@babylonjs/core 8.52.1 → 8.53.1
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/Animations/animatorAvatar.d.ts +5 -2
- package/Animations/animatorAvatar.js +40 -27
- package/Animations/animatorAvatar.js.map +1 -1
- package/AudioV2/abstractAudio/abstractSound.js +3 -4
- package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
- package/AudioV2/abstractAudio/audioBus.js +3 -0
- package/AudioV2/abstractAudio/audioBus.js.map +1 -1
- package/AudioV2/abstractAudio/streamingSoundInstance.d.ts +1 -1
- package/AudioV2/abstractAudio/streamingSoundInstance.js +2 -2
- package/AudioV2/abstractAudio/streamingSoundInstance.js.map +1 -1
- package/AudioV2/webAudio/components/spatialWebAudioUpdaterComponent.d.ts +4 -1
- package/AudioV2/webAudio/components/spatialWebAudioUpdaterComponent.js +5 -2
- package/AudioV2/webAudio/components/spatialWebAudioUpdaterComponent.js.map +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.js +3 -3
- package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.js +2 -4
- package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraKeyboardInput.js +6 -3
- package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraMouseWheelInput.d.ts +1 -2
- package/Cameras/Inputs/geospatialCameraMouseWheelInput.js +1 -2
- package/Cameras/Inputs/geospatialCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +0 -4
- package/Cameras/Inputs/geospatialCameraPointersInput.js +1 -5
- package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
- package/Cameras/cameraMovement.d.ts +1 -4
- package/Cameras/cameraMovement.js +1 -4
- package/Cameras/cameraMovement.js.map +1 -1
- package/Cameras/geospatialCamera.d.ts +22 -2
- package/Cameras/geospatialCamera.js +28 -8
- package/Cameras/geospatialCamera.js.map +1 -1
- package/Cameras/geospatialCameraMovement.d.ts +11 -1
- package/Cameras/geospatialCameraMovement.js +26 -6
- package/Cameras/geospatialCameraMovement.js.map +1 -1
- package/Debug/physicsViewer.d.ts +1 -0
- package/Debug/physicsViewer.js +1 -0
- package/Debug/physicsViewer.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.debugging.js +35 -13
- package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js +3 -1
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engineFeatures.d.ts +0 -2
- package/Engines/engineFeatures.js.map +1 -1
- package/Engines/nullEngine.js +4 -1
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.js +0 -1
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/thinNativeEngine.js +0 -1
- package/Engines/thinNativeEngine.js.map +1 -1
- package/Engines/thinWebGPUEngine.d.ts +9 -4
- package/Engines/thinWebGPUEngine.js +32 -32
- package/Engines/thinWebGPUEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +1 -0
- package/Engines/webgpuEngine.js +26 -167
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/Passes/renderPass.js +0 -3
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +2 -3
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +5 -29
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/frameGraph.d.ts +21 -1
- package/FrameGraph/frameGraph.js +52 -0
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphContext.js +1 -1
- package/FrameGraph/frameGraphContext.js.map +1 -1
- package/FrameGraph/frameGraphTask.d.ts +0 -2
- package/FrameGraph/frameGraphTask.js +15 -17
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/FrameGraph/frameGraphTextureManager.js +1 -1
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/FrameGraph/frameGraphUtils.d.ts +1 -2
- package/FrameGraph/frameGraphUtils.js +2 -27
- package/FrameGraph/frameGraphUtils.js.map +1 -1
- package/Gizmos/axisScaleGizmo.js +2 -2
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/cameraGizmo.d.ts +1 -1
- package/Gizmos/cameraGizmo.js +1 -1
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Gizmos/gizmo.d.ts +4 -4
- package/Gizmos/gizmo.js +5 -5
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/gizmoManager.d.ts +2 -2
- package/Gizmos/gizmoManager.js +1 -1
- package/Gizmos/gizmoManager.js.map +1 -1
- package/Gizmos/planeRotationGizmo.d.ts +2 -2
- package/Gizmos/planeRotationGizmo.js +2 -3
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.d.ts +1 -1
- package/Gizmos/positionGizmo.js +2 -2
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.d.ts +1 -1
- package/Gizmos/rotationGizmo.js +3 -3
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.d.ts +1 -1
- package/Gizmos/scaleGizmo.js +1 -1
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Helpers/environmentHelper.js +7 -0
- package/Helpers/environmentHelper.js.map +1 -1
- package/Layers/highlightLayer.d.ts +14 -0
- package/Layers/highlightLayer.js +20 -0
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/selectionOutlineLayer.d.ts +1 -0
- package/Layers/selectionOutlineLayer.js +1 -0
- package/Layers/selectionOutlineLayer.js.map +1 -1
- package/Layers/thinEffectLayer.js +25 -1
- package/Layers/thinEffectLayer.js.map +1 -1
- package/Layers/thinHighlightLayer.d.ts +9 -0
- package/Layers/thinHighlightLayer.js +19 -3
- package/Layers/thinHighlightLayer.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.js +10 -8
- package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.d.ts +2 -0
- package/Loading/Plugins/babylonFileLoader.js +2 -0
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.d.ts +12 -3
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js +33 -8
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js.map +1 -1
- package/Materials/Node/Blocks/Dual/depthSourceBlock.d.ts +1 -0
- package/Materials/Node/Blocks/Dual/depthSourceBlock.js +1 -0
- package/Materials/Node/Blocks/Dual/depthSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +1 -0
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +1 -0
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +6 -4
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/uniformBuffer.d.ts +0 -4
- package/Materials/uniformBuffer.js +0 -8
- package/Materials/uniformBuffer.js.map +1 -1
- package/Materials/vertexPullingHelper.functions.d.ts +4 -0
- package/Materials/vertexPullingHelper.functions.js +4 -2
- package/Materials/vertexPullingHelper.functions.js.map +1 -1
- package/Meshes/mesh.js +1 -1
- package/Meshes/mesh.js.map +1 -1
- package/Misc/snapshotRenderingHelper.d.ts +5 -3
- package/Misc/snapshotRenderingHelper.js +9 -5
- package/Misc/snapshotRenderingHelper.js.map +1 -1
- package/Navigation/INavigationEngine.d.ts +2 -2
- package/Navigation/INavigationEngine.js.map +1 -1
- package/Navigation/Plugins/recastJSPlugin.d.ts +2 -2
- package/Navigation/Plugins/recastJSPlugin.js +14 -5
- package/Navigation/Plugins/recastJSPlugin.js.map +1 -1
- package/Particles/Node/Blocks/index.d.ts +0 -2
- package/Particles/Node/Blocks/index.js +0 -2
- package/Particles/Node/Blocks/index.js.map +1 -1
- package/Particles/Node/Blocks/particleNumberMathBlock.js +16 -0
- package/Particles/Node/Blocks/particleNumberMathBlock.js.map +1 -1
- package/Particles/Node/Blocks/systemBlock.d.ts +0 -4
- package/Particles/Node/Blocks/systemBlock.js +1 -32
- package/Particles/Node/Blocks/systemBlock.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.helper.js +2 -89
- package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
- package/Physics/castingResult.d.ts +4 -1
- package/Physics/castingResult.js +1 -1
- package/Physics/castingResult.js.map +1 -1
- package/Physics/joinedPhysicsEngineComponent.js +1 -1
- package/Physics/joinedPhysicsEngineComponent.js.map +1 -1
- package/Physics/physicsHelper.d.ts +8 -8
- package/Physics/physicsHelper.js +7 -7
- package/Physics/physicsHelper.js.map +1 -1
- package/Physics/shapeCastResult.d.ts +4 -0
- package/Physics/shapeCastResult.js +7 -0
- package/Physics/shapeCastResult.js.map +1 -1
- package/Physics/v2/IPhysicsEnginePlugin.d.ts +51 -4
- package/Physics/v2/IPhysicsEnginePlugin.js +12 -12
- package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
- package/Physics/v2/characterController.js.map +1 -1
- package/Physics/v2/physicsBody.js.map +1 -1
- package/Physics/v2/physicsConstraint.d.ts +1 -1
- package/Physics/v2/physicsConstraint.js +1 -1
- package/Physics/v2/physicsConstraint.js.map +1 -1
- package/Physics/v2/physicsEngine.d.ts +0 -5
- package/Physics/v2/physicsEngine.js +0 -5
- package/Physics/v2/physicsEngine.js.map +1 -1
- package/Physics/v2/physicsEngineComponent.d.ts +1 -1
- package/Physics/v2/physicsEngineComponent.js.map +1 -1
- package/Physics/v2/physicsMaterial.d.ts +6 -0
- package/Physics/v2/physicsMaterial.js +2 -2
- package/Physics/v2/physicsMaterial.js.map +1 -1
- package/Physics/v2/ragdoll.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.d.ts +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.d.ts +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +6 -0
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +8 -0
