D,sBAAsB,EAAE,sBAAsB,CAAC,yBAAyB;iBAC3E;gBACD;oBACI,eAAe,EAAE,SAAS,CAAC,6BAA6B;oBACxD,sBAAsB,EAAE,sBAAsB,CAAC,qBAAqB;iBACvE;aACJ,CAAC;YAEF,4CAA4C;YAC5C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBACtC,MAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,eAAe,CAAC,CAAC;gBAClE,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;oBACf,IAAI,CAAC,eAAe,CAAC,iBAAiB,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,sBAAsB,EAAE,KAAK,CAAC,CAAC;oBACjF,iBAAiB,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC;gBACpC,CAAC;YACL,CAAC;YAED,IAAI,CAAC,eAAe,CAAC,eAAe,CAAC,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,iBAAiB,CAAC,CAAC,CAAC;QAC7F,CAAC;IACL,CAAC;IAED;;OAEG;IACI,kBAAkB;QACrB,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC1E,IAAI,IAAI,CAAC,OAAO,CAAC,oBAAoB,EAAE,CAAC;gBACpC,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAC3D,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,OAAO,CAAC,uBAAuB,EAAE,CAAC;YAC3C,CAAC;QACL,CAAC;IACL,CAAC;IAED;;OAEG;IACH,6DAA6D;IACtD,WAAW,CAAC,MAAe,EAAE,SAAkB,EAAE,KAAc;QAClE,wEAAwE;QAExE,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YACjD,OAAO;QACX,CAAC;QAED,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACvB,IAAI,CAAC,eAAe,CAAC,UAAU,GAAG,EAAE,CAAC;QACzC,CAAC;QAED,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,cAAc,EAAE,MAAM,CAAC,CAAC;IAC9D,CAAC;IAEO,aAAa,CAAC,mBAAwC,EAAE,SAAkB,EAAE,KAAc;QAC9F,IAAI,mBAAmB,CAAC,mBAAmB,EAAE,CAAC;YAC1C,mBAAmB,CAAC,mBAAmB,CAAC,aAAa,CAAC,IAAI,CAAC,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,mBAAmB,CAAC,mBAAmB,CAAC,sBAAsB,CAAC,CAAC;QACzJ,CAAC;aAAM,IAAI,IAAI,CAAC,+BAA+B,CAAC,MAAM,EAAE,CAAC;YACrD,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,aAAa,EAAE,CAAC;QACnD,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,OAAO,CAAC,yBAAyB,EAAE,CAAC;QAC7C,CAAC;IACL,CAAC;IAED;;;;;;OAMG;IACI,eAAe,CAAC,EAAuB;QAC1C,MAAM,OAAO,GAAG,IAAI,CAAC,+BAA+B,CAAC,CAAC,CAAC,CAAC;QACxD,IAAI,CAAC,OAAO,EAAE,CAAC;YACX,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,CAAC,YAAY,GAAG,EAAE,CAAC,YAAa,CAAC;QAExC,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,oBAAoB,CAAC,mBAAwC,EAAE,SAAkB;QACrF,MAAM,OAAO,GAAG,IAAI,CAAC,+BAA+B,CAAC,CAAC,CAAC,CAAC;QACxD,MAAM,aAAa,GAAG,OAAO,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,mBAAmB,CAAC,mBAAmB,CAAC,CAAC,CAAC,mBAAmB,CAAC,mBAAmB,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC;QAE7J,sDAAsD;QACtD,IAAI,gBAAgB,GAAG,IAAI,CAAC,cAAc,CAAC,+BAA+B,CAAC;QAE3E,IAAI,IAAI,CAAC,4BAA4B,EAAE,CAAC;YACpC,gBAAgB,GAAG,gBAAgB,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC,0BAA0B,CAAC,CAAC,CAAC;QACjG,CAAC;QAED,kCAAkC;QAClC,IAAI,gBAAgB,CAAC,MAAM,EAAE,CAAC;YAC1B,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,aAAa,CAAC,IAAI,CAAC,cAAc,CAAC,YAAY,EAAE,OAAO,EAAE,gBAAgB,CAAC,CAAC;YAC1G,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,YAAY,CAAC,gBAAgB,EAAE,aAAa,EAAE,KAAK,EAAE,SAAS,CAAC,CAAC;QACnG,CAAC;IACL,CAAC;IAED;;OAEG;IACI,UAAU,CAAC,SAAkB,EAAE,KAAc;QAChD,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC/C,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,cAAc,EAAE,SAAS,EAAE,KAAK,CAAC,CAAC;YAC1D,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,cAAc,EAAE,SAAS,CAAC,CAAC;QAC9D,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,MAAM;QACT,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC;QAED,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC/C,IAAI,CAAC,gBAAgB,EAAE,CAAC;YAExB,4DAA4D;YAC5D,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;YACrD,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;YACzD,IAAI,IAAI,CAAC,gCAAgC,EAAE,CAAC;gBACxC,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,sBAAsB,CAAC,CAAC;gBAC1D,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;YAClE,CAAC;YACD,uEAAuE;YACvE,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;QAC3D,CAAC;IACL,CAAC;IAED,6DAA6D;IACrD,gBAAgB;QACpB,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC/C,IAAI,CAAC,cAAc,CAAC,UAAU,EAAE,CAAC;YACjC,MAAM,eAAe,GAAG,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC;YACzD,IAAI,eAAe,EAAE,CAAC;gBAClB,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,eAAe,CAAC,CAAC;YAClD,CAAC;QACL,CAAC;IACL,CAAC;IAEO,WAAW,CAAC,OAAgB;QAChC,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;IAC5B,CAAC;IAEO,uBAAuB,CAAC,mBAAwC,EAAE,OAAgB;QACtF,mBAAmB,CAAC,OAAO,GAAG,OAAO,CAAC;QACtC,IAAI,CAAC,OAAO,EAAE,CAAC;YACX,IAAI,CAAC,sBAAsB,CAAC,mBAAmB,CAAC,CAAC;QACrD,CAAC;IACL,CAAC;IAED;;;;;;OAMG;IACI,sBAAsB,CAAC,GAA+B;QACzD,mBAAmB;QACnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,GAAG,CAAC,IAAI,EAAE,CAAC;gBAClD,OAAO,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;YACzC,CAAC;QACL,CAAC;QAED,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;QACrC,IAAI,GAAG,CAAC,UAAU,EAAE,CAAC;YACjB,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;QAC9C,CAAC;QACD,OAAO,GAAG,CAAC;IACf,CAAC;IAED;;;;OAIG;IACI,sBAAsB,CAAC,IAAY;QACtC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,IAAI,EAAE,CAAC;gBAC9C,OAAO,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;YACzC,CAAC;QACL,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,OAAO;QACX,MAAM,gBAAgB,GAAG,IAAI,CAAC,QAAQ,CAAC;QAEvC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;gBACxC,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,gBAAgB,CAAC,CAAC;YACzE,CAAC;QACL,CAAC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACjD,IAAI,IAAI,CAAC,QAAQ,KAAK,gBAAgB,IAAI,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,KAAK,KAAK,IAAI,CAAC,QAAQ,EAAE,CAAC;gBACtF,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,IAAI,CAAC,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,SAAS,EAAE,OAAO,EAAE,IAAI,CAAC,WAAW,EAAE,EAAE,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC;YACzJ,CAAC;YAED,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,sBAAsB,EAAE,CAAC;YAE/C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBACzD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;oBACxC,qEAAqE;oBACrE,oIAAoI;oBACpI,gFAAgF;oBAChF,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,WAAW,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,iBAAiB,EAAE,CAAC;wBAChG,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,iBAAkB,EAAE,CAAC;oBACvD,CAAC;oBAED,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,WAAW,EAAE,CAAC;wBAC5C,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,WAAY,CAAC,CAAC;oBAC3G,CAAC;gBACL,CAAC;YACL,CAAC;QACL,CAAC;QAED,IAAI,CAAC,wBAAwB,EAAE,CAAC;QAChC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;QACvB,IAAI,CAAC,2BAA2B,EAAE,CAAC;IACvC,CAAC;IAEO,QAAQ;QACZ,IAAI,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAExB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACjD,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;QAC/D,CAAC;QAED,IAAI,CAAC,YAAY,EAAE,CAAC;QAEpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzD,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,GAAG,KAAK,CAAC;QAClD,CAAC;IACL,CAAC;IAEO,uBAAuB,CAAC,mBAAwC,EAAE,MAAe;QACrF,IAAI,MAAM,EAAE,CAAC;YACT,OAAO,MAAM,CAAC,cAAc,CAAC;QACjC,CAAC;aAAM,IAAI,mBAAmB,CAAC,mBAAmB,EAAE,CAAC;YACjD,IAAI,mBAAmB,CAAC,mBAAmB,CAAC,sBAAsB,EAAE,CAAC;gBACjE,MAAM,MAAM,GAAG,mBAAmB,CAAC,mBAAmB,CAAC,YAAY,CAAC,CAAC,CAAC,mBAAmB,CAAC,mBAAmB,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;gBACtJ,OAAO,MAAM,CAAC,CAAC,CAAC,MAAM,