@babylonjs/core 8.46.2 → 8.47.1
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/Behaviors/Cameras/geospatialClippingBehavior.d.ts +39 -0
- package/Behaviors/Cameras/geospatialClippingBehavior.js +75 -0
- package/Behaviors/Cameras/geospatialClippingBehavior.js.map +1 -0
- package/Behaviors/Cameras/index.d.ts +2 -0
- package/Behaviors/Cameras/index.js +2 -0
- package/Behaviors/Cameras/index.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraPointersInput.js +6 -4
- package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
- package/Cameras/Limits/geospatialLimits.d.ts +25 -1
- package/Cameras/Limits/geospatialLimits.js +60 -3
- package/Cameras/Limits/geospatialLimits.js.map +1 -1
- package/Cameras/geospatialCamera.d.ts +33 -9
- package/Cameras/geospatialCamera.js +114 -42
- package/Cameras/geospatialCamera.js.map +1 -1
- package/Cameras/geospatialCameraMovement.d.ts +1 -3
- package/Cameras/geospatialCameraMovement.js +10 -4
- package/Cameras/geospatialCameraMovement.js.map +1 -1
- package/Debug/debugLayer.js +11 -3
- package/Debug/debugLayer.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +1 -1
- package/Engines/constants.js +1 -1
- package/Engines/constants.js.map +1 -1
- package/Engines/thinEngine.d.ts +3 -2
- package/Engines/thinEngine.js.map +1 -1
- package/IAssetContainer.d.ts +5 -0
- package/IAssetContainer.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.js +1 -1
- package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
- package/Lights/areaLight.d.ts +1 -1
- package/Lights/areaLight.js +1 -1
- package/Lights/areaLight.js.map +1 -1
- package/Lights/rectAreaLight.d.ts +20 -0
- package/Lights/rectAreaLight.js +45 -0
- package/Lights/rectAreaLight.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +2 -0
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +6 -3
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.d.ts +135 -5
- package/Materials/PBR/openpbrMaterial.js +205 -22
- package/Materials/PBR/openpbrMaterial.js.map +1 -1
- package/Materials/effectRenderer.d.ts +2 -1
- package/Materials/effectRenderer.js +2 -12
- package/Materials/effectRenderer.js.map +1 -1
- package/Materials/material.d.ts +1 -1
- package/Materials/material.js +1 -1
- package/Materials/material.js.map +1 -1
- package/Materials/materialHelper.functions.d.ts +2 -1
- package/Materials/materialHelper.functions.js +7 -2
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/materialPluginManager.js +2 -2
- package/Materials/materialPluginManager.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +6 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +21 -17
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +1 -5
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
- package/Misc/areaLightsTextureTools.d.ts +52 -0
- package/Misc/areaLightsTextureTools.js +227 -0
- package/Misc/areaLightsTextureTools.js.map +1 -0
- package/Misc/decorators.serialization.js +6 -1
- package/Misc/decorators.serialization.js.map +1 -1
- package/Misc/index.d.ts +3 -0
- package/Misc/index.js +4 -0
- package/Misc/index.js.map +1 -1
- package/Misc/sceneRecorder.d.ts +6 -2
- package/Misc/sceneRecorder.js +7 -0
- package/Misc/sceneRecorder.js.map +1 -1
- package/Particles/Node/Blocks/index.d.ts +3 -0
- package/Particles/Node/Blocks/index.js +3 -0
- package/Particles/Node/Blocks/index.js.map +1 -1
- package/Particles/Node/Blocks/particleNLerpBlock.d.ts +35 -0
- package/Particles/Node/Blocks/particleNLerpBlock.js +97 -0
- package/Particles/Node/Blocks/particleNLerpBlock.js.map +1 -0
- package/Particles/Node/Blocks/particleSmoothStepBlock.d.ts +34 -0
- package/Particles/Node/Blocks/particleSmoothStepBlock.js +91 -0
- package/Particles/Node/Blocks/particleSmoothStepBlock.js.map +1 -0
- package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +4 -0
- package/Particles/Node/Blocks/particleSourceTextureBlock.js +9 -3
- package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
- package/Particles/Node/Blocks/particleStepBlock.d.ts +30 -0
- package/Particles/Node/Blocks/particleStepBlock.js +84 -0
- package/Particles/Node/Blocks/particleStepBlock.js.map +1 -0
- package/Particles/Node/nodeParticleSystemSet.d.ts +2 -0
- package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
- package/Particles/solidParticleSystem.d.ts +3 -0
- package/Particles/solidParticleSystem.js +7 -4
- package/Particles/solidParticleSystem.js.map +1 -1
- package/Physics/v2/IPhysicsEnginePlugin.d.ts +1 -0
- package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.d.ts +10 -0
- package/Physics/v2/Plugins/havokPlugin.js +13 -0
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/Physics/v2/physicsBody.d.ts +10 -0
- package/Physics/v2/physicsBody.js +12 -0
- package/Physics/v2/physicsBody.js.map +1 -1
- package/Physics/v2/physicsEngineComponent.d.ts +5 -0
- package/Physics/v2/physicsEngineComponent.js +13 -0
- package/Physics/v2/physicsEngineComponent.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +8 -10
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
- package/Rendering/utilityLayerRenderer.d.ts +6 -0
- package/Rendering/utilityLayerRenderer.js +14 -5
- package/Rendering/utilityLayerRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js +7 -9
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/helperFunctions.js +4 -0
- package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragment.js +13 -0
- package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -0
- package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightUboDeclaration.js +3 -0
- package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightsFragmentFunctions.js +6 -0
- package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/ltcHelperFunctions.js +17 -1
- package/Shaders/ShadersInclude/ltcHelperFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/{openpbrBlockAmbientOcclusion.d.ts → openpbrAmbientOcclusionData.d.ts} +1 -1
- package/Shaders/ShadersInclude/openpbrAmbientOcclusionData.js +15 -0
- package/Shaders/ShadersInclude/openpbrAmbientOcclusionData.js.map +1 -0
- package/{ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.d.ts → Shaders/ShadersInclude/openpbrAmbientOcclusionFunctions.d.ts} +1 -1
- package/Shaders/ShadersInclude/openpbrAmbientOcclusionFunctions.js +13 -0
- package/Shaders/ShadersInclude/openpbrAmbientOcclusionFunctions.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrBackgroundTransmission.d.ts +5 -0
- package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js +26 -0
- package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrBaseLayerData.js +18 -7
- package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrDirectLighting.js +52 -6
- package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +109 -6
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrFragmentDeclaration.d.ts +1 -0
- package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +24 -4
- package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js +10 -1
- package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrIblFunctions.js +9 -2
- package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrThinFilmLayerData.js +1 -0
- package/Shaders/ShadersInclude/openpbrThinFilmLayerData.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrTransmissionLayerData.d.ts +5 -0
- package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js +47 -0
- package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrUboDeclaration.js +1 -1
- package/Shaders/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrVertexDeclaration.d.ts +1 -0
- package/Shaders/ShadersInclude/openpbrVertexDeclaration.js +17 -4
- package/Shaders/ShadersInclude/openpbrVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js +6 -0
- package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrHelperFunctions.js +1 -1
- package/Shaders/ShadersInclude/pbrHelperFunctions.js.map +1 -1
- package/Shaders/areaLightTextureProcessing.fragment.d.ts +5 -0
- package/Shaders/areaLightTextureProcessing.fragment.js +13 -0
- package/Shaders/areaLightTextureProcessing.fragment.js.map +1 -0
- package/Shaders/openpbr.fragment.d.ts +4 -1
- package/Shaders/openpbr.fragment.js +33 -15
- package/Shaders/openpbr.fragment.js.map +1 -1
- package/Shaders/openpbr.vertex.js +30 -18
- package/Shaders/openpbr.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +10 -12
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/helperFunctions.js +4 -0
- package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/importanceSampling.js +1 -1
- package/ShadersWGSL/ShadersInclude/importanceSampling.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightFragment.js +14 -0
- package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +3 -0
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +6 -0
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/ltcHelperFunctions.js +19 -1
- package/ShadersWGSL/ShadersInclude/ltcHelperFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.js +15 -0
- package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionFunctions.js +13 -0
- package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js +25 -0
- package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +18 -7
- package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +52 -6
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +115 -7
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js +10 -1
- package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.js +4 -4
- package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +10 -3
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrThinFilmLayerData.js +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrThinFilmLayerData.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js +47 -0
- package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js +5 -0
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js.map +1 -1
- package/ShadersWGSL/areaLightTextureProcessing.fragment.d.ts +5 -0
- package/ShadersWGSL/areaLightTextureProcessing.fragment.js +12 -0
- package/ShadersWGSL/areaLightTextureProcessing.fragment.js.map +1 -0
- package/ShadersWGSL/iblVoxelGrid.vertex.js +2 -2
- package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
- package/ShadersWGSL/openpbr.fragment.d.ts +4 -1
- package/ShadersWGSL/openpbr.fragment.js +33 -15
- package/ShadersWGSL/openpbr.fragment.js.map +1 -1
- package/ShadersWGSL/openpbr.vertex.js +12 -0
- package/ShadersWGSL/openpbr.vertex.js.map +1 -1
- package/Sprites/spriteManager.d.ts +3 -0
- package/Sprites/spriteManager.js +9 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/States/alphaCullingState.js +0 -1
- package/States/alphaCullingState.js.map +1 -1
- package/assetContainer.d.ts +5 -0
- package/assetContainer.js +32 -0
- package/assetContainer.js.map +1 -1
- package/package.json +2 -2
- package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.js +0 -35
- package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.js.map +0 -1
- package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.js +0 -36
- package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.js.map +0 -1
package/IAssetContainer.d.ts
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@@ -21,6 +21,7 @@ import type { EffectLayer } from "./Layers/effectLayer.js";
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import type { ReflectionProbe } from "./Probes/reflectionProbe.js";
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import type { LensFlareSystem } from "./LensFlares/lensFlareSystem.js";
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import type { ProceduralTexture } from "./Materials/Textures/Procedurals/proceduralTexture.js";
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import type { ISpriteManager } from "./Sprites/spriteManager.js";
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/**
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* Interface defining container for the different elements composing a scene.