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.d.ts +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.d.ts +6 -0
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +8 -0
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.d.ts +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
- package/PostProcesses/screenSpaceReflectionPostProcess.d.ts +1 -0
- package/PostProcesses/screenSpaceReflectionPostProcess.js +1 -0
- package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
- package/Rendering/GlobalIllumination/giRSMManager.d.ts +1 -0
- package/Rendering/GlobalIllumination/giRSMManager.js +1 -0
- package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +7 -3
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js +3 -1
- package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +4 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +3 -1
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
- package/Rendering/edgesRenderer.js +1 -0
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +3 -0
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/objectRenderer.js +8 -4
- package/Rendering/objectRenderer.js.map +1 -1
- package/Rendering/prePassRenderer.d.ts +1 -0
- package/Rendering/prePassRenderer.js +1 -0
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Rendering/renderingGroup.d.ts +1 -1
- package/Rendering/renderingGroup.js +1 -1
- package/Rendering/renderingGroup.js.map +1 -1
- package/Rendering/renderingManager.d.ts +1 -1
- package/Rendering/renderingManager.js.map +1 -1
- package/Shaders/iblVoxelGrid.fragment.js +4 -1
- package/Shaders/iblVoxelGrid.fragment.js.map +1 -1
- package/ShadersWGSL/background.fragment.js +1 -1
- package/ShadersWGSL/background.fragment.js.map +1 -1
- package/ShadersWGSL/background.vertex.js +8 -8
- package/ShadersWGSL/background.vertex.js.map +1 -1
- package/ShadersWGSL/boundingBoxRenderer.vertex.js +2 -2
- package/ShadersWGSL/boundingBoxRenderer.vertex.js.map +1 -1
- package/ShadersWGSL/clearQuad.vertex.js +1 -1
- package/ShadersWGSL/clearQuad.vertex.js.map +1 -1
- package/ShadersWGSL/color.vertex.js +1 -1
- package/ShadersWGSL/color.vertex.js.map +1 -1
- package/ShadersWGSL/depth.vertex.js +3 -3
- package/ShadersWGSL/depth.vertex.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +2 -2
- package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +2 -2
- package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +2 -2
- package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -1
- package/ShadersWGSL/fxaa.vertex.js +1 -1
- package/ShadersWGSL/fxaa.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +3 -3
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js +3 -3
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
- package/ShadersWGSL/geometry.vertex.js +4 -4
- package/ShadersWGSL/geometry.vertex.js.map +1 -1
- package/ShadersWGSL/glowMapGeneration.vertex.js +4 -4
- package/ShadersWGSL/glowMapGeneration.vertex.js.map +1 -1
- package/ShadersWGSL/glowMapMerge.vertex.js +1 -1
- package/ShadersWGSL/glowMapMerge.vertex.js.map +1 -1
- package/ShadersWGSL/greasedLine.vertex.js +10 -4
- package/ShadersWGSL/greasedLine.vertex.js.map +1 -1
- package/ShadersWGSL/hdrFiltering.vertex.js +1 -1
- package/ShadersWGSL/hdrFiltering.vertex.js.map +1 -1
- package/ShadersWGSL/hdrIrradianceFiltering.vertex.js +1 -1
- package/ShadersWGSL/hdrIrradianceFiltering.vertex.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid.vertex.js +53 -44
- package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
- package/ShadersWGSL/iblVoxelSlabDebug.vertex.js +1 -1
- package/ShadersWGSL/iblVoxelSlabDebug.vertex.js.map +1 -1
- package/ShadersWGSL/kernelBlur.vertex.js +2 -2
- package/ShadersWGSL/kernelBlur.vertex.js.map +1 -1
- package/ShadersWGSL/layer.vertex.js +1 -1
- package/ShadersWGSL/layer.vertex.js.map +1 -1
- package/ShadersWGSL/lensFlare.vertex.js +1 -1
- package/ShadersWGSL/lensFlare.vertex.js.map +1 -1
- package/ShadersWGSL/line.vertex.js +2 -2
- package/ShadersWGSL/line.vertex.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRenderer.vertex.js +2 -2
- package/ShadersWGSL/meshUVSpaceRenderer.vertex.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js +1 -1
- package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js +1 -1
- package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js.map +1 -1
- package/ShadersWGSL/particles.vertex.js +9 -9
- package/ShadersWGSL/particles.vertex.js.map +1 -1
- package/ShadersWGSL/picking.vertex.js +2 -2
- package/ShadersWGSL/picking.vertex.js.map +1 -1
- package/ShadersWGSL/procedural.vertex.js +1 -1
- package/ShadersWGSL/procedural.vertex.js.map +1 -1
- package/ShadersWGSL/shadowMap.vertex.js +4 -4
- package/ShadersWGSL/shadowMap.vertex.js.map +1 -1
- package/ShadersWGSL/sprites.vertex.js +3 -3
- package/ShadersWGSL/sprites.vertex.js.map +1 -1
- package/XR/features/WebXRControllerPhysics.d.ts +1 -0
- package/XR/features/WebXRControllerPhysics.js +1 -2
- package/XR/features/WebXRControllerPhysics.js.map +1 -1
- package/XR/features/WebXRControllerTeleportation.js +1 -2
- package/XR/features/WebXRControllerTeleportation.js.map +1 -1
- package/XR/features/WebXRDepthSensing.js +1 -0
- package/XR/features/WebXRDepthSensing.js.map +1 -1
- package/XR/features/WebXRHandTracking.d.ts +1 -0
- package/XR/features/WebXRHandTracking.js +5 -7
- package/XR/features/WebXRHandTracking.js.map +1 -1
- package/XR/features/WebXRWalkingLocomotion.js +1 -1
- package/XR/features/WebXRWalkingLocomotion.js.map +1 -1
- package/XR/motionController/webXRMicrosoftMixedRealityController.js +1 -1
- package/XR/motionController/webXRMicrosoftMixedRealityController.js.map +1 -1
- package/XR/motionController/webXRMotionControllerManager.js +2 -2
- package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
- package/XR/webXRCamera.d.ts +1 -0
- package/XR/webXRCamera.js +9 -7
- package/XR/webXRCamera.js.map +1 -1
- package/XR/webXRExperienceHelper.d.ts +4 -0
- package/XR/webXRExperienceHelper.js +25 -5
- package/XR/webXRExperienceHelper.js.map +1 -1
- package/XR/webXRInput.d.ts +1 -0
- package/XR/webXRInput.js +6 -0
- package/XR/webXRInput.js.map +1 -1
- package/XR/webXRSessionManager.js +5 -4
- package/XR/webXRSessionManager.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +21 -2
- package/scene.js.map +1 -1
- package/Particles/Node/Blocks/Update/updateRemapBlock.d.ts +0 -39
- package/Particles/Node/Blocks/Update/updateRemapBlock.js +0 -93
- package/Particles/Node/Blocks/Update/updateRemapBlock.js.map +0 -1
- package/Particles/Node/Blocks/particleFresnelBlock.d.ts +0 -34
- package/Particles/Node/Blocks/particleFresnelBlock.js +0 -74
- package/Particles/Node/Blocks/particleFresnelBlock.js.map +0 -1
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{ Constants } from \"../../Engines/constants\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector4 } from \"../../Maths/math.vector\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport type { IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { GeometryBufferRenderer } from \"../../Rendering/geometryBufferRenderer\";\r\nimport { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { CubeTexture } from \"../../Materials/Textures/cubeTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { EventState } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n/**\r\n * Build cdf maps for IBL importance sampling during IBL shadow computation.\r\n * This should not be instantiated directly, as it is part of a scene component\r\n * @internal\r\n */\r\nexport class _IblShadowsVoxelTracingPass {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _renderPipeline: IblShadowsRenderPipeline;\r\n private _voxelShadowOpacity: number = 1.0;\r\n /**\r\n * The opacity of the shadow cast from the voxel grid\r\n */\r\n public get voxelShadowOpacity(): number {\r\n return this._voxelShadowOpacity;\r\n }\r\n /**\r\n * The opacity of the shadow cast from the voxel grid\r\n */\r\n public set voxelShadowOpacity(value: number) {\r\n this._voxelShadowOpacity = value;\r\n }\r\n private _sssSamples: number = 16;\r\n private _sssStride: number = 8;\r\n private _sssMaxDist: number = 0.05;\r\n private _sssThickness: number = 0.5;\r\n\r\n private _ssShadowOpacity: number = 1.0;\r\n /**\r\n * The opacity of the screen-space shadow\r\n */\r\n public get ssShadowOpacity(): number {\r\n return this._ssShadowOpacity;\r\n }\r\n /**\r\n * The opacity of the screen-space shadow\r\n */\r\n public set ssShadowOpacity(value: number) {\r\n this._ssShadowOpacity = value;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public get sssSamples(): number {\r\n return this._sssSamples;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public set sssSamples(value: number) {\r\n this._sssSamples = value;\r\n }\r\n\r\n /**\r\n * The stride used in the screen space shadow pass. This controls the distance between samples.