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,CAAC;YAC/C,CAAC;iBAAM,IAAI,mBAAmB,CAAC,mBAAmB,CAAC,aAAa,EAAE,CAAC;gBAC/D,OAAO,mBAAmB,CAAC,mBAAmB,CAAC,aAAa,CAAC;YACjE,CAAC;iBAAM,CAAC;gBACJ,OAAO,EAAE,CAAC;YACd,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,OAAO,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,CAAC;QACnF,CAAC;IACL,CAAC;IAEO,uBAAuB,CAAC,mBAAwC,EAAE,MAAe;QACrF,4FAA4F;QAC5F,MAAM,eAAe,GAAG,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,IAAI,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,OAAO,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;QACrJ,IAAI,CAAC,+BAA+B,GAAG,IAAI,CAAC,uBAAuB,CAAC,mBAAmB,EAAE,MAAM,CAAC,CAAC;QACjG,IAAI,CAAC,+BAA+B,GAAG,IAAI,CAAC,+BAA+B,CAAC,MAAM,CAAC,CAAC,EAAE,EAAE,EAAE;YACtF,OAAO,EAAE,IAAI,IAAI,CAAC;QACtB,CAAC,CAAC,CAAC;QACH,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;QAE7B,MAAM,wBAAwB,GAAG,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,+BAA+B,CAAC,CAAC;QAChG,IAAI,CAAC,4BAA4B,GAAG,CAAC,wBAAwB,IAAI,CAAC,IAAI,CAAC,qBAAqB,IAAI,IAAI,CAAC,qBAAqB,EAAE,IAAI,CAAC,eAAe,CAAC;QAEjJ,MAAM,aAAa,GAAG,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,+BAA+B,CAAC,CAAC;QACtF,MAAM,cAAc,GAAG,mBAAmB,CAAC,+BAA+B,IAAI,mBAAmB,CAAC,+BAA+B,CAAC,CAAC,CAAC,CAAC;QACrI,IAAI,OAAO,GAAG,IAAI,CAAC;QAEnB,oDAAoD;QACpD,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,IAAI,CAAC,4BAA4B,IAAI,wBAAwB,CAAC;QAE5H,sCAAsC;QACtC,IAAI,IAAI,CAAC,4BAA4B,IAAI,CAAC,mBAAmB,CAAC,0BAA0B,EAAE,CAAC;YACvF,mBAAmB,CAAC,wBAAwB,EAAE,CAAC;QACnD,CAAC;QAED,mEAAmE;QACnE,IAAI,cAAc,EAAE,CAAC;YACjB,OAAO,GAAG,cAAc,CAAC;QAC7B,CAAC;aAAM,IAAI,IAAI,CAAC,4BAA4B,EAAE,CAAC;YAC3C,OAAO,GAAG,mBAAmB,CAAC,0BAA0B,CAAC;QAC7D,CAAC;aAAM,IAAI,aAAa,EAAE,CAAC;YACvB,OAAO,GAAG,aAAa,CAAC;QAC5B,CAAC;QAED,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACxB,IAAI,CAAC,oBAAoB,CAAC,mBAAmB,EAAE,OAAO,CAAC,CAAC;IAC5D,CAAC;IAEO,oBAAoB,CAAC,mBAAwC,EAAE,WAAkC;QACrG,IAAI,WAAW,EAAE,CAAC;YACd,WAAW,CAAC,SAAS,GAAG,KAAK,CAAC;YAC9B,WAAW,CAAC,YAAY,GAAG,mBAAmB,CAAC,YAAa,CAAC;QACjE,CAAC;QAED,IAAI,mBAAmB,CAAC,kBAAkB,KAAK,WAAW,EAAE,CAAC;YACzD,IAAI,mBAAmB,CAAC,kBAAkB,EAAE,CAAC;gBACzC,IAAI,CAAC,sBAAsB,CAAC,mBAAmB,CAAC,CAAC;YACrD,CAAC;YACD,mBAAmB,CAAC,kBAAkB,GAAG,WAAW,CAAC;QACzD,CAAC;QAED,IAAI,mBAAmB,CAAC,qBAAqB,EAAE,CAAC;YAC5C,IAAI,CAAC,2BAA2B,EAAE,CAAC;YACnC,mBAAmB,CAAC,qBAAqB,GAAG,KAAK,CAAC;QACtD,CAAC;IACL,CAAC;IAED;;OAEG;IACI,sBAAsB,CAAC,mBAAwC;QAClE,IAAI,mBAAmB,CAAC,kBAAkB,EAAE,CAAC;YACzC,mBAAmB,CAAC,kBAAkB,CAAC,SAAS,GAAG,IAAI,CAAC;YACxD,mBAAmB,CAAC,kBAAkB,CAAC,0BAA0B,EAAE,CAAC;YACpE,mBAAmB,CAAC,kBAAkB,GAAG,IAAI,CAAC;QAClD,CAAC;IACL,CAAC;IAEO,qBAAqB;QACzB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,oBAAoB,EAAE,CAAC;gBAC9F,OAAO,IAAI,CAAC;YAChB,CAAC;QACL,CAAC;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAEO,mBAAmB,CAAC,aAAsC;QAC9D,IAAI,mBAAmB,GAAG,KAAK,CAAC;QAChC,IAAI,aAAa,EAAE,CAAC;YAChB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBAC5C,IAAI,aAAa,CAAC,CAAC,CAAC,EAAE,YAAY,EAAE,KAAK,4BAA4B,EAAE,CAAC;oBACpE,mBAAmB,GAAG,IAAI,CAAC;oBAC3B,MAAM;gBACV,CAAC;YACL,CAAC;QACL,CAAC;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACK,oBAAoB,CAAC,aAAsC;QAC/D,KAAK,IAAI,OAAO,GAAG,CAAC,EAAE,OAAO,GAAG,aAAa,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,CAAC;YAC9D,IAAI,aAAa,CAAC,OAAO,CAAC,KAAK,IAAI,EAAE,CAAC;gBAClC,OAAO,aAAa,CAAC,OAAO,CAAC,CAAC;YAClC,CAAC;QACL,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,WAAW;QACd,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;IACzB,CAAC;IAED;;;OAGG;IACK,eAAe,CAAC,KAAe;QACnC,mEAAmE;QACnE,IAAI,CAAC,MAAM,CAAC,0BAA0B,GAAG,KAAK,CAAC;QAE/C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACpC,MAAM,IAAI,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC;YAEtB,IAAI,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;gBACpC,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;gBACpD,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBAE3B,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,eAAe,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;gBAC/D,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,eAAe,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,MAAM,CAAC,CAAC;gBACnE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,eAAe,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;gBAC/D,IAAI,CAAC,QAAQ,EAAE,CAAC;YACpB,CAAC;YAED,IAAI,IAAI,KAAK,SAAS,CAAC,6BAA6B,IAAI,IAAI,KAAK,SAAS,CAAC,oCAAoC,EAAE,CAAC;gBAC9G,IAAI,CAAC,MAAM,CAAC,0BAA0B,GAAG,IAAI,CAAC;YAClD,CAAC;QACL,CAAC;IACL,CAAC;IAED;;OAEG;IACI,MAAM;QACT,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC;IACL,CAAC;IAEO,OAAO;QACX,IAAI,CAAC,QAAQ,EAAE,CAAC;QAChB,IAAI,aAAa,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,KAAK,CAAC;QAEpE,IAAI,IAAI,CAAC,MAAM,CAAC,qBAAqB,IAAI,IAAI,CAAC,MAAM,CAAC,+BAA+B,EAAE,CAAC;YACnF,IAAI,CAAC,MAAM,CAAC,qBAAqB,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;YAC3D,aAAa,GAAG,IAAI,CAAC;QACzB,CAAC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACpD,IAAI,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,IAAI,CAAC,EAAE,CAAC;gBACpD,aAAa,GAAG,IAAI,CAAC;YACzB,CAAC;QACL,CAAC;QAED,IAAI,aAAa,EAAE,CAAC;YAChB,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;QACvD,CAAC;QAED,IAAI,aAAa,CAAC;QAElB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACjD,IAAI,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,mBAAmB,EAAE,CAAC;gBAC5C,aAAa,GAAG,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC;YACxE,CAAC;iBAAM,CAAC;gBACJ,wJAAwJ;gBACxJ,+HAA+H;gBAC/H,wEAAwE;gBACxE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,aAAa,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;gBAC3I,IAAI,CAAC,MAAM,EAAE,CAAC;oBACV,SAAS;gBACb,CAAC;gBAED,aAAa,GAAG,MAAM,CAAC,cAAc,CAAC;YAC1C,CAAC;YAED,IAAI,CAAC,aAAa,EAAE,CAAC;gBACjB,SAAS;YACb,CAAC;YAED,aAAa,GAA4B,aAAa,CAAC,MAAM,CAAC,CAAC,EAAE,EAAE,EAAE;gBACjE,OAAO,EAAE,IAAI,IAAI,CAAC;YACtB,CAAC,CAAC,CAAC;YAEH,IAAI,aAAa,EAAE,CAAC;gBAChB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;oBAC5C,IAAI,aAAa,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,IAAI,CAAC,EAAE,CAAC;wBAC5C,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;wBAC1D,aAAa,GAAG,IAAI,CAAC;oBACzB,CAAC;gBACL,CAAC;gBAED,IAAI,IAAI,CAAC,mBAAmB,CAAC,aAAa,CAAC,EAAE,CAAC;oBAC1C,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,IAAI,CAAC;gBACvE,CAAC;YACL,CAAC;QACL,CAAC;QAED,IAAI,CAAC,+BAA+B,EAAE,CAAC;QACvC,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QAEtB,IAAI,aAAa,EAAE,CAAC;YAChB,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC;IACL,CAAC;IAEO,+BAA+B;QACnC,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC;QAExC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACxC,SAAS,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,QAAQ,CAAC,gBAAgB,CAAC,CAAC;QACxD,CAAC;IACL,CAAC;IAED;;OAEG;IACI,OAAO;QACV,KAAK,IAAI,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;YACtD,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;QACpC,CAAC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;gBACxC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAQ,EAAE,CAAC;YAC7C,CAAC;QACL,CAAC;IACL,CAAC;;AAv6BD;;GAEG;AACW,6CAA6B,GAA2B,CAAC,CAAC,EAAE,EAAE;IACxE,MAAM,WAAW,CAAC,+BAA+B,CAAC,CAAC;AACvD,CAAC,AAF0C,CAEzC;AAyFF;;GAEG;AACW,8BAAc,GAAG;IAC3B;QACI,OAAO,EAAE,SAAS,CAAC,+BAA+B;QAClD,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,oBAAoB;KAC7B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,6BAA6B;QAChD,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,kBAAkB;KAC3B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,6BAA6B;QAChD,IAAI,EAAE,SAAS,CAAC,yBAAyB;QACzC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,kBAAkB;KAC3B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,iCAAiC;QACpD,IAAI,EAAE,SAAS,CAAC,yBAAyB;QACzC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,sBAAsB;KAC/B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,0BAA0B;QAC7C,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,eAAe;KACxB;IACD;QACI,OAAO,EAAE,SAAS,CAAC,0BAA0B;QAC7C,IAAI,EAAE,SAAS,CAAC,iBAAiB;QACjC,MAAM,EAAE,SAAS,CAAC,eAAe;QACjC,IAAI,EAAE,eAAe;KACxB;IACD;QACI,OAAO,EAAE,SAAS,CAAC,2BAA2B;QAC9C,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,gBAAgB;KACzB;IACD;QACI,OAAO,EAAE,SAAS,CAAC,gCAAgC;QACnD,IAAI,EAAE,SAAS,CAAC,yBAAyB;QACzC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,gBAAgB;KACzB;IACD;QACI,OAAO,EAAE,SAAS,CAAC,iCAAiC;QACpD,IAAI,EAAE,SAAS,CAAC,yBAAyB;QACzC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,qBAAqB;KAC9B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,mCAAmC;QACtD,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,uBAAuB;KAChC;IACD;QACI,OAAO,EAAE,SAAS,CAAC,sCAAsC;QACzD,IAAI,EAAE,SAAS,CAAC,iBAAiB;QACjC,MAAM,EAAE,SAAS,CAAC,eAAe;QACjC,IAAI,EAAE,qBAAqB;KAC9B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,oCAAoC;QACvD,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,wBAAwB;KACjC;CACJ,AAzE2B,CAyE1B","sourcesContent":["import { PrePassRenderTarget } from \"../Materials/Textures/prePassRenderTarget\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Material } from \"../Materials/material\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\n\r\nimport \"../Engines/Extensions/engine.multiRender\";\r\n\r\n/**\r\n * Renders a pre pass of the scene\r\n * This means every mesh in the scene will be rendered to a render target texture\r\n * And then this texture will be composited to the rendering canvas with post processes\r\n * It is necessary for effects like subsurface scattering or deferred shading\r\n */\r\nexport class PrePassRenderer {\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"PrePassRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * To save performance, we can excluded skinned meshes from the prepass\r\n */\r\n public excludedSkinnedMesh: AbstractMesh[] = [];\r\n\r\n /**\r\n * Force material to be excluded from the prepass\r\n * Can be useful when `useGeometryBufferFallback` is set to `true`\r\n * and you don't want a material to show in the effect.\r\n */\r\n public excludedMaterials: Material[] = [];\r\n\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n\r\n /**\r\n * Number of textures in the multi render target texture where the scene is directly rendered\r\n */\r\n public mrtCount: number = 0;\r\n\r\n private _mrtTypes: number[] = [];\r\n private _mrtFormats: number[] = [];\r\n private _mrtLayout: number[] = [];\r\n private _mrtNames: string[] = [];\r\n private _textureIndices: number[] = [];\r\n\r\n private _multiRenderAttachments: number[];\r\n private _defaultAttachments: number[];\r\n private _clearAttachments: number[];\r\n private _clearDepthAttachments: number[];\r\n private _generateNormalsInWorldSpace = false;\r\n\r\n /**\r\n * Indicates if the prepass renderer is generating normals in world space or camera space (default: camera space)\r\n */\r\n public get generateNormalsInWorldSpace() {\r\n return this._generateNormalsInWorldSpace;\r\n }\r\n\r\n public set generateNormalsInWorldSpace(value: boolean) {\r\n if (this._generateNormalsInWorldSpace === value) {\r\n return;\r\n }\r\n\r\n this._generateNormalsInWorldSpace = value;\r\n this._markAllMaterialsAsPrePassDirty();\r\n }\r\n\r\n /**\r\n * Returns the index of a texture in the multi render target texture array.\r\n * @param type Texture type\r\n * @returns The index\r\n */\r\n public getIndex(type: number): number {\r\n return this._textureIndices[type];\r\n }\r\n\r\n /**\r\n * How many samples are used for MSAA of the scene render target\r\n */\r\n public get samples() {\r\n return this.defaultRT.samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this.defaultRT.samples = n;\r\n }\r\n\r\n private _useSpecificClearForDepthTexture = false;\r\n\r\n /**\r\n * If set to true (default: false), the depth texture will be cleared with the depth value corresponding to the far plane (1 in normal mode, 0 in reverse depth buffer mode)\r\n * If set to false, the depth texture is always cleared with 0.\r\n */\r\n public get useSpecificClearForDepthTexture() {\r\n return this._useSpecificClearForDepthTexture;\r\n }\r\n\r\n public set useSpecificClearForDepthTexture(value: boolean) {\r\n if (this._useSpecificClearForDepthTexture === value) {\r\n return;\r\n }\r\n\r\n this._useSpecificClearForDepthTexture = value;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Describes the types and formats of the textures used by the pre-pass renderer\r\n */\r\n public static TextureFormats = [\r\n {\r\n purpose: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Irradiance\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Position\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Velocity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Reflectivity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_COLOR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Color\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_R,\r\n name: \"prePass_Depth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Normal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Albedo\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_WorldNormal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_LocalPosition\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_R,\r\n name: \"prePass_ScreenDepth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_VelocityLinear\",\r\n },\r\n ];\r\n\r\n private _isDirty: boolean = true;\r\n\r\n /**\r\n * The render target where the scene is directly rendered\r\n */\r\n public defaultRT: PrePassRenderTarget;\r\n\r\n /**\r\n * Configuration for prepass effects\r\n */\r\n private _effectConfigurations: PrePassEffectConfiguration[] = [];\r\n\r\n /**\r\n * @returns the prepass render target for the rendering pass.\r\n * If we are currently rendering a render target, it returns the PrePassRenderTarget\r\n * associated with that render target. Otherwise, it returns the scene default PrePassRenderTarget\r\n */\r\n public getRenderTarget(): PrePassRenderTarget {\r\n return this._currentTarget;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Managed by the scene component\r\n * @param prePassRenderTarget\r\n */\r\n public _setRenderTarget(prePassRenderTarget: Nullable<PrePassRenderTarget>): void {\r\n if (prePassRenderTarget) {\r\n this._currentTarget = prePassRenderTarget;\r\n } else {\r\n this._currentTarget = this.defaultRT;\r\n this._engine.currentRenderPassId = this._scene.activeCamera?.renderPassId ?? this._currentTarget.renderPassId;\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if the currently rendered prePassRenderTarget is the one\r\n * associated with the scene.