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* This class is dynamically extended by the different components of the scene increasing
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* The list of procedural textures added to the scene
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/**
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* The list of sprite managers added to the scene
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*/
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spriteManagers?: ISpriteManager[];
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* @returns all meshes, lights, cameras, transformNodes and bones
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*/
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package/IAssetContainer.js.map
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@@ -1 +1 @@
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{"version":3,"file":"IAssetContainer.js","sourceRoot":"","sources":["../../../dev/core/src/IAssetContainer.ts"],"names":[],"mappings":"","sourcesContent":["import type { Nullable } from \"./types\";\r\nimport type { AbstractMesh } from \"./Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"./Meshes/transformNode\";\r\nimport type { Geometry } from \"./Meshes/geometry\";\r\nimport type { Skeleton } from \"./Bones/skeleton\";\r\nimport type { MorphTargetManager } from \"./Morph/morphTargetManager\";\r\nimport type { IParticleSystem } from \"./Particles/IParticleSystem\";\r\nimport type { AnimationGroup } from \"./Animations/animationGroup\";\r\nimport type { BaseTexture } from \"./Materials/Textures/baseTexture\";\r\nimport type { Material } from \"./Materials/material\";\r\nimport type { MultiMaterial } from \"./Materials/multiMaterial\";\r\nimport type { AbstractActionManager } from \"./Actions/abstractActionManager\";\r\nimport type { Camera } from \"./Cameras/camera\";\r\nimport type { Light } from \"./Lights/light\";\r\nimport type { Node } from \"./node\";\r\nimport type { PostProcess } from \"./PostProcesses/postProcess\";\r\nimport type { Animation } from \"./Animations/animation\";\r\nimport type { Sound } from \"./Audio/sound\";\r\nimport type { Layer } from \"./Layers/layer\";\r\nimport type { EffectLayer } from \"./Layers/effectLayer\";\r\nimport type { ReflectionProbe } from \"./Probes/reflectionProbe\";\r\nimport type { LensFlareSystem } from \"./LensFlares/lensFlareSystem\";\r\nimport type { ProceduralTexture } from \"./Materials/Textures/Procedurals/proceduralTexture\";\r\n/**\r\n * Interface defining container for the different elements composing a scene.\r\n * This class is dynamically extended by the different components of the scene increasing\r\n * flexibility and reducing coupling\r\n */\r\nexport interface IAssetContainer {\r\n /**\r\n * Gets the list of root nodes (ie. nodes with no parent)\r\n */\r\n rootNodes: Node[];\r\n\r\n /** All of the cameras added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\n cameras: Camera[];\r\n\r\n /**\r\n * All of the lights added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\n lights: Light[];\r\n\r\n /**\r\n * All of the (abstract) meshes added to this scene\r\n */\r\n meshes: AbstractMesh[];\r\n\r\n /**\r\n * The list of skeletons added to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons\r\n */\r\n skeletons: Skeleton[];\r\n\r\n /**\r\n * All of the particle systems added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/particle_system_intro\r\n */\r\n particleSystems: IParticleSystem[];\r\n\r\n /**\r\n * Gets a list of Animations associated with the scene\r\n */\r\n animations: Animation[];\r\n\r\n /**\r\n * All of the animation groups added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/groupAnimations\r\n */\r\n animationGroups: AnimationGroup[];\r\n\r\n /**\r\n * All of the multi-materials added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/multiMaterials\r\n */\r\n multiMaterials: MultiMaterial[];\r\n\r\n /**\r\n * All of the materials added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.\r\n * Note also that the order of the Material within the array is not significant and might change.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/materials_introduction\r\n */\r\n materials: Material[];\r\n\r\n /**\r\n * The list of morph target managers added to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph\r\n */\r\n morphTargetManagers: MorphTargetManager[];\r\n\r\n /**\r\n * The list of geometries used in the scene.\r\n */\r\n geometries: Geometry[];\r\n\r\n /**\r\n * All of the transform nodes added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.\r\n * Note also that the order of the TransformNode within the array is not significant and might change.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/parent_pivot/transform_node\r\n */\r\n transformNodes: TransformNode[];\r\n\r\n /**\r\n * ActionManagers available on the scene.\r\n * @deprecated\r\n */\r\n actionManagers: AbstractActionManager[];\r\n\r\n /**\r\n * Textures to keep.\r\n */\r\n textures: BaseTexture[];\r\n\r\n /**\r\n * Texture used in all pbr material as the reflection texture.\r\n * As in the majority of the scene they are the same (exception for multi room and so on),\r\n * this is easier to reference from here than from all the materials.\r\n */\r\n environmentTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * The list of postprocesses added to the scene\r\n */\r\n postProcesses: PostProcess[];\r\n\r\n /**\r\n * The list of sound added to the scene\r\n */\r\n sounds: Nullable<Sound[]>;\r\n\r\n /**\r\n * The list of effect layers added to the scene\r\n */\r\n effectLayers: EffectLayer[];\r\n\r\n /**\r\n * The list of layers added to the scene\r\n */\r\n layers: Layer[];\r\n\r\n /**\r\n * The list of reflection probes added to the scene\r\n */\r\n reflectionProbes: ReflectionProbe[];\r\n\r\n /**\r\n * The list of lens flare system added to the scene\r\n */\r\n lensFlareSystems: LensFlareSystem[];\r\n\r\n /**\r\n * The list of procedural textures added to the scene\r\n */\r\n proceduralTextures: ProceduralTexture[];\r\n\r\n /**\r\n * @returns all meshes, lights, cameras, transformNodes and bones\r\n */\r\n getNodes(): Array<Node>;\r\n}\r\n"]}
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1
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+
{"version":3,"file":"IAssetContainer.js","sourceRoot":"","sources":["../../../dev/core/src/IAssetContainer.ts"],"names":[],"mappings":"","sourcesContent":["import type { Nullable } from \"./types\";\r\nimport type { AbstractMesh } from \"./Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"./Meshes/transformNode\";\r\nimport type { Geometry } from \"./Meshes/geometry\";\r\nimport type { Skeleton } from \"./Bones/skeleton\";\r\nimport type { MorphTargetManager } from \"./Morph/morphTargetManager\";\r\nimport type { IParticleSystem } from \"./Particles/IParticleSystem\";\r\nimport type { AnimationGroup } from \"./Animations/animationGroup\";\r\nimport type { BaseTexture } from \"./Materials/Textures/baseTexture\";\r\nimport type { Material } from \"./Materials/material\";\r\nimport type { MultiMaterial } from \"./Materials/multiMaterial\";\r\nimport type { AbstractActionManager } from \"./Actions/abstractActionManager\";\r\nimport type { Camera } from \"./Cameras/camera\";\r\nimport type { Light } from \"./Lights/light\";\r\nimport type { Node } from \"./node\";\r\nimport type { PostProcess } from \"./PostProcesses/postProcess\";\r\nimport type { Animation } from \"./Animations/animation\";\r\nimport type { Sound } from \"./Audio/sound\";\r\nimport type { Layer } from \"./Layers/layer\";\r\nimport type { EffectLayer } from \"./Layers/effectLayer\";\r\nimport type { ReflectionProbe } from \"./Probes/reflectionProbe\";\r\nimport type { LensFlareSystem } from \"./LensFlares/lensFlareSystem\";\r\nimport type { ProceduralTexture } from \"./Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { ISpriteManager } from \"./Sprites/spriteManager\";\r\n/**\r\n * Interface defining container for the different elements composing a scene.\r\n * This class is dynamically extended by the different components of the scene increasing\r\n * flexibility and reducing coupling\r\n */\r\nexport interface IAssetContainer {\r\n /**\r\n * Gets the list of root nodes (ie. nodes with no parent)\r\n */\r\n rootNodes: Node[];\r\n\r\n /** All of the cameras added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\n cameras: Camera[];\r\n\r\n /**\r\n * All of the lights added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\n lights: Light[];\r\n\r\n /**\r\n * All of the (abstract) meshes added to this scene\r\n */\r\n meshes: AbstractMesh[];\r\n\r\n /**\r\n * The list of skeletons added to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons\r\n */\r\n skeletons: Skeleton[];\r\n\r\n /**\r\n * All of the particle systems added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/particle_system_intro\r\n */\r\n particleSystems: IParticleSystem[];\r\n\r\n /**\r\n * Gets a list of Animations associated with the scene\r\n */\r\n animations: Animation[];\r\n\r\n /**\r\n * All of the animation groups added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/groupAnimations\r\n */\r\n animationGroups: AnimationGroup[];\r\n\r\n /**\r\n * All of the multi-materials added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/multiMaterials\r\n */\r\n multiMaterials: MultiMaterial[];\r\n\r\n /**\r\n * All of the materials added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.\r\n * Note also that the order of the Material within the array is not significant and might change.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/materials_introduction\r\n */\r\n materials: Material[];\r\n\r\n /**\r\n * The list of morph target managers added to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph\r\n */\r\n morphTargetManagers: MorphTargetManager[];\r\n\r\n /**\r\n * The list of geometries used in the scene.\r\n */\r\n geometries: Geometry[];\r\n\r\n /**\r\n * All of the transform nodes added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.\r\n * Note also that the order of the TransformNode within the array is not significant and might change.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/parent_pivot/transform_node\r\n */\r\n transformNodes: TransformNode[];\r\n\r\n /**\r\n * ActionManagers available on the scene.\r\n * @deprecated\r\n */\r\n actionManagers: AbstractActionManager[];\r\n\r\n /**\r\n * Textures to keep.\r\n */\r\n textures: BaseTexture[];\r\n\r\n /**\r\n * Texture used in all pbr material as the reflection texture.\r\n * As in the majority of the scene they are the same (exception for multi room and so on),\r\n * this is easier to reference from here than from all the materials.\r\n */\r\n environmentTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * The list of postprocesses added to the scene\r\n */\r\n postProcesses: PostProcess[];\r\n\r\n /**\r\n * The list of sound added to the scene\r\n */\r\n sounds: Nullable<Sound[]>;\r\n\r\n /**\r\n * The list of effect layers added to the scene\r\n */\r\n effectLayers: EffectLayer[];\r\n\r\n /**\r\n * The list of layers added to the scene\r\n */\r\n layers: Layer[];\r\n\r\n /**\r\n * The list of reflection probes added to the scene\r\n */\r\n reflectionProbes: ReflectionProbe[];\r\n\r\n /**\r\n * The list of lens flare system added to the scene\r\n */\r\n lensFlareSystems: LensFlareSystem[];\r\n\r\n /**\r\n * The list of procedural textures added to the scene\r\n */\r\n proceduralTextures: ProceduralTexture[];\r\n\r\n /**\r\n * The list of sprite managers added to the scene\r\n */\r\n spriteManagers?: ISpriteManager[];\r\n\r\n /**\r\n * @returns all meshes, lights, cameras, transformNodes and bones\r\n */\r\n getNodes(): Array<Node>;\r\n}\r\n"]}
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@@ -199,7 +199,7 @@ export class ClusteredLightContainer extends Light {
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this._proxyMaterial.transparencyMode = ShaderMaterial.MATERIAL_ALPHABLEND;
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this._proxyMaterial.alphaMode = 1;
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this._proxyMaterial.sideOrientation = 1;
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-
this._proxyMesh = CreatePlane("ProxyMesh", { size: 2 });
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+
this._proxyMesh = CreatePlane("ProxyMesh", { size: 2 }, this._scene);
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// Make sure it doesn't render for the default scene
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this._scene.removeMesh(this._proxyMesh);
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this._proxyMesh.material = this._proxyMaterial;
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@@ -1 +1 @@
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1
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-