\r\n */\r\n public get sssStride(): number {\r\n return this._sssStride;\r\n }\r\n\r\n /**\r\n * The stride used in the screen space shadow pass. This controls the distance between samples.\r\n */\r\n public set sssStride(value: number) {\r\n this._sssStride = value;\r\n }\r\n\r\n /**\r\n * The maximum distance that the screen-space shadow will be able to occlude.\r\n */\r\n public get sssMaxDist(): number {\r\n return this._sssMaxDist;\r\n }\r\n\r\n /**\r\n * The maximum distance that the screen-space shadow will be able to occlude.\r\n */\r\n public set sssMaxDist(value: number) {\r\n this._sssMaxDist = value;\r\n }\r\n\r\n /**\r\n * The thickness of the screen-space shadow\r\n */\r\n public get sssThickness(): number {\r\n return this._sssThickness;\r\n }\r\n\r\n /**\r\n * The thickness of the screen-space shadow\r\n */\r\n public set sssThickness(value: number) {\r\n this._sssThickness = value;\r\n }\r\n\r\n private _outputTexture: ProceduralTexture;\r\n private _cameraInvView: Matrix = Matrix.Identity();\r\n private _cameraInvProj: Matrix = Matrix.Identity();\r\n private _invWorldScaleMatrix: Matrix = Matrix.Identity();\r\n private _frameId: number = 0;\r\n private _sampleDirections: number = 4;\r\n private _shadowParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _sssParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _opacityParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _voxelBiasParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _voxelNormalBias: number = 1.4;\r\n /**\r\n * The bias to apply to the voxel sampling in the direction of the surface normal of the geometry.\r\n */\r\n public get voxelNormalBias(): number {\r\n return this._voxelNormalBias;\r\n }\r\n public set voxelNormalBias(value: number) {\r\n this._voxelNormalBias = value;\r\n }\r\n\r\n private _voxelDirectionBias: number = 1.75;\r\n /**\r\n * The bias to apply to the voxel sampling in the direction of the light.\r\n */\r\n public get voxelDirectionBias(): number {\r\n return this._voxelDirectionBias;\r\n }\r\n public set voxelDirectionBias(value: number) {\r\n this._voxelDirectionBias = value;\r\n }\r\n\r\n /**\r\n * Is the effect enabled\r\n */\r\n public enabled: boolean = true;\r\n\r\n /**\r\n * The number of directions to sample for the voxel tracing.\r\n */\r\n public get sampleDirections(): number {\r\n return this._sampleDirections;\r\n }\r\n\r\n /**\r\n * The number of directions to sample for the voxel tracing.\r\n */\r\n public set sampleDirections(value: number) {\r\n this._sampleDirections = value;\r\n }\r\n\r\n /**\r\n * The current rotation of the environment map, in radians.\r\n */\r\n public get envRotation(): number {\r\n return this._envRotation;\r\n }\r\n\r\n /**\r\n * The current rotation of the environment map, in radians.\r\n */\r\n public set envRotation(value: number) {\r\n this._envRotation = value;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n\r\n /**\r\n * Returns the output texture of the pass.\r\n * @returns The output texture.\r\n */\r\n public getOutputTexture(): ProceduralTexture {\r\n return this._outputTexture;\r\n }\r\n\r\n /**\r\n * Gets the debug pass post process. This will create the resources for the pass\r\n * if they don't already exist.\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPassPP) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPassPP;\r\n }\r\n\r\n private _debugPassName: string = \"Voxel Tracing Debug Pass\";\r\n\r\n /**\r\n * The name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /** The default rotation of the environment map will align the shadows with the default lighting orientation */\r\n private _envRotation: number = 0.0;\r\n\r\n /**\r\n * Set the matrix to use for scaling the world space to voxel space\r\n * @param matrix The matrix to use for scaling the world space to voxel space\r\n */\r\n public setWorldScaleMatrix(matrix: Matrix) {\r\n this._invWorldScaleMatrix = matrix;\r\n }\r\n\r\n /**\r\n * Render the shadows in color rather than black and white.\r\n * This is slightly more expensive than black and white shadows but can be much\r\n * more accurate when the strongest lights in the IBL are non-white.\r\n */\r\n public set coloredShadows(value: boolean) {\r\n this._coloredShadows = value;\r\n }\r\n public get coloredShadows(): boolean {\r\n return this._coloredShadows;\r\n }\r\n private _coloredShadows: boolean = false;\r\n\r\n private _debugVoxelMarchEnabled: boolean = false;\r\n private _debugPassPP: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n if (!this._debugPassPP) {\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"debugSampler\"],\r\n engine: this._engine,\r\n reusable: true,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPassPP = new PostProcess(this.debugPassName, \"iblShadowDebug\", debugOptions);\r\n this._debugPassPP.autoClear = false;\r\n this._debugPassPP.onApplyObservable.add((effect) => {\r\n // update the caustic texture with what we just rendered.\r\n effect.setTexture(\"debugSampler\", this._outputTexture);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates the shadow voxel-tracing pass\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The IBL shadows render pipeline\r\n * @returns The shadow voxel-tracing pass\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._renderPipeline = iblShadowsRenderPipeline;\r\n this._createTextures();\r\n }\r\n\r\n private _createTextures() {\r\n const defines = this._createDefines();\r\n const isWebGPU = this._engine.isWebGPU;\r\n const textureOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblShadowVoxelTracing.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblShadowVoxelTracing.fragment\")]);\r\n }\r\n },\r\n };\r\n this._outputTexture = new ProceduralTexture(\r\n \"voxelTracingPass\",\r\n {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n },\r\n \"iblShadowVoxelTracing\",\r\n this._scene,\r\n textureOptions\r\n );\r\n this._outputTexture.refreshRate = -1;\r\n this._outputTexture.autoClear = false;\r\n this._outputTexture.defines = defines;\r\n // Need to set all the textures first so that the effect gets created with the proper uniforms.\r\n this._setBindings(this._scene.activeCamera!);\r\n this._renderWhenGBufferReady = this._render.bind(this);\r\n // Don't start rendering until the first vozelization is done.\r\n this._renderPipeline.onVoxelizationCompleteObservable.addOnce(() => {\r\n this._scene.geometryBufferRenderer!.getGBuffer().onAfterRenderObservable.add(this._renderWhenGBufferReady);\r\n });\r\n }\r\n\r\n private _createDefines(): string {\r\n let defines = \"\";\r\n if (this._scene.useRightHandedSystem) {\r\n defines += \"#define RIGHT_HANDED\\n\";\r\n }\r\n if (this._debugVoxelMarchEnabled) {\r\n defines += \"#define VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION 1u\\n\";\r\n }\r\n if (this._coloredShadows) {\r\n defines += \"#define COLOR_SHADOWS 1u\\n\";\r\n }\r\n return defines;\r\n }\r\n\r\n private _setBindings(camera: Camera): boolean {\r\n this._outputTexture.defines = this._createDefines();\r\n this._outputTexture.setMatrix(\"viewMtx\", camera.getViewMatrix());\r\n this._outputTexture.setMatrix(\"projMtx\", camera.getProjectionMatrix());\r\n camera.getProjectionMatrix().invertToRef(this._cameraInvProj);\r\n camera.getViewMatrix().invertToRef(this._cameraInvView);\r\n this._outputTexture.setMatrix(\"invProjMtx\", this._cameraInvProj);\r\n this._outputTexture.setMatrix(\"invViewMtx\", this._cameraInvView);\r\n this._outputTexture.setMatrix(\"wsNormalizationMtx\", this._invWorldScaleMatrix);\r\n\r\n this._frameId++;\r\n\r\n let rotation = 0.0;\r\n if (this._scene.environmentTexture) {\r\n rotation = (this._scene.environmentTexture as CubeTexture).rotationY ?? 0;\r\n }\r\n rotation = this._scene.useRightHandedSystem ? -(rotation + 0.5 * Math.PI) : rotation - 0.5 * Math.PI;\r\n rotation = rotation % (2.0 * Math.PI);\r\n this._shadowParameters.set(this._sampleDirections, this._frameId, 1.0, rotation);\r\n this._outputTexture.setVector4(\"shadowParameters\", this._shadowParameters);\r\n const voxelGrid = this._renderPipeline._getVoxelGridTexture();\r\n const highestMip = Math.floor(Math.log2(voxelGrid.getSize().width));\r\n this._voxelBiasParameters.set(this._voxelNormalBias, this._voxelDirectionBias, highestMip, 0.0);\r\n this._outputTexture.setVector4(\"voxelBiasParameters\", this._voxelBiasParameters);\r\n\r\n // SSS Options.\r\n this._sssParameters.set(this._sssSamples, this._sssStride, this._sssMaxDist, this._sssThickness);\r\n this._outputTexture.setVector4(\"sssParameters\", this._sssParameters);\r\n this._opacityParameters.set(this._voxelShadowOpacity, this._ssShadowOpacity, 0.0, 0.0);\r\n this._outputTexture.setVector4(\"shadowOpacity\", this._opacityParameters);\r\n this._outputTexture.setTexture(\"voxelGridSampler\", voxelGrid);\r\n this._outputTexture.setTexture(\"blueNoiseSampler\", this._renderPipeline._getNoiseTexture());\r\n const cdfGenerator = this._scene.iblCdfGenerator;\r\n if (!cdfGenerator) {\r\n Logger.Warn(\"IBLShadowsVoxelTracingPass: Can't bind for render because iblCdfGenerator is not enabled.