\r\n */\r\n public get currentRTisSceneRT(): boolean {\r\n return this._currentTarget === this.defaultRT;\r\n }\r\n\r\n private _geometryBuffer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Prevents the PrePassRenderer from using the GeometryBufferRenderer as a fallback\r\n */\r\n public doNotUseGeometryRendererFallback = true;\r\n\r\n private _refreshGeometryBufferRendererLink() {\r\n if (!this.doNotUseGeometryRendererFallback) {\r\n this._geometryBuffer = this._scene.enableGeometryBufferRenderer();\r\n\r\n if (!this._geometryBuffer) {\r\n // Not supported\r\n this.doNotUseGeometryRendererFallback = true;\r\n return;\r\n }\r\n\r\n this._geometryBuffer._linkPrePassRenderer(this);\r\n } else {\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._unlinkPrePassRenderer();\r\n }\r\n this._geometryBuffer = null;\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n }\r\n\r\n private _currentTarget: PrePassRenderTarget;\r\n\r\n /**\r\n * All the render targets generated by prepass\r\n */\r\n public renderTargets: PrePassRenderTarget[] = [];\r\n\r\n private readonly _clearColor = new Color4(0, 0, 0, 0);\r\n private readonly _clearDepthColor = new Color4(0, 0, 0, 1); // // sets an invalid value by default - depth in the depth texture is view.z, so 0 is not possible because view.z can't be less than camera.minZ\r\n\r\n private _enabled: boolean = false;\r\n\r\n private _needsCompositionForThisPass = false;\r\n private _postProcessesSourceForThisPass: Nullable<PostProcess>[];\r\n\r\n /**\r\n * Indicates if the prepass is enabled\r\n */\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n\r\n /**\r\n * Set to true to disable gamma transform in PrePass.\r\n * Can be useful in case you already proceed to gamma transform on a material level\r\n * and your post processes don't need to be in linear color space.\r\n */\r\n public disableGammaTransform = false;\r\n\r\n /**\r\n * Instantiates a prepass renderer\r\n * @param scene The scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this._engine._caps.textureFloat && this._engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (this._engine._caps.textureHalfFloat && this._engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; ++i) {\r\n const format = PrePassRenderer.TextureFormats[i].format;\r\n if (PrePassRenderer.TextureFormats[i].type === Constants.TEXTURETYPE_FLOAT) {\r\n PrePassRenderer.TextureFormats[i].type = type;\r\n if (\r\n type === Constants.TEXTURETYPE_FLOAT &&\r\n (format === Constants.TEXTUREFORMAT_R || format === Constants.TEXTUREFORMAT_RG || format === Constants.TEXTUREFORMAT_RGBA) &&\r\n !this._engine._caps.supportFloatTexturesResolve\r\n ) {\r\n // We don't know in advance if the texture will be used as a resolve target, so we revert to half_float if the extension to resolve full float textures is not supported\r\n PrePassRenderer.TextureFormats[i].type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n }\r\n }\r\n\r\n PrePassRenderer._SceneComponentInitialization(this._scene);\r\n this.defaultRT = this._createRenderTarget(\"sceneprePassRT\", null);\r\n this._currentTarget = this.defaultRT;\r\n }\r\n\r\n /**\r\n * Creates a new PrePassRenderTarget\r\n * This should be the only way to instantiate a `PrePassRenderTarget`\r\n * @param name Name of the `PrePassRenderTarget`\r\n * @param renderTargetTexture RenderTarget the `PrePassRenderTarget` will be attached to.\r\n * Can be `null` if the created `PrePassRenderTarget` is attached to the scene (default framebuffer).\r\n * @internal\r\n */\r\n public _createRenderTarget(name: string, renderTargetTexture: Nullable<RenderTargetTexture>): PrePassRenderTarget {\r\n const rt = new PrePassRenderTarget(name, renderTargetTexture, { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, 0, this._scene, {\r\n generateMipMaps: false,\r\n generateStencilBuffer: this._engine.isStencilEnable,\r\n defaultType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n types: [],\r\n drawOnlyOnFirstAttachmentByDefault: true,\r\n });\r\n\r\n this.renderTargets.push(rt);\r\n\r\n if (this._enabled) {\r\n // The pre-pass renderer is already enabled, so make sure we create the render target with the correct number of textures\r\n this._update();\r\n }\r\n\r\n return rt;\r\n }\r\n\r\n /**\r\n * Indicates if rendering a prepass is supported\r\n */\r\n public get isSupported() {\r\n return this._scene.getEngine().getCaps().drawBuffersExtension;\r\n }\r\n\r\n /**\r\n * Sets the proper output textures to draw in the engine.\r\n * @param effect The effect that is drawn. It can be or not be compatible with drawing to several output textures.\r\n * @param subMesh Submesh on which the effect is applied\r\n */\r\n public bindAttachmentsForEffect(effect: Effect, subMesh: SubMesh) {\r\n const material = subMesh.getMaterial();\r\n const isPrePassCapable = material && material.isPrePassCapable;\r\n const excluded = material && this.excludedMaterials.indexOf(material) !== -1;\r\n\r\n if (this.enabled && this._currentTarget.enabled) {\r\n if (effect._multiTarget && isPrePassCapable && !excluded) {\r\n this._engine.bindAttachments(this._multiRenderAttachments);\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n\r\n if (this._geometryBuffer && this.currentRTisSceneRT && !excluded) {\r\n this._geometryBuffer.renderList!.push(subMesh.getRenderingMesh());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _reinitializeAttachments() {\r\n const multiRenderLayout = [];\r\n const clearLayout = [false];\r\n const clearDepthLayout = [false];\r\n const defaultLayout = [true];\r\n\r\n for (let i = 0; i < this.mrtCount; i++) {\r\n multiRenderLayout.push(true);\r\n\r\n if (i > 0) {\r\n if (this._useSpecificClearForDepthTexture && this._mrtLayout[i] === Constants.PREPASS_DEPTH_TEXTURE_TYPE) {\r\n clearLayout.push(false);\r\n clearDepthLayout.push(true);\r\n } else {\r\n clearLayout.push(true);\r\n clearDepthLayout.push(false);\r\n }\r\n defaultLayout.push(false);\r\n }\r\n }\r\n\r\n this._multiRenderAttachments = this._engine.buildTextureLayout(multiRenderLayout);\r\n this._clearAttachments = this._engine.buildTextureLayout(clearLayout);\r\n this._clearDepthAttachments = this._engine.buildTextureLayout(clearDepthLayout);\r\n this._defaultAttachments = this._engine.buildTextureLayout(defaultLayout);\r\n }\r\n\r\n private _resetLayout() {\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; i++) {\r\n this._textureIndices[PrePassRenderer.TextureFormats[i].purpose] = -1;\r\n }\r\n\r\n this._textureIndices[Constants.PREPASS_COLOR_TEXTURE_TYPE] = 0;\r\n this._mrtLayout = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n this._mrtTypes = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].type];\r\n this._mrtFormats = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].format];\r\n this._mrtNames = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].name];\r\n this.mrtCount = 1;\r\n }\r\n\r\n private _updateGeometryBufferLayout() {\r\n this._refreshGeometryBufferRendererLink();\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._resetLayout();\r\n\r\n const texturesActivated = [];\r\n\r\n for (let i = 0; i < this._mrtLayout.length; i++) {\r\n texturesActivated.push(false);\r\n }\r\n\r\n this._geometryBuffer._linkInternalTexture(this.defaultRT.getInternalTexture()!);\r\n\r\n const matches = [\r\n {\r\n prePassConstant: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.DEPTH_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.NORMAL_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.POSITION_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE,\r\n },\r\n ];\r\n\r\n // replace textures in the geometryBuffer RT\r\n for (let i = 0; i < matches.length; i++) {\r\n const index = this._mrtLayout.indexOf(matches[i].prePassConstant);\r\n if (index !