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{ StorageBuffer } from \"core/Buffers/storageBuffer\";\nimport type { Camera } from \"core/Cameras/camera\";\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\nimport { Constants } from \"core/Engines/constants\";\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\nimport type { Effect } from \"core/Materials/effect\";\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\nimport { UniformBuffer } from \"core/Materials/uniformBuffer\";\nimport { TmpColors } from \"core/Maths/math.color\";\nimport { TmpVectors, Vector3 } from \"core/Maths/math.vector\";\nimport { CreatePlane } from \"core/Meshes/Builders/planeBuilder\";\nimport type { Mesh } from \"core/Meshes/mesh\";\nimport { serialize } from \"core/Misc/decorators\";\nimport { _WarnImport } from \"core/Misc/devTools\";\nimport { Logger } from \"core/Misc/logger\";\nimport { RegisterClass } from \"core/Misc/typeStore\";\nimport { Node } from \"core/node\";\nimport type { Scene } from \"core/scene\";\nimport type { Nullable } from \"core/types\";\n\nimport { Light } from \"../light\";\nimport { LightConstants } from \"../lightConstants\";\nimport type { PointLight } from \"../pointLight\";\nimport type { SpotLight } from \"../spotLight\";\nimport type { RenderTargetWrapper } from \"../../Engines/renderTargetWrapper\";\n\nimport \"core/Meshes/thinInstanceMesh\";\n\nNode.AddNodeConstructor(\"Light_Type_5\", (name, scene) => {\n return () => new ClusteredLightContainer(name, [], scene);\n});\n\nconst DefaultDepthSlices = 16;\n\n/**\n * A special light that renders all its associated spot or point lights using a clustered or forward+ system.\n */\nexport class ClusteredLightContainer extends Light {\n private static _GetEngineBatchSize(engine: AbstractEngine): number {\n const caps = engine._caps;\n if (!caps.texelFetch) {\n return 0;\n } else if (engine.isWebGPU) {\n // On WebGPU we use atomic writes to storage textures\n return 32;\n } else if (engine.version > 1) {\n // On WebGL 2 we use additive float blending as the light mask\n if (!caps.colorBufferFloat || !caps.blendFloat) {\n return 0;\n }\n // Due to the use of floats we want to limit lights to the precision of floats\n return caps.shaderFloatPrecision;\n } else {\n // WebGL 1 is not supported due to lack of dynamic for loops\n return 0;\n }\n }\n\n /**\n * Checks if the clustered lighting system supports the given light with its current parameters.\n * This will also check if the light's associated engine supports clustered lighting.\n *\n * @param light The light to test\n * @returns true if the light and its engine is supported\n */\n public static IsLightSupported(light: Light): boolean {\n if (ClusteredLightContainer._GetEngineBatchSize(light.getEngine()) === 0) {\n return false;\n } else if (light.shadowEnabled && light._scene.shadowsEnabled && light.getShadowGenerators()) {\n // Shadows are not supported\n return false;\n } else if (light.falloffType !== Light.FALLOFF_DEFAULT) {\n // Only the default falloff is supported\n return false;\n } else if (light.getTypeID() === LightConstants.LIGHTTYPEID_POINTLIGHT) {\n return true;\n } else if (light.getTypeID() === LightConstants.LIGHTTYPEID_SPOTLIGHT) {\n // Extra texture bindings per light are not supported\n return !(<SpotLight>light).projectionTexture && !(<SpotLight>light).iesProfileTexture;\n } else {\n // Currently only point and spot lights are supported\n return false;\n }\n }\n\n /** @internal */\n public static _SceneComponentInitialization: (scene: Scene) => void = () => {\n throw _WarnImport(\"ClusteredLightingSceneComponent\");\n };\n\n private readonly _batchSize: number;\n\n /**\n * True if clustered lighting is supported.\n */\n public get isSupported(): boolean {\n return this._batchSize > 0;\n }\n\n private readonly _lights: Light[] = [];\n /**\n * Gets the current list of lights added to this clustering system.\n */\n public get lights(): readonly Light[] {\n return this._lights;\n }\n\n private _camera: Nullable<Camera> = null;\n\n // The lights sorted by depth\n private readonly _sortedLights: (PointLight | SpotLight)[] = [];\n\n private _lightDataBuffer: Float32Array;\n private _lightDataTexture: RawTexture;\n private _lightDataRenderId = -1;\n\n private _tileMaskBatches = -1;\n private _tileMaskTexture: RenderTargetTexture;\n private _tileMaskBuffer: Nullable<StorageBuffer>;\n\n private _horizontalTiles = 64;\n /**\n * The number of tiles in the horizontal direction to cluster lights into.\n * A lower value will reduce memory and make the clustering step faster, while a higher value increases memory and makes the rendering step faster.\n */\n @serialize()\n public get horizontalTiles(): number {\n return this._horizontalTiles;\n }\n\n public set horizontalTiles(horizontal: number) {\n if (this._horizontalTiles === horizontal) {\n return;\n }\n this._horizontalTiles = horizontal;\n // Force the batch data to be recreated\n this._tileMaskBatches = -1;\n }\n\n private _verticalTiles = 64;\n /**\n * The number of tiles in the vertical direction to cluster lights into.\n * A lower value will reduce memory and make the clustering step faster, while a higher value increases memory and makes the rendering step faster.\n */\n @serialize()\n public get verticalTiles(): number {\n return this._verticalTiles;\n }\n\n public set verticalTiles(vertical: number) {\n if (this._verticalTiles === vertical) {\n return;\n }\n this._verticalTiles = vertical;\n // Force the batch data to be recreated\n this._tileMaskBatches = -1;\n }\n\n private _sliceScale = 0;\n private _sliceBias = 0;\n // List of vec2's that keep track of the min and max index per slice\n private _sliceRanges: Float32Array;\n\n private _depthSlices = DefaultDepthSlices;\n /**\n * The number of slices to split the depth range by and cluster lights into.\n */\n public get depthSlices(): number {\n return this._depthSlices;\n }\n\n public set depthSlices(slices: number) {\n if (this._depthSlices === slices) {\n return;\n }\n this._depthSlices = slices;\n this._sliceRanges = new Float32Array(slices * 2);\n\n // UBO size depends on the number of depth slices\n this._uniformBuffer.dispose();\n this._uniformBuffer = new UniformBuffer(this.getEngine(), undefined, undefined, this.name);\n this._buildUniformLayout();\n }\n\n private readonly _proxyMaterial: ShaderMaterial;\n private readonly _proxyMesh: Mesh;\n\n private _maxRange = 16383;\n private _minInverseSquaredRange = 1 / (this._maxRange * this._maxRange);\n /**\n * This limits the range of all the added lights, so even lights with extreme ranges will still have bounds for clustering.\n */\n @serialize()\n public get maxRange(): number {\n return this._maxRange;\n }\n\n public set maxRange(range: number) {\n if (this._maxRange === range) {\n return;\n }\n this._maxRange = range;\n this._minInverseSquaredRange = 1 / (range * range);\n }\n\n /**\n * Creates a new clustered light system with an initial set of lights.\n *\n * @param name The name of the clustered light container\n * @param lights The initial set of lights to add\n * @param scene The scene the clustered light container belongs to\n */\n constructor(name: string, lights: Light[] = [], scene?: Scene) {\n super(name, scene);\n const engine = this.getEngine();\n this._batchSize = ClusteredLightContainer._GetEngineBatchSize(engine);\n\n const proxyShader = { vertex: \"lightProxy\", fragment: \"lightProxy\" };\n const defines = [`CLUSTLIGHT_BATCH ${this._batchSize}`];\n if (this._scene.useRightHandedSystem) {\n defines.push(\"#define RIGHT_HANDED\");\n }\n this._proxyMaterial = new ShaderMaterial(\"ProxyMaterial\", this._scene, proxyShader, {\n attributes: [\"position\"],\n uniforms: [\"view\", \"projection\", \"tileMaskResolution\"],\n samplers: [\"lightDataTexture\"],\n uniformBuffers: [\"Scene\"],\n storageBuffers: [\"tileMaskBuffer\"],\n defines,\n shaderLanguage: engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\n extraInitializationsAsync: async () => {\n if (engine.isWebGPU) {\n await Promise.all([import(\"../../ShadersWGSL/lightProxy.vertex\"), import(\"../../ShadersWGSL/lightProxy.fragment\")]);\n } else {\n await Promise.all([import(\"../../Shaders/lightProxy.vertex\"), import(\"../../Shaders/lightProxy.fragment\")]);\n }\n },\n });\n\n // Additive blending is for merging masks on WebGL\n this._proxyMaterial.transparencyMode = ShaderMaterial.MATERIAL_ALPHABLEND;\n this._proxyMaterial.alphaMode = Constants.ALPHA_ADD;\n this._proxyMaterial.sideOrientation = Constants.MATERIAL_CounterClockWiseSideOrientation;\n\n this._proxyMesh = CreatePlane(\"ProxyMesh\", { size: 2 });\n // Make sure it doesn't render for the default scene\n this._scene.removeMesh(this._proxyMesh);\n this._proxyMesh.material = this._proxyMaterial;\n\n this._updateBatches();\n\n this._sliceRanges = new Float32Array(this._depthSlices * 2);\n\n if (this._batchSize > 0) {\n ClusteredLightContainer._SceneComponentInitialization(this._scene);\n for (const light of lights) {\n this.addLight(light);\n }\n }\n }\n\n public override getClassName(): string {\n return \"ClusteredLightContainer\";\n }\n\n // eslint-disable-next-line @typescript-eslint/naming-convention\n public override getTypeID(): number {\n return LightConstants.LIGHTTYPEID_CLUSTERED_CONTAINER;\n }\n\n /** @internal */\n public _updateBatches(camera: Nullable<Camera> = null): RenderTargetTexture {\n this._camera = camera;\n this._proxyMesh.isVisible = this._sortedLights.length > 0;\n\n // Ensure space for atleast 1 batch\n const batches = Math.max(Math.ceil(this._sortedLights.length / this._batchSize), 1);\n if (this._tileMaskBatches >= batches) {\n this._proxyMesh.thinInstanceCount = this._sortedLights.length;\n return this._tileMaskTexture;\n }\n const engine = this.getEngine();\n // Round up to a batch size so we don't have to reallocate as often\n const maxLights = batches * this._batchSize;\n\n this._lightDataBuffer = new Float32Array(20 * maxLights);\n this._lightDataTexture?.dispose();\n this._lightDataTexture = new RawTexture(\n this._lightDataBuffer,\n 5,\n maxLights,\n Constants.TEXTUREFORMAT_RGBA,\n this._scene,\n false,\n false,\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\n Constants.TEXTURETYPE_FLOAT\n );\n this._lightDataTexture.name = \"LightDataTexture_clustered_\" + this.name;\n this._proxyMaterial.setTexture(\"lightDataTexture\", this._lightDataTexture);\n\n this._tileMaskTexture?.dispose();\n const textureSize = { width: this._horizontalTiles, height: this._verticalTiles };\n if (!engine.isWebGPU) {\n // In WebGL we shift the light proxy by the batch number\n textureSize.height *= batches;\n }\n this._tileMaskTexture = new RenderTargetTexture(\"TileMaskTexture\", textureSize, this._scene, {\n // We don't write anything on WebGPU so make it as small as possible\n type: engine.isWebGPU ? Constants.TEXTURETYPE_UNSIGNED_BYTE : Constants.TEXTURETYPE_FLOAT,\n format: Constants.TEXTUREFORMAT_RED,\n generateDepthBuffer: false,\n });\n\n this._tileMaskTexture.renderParticles = false;\n this._tileMaskTexture.renderSprites = false;\n this._tileMaskTexture.noPrePassRenderer = true;\n this._tileMaskTexture.renderList = [this._proxyMesh];\n\n let currentRenderTarget: Nullable<RenderTargetWrapper> = null;\n\n this._tileMaskTexture.onBeforeBindObservable.add(() => {\n currentRenderTarget = engine._currentRenderTarget;\n this._updateLightData();\n });\n\n this._tileMaskTexture.onAfterUnbindObservable.add(() => {\n if (engine._currentRenderTarget !== currentRenderTarget) {\n if (!currentRenderTarget) {\n engine.restoreDefaultFramebuffer();\n } else {\n engine.bindFramebuffer(currentRenderTarget);\n }\n }\n });\n\n this._tileMaskTexture.onClearObservable.add(() => {\n if (engine.isWebGPU) {\n // Clear the storage buffer for WebGPU\n this._tileMaskBuffer?.clear();\n } else {\n // Only clear the texture on WebGL\n engine.clear({ r: 0, g: 0, b: 0, a: 1 }, true, false);\n }\n });\n\n if (engine.isWebGPU) {\n // WebGPU also needs a storage buffer to write to\n this._tileMaskBuffer?.dispose();\n const bufferSize = this._horizontalTiles * this._verticalTiles * batches * 4;\n this._tileMaskBuffer = new StorageBuffer(<WebGPUEngine>engine, bufferSize);\n this._proxyMaterial.setStorageBuffer(\"tileMaskBuffer\", this._tileMaskBuffer);\n }\n\n this._proxyMaterial.setVector3(\"tileMaskResolution\", new Vector3(this._horizontalTiles, this.verticalTiles, batches));\n\n // We don't actually use the matrix data but we need enough capacity for the lights\n this._proxyMesh.thinInstanceSetBuffer(\"matrix\", new Float32Array(maxLights * 16));\n this._proxyMesh.thinInstanceCount = this._sortedLights.length;\n this._tileMaskBatches = batches;\n return this._tileMaskTexture;\n }\n\n private _getSliceIndex(camera: Camera, depth: number): number {\n if (depth < camera.minZ) {\n // Prevent calling log on small or negative values\n return -1;\n }\n return Math.floor(Math.log(depth) * this._sliceScale + this._sliceBias);\n }\n\n private _updateLightData(): void {\n const camera = this._camera || this._scene.activeCamera;\n const renderId = this._scene.getRenderId();\n if (!camera || this._lightDataRenderId === renderId) {\n return;\n }\n this._lightDataRenderId = renderId;\n\n // Resort lights based on distance from camera\n const view = camera.getViewMatrix();\n for (const light of this._sortedLights) {\n const position = light.computeTransformedInformation() ? light.transformedPosition : light.position;\n const viewPosition = Vector3.TransformCoordinatesToRef(position, view, TmpVectors.Vector3[0]);\n light._currentViewDepth = this._scene.useRightHandedSystem ? -viewPosition.z : viewPosition.z;\n }\n this._sortedLights.sort((a, b) => a._currentViewDepth - b._currentViewDepth);\n\n // DOOM 2016 subdivision scheme, copied from: https://www.aortiz.me/2018/12/21/CG.html\n const logFarNear = Math.log(camera.maxZ / camera.minZ);\n this._sliceScale = this._depthSlices / logFarNear;\n this._sliceBias = -(this._depthSlices * Math.log(camera.minZ)) / logFarNear;\n\n this._sliceRanges.fill(0);\n // Last slice which had had its min index updated\n let minSlice = -1;\n\n const buf = this._lightDataBuffer;\n const offset = this._scene.floatingOriginOffset;\n\n for (let i = 0; i < this._sortedLights.length; i += 1) {\n const light = this._sortedLights[i];\n const off = i * 20;\n const computed = light.computeTransformedInformation();\n const scaledIntensity = light.getScaledIntensity();\n\n const position = computed ? light.transformedPosition : light.position;\n const diffuse = light.diffuse.scaleToRef(scaledIntensity, TmpColors.Color3[0]);\n const specular = light.specular.scaleToRef(scaledIntensity, TmpColors.Color3[1]);\n const range = Math.min(light.range, this.maxRange);\n const inverseSquaredRange = Math.max(light._inverseSquaredRange, this._minInverseSquaredRange);\n\n // vLightData\n buf[off + 0] = position.x - offset.x;\n buf[off + 1] = position.y - offset.y;\n buf[off + 2] = position.z - offset.z;\n buf[off + 3] = 0;\n // vLightDiffuse\n buf[off + 4] = diffuse.r;\n buf[off + 5] = diffuse.g;\n buf[off + 6] = diffuse.b;\n buf[off + 7] = range;\n // vLightSpecular\n buf[off + 8] = specular.r;\n buf[off + 9] = specular.g;\n buf[off + 10] = specular.b;\n buf[off + 11] = light.radius;\n // vLightDirection\n buf[off + 12] = 0;\n buf[off + 13] = 0;\n buf[off + 14] = 0;\n buf[off + 15] = -1;\n // vLightFalloff\n buf[off + 16] = range;\n buf[off + 17] = inverseSquaredRange;\n buf[off + 18] = 0;\n buf[off + 19] = 0;\n\n if (light.getTypeID() === LightConstants.LIGHTTYPEID_SPOTLIGHT) {\n const spotLight = <SpotLight>light;\n const direction = Vector3.NormalizeToRef(computed ? spotLight.transformedDirection : spotLight.direction, TmpVectors.Vector3[0]);\n\n // vLightData.a\n buf[off + 3] = spotLight.exponent;\n // vLightDirection\n buf[off + 12] = direction.x;\n buf[off + 13] = direction.y;\n buf[off + 14] = direction.z;\n buf[off + 15] = spotLight._cosHalfAngle;\n // vLightFalloff.zw\n buf[off + 18] = spotLight._lightAngleScale;\n buf[off + 19] = spotLight._lightAngleOffset;\n }\n\n // Update the depth slices that include this light\n const firstSlice = this._getSliceIndex(camera, light._currentViewDepth - range);\n const lastSlice = this._getSliceIndex(camera, light._currentViewDepth + range);\n for (let j = firstSlice; j <= lastSlice; j += 1) {\n if (j < 0 || j >= this._depthSlices) {\n continue;\n } else if (j > minSlice) {\n // Update min index\n this._sliceRanges[j * 2] = i;\n minSlice = j;\n }\n // Update max index\n this._sliceRanges[j * 2 + 1] = i;\n }\n }\n\n const engine = this.getEngine();\n if (engine.isWebGPU) {\n // Whenever the light data changes we have to flush pending WebGPU command buffers so that\n // previous render passes use the old data and later render passes use the new data.