\");\r\n return false;\r\n }\r\n this._outputTexture.setTexture(\"icdfSampler\", cdfGenerator.getIcdfTexture());\r\n if (this._coloredShadows && this._scene.environmentTexture) {\r\n this._outputTexture.setTexture(\"iblSampler\", this._scene.environmentTexture);\r\n }\r\n\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n if (!geometryBufferRenderer) {\r\n Logger.Warn(\"IBLShadowsVoxelTracingPass: Can't bind for render because GeometryBufferRenderer is not enabled.\");\r\n return false;\r\n }\r\n const depthIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"depthSampler\", geometryBufferRenderer.getGBuffer().textures[depthIndex]);\r\n const wnormalIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"worldNormalSampler\", geometryBufferRenderer.getGBuffer().textures[wnormalIndex]);\r\n return true;\r\n }\r\n\r\n private _render() {\r\n if (this.enabled && this._outputTexture.isReady() && this._outputTexture.getEffect()?.isReady()) {\r\n if (this._setBindings(this._scene.activeCamera!)) {\r\n this._outputTexture.render();\r\n }\r\n }\r\n }\r\n\r\n private _renderWhenGBufferReady: Nullable<(eventData: number, eventState: EventState) => void> = null;\r\n\r\n /**\r\n * Called by render pipeline when canvas resized.\r\n * @param scaleFactor The factor by which to scale the canvas size.\r\n */\r\n public resize(scaleFactor: number = 1.0) {\r\n const newSize = {\r\n width: Math.max(1.0, Math.floor(this._engine.getRenderWidth() * scaleFactor)),\r\n height: Math.max(1.0, Math.floor(this._engine.getRenderHeight() * scaleFactor)),\r\n };\r\n // Don't resize if the size is the same as the current size.\r\n if (this._outputTexture.getSize().width === newSize.width && this._outputTexture.getSize().height === newSize.height) {\r\n return;\r\n }\r\n this._outputTexture.resize(newSize, false);\r\n }\r\n\r\n /**\r\n * Checks if the pass is ready\r\n * @returns true if the pass is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._outputTexture.isReady() &&\r\n !(this._debugPassPP && !this._debugPassPP.isReady()) &&\r\n this._scene.iblCdfGenerator &&\r\n this._scene.iblCdfGenerator.getIcdfTexture().isReady() &&\r\n this._renderPipeline._getVoxelGridTexture().isReady()\r\n );\r\n }\r\n\r\n /**\r\n * Disposes the associated resources\r\n */\r\n public dispose() {\r\n if (this._scene.geometryBufferRenderer && this._renderWhenGBufferReady) {\r\n const gBuffer = this._scene.geometryBufferRenderer.getGBuffer();\r\n gBuffer.onAfterRenderObservable.removeCallback(this._renderWhenGBufferReady);\r\n }\r\n this._outputTexture.dispose();\r\n if (this._debugPassPP) {\r\n this._debugPassPP.dispose();\r\n }\r\n }\r\n}\r\n"]}
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+
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{ Constants } from \"../../Engines/constants\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector4 } from \"../../Maths/math.vector\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport type { IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { GeometryBufferRenderer } from \"../../Rendering/geometryBufferRenderer\";\r\nimport { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { CubeTexture } from \"../../Materials/Textures/cubeTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { EventState } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n/**\r\n * Build cdf maps for IBL importance sampling during IBL shadow computation.\r\n * This should not be instantiated directly, as it is part of a scene component\r\n * @internal\r\n */\r\nexport class _IblShadowsVoxelTracingPass {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _renderPipeline: IblShadowsRenderPipeline;\r\n private _voxelShadowOpacity: number = 1.0;\r\n /**\r\n * The opacity of the shadow cast from the voxel grid\r\n */\r\n public get voxelShadowOpacity(): number {\r\n return this._voxelShadowOpacity;\r\n }\r\n /**\r\n * The opacity of the shadow cast from the voxel grid\r\n */\r\n public set voxelShadowOpacity(value: number) {\r\n this._voxelShadowOpacity = value;\r\n }\r\n private _sssSamples: number = 16;\r\n private _sssStride: number = 8;\r\n private _sssMaxDist: number = 0.05;\r\n private _sssThickness: number = 0.5;\r\n\r\n private _ssShadowOpacity: number = 1.0;\r\n /**\r\n * The opacity of the screen-space shadow\r\n */\r\n public get ssShadowOpacity(): number {\r\n return this._ssShadowOpacity;\r\n }\r\n /**\r\n * The opacity of the screen-space shadow\r\n */\r\n public set ssShadowOpacity(value: number) {\r\n this._ssShadowOpacity = value;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public get sssSamples(): number {\r\n return this._sssSamples;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public set sssSamples(value: number) {\r\n this._sssSamples = value;\r\n }\r\n\r\n /**\r\n * The stride used in the screen space shadow pass. This controls the distance between samples.\r\n */\r\n public get sssStride(): number {\r\n return this._sssStride;\r\n }\r\n\r\n /**\r\n * The stride used in the screen space shadow pass. This controls the distance between samples.\r\n */\r\n public set sssStride(value: number) {\r\n this._sssStride = value;\r\n }\r\n\r\n /**\r\n * The maximum distance that the screen-space shadow will be able to occlude.\r\n */\r\n public get sssMaxDist(): number {\r\n return this._sssMaxDist;\r\n }\r\n\r\n /**\r\n * The maximum distance that the screen-space shadow will be able to occlude.\r\n */\r\n public set sssMaxDist(value: number) {\r\n this._sssMaxDist = value;\r\n }\r\n\r\n /**\r\n * The thickness of the screen-space shadow\r\n */\r\n public get sssThickness(): number {\r\n return this._sssThickness;\r\n }\r\n\r\n /**\r\n * The thickness of the screen-space shadow\r\n */\r\n public set sssThickness(value: number) {\r\n this._sssThickness = value;\r\n }\r\n\r\n private _outputTexture: ProceduralTexture;\r\n private _cameraInvView: Matrix = Matrix.Identity();\r\n private _cameraInvProj: Matrix = Matrix.Identity();\r\n private _invWorldScaleMatrix: Matrix = Matrix.Identity();\r\n private _frameId: number = 0;\r\n private _sampleDirections: number = 4;\r\n private _shadowParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _sssParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _opacityParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _voxelBiasParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _voxelNormalBias: number = 1.4;\r\n /**\r\n * The bias to apply to the voxel sampling in the direction of the surface normal of the geometry.\r\n */\r\n public get voxelNormalBias(): number {\r\n return this._voxelNormalBias;\r\n }\r\n public set voxelNormalBias(value: number) {\r\n this._voxelNormalBias = value;\r\n }\r\n\r\n private _voxelDirectionBias: number = 1.75;\r\n /**\r\n * The bias to apply to the voxel sampling in the direction of the light.\r\n */\r\n public get voxelDirectionBias(): number {\r\n return this._voxelDirectionBias;\r\n }\r\n public set voxelDirectionBias(value: number) {\r\n this._voxelDirectionBias = value;\r\n }\r\n\r\n /**\r\n * Is the effect enabled\r\n */\r\n public enabled: boolean = true;\r\n\r\n /**\r\n * The number of directions to sample for the voxel tracing.\r\n */\r\n public get sampleDirections(): number {\r\n return this._sampleDirections;\r\n }\r\n\r\n /**\r\n * The number of directions to sample for the voxel tracing.\r\n */\r\n public set sampleDirections(value: number) {\r\n this._sampleDirections = value;\r\n }\r\n\r\n /**\r\n * The current rotation of the environment map, in radians.\r\n */\r\n public get envRotation(): number {\r\n return this._envRotation;\r\n }\r\n\r\n /**\r\n * The current rotation of the environment map, in radians.\r\n */\r\n public set envRotation(value: number) {\r\n this._envRotation = value;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n\r\n /**\r\n * Returns the output texture of the pass.\r\n * @returns The output texture.\r\n */\r\n public getOutputTexture(): ProceduralTexture {\r\n return this._outputTexture;\r\n }\r\n\r\n /**\r\n * Gets the debug pass post process. This will create the resources for the pass\r\n * if they don't already exist.