== -1) {\r\n this._geometryBuffer._forceTextureType(matches[i].geometryBufferConstant, index);\r\n texturesActivated[index] = true;\r\n }\r\n }\r\n\r\n this._geometryBuffer._setAttachments(this._engine.buildTextureLayout(texturesActivated));\r\n }\r\n }\r\n\r\n /**\r\n * Restores attachments for single texture draw.\r\n */\r\n public restoreAttachments() {\r\n if (this.enabled && this._currentTarget.enabled && this._defaultAttachments) {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public _beforeDraw(camera?: Camera, faceIndex?: number, layer?: number) {\r\n // const previousEnabled = this._enabled && this._currentTarget.enabled;\r\n\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (!this._enabled || !this._currentTarget.enabled) {\r\n return;\r\n }\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer.renderList = [];\r\n }\r\n\r\n this._setupOutputForThisPass(this._currentTarget, camera);\r\n }\r\n\r\n private _prepareFrame(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number, layer?: number) {\r\n if (prePassRenderTarget.renderTargetTexture) {\r\n prePassRenderTarget.renderTargetTexture._prepareFrame(this._scene, faceIndex, layer, prePassRenderTarget.renderTargetTexture.useCameraPostProcesses);\r\n } else if (this._postProcessesSourceForThisPass.length) {\r\n this._scene.postProcessManager._prepareFrame();\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an intermediary texture between prepass and postprocesses. This texture\r\n * will be used as input for post processes\r\n * @param rt The render target texture to use\r\n * @returns true if there are postprocesses that will use this texture,\r\n * false if there is no postprocesses - and the function has no effect\r\n */\r\n public setCustomOutput(rt: RenderTargetTexture) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n if (!firstPP) {\r\n return false;\r\n }\r\n\r\n firstPP.inputTexture = rt.renderTarget!;\r\n\r\n return true;\r\n }\r\n\r\n private _renderPostProcesses(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n const outputTexture = firstPP ? firstPP.inputTexture : prePassRenderTarget.renderTargetTexture ? prePassRenderTarget.renderTargetTexture.renderTarget : null;\r\n\r\n // Build post process chain for this prepass post draw\r\n let postProcessChain = this._currentTarget._beforeCompositionPostProcesses;\r\n\r\n if (this._needsCompositionForThisPass) {\r\n postProcessChain = postProcessChain.concat([this._currentTarget.imageProcessingPostProcess]);\r\n }\r\n\r\n // Activates and renders the chain\r\n if (postProcessChain.length) {\r\n this._scene.postProcessManager._prepareFrame(this._currentTarget.renderTarget?.texture, postProcessChain);\r\n this._scene.postProcessManager.directRender(postProcessChain, outputTexture, false, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _afterDraw(faceIndex?: number, layer?: number) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._prepareFrame(this._currentTarget, faceIndex, layer);\r\n this._renderPostProcesses(this._currentTarget, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Clears the current prepass render target (in the sense of settings pixels to the scene clear color value)\r\n * @internal\r\n */\r\n public _clear() {\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._bindFrameBuffer();\r\n\r\n // Clearing other attachment with 0 on all other attachments\r\n this._engine.bindAttachments(this._clearAttachments);\r\n this._engine.clear(this._clearColor, true, false, false);\r\n if (this._useSpecificClearForDepthTexture) {\r\n this._engine.bindAttachments(this._clearDepthAttachments);\r\n this._engine.clear(this._clearDepthColor, true, false, false);\r\n }\r\n // Regular clear color with the scene clear color of the 1st attachment\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _bindFrameBuffer() {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._currentTarget._checkSize();\r\n const internalTexture = this._currentTarget.renderTarget;\r\n if (internalTexture) {\r\n this._engine.bindFramebuffer(internalTexture);\r\n }\r\n }\r\n }\r\n\r\n private _setEnabled(enabled: boolean) {\r\n this._enabled = enabled;\r\n }\r\n\r\n private _setRenderTargetEnabled(prePassRenderTarget: PrePassRenderTarget, enabled: boolean) {\r\n prePassRenderTarget.enabled = enabled;\r\n if (!enabled) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Adds an effect configuration to the prepass render target.\r\n * If an effect has already been added, it won't add it twice and will return the configuration\r\n * already present.\r\n * @param cfg the effect configuration\r\n * @returns the effect configuration now used by the prepass\r\n */\r\n public addEffectConfiguration(cfg: PrePassEffectConfiguration): PrePassEffectConfiguration {\r\n // Do not add twice\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === cfg.name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n this._effectConfigurations.push(cfg);\r\n if (cfg.clearColor) {\r\n this._clearColor.copyFrom(cfg.clearColor);\r\n }\r\n return cfg;\r\n }\r\n\r\n /**\r\n * Retrieves an effect configuration by name\r\n * @param name the name of the effect configuration\r\n * @returns the effect configuration, or null if not present\r\n */\r\n public getEffectConfiguration(name: string): Nullable<PrePassEffectConfiguration> {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n private _enable() {\r\n const previousMrtCount = this.mrtCount;\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled) {\r\n this._enableTextures(this._effectConfigurations[i].texturesRequired);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.mrtCount !== previousMrtCount || this.renderTargets[i].count !== this.mrtCount) {\r\n this.renderTargets[i].updateCount(this.mrtCount, { types: this._mrtTypes, formats: this._mrtFormats }, this._mrtNames.concat(\"prePass_DepthBuffer\"));\r\n }\r\n\r\n this.renderTargets[i]._resetPostProcessChain();\r\n\r\n for (let j = 0; j < this._effectConfigurations.length; j++) {\r\n if (this._effectConfigurations[j].enabled) {\r\n // TODO : subsurface scattering has 1 scene-wide effect configuration\r\n // solution : do not stock postProcess on effectConfiguration, but in the prepassRenderTarget (hashmap configuration => postProcess)\r\n // And call createPostProcess whenever the post process does not exist in the RT\r\n if (!this._effectConfigurations[j].postProcess && this._effectConfigurations[j].createPostProcess) {\r\n this._effectConfigurations[j].createPostProcess!