\n engine.flushFramebuffer();\n }\n this._lightDataTexture.update(this._lightDataBuffer);\n }\n\n public override dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void {\n for (const light of this._lights) {\n light.dispose(doNotRecurse, disposeMaterialAndTextures);\n }\n this._lightDataTexture.dispose();\n this._tileMaskTexture.dispose();\n this._tileMaskBuffer?.dispose();\n this._proxyMesh.dispose(doNotRecurse, disposeMaterialAndTextures);\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\n }\n\n /**\n * Adds a light to the clustering system.\n * @param light The light to add\n */\n public addLight(light: Light): void {\n if (!ClusteredLightContainer.IsLightSupported(light)) {\n Logger.Warn(\"Attempting to add a light to cluster that does not support clustering\");\n return;\n }\n this._scene.removeLight(light);\n this._lights.push(light);\n this._sortedLights.push(<PointLight | SpotLight>light);\n\n this._proxyMesh.isVisible = true;\n this._proxyMesh.thinInstanceCount = this._sortedLights.length;\n }\n\n /**\n * Removes a light from the clustering system.\n * @param light The light to remove\n * @returns the index where the light was in the light list\n */\n public removeLight(light: Light): number {\n // Convert to `Light` array without cast so `indexOf` has correct typing\n const sortedLights: Light[] = this._sortedLights;\n const sortedIndex = sortedLights.indexOf(light);\n if (sortedIndex !== -1) {\n sortedLights.splice(sortedIndex, 1);\n\n this._proxyMesh.thinInstanceCount = sortedLights.length;\n if (sortedLights.length === 0) {\n this._proxyMesh.isVisible = false;\n }\n }\n\n const index = this._lights.indexOf(light);\n if (index !== -1) {\n this._lights.splice(index, 1);\n // We treat the unsorted array as the \"real\" one so only add back to the scene if it was found in that\n this._scene.addLight(light);\n }\n return index;\n }\n\n protected override _buildUniformLayout(): void {\n this._uniformBuffer.addUniform(\"vLightData\", 4);\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\n this._uniformBuffer.addUniform(\"vSliceData\", 2);\n // _depthSlices might not be initialized yet\n this._uniformBuffer.addUniform(\"vSliceRanges\", 2, this._depthSlices ?? DefaultDepthSlices);\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\n this._uniformBuffer.addUniform(\"depthValues\", 2);\n this._uniformBuffer.create();\n }\n\n public override transferToEffect(effect: Effect, lightIndex: string): Light {\n const engine = this.getEngine();\n const hscale = this._horizontalTiles / engine.getRenderWidth();\n const vscale = this._verticalTiles / engine.getRenderHeight();\n this._uniformBuffer.updateFloat4(\"vLightData\", hscale, vscale, this._verticalTiles, this._tileMaskBatches, lightIndex);\n this._uniformBuffer.updateFloat2(\"vSliceData\", this._sliceScale, this._sliceBias, lightIndex);\n this._uniformBuffer.updateFloatArray(\"vSliceRanges\", this._sliceRanges, lightIndex);\n return this;\n }\n\n public override transferTexturesToEffect(effect: Effect, lightIndex: string): Light {\n const engine = this.getEngine();\n effect.setTexture(\"lightDataTexture\" + lightIndex, this._lightDataTexture);\n if (engine.isWebGPU) {\n (<WebGPUEngine>engine).setStorageBuffer(\"tileMaskBuffer\" + lightIndex, this._tileMaskBuffer);\n } else {\n effect.setTexture(\"tileMaskTexture\" + lightIndex, this._tileMaskTexture);\n }\n return this;\n }\n\n public override transferToNodeMaterialEffect(_effect: Effect): Light {\n return this;\n }\n\n public override prepareLightSpecificDefines(defines: any, lightIndex: number): void {\n defines[\"CLUSTLIGHT\" + lightIndex] = true;\n defines[\"CLUSTLIGHT_BATCH\"] = this._batchSize;\n defines[\"CLUSTLIGHT_SLICES\"] = this._depthSlices;\n }\n\n public override _isReady(): boolean {\n this._updateBatches();\n return this._proxyMesh.isReady(true, true);\n }\n}\n\n// Register Class Name\nRegisterClass(\"BABYLON.ClusteredLightContainer\", ClusteredLightContainer);\n"]}
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{ StorageBuffer } from \"core/Buffers/storageBuffer\";\nimport type { Camera } from \"core/Cameras/camera\";\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\nimport { Constants } from \"core/Engines/constants\";\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\nimport type { Effect } from \"core/Materials/effect\";\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\nimport { UniformBuffer } from \"core/Materials/uniformBuffer\";\nimport { TmpColors } from \"core/Maths/math.color\";\nimport { TmpVectors, Vector3 } from \"core/Maths/math.vector\";\nimport { CreatePlane } from \"core/Meshes/Builders/planeBuilder\";\nimport type { Mesh } from \"core/Meshes/mesh\";\nimport { serialize } from \"core/Misc/decorators\";\nimport { _WarnImport } from \"core/Misc/devTools\";\nimport { Logger } from \"core/Misc/logger\";\nimport { RegisterClass } from \"core/Misc/typeStore\";\nimport { Node } from \"core/node\";\nimport type { Scene } from \"core/scene\";\nimport type { Nullable } from \"core/types\";\n\nimport { Light } from \"../light\";\nimport { LightConstants } from \"../lightConstants\";\nimport type { PointLight } from \"../pointLight\";\nimport type { SpotLight } from \"../spotLight\";\nimport type { RenderTargetWrapper } from \"../../Engines/renderTargetWrapper\";\n\nimport \"core/Meshes/thinInstanceMesh\";\n\nNode.AddNodeConstructor(\"Light_Type_5\", (name, scene) => {\n return () => new ClusteredLightContainer(name, [], scene);\n});\n\nconst DefaultDepthSlices = 16;\n\n/**\n * A special light that renders all its associated spot or point lights using a clustered or forward+ system.\n */\nexport class ClusteredLightContainer extends Light {\n private static _GetEngineBatchSize(engine: AbstractEngine): number {\n const caps = engine._caps;\n if (!caps.texelFetch) {\n return 0;\n } else if (engine.isWebGPU) {\n // On WebGPU we use atomic writes to storage textures\n return 32;\n } else if (engine.version > 1) {\n // On WebGL 2 we use additive float blending as the light mask\n if (!caps.colorBufferFloat || !caps.blendFloat) {\n return 0;\n }\n // Due to the use of floats we want to limit lights to the precision of floats\n return caps.shaderFloatPrecision;\n } else {\n // WebGL 1 is not supported due to lack of dynamic for loops\n return 0;\n }\n }\n\n /**\n * Checks if the clustered lighting system supports the given light with its current parameters.\n * This will also check if the light's associated engine supports clustered lighting.\n *\n * @param light The light to test\n * @returns true if the light and its engine is supported\n */\n public static IsLightSupported(light: Light): boolean {\n if (ClusteredLightContainer._GetEngineBatchSize(light.getEngine()) === 0) {\n return false;\n } else if (light.shadowEnabled && light._scene.shadowsEnabled && light.getShadowGenerators()) {\n // Shadows are not supported\n return false;\n } else if (light.falloffType !== Light.FALLOFF_DEFAULT) {\n // Only the default falloff is supported\n return false;\n } else if (light.getTypeID() === LightConstants.LIGHTTYPEID_POINTLIGHT) {\n return true;\n } else if (light.getTypeID() === LightConstants.LIGHTTYPEID_SPOTLIGHT) {\n // Extra texture bindings per light are not supported\n return !(<SpotLight>light).projectionTexture && !(<SpotLight>light).iesProfileTexture;\n } else {\n // Currently only point and spot lights are supported\n return false;\n }\n }\n\n /** @internal */\n public static _SceneComponentInitialization: (scene: Scene) => void = () => {\n throw _WarnImport(\"ClusteredLightingSceneComponent\");\n };\n\n private readonly _batchSize: number;\n\n /**\n * True if clustered lighting is supported.\n */\n public get isSupported(): boolean {\n return this._batchSize > 0;\n }\n\n private readonly _lights: Light[] = [];\n /**\n * Gets the current list of lights added to this clustering system.\n */\n public get lights(): readonly Light[] {\n return this._lights;\n }\n\n private _camera: Nullable<Camera> = null;\n\n // The lights sorted by depth\n private readonly _sortedLights: (PointLight | SpotLight)[] = [];\n\n private _lightDataBuffer: Float32Array;\n private _lightDataTexture: RawTexture;\n private _lightDataRenderId = -1;\n\n private _tileMaskBatches = -1;\n private _tileMaskTexture: RenderTargetTexture;\n private _tileMaskBuffer: Nullable<StorageBuffer>;\n\n private _horizontalTiles = 64;\n /**\n * The number of tiles in the horizontal direction to cluster lights into.\n * A lower value will reduce memory and make the clustering step faster, while a higher value increases memory and makes the rendering step faster.\n */\n @serialize()\n public get horizontalTiles(): number {\n return this._horizontalTiles;\n }\n\n public set horizontalTiles(horizontal: number) {\n if (this._horizontalTiles === horizontal) {\n return;\n }\n this._horizontalTiles = horizontal;\n // Force the batch data to be recreated\n this._tileMaskBatches = -1;\n }\n\n private _verticalTiles = 64;\n /**\n * The number of tiles in the vertical direction to cluster lights into.\n * A lower value will reduce memory and make the clustering step faster, while a higher value increases memory and makes the rendering step faster.\n */\n @serialize()\n public get verticalTiles(): number {\n return this._verticalTiles;\n }\n\n public set verticalTiles(vertical: number) {\n if (this._verticalTiles === vertical) {\n return;\n }\n this._verticalTiles = vertical;\n // Force the batch data to be recreated\n this._tileMaskBatches = -1;\n }\n\n private _sliceScale = 0;\n private _sliceBias = 0;\n // List of vec2's that keep track of the min and max index per slice\n private _sliceRanges: Float32Array;\n\n private _depthSlices = DefaultDepthSlices;\n /**\n * The number of slices to split the depth range by and cluster lights into.\n */\n public get depthSlices(): number {\n return this._depthSlices;\n }\n\n public set depthSlices(slices: number) {\n if (this._depthSlices === slices) {\n return;\n }\n this._depthSlices = slices;\n this._sliceRanges = new Float32Array(slices * 2);\n\n // UBO size depends on the number of depth slices\n this._uniformBuffer.dispose();\n this._uniformBuffer = new UniformBuffer(this.getEngine(), undefined, undefined, this.name);\n this._buildUniformLayout();\n }\n\n private readonly _proxyMaterial: ShaderMaterial;\n private readonly _proxyMesh: Mesh;\n\n private _maxRange = 16383;\n private _minInverseSquaredRange = 1 / (this._maxRange * this._maxRange);\n /**\n * This limits the range of all the added lights, so even lights with extreme ranges will still have bounds for clustering.\n */\n @serialize()\n public get maxRange(): number {\n return this._maxRange;\n }\n\n public set maxRange(range: number) {\n if (this._maxRange === range) {\n return;\n }\n this._maxRange = range;\n this._minInverseSquaredRange = 1 / (range * range);\n }\n\n /**\n * Creates a new clustered light system with an initial set of lights.