\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPassPP) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPassPP;\r\n }\r\n\r\n private _debugPassName: string = \"Voxel Tracing Debug Pass\";\r\n\r\n /**\r\n * The name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /** The default rotation of the environment map will align the shadows with the default lighting orientation */\r\n private _envRotation: number = 0.0;\r\n\r\n /**\r\n * Set the matrix to use for scaling the world space to voxel space\r\n * @param matrix The matrix to use for scaling the world space to voxel space\r\n */\r\n public setWorldScaleMatrix(matrix: Matrix) {\r\n this._invWorldScaleMatrix = matrix;\r\n }\r\n\r\n /**\r\n * Render the shadows in color rather than black and white.\r\n * This is slightly more expensive than black and white shadows but can be much\r\n * more accurate when the strongest lights in the IBL are non-white.\r\n */\r\n public set coloredShadows(value: boolean) {\r\n this._coloredShadows = value;\r\n }\r\n public get coloredShadows(): boolean {\r\n return this._coloredShadows;\r\n }\r\n private _coloredShadows: boolean = false;\r\n\r\n private _debugVoxelMarchEnabled: boolean = false;\r\n private _debugPassPP: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n if (!this._debugPassPP) {\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"debugSampler\"],\r\n engine: this._engine,\r\n reusable: true,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPassPP = new PostProcess(this.debugPassName, \"iblShadowDebug\", debugOptions);\r\n this._debugPassPP.autoClear = false;\r\n this._debugPassPP.onApplyObservable.add((effect) => {\r\n // update the caustic texture with what we just rendered.\r\n effect.setTexture(\"debugSampler\", this._outputTexture);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates the shadow voxel-tracing pass\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The IBL shadows render pipeline\r\n * @returns The shadow voxel-tracing pass\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._renderPipeline = iblShadowsRenderPipeline;\r\n this._createTextures();\r\n }\r\n\r\n private _createTextures() {\r\n const defines = this._createDefines();\r\n const isWebGPU = this._engine.isWebGPU;\r\n const textureOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblShadowVoxelTracing.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblShadowVoxelTracing.fragment\")]);\r\n }\r\n },\r\n };\r\n this._outputTexture = new ProceduralTexture(\r\n \"voxelTracingPass\",\r\n {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n },\r\n \"iblShadowVoxelTracing\",\r\n this._scene,\r\n textureOptions\r\n );\r\n this._outputTexture.refreshRate = -1;\r\n this._outputTexture.autoClear = false;\r\n this._outputTexture.defines = defines;\r\n // Need to set all the textures first so that the effect gets created with the proper uniforms.\r\n this._setBindings(this._scene.activeCamera!);\r\n this._renderWhenGBufferReady = this._render.bind(this);\r\n // Don't start rendering until the first vozelization is done.\r\n this._renderPipeline.onVoxelizationCompleteObservable.addOnce(() => {\r\n if (this._scene.geometryBufferRenderer) {\r\n this._scene.geometryBufferRenderer.getGBuffer().onAfterRenderObservable.add(this._renderWhenGBufferReady);\r\n }\r\n });\r\n }\r\n\r\n private _createDefines(): string {\r\n let defines = \"\";\r\n if (this._scene.useRightHandedSystem) {\r\n defines += \"#define RIGHT_HANDED\\n\";\r\n }\r\n if (this._debugVoxelMarchEnabled) {\r\n defines += \"#define VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION 1u\\n\";\r\n }\r\n if (this._coloredShadows) {\r\n defines += \"#define COLOR_SHADOWS 1u\\n\";\r\n }\r\n return defines;\r\n }\r\n\r\n private _setBindings(camera: Camera): boolean {\r\n this._outputTexture.defines = this._createDefines();\r\n this._outputTexture.setMatrix(\"viewMtx\", camera.getViewMatrix());\r\n this._outputTexture.setMatrix(\"projMtx\", camera.getProjectionMatrix());\r\n camera.getProjectionMatrix().invertToRef(this._cameraInvProj);\r\n camera.getViewMatrix().invertToRef(this._cameraInvView);\r\n this._outputTexture.setMatrix(\"invProjMtx\", this._cameraInvProj);\r\n this._outputTexture.setMatrix(\"invViewMtx\", this._cameraInvView);\r\n this._outputTexture.setMatrix(\"wsNormalizationMtx\", this._invWorldScaleMatrix);\r\n\r\n this._frameId++;\r\n\r\n let rotation = 0.0;\r\n if (this._scene.environmentTexture) {\r\n rotation = (this._scene.environmentTexture as CubeTexture).rotationY ?? 0;\r\n }\r\n rotation = this._scene.useRightHandedSystem ? -(rotation + 0.5 * Math.PI) : rotation - 0.5 * Math.PI;\r\n rotation = rotation % (2.0 * Math.PI);\r\n this._shadowParameters.set(this._sampleDirections, this._frameId, 1.0, rotation);\r\n this._outputTexture.setVector4(\"shadowParameters\", this._shadowParameters);\r\n const voxelGrid = this._renderPipeline._getVoxelGridTexture();\r\n const highestMip = Math.floor(Math.log2(voxelGrid.getSize().width));\r\n this._voxelBiasParameters.set(this._voxelNormalBias, this._voxelDirectionBias, highestMip, 0.0);\r\n this._outputTexture.setVector4(\"voxelBiasParameters\", this._voxelBiasParameters);\r\n\r\n // SSS Options.\r\n this._sssParameters.set(this._sssSamples, this._sssStride, this._sssMaxDist, this._sssThickness);\r\n this._outputTexture.setVector4(\"sssParameters\", this._sssParameters);\r\n this._opacityParameters.set(this._voxelShadowOpacity, this._ssShadowOpacity, 0.0, 0.0);\r\n this._outputTexture.setVector4(\"shadowOpacity\", this._opacityParameters);\r\n this._outputTexture.setTexture(\"voxelGridSampler\", voxelGrid);\r\n this._outputTexture.setTexture(\"blueNoiseSampler\", this._renderPipeline._getNoiseTexture());\r\n const cdfGenerator = this._scene.iblCdfGenerator;\r\n if (!cdfGenerator) {\r\n Logger.Warn(\"IBLShadowsVoxelTracingPass: Can't bind for render because iblCdfGenerator is not enabled.\");\r\n return false;\r\n }\r\n this._outputTexture.setTexture(\"icdfSampler\", cdfGenerator.getIcdfTexture());\r\n if (this._coloredShadows && this._scene.environmentTexture) {\r\n this._outputTexture.setTexture(\"iblSampler\", this._scene.environmentTexture);\r\n }\r\n\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n if (!geometryBufferRenderer) {\r\n Logger.Warn(\"IBLShadowsVoxelTracingPass: Can't bind for render because GeometryBufferRenderer is not enabled.\");\r\n return false;\r\n }\r\n const depthIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"depthSampler\", geometryBufferRenderer.getGBuffer().textures[depthIndex]);\r\n const wnormalIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"worldNormalSampler\", geometryBufferRenderer.getGBuffer().textures[wnormalIndex]);\r\n return true;\r\n }\r\n\r\n private _render() {\r\n if (this.enabled && this._outputTexture.isReady() && this._outputTexture.getEffect()?.isReady()) {\r\n if (this._setBindings(this._scene.activeCamera!)) {\r\n this._outputTexture.render();\r\n }\r\n }\r\n }\r\n\r\n private _renderWhenGBufferReady: Nullable<(eventData: number, eventState: EventState) => void> = null;\r\n\r\n /**\r\n * Called by render pipeline when canvas resized.\r\n * @param scaleFactor The factor by which to scale the canvas size.\r\n */\r\n public resize(scaleFactor: number = 1.0) {\r\n const newSize = {\r\n width: Math.max(1.0, Math.floor(this._engine.getRenderWidth() * scaleFactor)),\r\n height: Math.max(1.0, Math.floor(this._engine.getRenderHeight() * scaleFactor)),\r\n };\r\n // Don't resize if the size is the same as the current size.\r\n if (this._outputTexture.getSize().width === newSize.width && this._outputTexture.getSize().height === newSize.height) {\r\n return;\r\n }\r\n this._outputTexture.resize(newSize, false);\r\n }\r\n\r\n /**\r\n * Checks if the pass is ready\r\n * @returns true if the pass is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._outputTexture.isReady() &&\r\n !(this._debugPassPP && !this._debugPassPP.isReady()) &&\r\n this._scene.iblCdfGenerator &&\r\n this._scene.iblCdfGenerator.getIcdfTexture().isReady() &&\r\n this._renderPipeline._getVoxelGridTexture().isReady()\r\n );\r\n }\r\n\r\n /**\r\n * Disposes the associated resources\r\n */\r\n public dispose() {\r\n if (this._scene.geometryBufferRenderer && this._renderWhenGBufferReady) {\r\n const gBuffer = this._scene.geometryBufferRenderer.getGBuffer();\r\n gBuffer.onAfterRenderObservable.removeCallback(this._renderWhenGBufferReady);\r\n }\r\n this._outputTexture.dispose();\r\n if (this._debugPassPP) {\r\n this._debugPassPP.dispose();\r\n }\r\n }\r\n}\r\n"]}
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@@ -90,6 +90,7 @@ export class EdgesRenderer {
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shader.disableDepthWrite = true;
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shader.backFaceCulling = false;
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shader.checkReadyOnEveryCall = scene.getEngine().isWebGPU;
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shader.doNotSerialize = true;
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scene._edgeRenderLineShader = shader;