();\r\n }\r\n\r\n if (this._effectConfigurations[j].postProcess) {\r\n this.renderTargets[i]._beforeCompositionPostProcesses.push(this._effectConfigurations[j].postProcess!);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._reinitializeAttachments();\r\n this._setEnabled(true);\r\n this._updateGeometryBufferLayout();\r\n }\r\n\r\n private _disable() {\r\n this._setEnabled(false);\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], false);\r\n }\r\n\r\n this._resetLayout();\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n this._effectConfigurations[i].enabled = false;\r\n }\r\n }\r\n\r\n private _getPostProcessesSource(prePassRenderTarget: PrePassRenderTarget, camera?: Camera): Nullable<PostProcess>[] {\r\n if (camera) {\r\n return camera._postProcesses;\r\n } else if (prePassRenderTarget.renderTargetTexture) {\r\n if (prePassRenderTarget.renderTargetTexture.useCameraPostProcesses) {\r\n const camera = prePassRenderTarget.renderTargetTexture.activeCamera ? prePassRenderTarget.renderTargetTexture.activeCamera : this._scene.activeCamera;\r\n return camera ? camera._postProcesses : [];\r\n } else if (prePassRenderTarget.renderTargetTexture.postProcesses) {\r\n return prePassRenderTarget.renderTargetTexture.postProcesses;\r\n } else {\r\n return [];\r\n }\r\n } else {\r\n return this._scene.activeCamera ? this._scene.activeCamera._postProcesses : [];\r\n }\r\n }\r\n\r\n private _setupOutputForThisPass(prePassRenderTarget: PrePassRenderTarget, camera?: Camera) {\r\n // Order is : draw ===> prePassRenderTarget._postProcesses ==> ipp ==> camera._postProcesses\r\n const secondaryCamera = camera && this._scene.activeCameras && !!this._scene.activeCameras.length && this._scene.activeCameras.indexOf(camera) !== 0;\r\n this._postProcessesSourceForThisPass = this._getPostProcessesSource(prePassRenderTarget, camera);\r\n this._postProcessesSourceForThisPass = this._postProcessesSourceForThisPass.filter((pp) => {\r\n return pp != null;\r\n });\r\n this._scene.autoClear = true;\r\n\r\n const cameraHasImageProcessing = this._hasImageProcessing(this._postProcessesSourceForThisPass);\r\n this._needsCompositionForThisPass = !cameraHasImageProcessing && !this.disableGammaTransform && this._needsImageProcessing() && !secondaryCamera;\r\n\r\n const firstCameraPP = this._getFirstPostProcess(this._postProcessesSourceForThisPass);\r\n const firstPrePassPP = prePassRenderTarget._beforeCompositionPostProcesses && prePassRenderTarget._beforeCompositionPostProcesses[0];\r\n let firstPP = null;\r\n\r\n // Setting the scene-wide post process configuration\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = this._needsCompositionForThisPass || cameraHasImageProcessing;\r\n\r\n // Create composition effect if needed\r\n if (this._needsCompositionForThisPass && !prePassRenderTarget.imageProcessingPostProcess) {\r\n prePassRenderTarget._createCompositionEffect();\r\n }\r\n\r\n // Setting the prePassRenderTarget as input texture of the first PP\r\n if (firstPrePassPP) {\r\n firstPP = firstPrePassPP;\r\n } else if (this._needsCompositionForThisPass) {\r\n firstPP = prePassRenderTarget.imageProcessingPostProcess;\r\n } else if (firstCameraPP) {\r\n firstPP = firstCameraPP;\r\n }\r\n\r\n this._bindFrameBuffer();\r\n this._linkInternalTexture(prePassRenderTarget, firstPP);\r\n }\r\n\r\n private _linkInternalTexture(prePassRenderTarget: PrePassRenderTarget, postProcess: Nullable<PostProcess>) {\r\n if (postProcess) {\r\n postProcess.autoClear = false;\r\n postProcess.inputTexture = prePassRenderTarget.renderTarget!;\r\n }\r\n\r\n if (prePassRenderTarget._outputPostProcess !== postProcess) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n prePassRenderTarget._outputPostProcess = postProcess;\r\n }\r\n\r\n if (prePassRenderTarget._internalTextureDirty) {\r\n this._updateGeometryBufferLayout();\r\n prePassRenderTarget._internalTextureDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _unlinkInternalTexture(prePassRenderTarget: PrePassRenderTarget) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n prePassRenderTarget._outputPostProcess.autoClear = true;\r\n prePassRenderTarget._outputPostProcess.restoreDefaultInputTexture();\r\n prePassRenderTarget._outputPostProcess = null;\r\n }\r\n }\r\n\r\n private _needsImageProcessing(): boolean {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled && this._effectConfigurations[i].needsImageProcessing) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _hasImageProcessing(postProcesses: Nullable<PostProcess>[]): boolean {\r\n let isIPPAlreadyPresent = false;\r\n if (postProcesses) {\r\n for (let i = 0; i < postProcesses.length; i++) {\r\n if (postProcesses[i]?.getClassName() === \"ImageProcessingPostProcess\") {\r\n isIPPAlreadyPresent = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return isIPPAlreadyPresent;\r\n }\r\n\r\n /**\r\n * Internal, gets the first post proces.\r\n * @param postProcesses\r\n * @returns the first post process to be run on this camera.\r\n */\r\n private _getFirstPostProcess(postProcesses: Nullable<PostProcess>[]): Nullable<PostProcess> {\r\n for (let ppIndex = 0; ppIndex < postProcesses.length; ppIndex++) {\r\n if (postProcesses[ppIndex] !== null) {\r\n return postProcesses[ppIndex];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Marks the prepass renderer as dirty, triggering a check if the prepass is necessary for the next rendering.\r\n */\r\n public markAsDirty() {\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Enables a texture on the MultiRenderTarget for prepass\r\n * @param types\r\n */\r\n private _enableTextures(types: number[]) {\r\n // For velocity : enable storage of previous matrices for instances\r\n this._scene.needsPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < types.length; i++) {\r\n const type = types[i];\r\n\r\n if (this._textureIndices[type] === -1) {\r\n this._textureIndices[type] = this._mrtLayout.length;\r\n this._mrtLayout.push(type);\r\n\r\n this._mrtTypes.push(PrePassRenderer.TextureFormats[type].type);\r\n this._mrtFormats.push(PrePassRenderer.TextureFormats[type].format);\r\n this._mrtNames.push(PrePassRenderer.TextureFormats[type].name);\r\n this.mrtCount++;\r\n }\r\n\r\n if (type === Constants.PREPASS_VELOCITY_TEXTURE_TYPE || type === Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE) {\r\n this._scene.needsPreviousWorldMatrices = true;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Makes sure that the prepass renderer is up to date if it has been dirtified.\r\n */\r\n public update() {\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n }\r\n\r\n private _update() {\r\n this._disable();\r\n let enablePrePass = false;\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n\r\n if (this._scene._depthPeelingRenderer && this._scene.useOrderIndependentTransparency) {\r\n this._scene._depthPeelingRenderer.setPrePassRenderer(this);\r\n enablePrePass = true;\r\n }\r\n\r\n for (let i = 0; i < this._scene.materials.length; i++) {\r\n if (this._scene.materials[i].setPrePassRenderer(this)) {\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (enablePrePass) {\r\n this._setRenderTargetEnabled(this.defaultRT, true);\r\n }\r\n\r\n let postProcesses;\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.renderTargets[i].renderTargetTexture) {\r\n postProcesses = this._getPostProcessesSource(this.renderTargets[i]);\r\n } else {\r\n // When there are multiple active cameras, we have to choose one. We assume it's the first one and not scene.activeCamera, because in a number of cases,\r\n // _update() will be called from an async method, meaning the active camera will be the last one in the list of active cameras,\r\n // which is generally not the right camera to use for the prepass setup.