\n *\n * @param name The name of the clustered light container\n * @param lights The initial set of lights to add\n * @param scene The scene the clustered light container belongs to\n */\n constructor(name: string, lights: Light[] = [], scene?: Scene) {\n super(name, scene);\n const engine = this.getEngine();\n this._batchSize = ClusteredLightContainer._GetEngineBatchSize(engine);\n\n const proxyShader = { vertex: \"lightProxy\", fragment: \"lightProxy\" };\n const defines = [`CLUSTLIGHT_BATCH ${this._batchSize}`];\n if (this._scene.useRightHandedSystem) {\n defines.push(\"#define RIGHT_HANDED\");\n }\n this._proxyMaterial = new ShaderMaterial(\"ProxyMaterial\", this._scene, proxyShader, {\n attributes: [\"position\"],\n uniforms: [\"view\", \"projection\", \"tileMaskResolution\"],\n samplers: [\"lightDataTexture\"],\n uniformBuffers: [\"Scene\"],\n storageBuffers: [\"tileMaskBuffer\"],\n defines,\n shaderLanguage: engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\n extraInitializationsAsync: async () => {\n if (engine.isWebGPU) {\n await Promise.all([import(\"../../ShadersWGSL/lightProxy.vertex\"), import(\"../../ShadersWGSL/lightProxy.fragment\")]);\n } else {\n await Promise.all([import(\"../../Shaders/lightProxy.vertex\"), import(\"../../Shaders/lightProxy.fragment\")]);\n }\n },\n });\n\n // Additive blending is for merging masks on WebGL\n this._proxyMaterial.transparencyMode = ShaderMaterial.MATERIAL_ALPHABLEND;\n this._proxyMaterial.alphaMode = Constants.ALPHA_ADD;\n this._proxyMaterial.sideOrientation = Constants.MATERIAL_CounterClockWiseSideOrientation;\n\n this._proxyMesh = CreatePlane(\"ProxyMesh\", { size: 2 }, this._scene);\n // Make sure it doesn't render for the default scene\n this._scene.removeMesh(this._proxyMesh);\n this._proxyMesh.material = this._proxyMaterial;\n\n this._updateBatches();\n\n this._sliceRanges = new Float32Array(this._depthSlices * 2);\n\n if (this._batchSize > 0) {\n ClusteredLightContainer._SceneComponentInitialization(this._scene);\n for (const light of lights) {\n this.addLight(light);\n }\n }\n }\n\n public override getClassName(): string {\n return \"ClusteredLightContainer\";\n }\n\n // eslint-disable-next-line @typescript-eslint/naming-convention\n public override getTypeID(): number {\n return LightConstants.LIGHTTYPEID_CLUSTERED_CONTAINER;\n }\n\n /** @internal */\n public _updateBatches(camera: Nullable<Camera> = null): RenderTargetTexture {\n this._camera = camera;\n this._proxyMesh.isVisible = this._sortedLights.length > 0;\n\n // Ensure space for atleast 1 batch\n const batches = Math.max(Math.ceil(this._sortedLights.length / this._batchSize), 1);\n if (this._tileMaskBatches >= batches) {\n this._proxyMesh.thinInstanceCount = this._sortedLights.length;\n return this._tileMaskTexture;\n }\n const engine = this.getEngine();\n // Round up to a batch size so we don't have to reallocate as often\n const maxLights = batches * this._batchSize;\n\n this._lightDataBuffer = new Float32Array(20 * maxLights);\n this._lightDataTexture?.dispose();\n this._lightDataTexture = new RawTexture(\n this._lightDataBuffer,\n 5,\n maxLights,\n Constants.TEXTUREFORMAT_RGBA,\n this._scene,\n false,\n false,\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\n Constants.TEXTURETYPE_FLOAT\n );\n this._lightDataTexture.name = \"LightDataTexture_clustered_\" + this.name;\n this._proxyMaterial.setTexture(\"lightDataTexture\", this._lightDataTexture);\n\n this._tileMaskTexture?.dispose();\n const textureSize = { width: this._horizontalTiles, height: this._verticalTiles };\n if (!engine.isWebGPU) {\n // In WebGL we shift the light proxy by the batch number\n textureSize.height *= batches;\n }\n this._tileMaskTexture = new RenderTargetTexture(\"TileMaskTexture\", textureSize, this._scene, {\n // We don't write anything on WebGPU so make it as small as possible\n type: engine.isWebGPU ? Constants.TEXTURETYPE_UNSIGNED_BYTE : Constants.TEXTURETYPE_FLOAT,\n format: Constants.TEXTUREFORMAT_RED,\n generateDepthBuffer: false,\n });\n\n this._tileMaskTexture.renderParticles = false;\n this._tileMaskTexture.renderSprites = false;\n this._tileMaskTexture.noPrePassRenderer = true;\n this._tileMaskTexture.renderList = [this._proxyMesh];\n\n let currentRenderTarget: Nullable<RenderTargetWrapper> = null;\n\n this._tileMaskTexture.onBeforeBindObservable.add(() => {\n currentRenderTarget = engine._currentRenderTarget;\n this._updateLightData();\n });\n\n this._tileMaskTexture.onAfterUnbindObservable.add(() => {\n if (engine._currentRenderTarget !== currentRenderTarget) {\n if (!currentRenderTarget) {\n engine.restoreDefaultFramebuffer();\n } else {\n engine.bindFramebuffer(currentRenderTarget);\n }\n }\n });\n\n this._tileMaskTexture.onClearObservable.add(() => {\n if (engine.isWebGPU) {\n // Clear the storage buffer for WebGPU\n this._tileMaskBuffer?.clear();\n } else {\n // Only clear the texture on WebGL\n engine.clear({ r: 0, g: 0, b: 0, a: 1 }, true, false);\n }\n });\n\n if (engine.isWebGPU) {\n // WebGPU also needs a storage buffer to write to\n this._tileMaskBuffer?.dispose();\n const bufferSize = this._horizontalTiles * this._verticalTiles * batches * 4;\n this._tileMaskBuffer = new StorageBuffer(<WebGPUEngine>engine, bufferSize);\n this._proxyMaterial.setStorageBuffer(\"tileMaskBuffer\", this._tileMaskBuffer);\n }\n\n this._proxyMaterial.setVector3(\"tileMaskResolution\", new Vector3(this._horizontalTiles, this.verticalTiles, batches));\n\n // We don't actually use the matrix data but we need enough capacity for the lights\n this._proxyMesh.thinInstanceSetBuffer(\"matrix\", new Float32Array(maxLights * 16));\n this._proxyMesh.thinInstanceCount = this._sortedLights.length;\n this._tileMaskBatches = batches;\n return this._tileMaskTexture;\n }\n\n private _getSliceIndex(camera: Camera, depth: number): number {\n if (depth < camera.minZ) {\n // Prevent calling log on small or negative values\n return -1;\n }\n return Math.floor(Math.log(depth) * this._sliceScale + this._sliceBias);\n }\n\n private _updateLightData(): void {\n const camera = this._camera || this._scene.activeCamera;\n const renderId = this._scene.getRenderId();\n if (!camera || this._lightDataRenderId === renderId) {\n return;\n }\n this._lightDataRenderId = renderId;\n\n // Resort lights based on distance from camera\n const view = camera.getViewMatrix();\n for (const light of this._sortedLights) {\n const position = light.computeTransformedInformation() ? light.transformedPosition : light.position;\n const viewPosition = Vector3.TransformCoordinatesToRef(position, view, TmpVectors.Vector3[0]);\n light._currentViewDepth = this._scene.useRightHandedSystem ? -viewPosition.z : viewPosition.z;\n }\n this._sortedLights.sort((a, b) => a._currentViewDepth - b._currentViewDepth);\n\n // DOOM 2016 subdivision scheme, copied from: https://www.aortiz.me/2018/12/21/CG.html\n const logFarNear = Math.log(camera.maxZ / camera.minZ);\n this._sliceScale = this._depthSlices / logFarNear;\n this._sliceBias = -(this._depthSlices * Math.log(camera.minZ)) / logFarNear;\n\n this._sliceRanges.fill(0);\n // Last slice which had had its min index updated\n let minSlice = -1;\n\n const buf = this._lightDataBuffer;\n const offset = this._scene.floatingOriginOffset;\n\n for (let i = 0; i < this._sortedLights.length; i += 1) {\n const light = this._sortedLights[i];\n const off = i * 20;\n const computed = light.computeTransformedInformation();\n const scaledIntensity = light.getScaledIntensity();\n\n const position = computed ? light.transformedPosition : light.position;\n const diffuse = light.diffuse.scaleToRef(scaledIntensity, TmpColors.Color3[0]);\n const specular = light.specular.scaleToRef(scaledIntensity, TmpColors.Color3[1]);\n const range = Math.min(light.range, this.maxRange);\n const inverseSquaredRange = Math.max(light._inverseSquaredRange, this._minInverseSquaredRange);\n\n // vLightData\n buf[off + 0] = position.x - offset.x;\n buf[off + 1] = position.y - offset.y;\n buf[off + 2] = position.z - offset.z;\n buf[off + 3] = 0;\n // vLightDiffuse\n buf[off + 4] = diffuse.r;\n buf[off + 5] = diffuse.g;\n buf[off + 6] = diffuse.b;\n buf[off + 7] = range;\n // vLightSpecular\n buf[off + 8] = specular.r;\n buf[off + 9] = specular.g;\n buf[off + 10] = specular.b;\n buf[off + 11] = light.radius;\n // vLightDirection\n buf[off + 12] = 0;\n buf[off + 13] = 0;\n buf[off + 14] = 0;\n buf[off + 15] = -1;\n // vLightFalloff\n buf[off + 16] = range;\n buf[off + 17] = inverseSquaredRange;\n buf[off + 18] = 0;\n buf[off + 19] = 0;\n\n if (light.getTypeID() === LightConstants.LIGHTTYPEID_SPOTLIGHT) {\n const spotLight = <SpotLight>light;\n const direction = Vector3.NormalizeToRef(computed ? spotLight.transformedDirection : spotLight.direction, TmpVectors.Vector3[0]);\n\n // vLightData.a\n buf[off + 3] = spotLight.exponent;\n // vLightDirection\n buf[off + 12] = direction.x;\n buf[off + 13] = direction.y;\n buf[off + 14] = direction.z;\n buf[off + 15] = spotLight._cosHalfAngle;\n // vLightFalloff.zw\n buf[off + 18] = spotLight._lightAngleScale;\n buf[off + 19] = spotLight._lightAngleOffset;\n }\n\n // Update the depth slices that include this light\n const firstSlice = this._getSliceIndex(camera, light._currentViewDepth - range);\n const lastSlice = this._getSliceIndex(camera, light._currentViewDepth + range);\n for (let j = firstSlice; j <= lastSlice; j += 1) {\n if (j < 0 || j >= this._depthSlices) {\n continue;\n } else if (j > minSlice) {\n // Update min index\n this._sliceRanges[j * 2] = i;\n minSlice = j;\n }\n // Update max index\n this._sliceRanges[j * 2 + 1] = i;\n }\n }\n\n const engine = this.getEngine();\n if (engine.isWebGPU) {\n // Whenever the light data changes we have to flush pending WebGPU command buffers so that\n // previous render passes use the old data and later render passes use the new data.\n engine.flushFramebuffer();\n }\n this._lightDataTexture.update(this._lightDataBuffer);\n }\n\n public override dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void {\n for (const light of this._lights) {\n light.dispose(doNotRecurse, disposeMaterialAndTextures);\n }\n this._lightDataTexture.dispose();\n this._tileMaskTexture.dispose();\n this._tileMaskBuffer?.dispose();\n this._proxyMesh.dispose(doNotRecurse, disposeMaterialAndTextures);\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\n }\n\n /**\n * Adds a light to the clustering system.\n * @param light The light to add\n */\n public addLight(light: Light): void {\n if (!ClusteredLightContainer.IsLightSupported(light)) {\n Logger.Warn(\"Attempting to add a light to cluster that does not support clustering\");\n return;\n }\n this._scene.removeLight(light);\n this._lights.push(light);\n this._sortedLights.push(<PointLight | SpotLight>light);\n\n this._proxyMesh.isVisible = true;\n this._proxyMesh.thinInstanceCount = this._sortedLights.length;\n }\n\n /**\n * Removes a light from the clustering system.\n * @param light The light to remove\n * @returns the index where the light was in the light list\n */\n public removeLight(light: Light): number {\n // Convert to `Light` array without cast so `indexOf` has correct typing\n const sortedLights: Light[] = this._sortedLights;\n const sortedIndex = sortedLights.indexOf(light);\n if (sortedIndex !== -1) {\n sortedLights.splice(sortedIndex, 1);\n\n this._proxyMesh.thinInstanceCount = sortedLights.length;\n if (sortedLights.length === 0) {\n this._proxyMesh.isVisible = false;\n }\n }\n\n const index = this._lights.indexOf(light);\n if (index !== -1) {\n this._lights.splice(index, 1);\n // We treat the unsorted array as the \"real\" one so only add back to the scene if it was found in that\n this._scene.addLight(light);\n }\n return index;\n }\n\n protected override _buildUniformLayout(): void {\n this._uniformBuffer.addUniform(\"vLightData\", 4);\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\n this._uniformBuffer.addUniform(\"vSliceData\", 2);\n // _depthSlices might not be initialized yet\n this._uniformBuffer.addUniform(\"vSliceRanges\", 2, this._depthSlices ?? DefaultDepthSlices);\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\n this._uniformBuffer.addUniform(\"depthValues\", 2);\n this._uniformBuffer.create();\n }\n\n public override transferToEffect(effect: Effect, lightIndex: string): Light {\n const engine = this.getEngine();\n const hscale = this._horizontalTiles / engine.getRenderWidth();\n const vscale = this._verticalTiles / engine.getRenderHeight();\n this._uniformBuffer.updateFloat4(\"vLightData\", hscale, vscale, this._verticalTiles, this._tileMaskBatches, lightIndex);\n this._uniformBuffer.updateFloat2(\"vSliceData\", this._sliceScale, this._sliceBias, lightIndex);\n this._uniformBuffer.updateFloatArray(\"vSliceRanges\", this._sliceRanges, lightIndex);\n return this;\n }\n\n public override transferTexturesToEffect(effect: Effect, lightIndex: string): Light {\n const engine = this.getEngine();\n effect.setTexture(\"lightDataTexture\" + lightIndex, this._lightDataTexture);\n if (engine.isWebGPU) {\n (<WebGPUEngine>engine).setStorageBuffer(\"tileMaskBuffer\" + lightIndex, this._tileMaskBuffer);\n } else {\n effect.setTexture(\"tileMaskTexture\" + lightIndex, this._tileMaskTexture);\n }\n return this;\n }\n\n public override transferToNodeMaterialEffect(_effect: Effect): Light {\n return this;\n }\n\n public override prepareLightSpecificDefines(defines: any, lightIndex: number): void {\n defines[\"CLUSTLIGHT\" + lightIndex] = true;\n defines[\"CLUSTLIGHT_BATCH\"] = this._batchSize;\n defines[\"CLUSTLIGHT_SLICES\"] = this._depthSlices;\n }\n\n public override _isReady(): boolean {\n this._updateBatches();\n return this._proxyMesh.isReady(true, true);\n }\n}\n\n// Register Class Name\nRegisterClass(\"BABYLON.ClusteredLightContainer\", ClusteredLightContainer);\n"]}
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package/Lights/areaLight.d.ts
CHANGED
|
@@ -29,7 +29,7 @@ export declare abstract class AreaLight extends Light {
|
|
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29
29
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* @param dontAddToScene True to not add the light to the scene
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30
30
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*/
|
|
31
31
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constructor(name: string, position: Vector3, scene?: Scene, dontAddToScene?: boolean);
|
|
32
|
-
transferTexturesToEffect(effect: Effect): Light;
|
|
32
|
+
transferTexturesToEffect(effect: Effect, lightIndex: string): Light;
|
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33
33
|
/**
|
|
34
34
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* Prepares the list of defines specific to the light type.