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scene.onDisposeObservable.add(() => {
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scene._edgeRenderLineShader.dispose();
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@@ -1 +1 @@
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-
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type { Immutable, Nullable } from \"../types\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { LinesMesh, InstancedLinesMesh } from \"../Meshes/linesMesh\";\r\nimport type { Matrix } from \"../Maths/math.vector\";\r\nimport { Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Node } from \"../node\";\r\n\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal */\r\n _edgeRenderLineShader: Nullable<ShaderMaterial>;\r\n }\r\n}\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface AbstractMesh {\r\n /**\r\n * Gets the edgesRenderer associated with the mesh\r\n */\r\n edgesRenderer: Nullable<EdgesRenderer>;\r\n }\r\n}\r\nAbstractMesh.prototype.disableEdgesRendering = function (): AbstractMesh {\r\n if (this._edgesRenderer) {\r\n this._edgesRenderer.dispose();\r\n this._edgesRenderer = null;\r\n }\r\n return this;\r\n};\r\n\r\nAbstractMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, checkVerticesInsteadOfIndices = false, options?: IEdgesRendererOptions): AbstractMesh {\r\n this.disableEdgesRendering();\r\n this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices, true, options);\r\n return this;\r\n};\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"edgesRenderer\", {\r\n get: function (this: AbstractMesh) {\r\n return this._edgesRenderer;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\ndeclare module \"../Meshes/linesMesh\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface LinesMesh {\r\n /**\r\n * Enables the edge rendering mode on the mesh.\r\n * This mode makes the mesh edges visible\r\n * @param epsilon defines the maximal distance between two angles to detect a face\r\n * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces\r\n * @returns the currentAbstractMesh\r\n * @see https://www.babylonjs-playground.com/#19O9TU#0\r\n */\r\n enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;\r\n }\r\n}\r\nLinesMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, checkVerticesInsteadOfIndices = false): AbstractMesh {\r\n this.disableEdgesRendering();\r\n this._edgesRenderer = new LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);\r\n return this;\r\n};\r\n\r\ndeclare module \"../Meshes/linesMesh\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface InstancedLinesMesh {\r\n /**\r\n * Enables the edge rendering mode on the mesh.\r\n * This mode makes the mesh edges visible\r\n * @param epsilon defines the maximal distance between two angles to detect a face\r\n * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces\r\n * @returns the current InstancedLinesMesh\r\n * @see https://www.babylonjs-playground.com/#19O9TU#0\r\n */\r\n enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;\r\n }\r\n}\r\n\r\n// eslint-disable-next-line @typescript-eslint/no-unused-vars\r\nInstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, checkVerticesInsteadOfIndices = false): InstancedLinesMesh {\r\n LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);\r\n return this;\r\n};\r\n\r\n/**\r\n * FaceAdjacencies Helper class to generate edges\r\n */\r\nclass FaceAdjacencies {\r\n public edges: number[] = [];\r\n public p0: Vector3;\r\n public p1: Vector3;\r\n public p2: Vector3;\r\n public edgesConnectedCount = 0;\r\n}\r\n\r\n/**\r\n * Defines the minimum contract an Edges renderer should follow.\r\n */\r\nexport interface IEdgesRenderer extends IDisposable {\r\n /**\r\n * Gets or sets a boolean indicating if the edgesRenderer is active\r\n */\r\n isEnabled: boolean;\r\n\r\n /**\r\n * Renders the edges of the attached mesh,\r\n */\r\n render(): void;\r\n\r\n /**\r\n * Checks whether or not the edges renderer is ready to render.\r\n * @returns true if ready, otherwise false.\r\n */\r\n isReady(): boolean;\r\n\r\n /**\r\n * List of instances to render in case the source mesh has instances\r\n */\r\n customInstances: SmartArray<Matrix>;\r\n}\r\n\r\n/**\r\n * Defines the additional options of the edges renderer\r\n */\r\nexport interface IEdgesRendererOptions {\r\n /**\r\n * Gets or sets a boolean indicating that the alternate edge finder algorithm must be used\r\n * If not defined, the default value is true\r\n */\r\n useAlternateEdgeFinder?: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the vertex merger fast processing must be used.\r\n * If not defined, the default value is true.\r\n * You should normally leave it undefined (or set it to true), except if you see some artifacts in the edges rendering (can happen with complex geometries)\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n useFastVertexMerger?: boolean;\r\n\r\n /**\r\n * During edges processing, the vertices are merged if they are close enough: epsilonVertexMerge is the limit within which vertices are considered to be equal.\r\n * The default value is 1e-6\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n epsilonVertexMerge?: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that tessellation should be applied before finding the edges. You may need to activate this option if your geometry is a bit\r\n * unusual, like having a vertex of a triangle in-between two vertices of an edge of another triangle. It happens often when using CSG to construct meshes.\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n applyTessellation?: boolean;\r\n\r\n /**\r\n * The limit under which 3 vertices are considered to be aligned. 3 vertices PQR are considered aligned if distance(PQ) + distance(QR) - distance(PR) < epsilonVertexAligned\r\n * The default value is 1e-6\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n epsilonVertexAligned?: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that degenerated triangles should not be processed.\r\n * Degenerated triangles are triangles that have 2 or 3 vertices with the same coordinates\r\n */\r\n removeDegeneratedTriangles?: boolean;\r\n}\r\n\r\n/**\r\n * This class is used to generate edges of the mesh that could then easily be rendered in a scene.\r\n */\r\nexport class EdgesRenderer implements IEdgesRenderer {\r\n /**\r\n * Define the size of the edges with an orthographic camera\r\n */\r\n public edgesWidthScalerForOrthographic = 1000.0;\r\n\r\n /**\r\n * Define the size of the edges with a perspective camera\r\n */\r\n public edgesWidthScalerForPerspective = 50.0;\r\n\r\n protected _source: AbstractMesh;\r\n protected _linesPositions = new Array<number>();\r\n protected _linesNormals = new Array<number>();\r\n protected _linesIndices = new Array<number>();\r\n protected _epsilon: number;\r\n protected _indicesCount: number;\r\n protected _drawWrapper?: DrawWrapper;\r\n\r\n protected _lineShader: ShaderMaterial;\r\n protected _ib: DataBuffer;\r\n protected _buffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n protected _buffersForInstances: { [key: string]: Nullable<VertexBuffer> } = {};\r\n protected _checkVerticesInsteadOfIndices = false;\r\n protected _options: Nullable<IEdgesRendererOptions>;\r\n\r\n private _meshRebuildObserver: Nullable<Observer<AbstractMesh>>;\r\n private _meshDisposeObserver: Nullable<Observer<Node>>;\r\n\r\n /** Gets or sets a boolean indicating if the edgesRenderer is active */\r\n public isEnabled = true;\r\n\r\n /** Gets the vertices generated by the edge renderer */\r\n public get linesPositions(): Immutable<Array<number>> {\r\n return this._linesPositions;\r\n }\r\n\r\n /** Gets the normals generated by the edge renderer */\r\n public get linesNormals(): Immutable<Array<number>> {\r\n return this._linesNormals;\r\n }\r\n\r\n /** Gets the indices generated by the edge renderer */\r\n public get linesIndices(): Immutable<Array<number>> {\r\n return this._linesIndices;\r\n }\r\n\r\n /**\r\n * Gets or sets the shader used to draw the lines\r\n */\r\n public get lineShader(): ShaderMaterial {\r\n return this._lineShader;\r\n }\r\n\r\n public set lineShader(shader: ShaderMaterial) {\r\n this._lineShader = shader;\r\n }\r\n\r\n /**\r\n * List of instances to render in case the source mesh has instances\r\n */\r\n public customInstances = new SmartArray<Matrix>(32);\r\n\r\n private static _GetShader(scene: Scene, shaderLanguage: ShaderLanguage): ShaderMaterial {\r\n if (!scene._edgeRenderLineShader) {\r\n const shader = new ShaderMaterial(\r\n \"lineShader\",\r\n scene,\r\n \"line\",\r\n {\r\n attributes: [\"position\", \"normal\"],\r\n uniforms: [\"world\", \"viewProjection\", \"color\", \"width\", \"aspectRatio\"],\r\n uniformBuffers: [\"Scene\", \"Mesh\"],\r\n shaderLanguage: shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/line.vertex\"), import(\"../ShadersWGSL/line.