\r\n const camera = this._scene.activeCameras && this._scene.activeCameras.length > 0 ? this._scene.activeCameras[0] : this._scene.activeCamera;\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n postProcesses = camera._postProcesses;\r\n }\r\n\r\n if (!postProcesses) {\r\n continue;\r\n }\r\n\r\n postProcesses = <Nullable<PostProcess[]>>postProcesses.filter((pp) => {\r\n return pp != null;\r\n });\r\n\r\n if (postProcesses) {\r\n for (let j = 0; j < postProcesses.length; j++) {\r\n if (postProcesses[j].setPrePassRenderer(this)) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], true);\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (this._hasImageProcessing(postProcesses)) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n }\r\n }\r\n\r\n this._markAllMaterialsAsPrePassDirty();\r\n this._isDirty = false;\r\n\r\n if (enablePrePass) {\r\n this._enable();\r\n }\r\n }\r\n\r\n private _markAllMaterialsAsPrePassDirty() {\r\n const materials = this._scene.materials;\r\n\r\n for (let i = 0; i < materials.length; i++) {\r\n materials[i].markAsDirty(Material.PrePassDirtyFlag);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the prepass renderer.\r\n */\r\n public dispose() {\r\n for (let i = this.renderTargets.length - 1; i >= 0; i--) {\r\n this.renderTargets[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].dispose) {\r\n this._effectConfigurations[i].dispose!();\r\n }\r\n }\r\n }\r\n}\r\n"]}
|
|
@@ -2,14 +2,14 @@
|
|
|
2
2
|
import { ShaderStore } from "../Engines/shaderStore.js";
|
|
3
3
|
import "./ShadersInclude/helperFunctions.js";
|
|
4
4
|
const name = "copyTextureToTexturePixelShader";
|
|
5
|
-
const shader = `uniform float conversion;uniform sampler2D textureSampler;varying vec2 vUV;
|
|
5
|
+
const shader = `uniform float conversion;uniform sampler2D textureSampler;uniform float lodLevel;varying vec2 vUV;
|
|
6
6
|
#include<helperFunctions>
|
|
7
7
|
void main(void)
|
|
8
8
|
{
|
|
9
9
|
#ifdef NO_SAMPLER
|
|
10
10
|
vec4 color=texelFetch(textureSampler,ivec2(gl_FragCoord.xy),0);
|
|
11
11
|
#else
|
|
12
|
-
vec4 color=
|
|
12
|
+
vec4 color=textureLod(textureSampler,vUV,lodLevel);
|
|
13
13
|
#endif
|
|
14
14
|
#ifdef DEPTH_TEXTURE
|
|
15
15
|
gl_FragDepth=color.r;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"copyTextureToTexture.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/copyTextureToTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;CAgBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"copyTextureToTexturePixelShader\";\nconst shader = `uniform float conversion;uniform sampler2D textureSampler;varying vec2 vUV;\n#include<helperFunctions>\nvoid main(void) \n{\n#ifdef NO_SAMPLER\nvec4 color=texelFetch(textureSampler,ivec2(gl_FragCoord.xy),0);\n#else\nvec4 color=
|
|
1
|
+
{"version":3,"file":"copyTextureToTexture.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/copyTextureToTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;CAgBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"copyTextureToTexturePixelShader\";\nconst shader = `uniform float conversion;uniform sampler2D textureSampler;uniform float lodLevel;varying vec2 vUV;\n#include<helperFunctions>\nvoid main(void) \n{\n#ifdef NO_SAMPLER\nvec4 color=texelFetch(textureSampler,ivec2(gl_FragCoord.xy),0);\n#else\nvec4 color=textureLod(textureSampler,vUV,lodLevel);\n#endif\n#ifdef DEPTH_TEXTURE\ngl_FragDepth=color.r;\n#else\nif (conversion==1.) {color=toLinearSpace(color);} else if (conversion==2.) {color=toGammaSpace(color);}\ngl_FragColor=color;\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const copyTextureToTexturePixelShader = { name, shader };\n"]}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"picking.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/picking.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"pickingPixelShader\";\nconst shader = `#if defined(INSTANCES)\
|
|
1
|
+
{"version":3,"file":"picking.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/picking.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"pickingPixelShader\";\nconst shader = `#if defined(INSTANCES)\nflat varying float vMeshID;\n#else\nuniform float meshID;\n#endif\nvoid main(void) {float id;\n#if defined(INSTANCES)\nid=vMeshID;\n#else\nid=meshID;\n#endif\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nint castedId=int(id);vec3 color=vec3(\nfloat((castedId>>16) & 0xFF),\nfloat((castedId>>8) & 0xFF),\nfloat(castedId & 0xFF)\n)/255.0;gl_FragColor=vec4(color,1.0);\n#else\nfloat castedId=floor(id+0.5);vec3 color=vec3(\nfloor(mod(castedId,16777216.0)/65536.0),\nfloor(mod(castedId,65536.0)/256.0),\nmod(castedId,256.0)\n)/255.0;gl_FragColor=vec4(color,1.0);\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const pickingPixelShader = { name, shader };\n"]}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"picking.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/picking.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;CAwBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"pickingVertexShader\";\nconst shader = `attribute vec3 position;\n#if defined(INSTANCES)\nattribute float instanceMeshID;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#if defined(INSTANCES)\
|
|
1
|
+
{"version":3,"file":"picking.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/picking.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;CAwBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"pickingVertexShader\";\nconst shader = `attribute vec3 position;\n#if defined(INSTANCES)\nattribute float instanceMeshID;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#if defined(INSTANCES)\nflat varying float vMeshID;\n#endif\nvoid main(void) {\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;\n#if defined(INSTANCES)\nvMeshID=instanceMeshID;\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const pickingVertexShader = { name, shader };\n"]}
|
|
@@ -6,14 +6,14 @@ const shader = `uniform conversion: f32;
|
|
|
6
6
|
#ifndef NO_SAMPLER
|
|
7
7
|
var textureSamplerSampler: sampler;
|
|
8
8
|
#endif
|
|
9
|
-
var textureSampler: texture_2d<f32>;varying vUV: vec2f;
|
|
9
|
+
var textureSampler: texture_2d<f32>;uniform lodLevel : f32;varying vUV: vec2f;
|
|
10
10
|
#include<helperFunctions>
|
|
11
11
|
@fragment
|
|
12
12
|
fn main(input: FragmentInputs)->FragmentOutputs {
|
|
13
13
|
#ifdef NO_SAMPLER
|
|
14
|
-
var color: vec4f=textureLoad(textureSampler,vec2u(fragmentInputs.position.xy),
|
|
14
|
+
var color: vec4f=textureLoad(textureSampler,vec2u(fragmentInputs.position.xy),u32(uniforms.lodLevel));
|
|
15
15
|
#else
|
|
16
|
-
var color: vec4f=
|
|
16
|
+
var color: vec4f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,uniforms.lodLevel);
|
|
17
17
|
#endif
|
|
18
18
|
#ifdef DEPTH_TEXTURE
|
|
19
19
|