|
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35
35
|
* @param defines the list of defines
|
package/Lights/areaLight.js
CHANGED
|
@@ -58,7 +58,7 @@ export class AreaLight extends Light {
|
|
|
58
58
|
CreateSceneLTCTextures(this._scene);
|
|
59
59
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}
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60
60
|
}
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|
61
|
-
transferTexturesToEffect(effect) {
|
|
61
|
+
transferTexturesToEffect(effect, lightIndex) {
|
|
62
62
|
if (this._scene._ltcTextures) {
|
|
63
63
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effect.setTexture("areaLightsLTC1Sampler", this._scene._ltcTextures.LTC1);
|
|
64
64
|
effect.setTexture("areaLightsLTC2Sampler", this._scene._ltcTextures.LTC2);
|
package/Lights/areaLight.js.map
CHANGED
|
@@ -1 +1 @@
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|
|
1
|
-
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|
|
1
|
+
{"version":3,"file":"areaLight.js","sourceRoot":"","sources":["../../../../dev/core/src/Lights/areaLight.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,UAAU,EAAE,4CAA2C;AAChE,OAAO,EAAE,OAAO,EAAE,yCAAwC;AAC1D,OAAO,EAAE,SAAS,EAAE,gCAA+B;AACnD,OAAO,EAAE,KAAK,EAAE,mBAA0B;AAG1C,OAAO,EAAE,yBAAyB,EAAE,gCAAuC;AAE3E,OAAO,EAAE,MAAM,EAAE,0BAAyB;AAY1C,SAAS,sBAAsB,CAAC,KAAY;IACxC,MAAM,wBAAwB,GAAG,KAAK,CAAC,wBAAwB,CAAC;IAChE,KAAK,CAAC,wBAAwB,GAAG,KAAK,CAAC;IAEvC,MAAM,aAAa,GAAG,KAAK,CAAC,sBAAsB,CAAC;IACnD,KAAK,CAAC,sBAAsB,GAAG,KAAK,CAAC;IAErC,KAAK,CAAC,YAAY,GAAG;QACjB,IAAI,EAAE,UAAU,CAAC,iBAAiB,CAAC,IAAI,EAAE,EAAE,EAAE,EAAE,EAAE,KAAK,CAAC,SAAS,EAAE,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,CAAC,qBAAqB,EAAE,SAAS,CAAC,sBAAsB,EAAE,CAAC,EAAE,KAAK,EAAE,IAAI,CAAC;QACpK,IAAI,EAAE,UAAU,CAAC,iBAAiB,CAAC,IAAI,EAAE,EAAE,EAAE,EAAE,EAAE,KAAK,CAAC,SAAS,EAAE,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,CAAC,qBAAqB,EAAE,SAAS,CAAC,sBAAsB,EAAE,CAAC,EAAE,KAAK,EAAE,IAAI,CAAC;KACvK,CAAC;IAEF,KAAK,CAAC,sBAAsB,GAAG,aAAa,CAAC;IAE7C,KAAK,CAAC,YAAY,CAAC,IAAI,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;IAC1D,KAAK,CAAC,YAAY,CAAC,IAAI,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;IAE1D,KAAK,CAAC,YAAY,CAAC,IAAI,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;IAC1D,KAAK,CAAC,YAAY,CAAC,IAAI,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;IAE1D,KAAK,CAAC,wBAAwB,GAAG,wBAAwB,CAAC;IAE1D,yBAAyB,EAAE;QACvB,0CAA0C;SACzC,IAAI,CAAC,CAAC,WAAW,EAAE,EAAE;QAClB,IAAI,KAAK,CAAC,YAAY,EAAE,CAAC;YACrB,MAAM,IAAI,GAAG,KAAK,CAAC,YAAY,EAAE,IAAkB,CAAC;YACpD,IAAI,CAAC,MAAM,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC;YAE5B,MAAM,IAAI,GAAG,KAAK,CAAC,YAAY,EAAE,IAAkB,CAAC;YACpD,IAAI,CAAC,MAAM,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC;YAE5B,KAAK,CAAC,mBAAmB,CAAC,OAAO,CAAC,GAAG,EAAE;gBACnC,KAAK,CAAC,YAAY,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC;gBACnC,KAAK,CAAC,YAAY,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC;YACvC,CAAC,CAAC,CAAC;QACP,CAAC;IACL,CAAC,CAAC;QACF,0CAA0C;SACzC,KAAK,CAAC,CAAC,KAAK,EAAE,EAAE;QACb,MAAM,CAAC,KAAK,CAAC,oDAAoD,KAAK,EAAE,CAAC,CAAC;IAC9E,CAAC,CAAC,CAAC;AACX,CAAC;AAED;;;GAGG;AACH,MAAM,OAAgB,SAAU,SAAQ,KAAK;IAMzC;;;;;;;OAOG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,KAAa,EAAE,cAAwB;QAChF,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,cAAc,CAAC,CAAC;QACnC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;QAEzB,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,CAAC;YAC5B,sBAAsB,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QACxC,CAAC;IACL,CAAC;IAEe,wBAAwB,CAAC,MAAc,EAAE,UAAkB;QACvE,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,CAAC;YAC3B,MAAM,CAAC,UAAU,CAAC,uBAAuB,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;YAC1E,MAAM,CAAC,UAAU,CAAC,uBAAuB,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;QAC9E,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;OAIG;IACI,2BAA2B,CAAC,OAAY,EAAE,UAAkB;QAC/D,OAAO,CAAC,WAAW,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC;QACzC,OAAO,CAAC,eAAe,CAAC,GAAG,IAAI,CAAC;IACpC,CAAC;IAEe,QAAQ;QACpB,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,CAAC;YAC3B,OAAO,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC;QAC9F,CAAC;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;CACJ","sourcesContent":["import type { Vector3 } from \"core/Maths/math.vector\";\r\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Light } from \"core/Lights/light\";\r\nimport type { Effect } from \"core/Materials/effect\";\r\nimport type { ILTCTextures } from \"core/Lights/LTC/ltcTextureTool\";\r\nimport { DecodeLTCTextureDataAsync } from \"core/Lights/LTC/ltcTextureTool\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /**\r\n * @internal\r\n */\r\n _ltcTextures?: ILTCTextures;\r\n }\r\n}\r\n\r\nfunction CreateSceneLTCTextures(scene: Scene): void {\r\n const useDelayedTextureLoading = scene.useDelayedTextureLoading;\r\n scene.useDelayedTextureLoading = false;\r\n\r\n const previousState = scene._blockEntityCollection;\r\n scene._blockEntityCollection = false;\r\n\r\n scene._ltcTextures = {\r\n LTC1: RawTexture.CreateRGBATexture(null, 64, 64, scene.getEngine(), false, false, Constants.TEXTURE_LINEAR_LINEAR, Constants.TEXTURETYPE_HALF_FLOAT, 0, false, true),\r\n LTC2: RawTexture.CreateRGBATexture(null, 64, 64, scene.getEngine(), false, false, Constants.TEXTURE_LINEAR_LINEAR, Constants.TEXTURETYPE_HALF_FLOAT, 0, false, true),\r\n };\r\n\r\n scene._blockEntityCollection = previousState;\r\n\r\n scene._ltcTextures.LTC1.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n scene._ltcTextures.LTC1.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n scene._ltcTextures.LTC2.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n scene._ltcTextures.LTC2.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n scene.useDelayedTextureLoading = useDelayedTextureLoading;\r\n\r\n DecodeLTCTextureDataAsync()\r\n // eslint-disable-next-line github/no-then\r\n .then((textureData) => {\r\n if (scene._ltcTextures) {\r\n const ltc1 = scene._ltcTextures?.LTC1 as RawTexture;\r\n ltc1.update(textureData[0]);\r\n\r\n const ltc2 = scene._ltcTextures?.LTC2 as RawTexture;\r\n ltc2.update(textureData[1]);\r\n\r\n scene.onDisposeObservable.addOnce(() => {\r\n scene._ltcTextures?.LTC1.dispose();\r\n scene._ltcTextures?.LTC2.dispose();\r\n });\r\n }\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch((error) => {\r\n Logger.Error(`Area Light fail to get LTC textures data. Error: ${error}`);\r\n });\r\n}\r\n\r\n/**\r\n * Abstract Area Light class that servers as parent for all Area Lights implementations.\r\n * The light is emitted from the area in the -Z direction.\r\n */\r\nexport abstract class AreaLight extends Light {\r\n /**\r\n * Area Light position.\r\n */\r\n public position: Vector3;\r\n\r\n /**\r\n * Creates a area light object.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The friendly name of the light\r\n * @param position The position of the area light.\r\n * @param scene The scene the light belongs to\r\n * @param dontAddToScene True to not add the light to the scene\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, dontAddToScene?: boolean) {\r\n super(name, scene, dontAddToScene);\r\n this.position = position;\r\n\r\n if (!this._scene._ltcTextures) {\r\n CreateSceneLTCTextures(this._scene);\r\n }\r\n }\r\n\r\n public override transferTexturesToEffect(effect: Effect, lightIndex: string): Light {\r\n if (this._scene._ltcTextures) {\r\n effect.setTexture(\"areaLightsLTC1Sampler\", this._scene._ltcTextures.LTC1);\r\n effect.setTexture(\"areaLightsLTC2Sampler\", this._scene._ltcTextures.LTC2);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"AREALIGHT\" + lightIndex] = true;\r\n defines[\"AREALIGHTUSED\"] = true;\r\n }\r\n\r\n public override _isReady(): boolean {\r\n if (this._scene._ltcTextures) {\r\n return this._scene._ltcTextures.LTC1.isReady() && this._scene._ltcTextures.LTC2.isReady();\r\n }\r\n\r\n return false;\r\n }\r\n}\r\n"]}
|
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@@ -1,7 +1,10 @@
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|
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1
1
|
import { Vector3 } from "../Maths/math.vector.js";
|
|
2
|
+
import { Light } from "./light.js";
|
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2
3
|
import type { Effect } from "../Materials/effect.js";
|
|
3
4
|
import type { Scene } from "../scene.js";
|
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4
5
|
import { AreaLight } from "./areaLight.js";
|
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6
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+
import type { Nullable } from "../types.js";
|
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7
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+
import type { BaseTexture } from "../Materials/Textures/baseTexture.js";
|
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5
8
|
/**
|
|
6
9
|
* A rectangular area light defined by an unique point in world space, a width and a height.
|
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7
10
|
* The light is emitted from the rectangular area in the -Z direction.
|
|
@@ -12,6 +15,15 @@ export declare class RectAreaLight extends AreaLight {
|
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12
15
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protected readonly _pointTransformedPosition: Vector3;
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13
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protected readonly _pointTransformedWidth: Vector3;
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protected readonly _pointTransformedHeight: Vector3;
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private _emissionTextureTexture;
|
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+
/**
|
|
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* Gets Rect Area Light emission texture. (Note: This texture needs pre-processing! Use AreaLightTextureTools to pre-process the texture).
|
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+
*/
|
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+
get emissionTexture(): Nullable<BaseTexture>;
|
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/**
|
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24
|
+
* Sets Rect Area Light emission texture. (Note: This texture needs pre-processing! Use AreaLightTextureTools to pre-process the texture).
|
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+
*/
|
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26
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+
set emissionTexture(value: Nullable<BaseTexture>);
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15
27
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/**
|
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16
28
|
* Rect Area Light width.