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/line.vertex\"), import(\"../Shaders/line.fragment\")]);\r\n }\r\n },\r\n },\r\n false\r\n );\r\n\r\n shader.disableDepthWrite = true;\r\n shader.backFaceCulling = false;\r\n shader.checkReadyOnEveryCall = scene.getEngine().isWebGPU;\r\n\r\n scene._edgeRenderLineShader = shader;\r\n\r\n scene.onDisposeObservable.add(() => {\r\n scene._edgeRenderLineShader!.dispose();\r\n scene._edgeRenderLineShader = null;\r\n });\r\n }\r\n\r\n return scene._edgeRenderLineShader;\r\n }\r\n\r\n /** Shader language used*/\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.\r\n * Beware when you use this class with complex objects as the adjacencies computation can be really long\r\n * @param source Mesh used to create edges\r\n * @param epsilon sum of angles in adjacency to check for edge\r\n * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices. Note that this parameter is not used if options.useAlternateEdgeFinder = true\r\n * @param generateEdgesLines - should generate Lines or only prepare resources.\r\n * @param options The options to apply when generating the edges\r\n */\r\n constructor(source: AbstractMesh, epsilon = 0.95, checkVerticesInsteadOfIndices = false, generateEdgesLines = true, options?: IEdgesRendererOptions) {\r\n this._source = source;\r\n this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;\r\n this._options = options ?? null;\r\n\r\n this._epsilon = epsilon;\r\n const engine = this._source.getScene().getEngine();\r\n if (engine.isWebGPU) {\r\n this._drawWrapper = new DrawWrapper(engine);\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n this._prepareResources();\r\n if (generateEdgesLines) {\r\n if (options?.useAlternateEdgeFinder ?? true) {\r\n this._generateEdgesLinesAlternate();\r\n } else {\r\n this._generateEdgesLines();\r\n }\r\n }\r\n\r\n this._meshRebuildObserver = this._source.onRebuildObservable.add(() => {\r\n this._rebuild();\r\n });\r\n\r\n this._meshDisposeObserver = this._source.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n protected _prepareResources(): void {\r\n if (this._lineShader) {\r\n return;\r\n }\r\n\r\n this._lineShader = EdgesRenderer._GetShader(this._source.getScene(), this._shaderLanguage);\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n let buffer = this._buffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer._rebuild();\r\n }\r\n\r\n buffer = this._buffers[VertexBuffer.NormalKind];\r\n if (buffer) {\r\n buffer._rebuild();\r\n }\r\n\r\n const scene = this._source.getScene();\r\n const engine = scene.getEngine();\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n }\r\n\r\n /**\r\n * Releases the required resources for the edges renderer\r\n */\r\n public dispose(): void {\r\n this._source.onRebuildObservable.remove(this._meshRebuildObserver);\r\n this._source.onDisposeObservable.remove(this._meshDisposeObserver);\r\n\r\n let buffer = this._buffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._buffers[VertexBuffer.PositionKind] = null;\r\n }\r\n buffer = this._buffers[VertexBuffer.NormalKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._buffers[VertexBuffer.NormalKind] = null;\r\n }\r\n\r\n if (this._ib) {\r\n this._source.getScene().getEngine()._releaseBuffer(this._ib);\r\n }\r\n\r\n this._drawWrapper?.dispose();\r\n }\r\n\r\n protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number {\r\n if ((pa === p0 && pb === p1) || (pa === p1 && pb === p0)) {\r\n return 0;\r\n }\r\n\r\n if ((pa === p1 && pb === p2) || (pa === p2 && pb === p1)) {\r\n return 1;\r\n }\r\n\r\n if ((pa === p2 && pb === p0) || (pa === p0 && pb === p2)) {\r\n return 2;\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number {\r\n const eps = 1e-10;\r\n if ((pa.equalsWithEpsilon(p0, eps) && pb.equalsWithEpsilon(p1, eps)) || (pa.equalsWithEpsilon(p1, eps) && pb.equalsWithEpsilon(p0, eps))) {\r\n return 0;\r\n }\r\n\r\n if ((pa.equalsWithEpsilon(p1, eps) && pb.equalsWithEpsilon(p2, eps)) || (pa.equalsWithEpsilon(p2, eps) && pb.equalsWithEpsilon(p1, eps))) {\r\n return 1;\r\n }\r\n\r\n if ((pa.equalsWithEpsilon(p2, eps) && pb.equalsWithEpsilon(p0, eps)) || (pa.equalsWithEpsilon(p0, eps) && pb.equalsWithEpsilon(p2, eps))) {\r\n return 2;\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n /**\r\n * Checks if the pair of p0 and p1 is en edge\r\n * @param faceIndex\r\n * @param edge\r\n * @param faceNormals\r\n * @param p0\r\n * @param p1\r\n * @private\r\n */\r\n protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void {\r\n let needToCreateLine;\r\n\r\n if (edge === undefined) {\r\n needToCreateLine = true;\r\n } else {\r\n const dotProduct = Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);\r\n\r\n needToCreateLine = dotProduct < this._epsilon;\r\n }\r\n\r\n if (needToCreateLine) {\r\n this.createLine(p0, p1, this._linesPositions.length / 3);\r\n }\r\n }\r\n\r\n /**\r\n * push line into the position, normal and index buffer\r\n * @param p0\r\n * @param p1\r\n * @param offset\r\n * @protected\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected createLine(p0: Vector3, p1: Vector3, offset: number) {\r\n // Positions\r\n this._linesPositions.push(p0.x, p0.y, p0.z, p0.x, p0.y, p0.z, p1.x, p1.y, p1.z, p1.x, p1.y, p1.z);\r\n\r\n // Normals\r\n this._linesNormals.push(p1.x, p1.y, p1.z, -1, p1.x, p1.y, p1.z, 1, p0.x, p0.y, p0.z, -1, p0.x, p0.y, p0.z, 1);\r\n\r\n // Indices\r\n this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);\r\n }\r\n\r\n /**\r\n * See https://playground.babylonjs.com/#R3JR6V#1 for a visual display of the algorithm\r\n * @param edgePoints\r\n * @param indexTriangle\r\n * @param indices\r\n * @param remapVertexIndices\r\n */\r\n private _tessellateTriangle(edgePoints: Array<Array<[number, number]>>, indexTriangle: number, indices: Array<number>, remapVertexIndices: Array<number>): void {\r\n const makePointList = (edgePoints: Array<[number, number]>, pointIndices: Array<number>, firstIndex: number) => {\r\n if (firstIndex >= 0) {\r\n pointIndices.push(firstIndex);\r\n }\r\n\r\n for (let i = 0; i < edgePoints.length; ++i) {\r\n pointIndices.push(edgePoints[i][0]);\r\n }\r\n };\r\n\r\n let startEdge = 0;\r\n\r\n if (edgePoints[1].length >= edgePoints[0].length && edgePoints[1].length >= edgePoints[2].length) {\r\n startEdge = 1;\r\n } else if (edgePoints[2].length >= edgePoints[0].length && edgePoints[2].length >= edgePoints[1].length) {\r\n startEdge = 2;\r\n }\r\n\r\n for (let e = 0; e < 3; ++e) {\r\n if (e === startEdge) {\r\n edgePoints[e].sort((a, b) => (a[1] < b[1] ? -1 : a[1] > b[1] ? 1 : 0));\r\n } else {\r\n edgePoints[e].sort((a, b) => (a[1] > b[1] ? -1 : a[1] < b[1] ? 1 : 0));\r\n }\r\n }\r\n\r\n const mainPointIndices: Array<number> = [],\r\n otherPointIndices: Array<number> = [];\r\n\r\n makePointList(edgePoints[startEdge], mainPointIndices, -1);\r\n\r\n const numMainPoints = mainPointIndices.length;\r\n\r\n for (let i = startEdge + 2; i >= startEdge + 1; --i) {\r\n makePointList(edgePoints[i % 3], otherPointIndices, i !== startEdge + 2 ? remapVertexIndices[indices[indexTriangle + ((i + 1) % 3)]] : -1);\r\n }\r\n\r\n const numOtherPoints = otherPointIndices.length;\r\n\r\n const idxMain = 0;\r\n const idxOther = 0;\r\n\r\n indices.push(remapVertexIndices[indices[indexTriangle + startEdge]], mainPointIndices[0], otherPointIndices[0]);\r\n indices.push(remapVertexIndices[indices[indexTriangle + ((startEdge + 1) % 3)]], otherPointIndices[numOtherPoints - 1], mainPointIndices[numMainPoints - 1]);\r\n\r\n const bucketIsMain = numMainPoints <= numOtherPoints;\r\n\r\n const bucketStep = bucketIsMain ? numMainPoints : numOtherPoints;\r\n const bucketLimit = bucketIsMain ? numOtherPoints : numMainPoints;\r\n const bucketIdxLimit = bucketIsMain ? numMainPoints - 1 : numOtherPoints - 1;\r\n const winding = bucketIsMain ? 0 : 1;\r\n\r\n let numTris = numMainPoints + numOtherPoints - 2;\r\n\r\n let bucketIdx = bucketIsMain ? idxMain : idxOther;\r\n let nbucketIdx = bucketIsMain ? idxOther : idxMain;\r\n const bucketPoints = bucketIsMain ? mainPointIndices : otherPointIndices;\r\n const nbucketPoints = bucketIsMain ? otherPointIndices : mainPointIndices;\r\n\r\n let bucket = 0;\r\n\r\n while (numTris-- > 0) {\r\n if (winding) {\r\n indices.push(bucketPoints[bucketIdx], nbucketPoints[nbucketIdx]);\r\n } else {\r\n indices.push(nbucketPoints[nbucketIdx], bucketPoints[bucketIdx]);\r\n }\r\n\r\n bucket += bucketStep;\r\n\r\n let lastIdx;\r\n\r\n if (bucket >= bucketLimit && bucketIdx < bucketIdxLimit) {\r\n lastIdx = bucketPoints[++bucketIdx];\r\n bucket -= bucketLimit;\r\n } else {\r\n lastIdx = nbucketPoints[++nbucketIdx];\r\n }\r\n\r\n indices.push(lastIdx);\r\n }\r\n\r\n indices[indexTriangle + 0] = indices[indices.length - 3];\r\n indices[indexTriangle + 1] = indices[indices.length - 2];\r\n indices[indexTriangle + 2] = indices[indices.length - 1];\r\n\r\n indices.length = indices.length - 3;\r\n }\r\n\r\n private _generateEdgesLinesAlternate(): void {\r\n const positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n let indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n if (!Array.isArray(indices)) {\r\n indices = Array.from(indices);\r\n }\r\n\r\n /**\r\n * Find all vertices that are at the same location (with an epsilon) and remapp them on the same vertex\r\n */\r\n const useFastVertexMerger = this._options?.useFastVertexMerger ?? true;\r\n const epsVertexMerge = useFastVertexMerger ? Math.round(-Math.log(this._options?.epsilonVertexMerge ?? 