fragmentOutputs.fragDepth=color.r;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"copyTextureToTexture.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/copyTextureToTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;CAoBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"copyTextureToTexturePixelShader\";\nconst shader = `uniform conversion: f32;\n#ifndef NO_SAMPLER\nvar textureSamplerSampler: sampler;\n#endif\nvar textureSampler: texture_2d<f32>;varying vUV: vec2f;\n#include<helperFunctions>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#ifdef NO_SAMPLER\nvar color: vec4f=textureLoad(textureSampler,vec2u(fragmentInputs.position.xy),
|
|
1
|
+
{"version":3,"file":"copyTextureToTexture.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/copyTextureToTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;CAoBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"copyTextureToTexturePixelShader\";\nconst shader = `uniform conversion: f32;\n#ifndef NO_SAMPLER\nvar textureSamplerSampler: sampler;\n#endif\nvar textureSampler: texture_2d<f32>;uniform lodLevel : f32;varying vUV: vec2f;\n#include<helperFunctions>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#ifdef NO_SAMPLER\nvar color: vec4f=textureLoad(textureSampler,vec2u(fragmentInputs.position.xy),u32(uniforms.lodLevel));\n#else\nvar color: vec4f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,uniforms.lodLevel);\n#endif\n#ifdef DEPTH_TEXTURE\nfragmentOutputs.fragDepth=color.r;\n#else\nif (uniforms.conversion==1.) {color=toLinearSpaceVec4(color);} else if (uniforms.conversion==2.) {color=toGammaSpace(color);}\nfragmentOutputs.color=color;\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const copyTextureToTexturePixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"picking.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/picking.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;CAiBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,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 = \"pickingPixelShader\";\nconst shader = `#if defined(INSTANCES)\
|
|
1
|
+
{"version":3,"file":"picking.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/picking.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;CAiBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,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 = \"pickingPixelShader\";\nconst shader = `#if defined(INSTANCES)\nflat varying vMeshID: f32;\n#else\nuniform meshID: f32;\n#endif\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var id: i32;\n#if defined(INSTANCES)\nid=i32(input.vMeshID);\n#else\nid=i32(uniforms.meshID);\n#endif\nvar color=vec3f(\nf32((id>>16) & 0xFF),\nf32((id>>8) & 0xFF),\nf32(id & 0xFF),\n)/255.0;fragmentOutputs.color=vec4f(color,1.0);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pickingPixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"picking.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/picking.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"pickingVertexShader\";\nconst shader = `attribute position: vec3f;\n#if defined(INSTANCES)\nattribute instanceMeshID: f32;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\nuniform viewProjection: mat4x4f;\n#if defined(INSTANCES)\
|
|
1
|
+
{"version":3,"file":"picking.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/picking.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"pickingVertexShader\";\nconst shader = `attribute position: vec3f;\n#if defined(INSTANCES)\nattribute instanceMeshID: f32;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\nuniform viewProjection: mat4x4f;\n#if defined(INSTANCES)\nflat varying vMeshID: f32;\n#endif\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld*vec4f(input.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;\n#if defined(INSTANCES)\nvertexOutputs.vMeshID=input.instanceMeshID;\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pickingVertexShaderWGSL = { name, shader };\n"]}
|
|
@@ -3,6 +3,7 @@ import { Buffer, VertexBuffer } from "../Buffers/buffer.js";
|
|
|
3
3
|
import { DrawWrapper } from "../Materials/drawWrapper.js";
|
|
4
4
|
import { Logger } from "../Misc/logger.js";
|
|
5
5
|
import { BindLogDepth } from "../Materials/materialHelper.functions.pure.js";
|
|
6
|
+
import { Vector3 } from "../Maths/math.vector.js";
|
|
6
7
|
/**
|
|
7
8
|
* Class used to render sprites.
|
|
8
9
|
*
|
|
@@ -216,6 +217,7 @@ export class SpriteRenderer {
|
|
|
216
217
|
const max = Math.min(this._capacity, sprites.length);
|
|
217
218
|
let offset = 0;
|
|
218
219
|
let noSprite = true;
|
|
220
|
+
const floatingOriginOffset = this._scene?.floatingOriginOffset || Vector3.ZeroReadOnly;
|
|
219
221
|
for (let index = 0; index < max; index++) {
|
|
220
222
|
const sprite = sprites[index];
|
|
221
223
|
if (!sprite || !sprite.isVisible) {
|
|
@@ -224,11 +226,11 @@ export class SpriteRenderer {
|
|
|
224
226
|
noSprite = false;
|
|
225
227
|
sprite._animate(deltaTime);
|
|
226
228
|
const baseSize = this.texture.getBaseSize(); // This could be change by the user inside the animate callback (like onAnimationEnd)
|
|
227
|
-
this._appendSpriteVertex(offset++, sprite, 0, 0, baseSize, useRightHandedSystem, customSpriteUpdate);
|
|
229
|
+
this._appendSpriteVertex(offset++, sprite, 0, 0, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset);
|
|
228
230
|
if (!this._useInstancing) {
|
|
229
|
-
this._appendSpriteVertex(offset++, sprite, 1, 0, baseSize, useRightHandedSystem, customSpriteUpdate);
|
|
230
|
-
this._appendSpriteVertex(offset++, sprite, 1, 1, baseSize, useRightHandedSystem, customSpriteUpdate);
|
|
231
|
-
this._appendSpriteVertex(offset++, sprite, 0, 1, baseSize, useRightHandedSystem, customSpriteUpdate);
|
|
231
|
+
this._appendSpriteVertex(offset++, sprite, 1, 0, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset);
|
|
232
|
+
this._appendSpriteVertex(offset++, sprite, 1, 1, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset);
|
|
233
|
+
this._appendSpriteVertex(offset++, sprite, 0, 1, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset);
|
|
232
234
|
}
|
|
233
235
|
}
|
|
234
236
|
if (noSprite) {
|
|
@@ -297,7 +299,7 @@ export class SpriteRenderer {
|
|
|
297
299
|
}
|
|
298
300
|
engine.unbindInstanceAttributes();
|
|
299
301
|
}
|
|
300
|
-
_appendSpriteVertex(index, sprite, offsetX, offsetY, baseSize, useRightHandedSystem, customSpriteUpdate) {
|
|
302
|
+
_appendSpriteVertex(index, sprite, offsetX, offsetY, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset) {
|
|
301
303
|
let arrayOffset = index * this._vertexBufferSize;
|
|
302
304
|
if (offsetX === 0) {
|
|
303
305
|
offsetX = this._epsilon;
|
|
@@ -326,9 +328,9 @@ export class SpriteRenderer {
|
|
|
326
328
|
sprite._ySize = this.cellHeight;
|
|
327
329
|
}
|
|
328
330
|
// Positions
|
|
329
|
-
this._vertexData[arrayOffset] = sprite.position.x;
|
|
330
|
-
this._vertexData[arrayOffset + 1] = sprite.position.y;
|
|
331
|
-
this._vertexData[arrayOffset + 2] = sprite.position.z;
|
|
331
|
+
this._vertexData[arrayOffset] = sprite.position.x - floatingOriginOffset.x;
|
|
332
|
+
this._vertexData[arrayOffset + 1] = sprite.position.y - floatingOriginOffset.y;
|
|
333
|
+
this._vertexData[arrayOffset + 2] = sprite.position.z - floatingOriginOffset.z;
|
|
332
334
|
this._vertexData[arrayOffset + 3] = sprite.angle;
|
|
333
335
|
// Options
|
|
334
336
|
this._vertexData[arrayOffset + 4] = sprite.width;
|