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17
29
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*/
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|
@@ -51,6 +63,7 @@ export declare class RectAreaLight extends AreaLight {
|
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51
63
|
getTypeID(): number;
|
|
52
64
|
protected _buildUniformLayout(): void;
|
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53
65
|
protected _computeTransformedInformation(): boolean;
|
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66
|
+
private static _IsTexture;
|
|
54
67
|
/**
|
|
55
68
|
* Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
|
|
56
69
|
* @param effect The effect to update
|
|
@@ -58,5 +71,12 @@ export declare class RectAreaLight extends AreaLight {
|
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58
71
|
* @returns The point light
|
|
59
72
|
*/
|
|
60
73
|
transferToEffect(effect: Effect, lightIndex: string): RectAreaLight;
|
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74
|
+
transferTexturesToEffect(effect: Effect, lightIndex: string): Light;
|
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61
75
|
transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
|
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76
|
+
/**
|
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77
|
+
* Prepares the list of defines specific to the light type.
|
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78
|
+
* @param defines the list of defines
|
|
79
|
+
* @param lightIndex defines the index of the light for the effect
|
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80
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+
*/
|
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81
|
+
prepareLightSpecificDefines(defines: any, lightIndex: number): void;
|
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62
82
|
}
|
package/Lights/rectAreaLight.js
CHANGED
|
@@ -5,6 +5,7 @@ import { Light } from "./light.js";
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5
5
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import { RegisterClass } from "../Misc/typeStore.js";
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6
6
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import { serialize } from "../Misc/decorators.js";
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7
7
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import { AreaLight } from "./areaLight.js";
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+
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8
9
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Node.AddNodeConstructor("Light_Type_4", (name, scene) => {
|
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9
10
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return () => new RectAreaLight(name, Vector3.Zero(), 1, 1, scene);
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10
11
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});
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@@ -13,6 +14,30 @@ Node.AddNodeConstructor("Light_Type_4", (name, scene) => {
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13
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* The light is emitted from the rectangular area in the -Z direction.
|
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14
15
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*/
|
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15
16
|
export class RectAreaLight extends AreaLight {
|
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17
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+
/**
|
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18
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+
* Gets Rect Area Light emission texture. (Note: This texture needs pre-processing! Use AreaLightTextureTools to pre-process the texture).
|
|
19
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+
*/
|
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20
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+
get emissionTexture() {
|
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21
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+
return this._emissionTextureTexture;
|
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22
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+
}
|
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23
|
+
/**
|
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24
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+
* Sets Rect Area Light emission texture. (Note: This texture needs pre-processing! Use AreaLightTextureTools to pre-process the texture).
|
|
25
|
+
*/
|
|
26
|
+
set emissionTexture(value) {
|
|
27
|
+
if (this._emissionTextureTexture === value) {
|
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|
+
return;
|
|
29
|
+
}
|
|
30
|
+
this._emissionTextureTexture = value;
|
|
31
|
+
if (this._emissionTextureTexture) {
|
|
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|
+
this._emissionTextureTexture.wrapU = 0;
|
|
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|
+
this._emissionTextureTexture.wrapV = 0;
|
|
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|
+
}
|
|
35
|
+
if (this._emissionTextureTexture && RectAreaLight._IsTexture(this._emissionTextureTexture)) {
|
|
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|
+
this._emissionTextureTexture.onLoadObservable.addOnce(() => {
|
|
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|
+
this._markMeshesAsLightDirty();
|
|
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|
+
});
|
|
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|
+
}
|
|
40
|
+
}
|
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16
41
|
/**
|
|
17
42
|
* Rect Area Light width.
|
|
18
43
|
*/
|
|
@@ -49,6 +74,7 @@ export class RectAreaLight extends AreaLight {
|
|
|
49
74
|
*/
|
|
50
75
|
constructor(name, position, width, height, scene, dontAddToScene) {
|
|
51
76
|
super(name, position, scene, dontAddToScene);
|
|
77
|
+
this._emissionTextureTexture = null;
|
|
52
78
|
this._width = new Vector3(width, 0, 0);
|
|
53
79
|
this._height = new Vector3(0, height, 0);
|
|
54
80
|
this._pointTransformedPosition = Vector3.Zero();
|
|
@@ -89,6 +115,9 @@ export class RectAreaLight extends AreaLight {
|
|
|
89
115
|
}
|
|
90
116
|
return false;
|
|
91
117
|
}
|
|
118
|
+
static _IsTexture(texture) {
|
|
119
|
+
return texture.onLoadObservable !== undefined;
|
|
120
|
+
}
|
|
92
121
|
/**
|
|
93
122
|
* Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
|
|
94
123
|
* @param effect The effect to update
|
|
@@ -109,6 +138,13 @@ export class RectAreaLight extends AreaLight {
|
|
|
109
138
|
}
|
|
110
139
|
return this;
|
|
111
140
|
}
|
|
141
|
+
transferTexturesToEffect(effect, lightIndex) {
|
|
142
|
+
super.transferTexturesToEffect(effect, lightIndex);
|
|
143
|
+
if (this._emissionTextureTexture && this._emissionTextureTexture.isReady()) {
|
|
144
|
+
effect.setTexture("rectAreaLightEmissionTexture" + lightIndex, this._emissionTextureTexture);
|
|
145
|
+
}
|
|
146
|
+
return this;
|
|
147
|
+
}
|
|
112
148
|
transferToNodeMaterialEffect(effect, lightDataUniformName) {
|
|
113
149
|
const offset = this._scene.floatingOriginOffset;
|
|
114
150
|
if (this._computeTransformedInformation()) {
|
|
@@ -119,6 +155,15 @@ export class RectAreaLight extends AreaLight {
|
|
|
119
155
|
}
|
|
120
156
|
return this;
|
|
121
157
|
}
|
|
158
|
+
/**
|
|
159
|
+
* Prepares the list of defines specific to the light type.
|
|
160
|
+
* @param defines the list of defines
|
|
161
|
+
* @param lightIndex defines the index of the light for the effect
|
|
162
|
+
*/
|
|
163
|
+
prepareLightSpecificDefines(defines, lightIndex) {
|
|
164
|
+
super.prepareLightSpecificDefines(defines, lightIndex);
|
|
165
|
+
defines["RECTAREALIGHTEMISSIONTEXTURE" + lightIndex] = this._emissionTextureTexture && this._emissionTextureTexture.isReady() ? true : false;
|
|
166
|
+
}
|
|
122
167
|
}
|
|
123
168
|
__decorate([
|
|
124
169
|
serialize()
|
|
@@ -1 +1 @@
|
|
|
1
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-
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{ Vector3 } from \"../Maths/math.vector\";\nimport { Node } from \"../node\";\nimport { Light } from \"./light\";\nimport type { Effect } from \"core/Materials/effect\";\nimport { RegisterClass } from \"core/Misc/typeStore\";\nimport { serialize } from \"../Misc/decorators\";\nimport type { Scene } from \"core/scene\";\nimport { AreaLight } from \"./areaLight\";\n\nNode.AddNodeConstructor(\"Light_Type_4\", (name, scene) => {\n return () => new RectAreaLight(name, Vector3.Zero(), 1, 1, scene);\n});\n\n/**\n * A rectangular area light defined by an unique point in world space, a width and a height.\n * The light is emitted from the rectangular area in the -Z direction.\n */\nexport class RectAreaLight extends AreaLight {\n private readonly _width: Vector3;\n private readonly _height: Vector3;\n protected readonly _pointTransformedPosition: Vector3;\n protected readonly _pointTransformedWidth: Vector3;\n protected readonly _pointTransformedHeight: Vector3;\n\n /**\n * Rect Area Light width.\n */\n @serialize()\n public get width(): number {\n return this._width.x;\n }\n /**\n * Rect Area Light width.\n */\n public set width(value: number) {\n this._width.x = value;\n }\n\n /**\n * Rect Area Light height.\n */\n @serialize()\n public get height(): number {\n return this._height.y;\n }\n /**\n * Rect Area Light height.\n */\n public set height(value: number) {\n this._height.y = value;\n }\n\n /**\n * Creates a rectangular area light object.\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\n * @param name The friendly name of the light\n * @param position The position of the area light.\n * @param width The width of the area light.\n * @param height The height of the area light.\n * @param scene The scene the light belongs to\n * @param dontAddToScene True to not add the light to the scene\n */\n constructor(name: string, position: Vector3, width: number, height: number, scene?: Scene, dontAddToScene?: boolean) {\n super(name, position, scene, dontAddToScene);\n this._width = new Vector3(width, 0, 0);\n this._height = new Vector3(0, height, 0);\n this._pointTransformedPosition = Vector3.Zero();\n this._pointTransformedWidth = Vector3.Zero();\n this._pointTransformedHeight = Vector3.Zero();\n }\n\n /**\n * Returns the string \"RectAreaLight\"\n * @returns the class name\n */\n public override getClassName(): string {\n return \"RectAreaLight\";\n }\n\n /**\n * Returns the integer 4.\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\n */\n // eslint-disable-next-line @typescript-eslint/naming-convention\n public override getTypeID(): number {\n return Light.LIGHTTYPEID_RECT_AREALIGHT;\n }\n\n protected _buildUniformLayout(): void {\n this._uniformBuffer.addUniform(\"vLightData\", 4);\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\n this._uniformBuffer.addUniform(\"vLightWidth\", 4);\n this._uniformBuffer.addUniform(\"vLightHeight\", 4);\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\n this._uniformBuffer.addUniform(\"depthValues\", 2);\n this._uniformBuffer.create();\n }\n\n protected _computeTransformedInformation(): boolean {\n if (this.parent && this.parent.getWorldMatrix) {\n Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this._pointTransformedPosition);\n Vector3.TransformNormalToRef(this._width, this.parent.getWorldMatrix(), this._pointTransformedWidth);\n Vector3.TransformNormalToRef(this._height, this.parent.getWorldMatrix(), this._pointTransformedHeight);\n return true;\n }\n\n return false;\n }\n\n /**\n * Sets the passed Effect \"effect\" with the PointLight transformed position (or position, if none) and passed name (string).\n * @param effect The effect to update\n * @param lightIndex The index of the light in the effect to update\n * @returns The point light\n */\n public transferToEffect(effect: Effect, lightIndex: string): RectAreaLight {\n const offset = this._scene.floatingOriginOffset;\n\n if (this._computeTransformedInformation()) {\n this._uniformBuffer.updateFloat4(\n \"vLightData\",\n this._pointTransformedPosition.x - offset.x,\n this._pointTransformedPosition.y - offset.y,\n this._pointTransformedPosition.z - offset.z,\n 0,\n lightIndex\n );\n this._uniformBuffer.updateFloat4(\"vLightWidth\", this._pointTransformedWidth.x / 2, this._pointTransformedWidth.y / 2, this._pointTransformedWidth.z / 2, 0, lightIndex);\n this._uniformBuffer.updateFloat4(\n \"vLightHeight\",\n this._pointTransformedHeight.x / 2,\n this._pointTransformedHeight.y / 2,\n this._pointTransformedHeight.z / 2,\n 0,\n lightIndex\n );\n } else {\n this._uniformBuffer.updateFloat4(\"vLightData\", this.position.x - offset.x, this.position.y - offset.y, this.position.z - offset.z, 0, lightIndex);\n this._uniformBuffer.updateFloat4(\"vLightWidth\", this._width.x / 2, this._width.y / 2, this._width.z / 2, 0.0, lightIndex);\n this._uniformBuffer.updateFloat4(\"vLightHeight\", this._height.x / 2, this._height.y / 2, this._height.z / 2, 0.0, lightIndex);\n }\n return this;\n }\n\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {\n const offset = this._scene.floatingOriginOffset;\n\n if (this._computeTransformedInformation()) {\n effect.setFloat3(\n lightDataUniformName,\n this._pointTransformedPosition.x - offset.x,\n this._pointTransformedPosition.y - offset.y,\n this._pointTransformedPosition.z - offset.z\n );\n } else {\n effect.setFloat3(lightDataUniformName, this.position.x - offset.x, this.position.y - offset.y, this.position.z - offset.z);\n }\n return this;\n }\n}\n\n// Register Class Name\nRegisterClass(\"BABYLON.RectAreaLight\", RectAreaLight);\n"]}
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+
{"version":3,"file":"rectAreaLight.js","sourceRoot":"","sources":["../../../../dev/core/src/Lights/rectAreaLight.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,OAAO,EAAE,gCAA+B;AACjD,OAAO,EAAE,IAAI,EAAE,mBAAkB;AACjC,OAAO,EAAE,KAAK,EAAE,mBAA0B;AAE1C,OAAO,EAAE,aAAa,EAAE,6BAA4B;AACpD,OAAO,EAAE,SAAS,EAAE,8BAA6B;AAEjD,OAAO,EAAE,SAAS,EAAE,uBAA8B;AAIlD,OAAO,EAAE,SAAS,EAAE,gCAA+B;AAEnD,IAAI,CAAC,kBAAkB,CAAC,cAAc,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;IACpD,OAAO,GAAG,EAAE,CAAC,IAAI,aAAa,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC;AACtE,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,aAAc,SAAQ,SAAS;IAQxC;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,uBAAuB,CAAC;IACxC,CAAC;IAED;;OAEG;IACH,IAAW,eAAe,CAAC,KAA4B;QACnD,IAAI,IAAI,CAAC,uBAAuB,KAAK,KAAK,EAAE,CAAC;YACzC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;QAErC,IAAI,IAAI,CAAC,uBAAuB,EAAE,CAAC;YAC/B,IAAI,CAAC,uBAAuB,CAAC,KAAK,GAAG,SAAS,CAAC,yBAAyB,CAAC;YACzE,IAAI,CAAC,uBAAuB,CAAC,KAAK,GAAG,SAAS,CAAC,yBAAyB,CAAC;QAC7E,CAAC;QAED,IAAI,IAAI,CAAC,uBAAuB,IAAI,aAAa,CAAC,UAAU,CAAC,IAAI,CAAC,uBAAuB,CAAC,EAAE,CAAC;YACzF,IAAI,CAAC,uBAAuB,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,EAAE;gBACvD,IAAI,CAAC,uBAAuB,EAAE,CAAC;YACnC,CAAC,CAAC,CAAC;QACP,CAAC;IACL,CAAC;IAED;;OAEG;IAEH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;IACzB,CAAC;IACD;;OAEG;IACH,IAAW,KAAK,CAAC,KAAa;QAC1B,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,KAAK,CAAC;IAC1B,CAAC;IAED;;OAEG;IAEH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC;IAC1B,CAAC;IACD;;OAEG;IACH,IAAW,MAAM,CAAC,KAAa;QAC3B,IAAI,CAAC,OAAO,CAAC,CAAC,GAAG,KAAK,CAAC;IAC3B,CAAC;IAED;;;;;;;;;OASG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,KAAa,EAAE,MAAc,EAAE,KAAa,EAAE,cAAwB;QAC/G,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,EAAE,cAAc,CAAC,CAAC;QAtEzC,4BAAuB,GAA0B,IAAI,CAAC;QAuE1D,IAAI,CAAC,MAAM,GAAG,IAAI,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACvC,IAAI,CAAC,OAAO,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,CAAC,CAAC;QACzC,IAAI,CAAC,yBAAyB,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAChD,IAAI,CAAC,sBAAsB,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAC7C,IAAI,CAAC,uBAAuB,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;IAClD,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,eAAe,CAAC;IAC3B,CAAC;IAED;;;OAGG;IACH,gEAAgE;IAChD,SAAS;QACrB,OAAO,KAAK,CAAC,0BAA0B,CAAC;IAC5C,CAAC;IAES,mBAAmB;QACzB,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC;QAChD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,eAAe,EAAE,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,gBAAgB,EAAE,CAAC,CAAC,CAAC;QACpD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;QACjD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,cAAc,EAAE,CAAC,CAAC,CAAC;QAClD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;QACjD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;QACjD,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC;IACjC,CAAC;IAES,8BAA8B;QACpC,IAAI,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,CAAC;YAC5C,OAAO,CAAC,yBAAyB,CAAC,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,EAAE,IAAI,CAAC,yBAAyB,CAAC,CAAC;YAC/G,OAAO,CAAC,oBAAoB,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,EAAE,IAAI,CAAC,sBAAsB,CAAC,CAAC;YACrG,OAAO,CAAC,oBAAoB,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,EAAE,IAAI,CAAC,uBAAuB,CAAC,CAAC;YACvG,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAEO,MAAM,CAAC,UAAU,CAAC,OAAoB;QAC1C,OAAQ,OAAmB,CAAC,gBAAgB,KAAK,SAAS,CAAC;IAC/D,CAAC;IAED;;;;;OAKG;IACI,gBAAgB,CAAC,MAAc,EAAE,UAAkB;QACtD,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC;QAEhD,IAAI,IAAI,CAAC,8BAA8B,EAAE,EAAE,CAAC;YACxC,IAAI,CAAC,cAAc,CAAC,YAAY,CAC5B,YAAY,EACZ,IAAI,CAAC,yBAAyB,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,EAC3C,IAAI,CAAC,yBAAyB,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,EAC3C,IAAI,CAAC,yBAAyB,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,EAC3C,CAAC,EACD,UAAU,CACb,CAAC;YACF,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,aAAa,EAAE,IAAI,CAAC,sBAAsB,CAAC,CAAC,GAAG,CAAC,EAAE,IAAI,CAAC,sBAAsB,CAAC,CAAC,GAAG,CAAC,EAAE,IAAI,CAAC,sBAAsB,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,UAAU,CAAC,CAAC;YACxK,IAAI,CAAC,cAAc,CAAC,YAAY,CAC5B,cAAc,EACd,IAAI,CAAC,uBAAuB,CAAC,CAAC,GAAG,CAAC,EAClC,IAAI,CAAC,uBAAuB,CAAC,CAAC,GAAG,CAAC,EAClC,IAAI,CAAC,uBAAuB,CAAC,CAAC,GAAG,CAAC,EAClC,CAAC,EACD,UAAU,CACb,CAAC;QACN,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,UAAU,CAAC,CAAC;YAClJ,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,aAAa,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,EAAE,GAAG,EAAE,UAAU,CAAC,CAAC;YAC1H,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,cAAc,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,EAAE,GAAG,EAAE,UAAU,CAAC,CAAC;QAClI,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,wBAAwB,CAAC,MAAc,EAAE,UAAkB;QACvE,KAAK,CAAC,wBAAwB,CAAC,MAAM,EAAE,UAAU,CAAC,CAAC;QAEnD,IAAI,IAAI,CAAC,uBAAuB,IAAI,IAAI,CAAC,uBAAuB,CAAC,OAAO,EAAE,EAAE,CAAC;YACzE,MAAM,CAAC,UAAU,CAAC,8BAA8B,GAAG,UAAU,EAAE,IAAI,CAAC,uBAAuB,CAAC,CAAC;QACjG,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAEM,4BAA4B,CAAC,MAAc,EAAE,oBAA4B;QAC5E,MAAM,MAAM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{ Vector3 } from \"core/Maths/math.vector\";\nimport { Node } from \"core/node\";\nimport { Light } from \"core/Lights/light\";\nimport type { Effect } from \"core/Materials/effect\";\nimport { RegisterClass } from \"core/Misc/typeStore\";\nimport { serialize } from \"core/Misc/decorators\";\nimport type { Scene } from \"core/scene\";\nimport { AreaLight } from \"core/Lights/areaLight\";\nimport type { Nullable } from \"core/types\";\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\nimport type { Texture } from \"core/Materials/Textures/texture\";\nimport { Constants } from \"core/Engines/constants\";\n\nNode.AddNodeConstructor(\"Light_Type_4\", (name, scene) => {\n return () => new RectAreaLight(name, Vector3.Zero(), 1, 1, scene);\n});\n\n/**\n * A rectangular area light defined by an unique point in world space, a width and a height.\n * The light is emitted from the rectangular area in the -Z direction.\n */\nexport class RectAreaLight extends AreaLight {\n private readonly _width: Vector3;\n private readonly _height: Vector3;\n protected readonly _pointTransformedPosition: Vector3;\n protected readonly _pointTransformedWidth: Vector3;\n protected readonly _pointTransformedHeight: Vector3;\n private _emissionTextureTexture: Nullable<BaseTexture> = null;\n\n /**\n * Gets Rect Area Light emission texture. (Note: This texture needs pre-processing! Use AreaLightTextureTools to pre-process the texture).\n */\n public get emissionTexture(): Nullable<BaseTexture> {\n return this._emissionTextureTexture;\n }\n\n /**\n * Sets Rect Area Light emission texture. (Note: This texture needs pre-processing! Use AreaLightTextureTools to pre-process the texture).\n */\n public set emissionTexture(value: Nullable<BaseTexture>) {\n if (this._emissionTextureTexture === value) {\n return;\n }\n\n this._emissionTextureTexture = value;\n\n if (this._emissionTextureTexture) {\n this._emissionTextureTexture.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\n this._emissionTextureTexture.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\n }\n\n if (this._emissionTextureTexture && RectAreaLight._IsTexture(this._emissionTextureTexture)) {\n this._emissionTextureTexture.onLoadObservable.addOnce(() => {\n this._markMeshesAsLightDirty();\n });\n }\n }\n\n /**\n * Rect Area Light width.\n */\n @serialize()\n public get width(): number {\n return this._width.x;\n }\n /**\n * Rect Area Light width.\n */\n public set width(value: number) {\n this._width.x = value;\n }\n\n /**\n * Rect Area Light height.\n */\n @serialize()\n public get height(): number {\n return this._height.y;\n }\n /**\n * Rect Area Light height.\n */\n public set height(value: number) {\n this._height.y = value;\n }\n\n /**\n * Creates a rectangular area light object.\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\n * @param name The friendly name of the light\n * @param position The position of the area light.\n * @param width The width of the area light.\n * @param height The height of the area light.\n * @param scene The scene the light belongs to\n * @param dontAddToScene True to not add the light to the scene\n */\n constructor(name: string, position: Vector3, width: number, height: number, scene?: Scene, dontAddToScene?: boolean) {\n super(name, position, scene, dontAddToScene);\n this._width = new Vector3(width, 0, 0);\n this._height = new Vector3(0, height, 0);\n this._pointTransformedPosition = Vector3.Zero();\n this._pointTransformedWidth = Vector3.Zero();\n this._pointTransformedHeight = Vector3.Zero();\n }\n\n /**\n * Returns the string \"RectAreaLight\"\n * @returns the class name\n */\n public override getClassName(): string {\n return \"RectAreaLight\";\n }\n\n /**\n * Returns the integer 4.\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\n */\n // eslint-disable-next-line @typescript-eslint/naming-convention\n public override getTypeID(): number {\n return Light.LIGHTTYPEID_RECT_AREALIGHT;\n }\n\n protected _buildUniformLayout(): void {\n this._uniformBuffer.addUniform(\"vLightData\", 4);\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\n this._uniformBuffer.addUniform(\"vLightWidth\", 4);\n this._uniformBuffer.addUniform(\"vLightHeight\", 4);\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\n this._uniformBuffer.addUniform(\"depthValues\", 2);\n this._uniformBuffer.create();\n }\n\n protected _computeTransformedInformation(): boolean {\n if (this.parent && this.parent.getWorldMatrix) {\n Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this._pointTransformedPosition);\n Vector3.TransformNormalToRef(this._width, this.parent.getWorldMatrix(), this._pointTransformedWidth);\n Vector3.TransformNormalToRef(this._height, this.parent.getWorldMatrix(), this._pointTransformedHeight);\n return true;\n }\n\n return false;\n }\n\n private static _IsTexture(texture: BaseTexture): texture is Texture {\n return (texture as Texture).onLoadObservable !== undefined;\n }\n\n /**\n * Sets the passed Effect \"effect\" with the PointLight transformed position (or position, if none) and passed name (string).\n * @param effect The effect to update\n * @param lightIndex The index of the light in the effect to update\n * @returns The point light\n */\n public transferToEffect(effect: Effect, lightIndex: string): RectAreaLight {\n const offset = this._scene.floatingOriginOffset;\n\n if (this._computeTransformedInformation()) {\n this._uniformBuffer.updateFloat4(\n \"vLightData\",\n this._pointTransformedPosition.x - offset.x,\n this._pointTransformedPosition.y - offset.y,\n this._pointTransformedPosition.z - offset.z,\n 0,\n lightIndex\n );\n this._uniformBuffer.updateFloat4(\"vLightWidth\", this._pointTransformedWidth.x / 2, this._pointTransformedWidth.y / 2, this._pointTransformedWidth.z / 2, 0, lightIndex);\n this._uniformBuffer.updateFloat4(\n \"vLightHeight\",\n this._pointTransformedHeight.x / 2,\n this._pointTransformedHeight.y / 2,\n this._pointTransformedHeight.z / 2,\n 0,\n lightIndex\n );\n } else {\n this._uniformBuffer.updateFloat4(\"vLightData\", this.position.x - offset.x, this.position.y - offset.y, this.position.z - offset.z, 0, lightIndex);\n this._uniformBuffer.updateFloat4(\"vLightWidth\", this._width.x / 2, this._width.y / 2, this._width.z / 2, 0.0, lightIndex);\n this._uniformBuffer.updateFloat4(\"vLightHeight\", this._height.x / 2, this._height.y / 2, this._height.z / 2, 0.0, lightIndex);\n }\n return this;\n }\n\n public override transferTexturesToEffect(effect: Effect, lightIndex: string): Light {\n super.transferTexturesToEffect(effect, lightIndex);\n\n if (this._emissionTextureTexture && this._emissionTextureTexture.isReady()) {\n effect.setTexture(\"rectAreaLightEmissionTexture\" + lightIndex, this._emissionTextureTexture);\n }\n\n return this;\n }\n\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {\n const offset = this._scene.floatingOriginOffset;\n\n if (this._computeTransformedInformation()) {\n effect.setFloat3(\n lightDataUniformName,\n this._pointTransformedPosition.x - offset.x,\n this._pointTransformedPosition.y - offset.y,\n this._pointTransformedPosition.z - offset.z\n );\n } else {\n effect.setFloat3(lightDataUniformName, this.position.x - offset.x, this.position.y - offset.y, this.position.z - offset.z);\n }\n return this;\n }\n\n /**\n * Prepares the list of defines specific to the light type.\n * @param defines the list of defines\n * @param lightIndex defines the index of the light for the effect\n */\n public override prepareLightSpecificDefines(defines: any, lightIndex: number): void {\n super.prepareLightSpecificDefines(defines, lightIndex);\n defines[\"RECTAREALIGHTEMISSIONTEXTURE\" + lightIndex] = this._emissionTextureTexture && this._emissionTextureTexture.isReady() ? true : false;\n }\n}\n\n// Register Class Name\nRegisterClass(\"BABYLON.RectAreaLight\", RectAreaLight);\n"]}
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@@ -442,6 +442,8 @@ const LoadAssetContainer = (scene, data, rootUrl, onError, addToScene = false) =
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for (let index = 0, cache = parsedData.spriteManagers.length; index < cache; index++) {
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const parsedSpriteManager = parsedData.spriteManagers[index];
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const spriteManager = SpriteManager.Parse(parsedSpriteManager, scene, rootUrl);
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+
container.spriteManagers.push(spriteManager);
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spriteManager._parentContainer = container;
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log += "\n\t\tSpriteManager " + spriteManager.name;
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}
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}
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