1e-6) / Math.log(10)) : (this._options?.epsilonVertexMerge ?? 1e-6);\r\n const remapVertexIndices: Array<number> = [];\r\n const uniquePositions: Array<number> = []; // list of unique index of vertices - needed for tessellation\r\n\r\n if (useFastVertexMerger) {\r\n const mapVertices: { [key: string]: number } = {};\r\n for (let v1 = 0; v1 < positions.length; v1 += 3) {\r\n const x1 = positions[v1 + 0],\r\n y1 = positions[v1 + 1],\r\n z1 = positions[v1 + 2];\r\n\r\n const key = x1.toFixed(epsVertexMerge) + \"|\" + y1.toFixed(epsVertexMerge) + \"|\" + z1.toFixed(epsVertexMerge);\r\n\r\n if (mapVertices[key] !== undefined) {\r\n remapVertexIndices.push(mapVertices[key]);\r\n } else {\r\n const idx = v1 / 3;\r\n mapVertices[key] = idx;\r\n remapVertexIndices.push(idx);\r\n uniquePositions.push(idx);\r\n }\r\n }\r\n } else {\r\n for (let v1 = 0; v1 < positions.length; v1 += 3) {\r\n const x1 = positions[v1 + 0],\r\n y1 = positions[v1 + 1],\r\n z1 = positions[v1 + 2];\r\n let found = false;\r\n for (let v2 = 0; v2 < v1 && !found; v2 += 3) {\r\n const x2 = positions[v2 + 0],\r\n y2 = positions[v2 + 1],\r\n z2 = positions[v2 + 2];\r\n\r\n if (Math.abs(x1 - x2) < epsVertexMerge && Math.abs(y1 - y2) < epsVertexMerge && Math.abs(z1 - z2) < epsVertexMerge) {\r\n remapVertexIndices.push(v2 / 3);\r\n found = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!found) {\r\n remapVertexIndices.push(v1 / 3);\r\n uniquePositions.push(v1 / 3);\r\n }\r\n }\r\n }\r\n\r\n if (this._options?.applyTessellation) {\r\n /**\r\n * Tessellate triangles if necessary:\r\n *\r\n * A\r\n * +\r\n * |\\\r\n * | \\\r\n * | \\\r\n * E + \\\r\n * /| \\\r\n * / | \\\r\n * / | \\\r\n * +---+-------+ B\r\n * D C\r\n *\r\n * For the edges to be rendered correctly, the ABC triangle has to be split into ABE and BCE, else AC is considered to be an edge, whereas only AE should be.\r\n *\r\n * The tessellation process looks for the vertices like E that are in-between two other vertices making of an edge and create new triangles as necessary\r\n */\r\n\r\n // First step: collect the triangles to tessellate\r\n const epsVertexAligned = this._options?.epsilonVertexAligned ?? 1e-6;\r\n const mustTesselate: Array<{ index: number; edgesPoints: Array<Array<[number, number]>> }> = []; // liste of triangles that must be tessellated\r\n\r\n for (let index = 0; index < indices.length; index += 3) {\r\n // loop over all triangles\r\n let triangleToTessellate: { index: number; edgesPoints: Array<Array<[number, number]>> } | undefined;\r\n\r\n for (let i = 0; i < 3; ++i) {\r\n // loop over the 3 edges of the triangle\r\n const p0Index = remapVertexIndices[indices[index + i]];\r\n const p1Index = remapVertexIndices[indices[index + ((i + 1) % 3)]];\r\n const p2Index = remapVertexIndices[indices[index + ((i + 2) % 3)]];\r\n\r\n if (p0Index === p1Index) {\r\n continue;\r\n } // degenerated triangle - don't process\r\n\r\n const p0x = positions[p0Index * 3 + 0],\r\n p0y = positions[p0Index * 3 + 1],\r\n p0z = positions[p0Index * 3 + 2];\r\n const p1x = positions[p1Index * 3 + 0],\r\n p1y = positions[p1Index * 3 + 1],\r\n p1z = positions[p1Index * 3 + 2];\r\n\r\n const p0p1 = Math.sqrt((p1x - p0x) * (p1x - p0x) + (p1y - p0y) * (p1y - p0y) + (p1z - p0z) * (p1z - p0z));\r\n\r\n for (let v = 0; v < uniquePositions.length - 1; v++) {\r\n // loop over all (unique) vertices and look for the ones that would be in-between p0 and p1\r\n const vIndex = uniquePositions[v];\r\n\r\n if (vIndex === p0Index || vIndex === p1Index || vIndex === p2Index) {\r\n continue;\r\n } // don't handle the vertex if it is a vertex of the current triangle\r\n\r\n const x = positions[vIndex * 3 + 0],\r\n y = positions[vIndex * 3 + 1],\r\n z = positions[vIndex * 3 + 2];\r\n\r\n const p0p = Math.sqrt((x - p0x) * (x - p0x) + (y - p0y) * (y - p0y) + (z - p0z) * (z - p0z));\r\n const pp1 = Math.sqrt((x - p1x) * (x - p1x) + (y - p1y) * (y - p1y) + (z - p1z) * (z - p1z));\r\n\r\n if (Math.abs(p0p + pp1 - p0p1) < epsVertexAligned) {\r\n // vertices are aligned and p in-between p0 and p1 if distance(p0, p) + distance (p, p1) ~ distance(p0, p1)\r\n if (!triangleToTessellate) {\r\n triangleToTessellate = {\r\n index: index,\r\n edgesPoints: [[], [], []],\r\n };\r\n mustTesselate.push(triangleToTessellate);\r\n }\r\n triangleToTessellate.edgesPoints[i].push([vIndex, p0p]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Second step: tesselate the triangles\r\n for (let t = 0; t < mustTesselate.length; ++t) {\r\n const triangle = mustTesselate[t];\r\n\r\n this._tessellateTriangle(triangle.edgesPoints, triangle.index, indices, remapVertexIndices);\r\n }\r\n\r\n mustTesselate.length = 0;\r\n }\r\n\r\n /**\r\n * Collect the edges to render\r\n */\r\n const edges: { [key: string]: { normal: Vector3; done: boolean; index: number; i: number } } = {};\r\n\r\n for (let index = 0; index < indices.length; index += 3) {\r\n let faceNormal;\r\n for (let i = 0; i < 3; ++i) {\r\n let p0Index = remapVertexIndices[indices[index + i]];\r\n let p1Index = remapVertexIndices[indices[index + ((i + 1) % 3)]];\r\n const p2Index = remapVertexIndices[indices[index + ((i + 2) % 3)]];\r\n\r\n if (p0Index === p1Index || ((p0Index === p2Index || p1Index === p2Index) && this._options?.removeDegeneratedTriangles)) {\r\n continue;\r\n }\r\n\r\n TmpVectors.Vector3[0].copyFromFloats(positions[p0Index * 3 + 0], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n TmpVectors.Vector3[1].copyFromFloats(positions[p1Index * 3 + 0], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n TmpVectors.Vector3[2].copyFromFloats(positions[p2Index * 3 + 0], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);\r\n\r\n if (!faceNormal) {\r\n TmpVectors.Vector3[1].subtractToRef(TmpVectors.Vector3[0], TmpVectors.Vector3[3]);\r\n TmpVectors.Vector3[2].subtractToRef(TmpVectors.Vector3[1], TmpVectors.Vector3[4]);\r\n faceNormal = Vector3.Cross(TmpVectors.Vector3[3], TmpVectors.Vector3[4]);\r\n faceNormal.normalize();\r\n }\r\n\r\n if (p0Index > p1Index) {\r\n const tmp = p0Index;\r\n p0Index = p1Index;\r\n p1Index = tmp;\r\n }\r\n\r\n const key = p0Index + \"_\" + p1Index;\r\n const ei = edges[key];\r\n\r\n if (ei) {\r\n if (!ei.done) {\r\n const dotProduct = Vector3.Dot(faceNormal, ei.normal);\r\n\r\n if (dotProduct < this._epsilon) {\r\n this.createLine(TmpVectors.Vector3[0], TmpVectors.Vector3[1], this._linesPositions.length / 3);\r\n }\r\n\r\n ei.done = true;\r\n }\r\n } else {\r\n edges[key] = { normal: faceNormal, done: false, index: index, i: i };\r\n }\r\n }\r\n }\r\n\r\n for (const key in edges) {\r\n const ei = edges[key];\r\n if (!ei.done) {\r\n // Orphaned edge - we must display it\r\n const p0Index = remapVertexIndices[indices[ei.index + ei.i]];\r\n const p1Index = remapVertexIndices[indices[ei.index + ((ei.i + 1) % 3)]];\r\n\r\n TmpVectors.Vector3[0].copyFromFloats(positions[p0Index * 3 + 0], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n TmpVectors.Vector3[1].copyFromFloats(positions[p1Index * 3 + 0], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n\r\n this.createLine(TmpVectors.Vector3[0], TmpVectors.Vector3[1], this._linesPositions.length / 3);\r\n }\r\n }\r\n\r\n /**\r\n * Merge into a single mesh\r\n */\r\n const engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._buffersForInstances[VertexBuffer.PositionKind] = this._buffers[VertexBuffer.PositionKind];\r\n this._buffersForInstances[VertexBuffer.NormalKind] = this._buffers[VertexBuffer.NormalKind];\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n\r\n /**\r\n * Generates lines edges from adjacencjes\r\n * @private\r\n */\r\n _generateEdgesLines(): void {\r\n const positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n // First let's find adjacencies\r\n const adjacencies: FaceAdjacencies[] = [];\r\n const faceNormals: Vector3[] = [];\r\n let index: number;\r\n let faceAdjacencies: FaceAdjacencies;\r\n\r\n // Prepare faces\r\n for (index = 0; index < indices.length; index += 3) {\r\n faceAdjacencies = new FaceAdjacencies();\r\n const p0Index = indices[index];\r\n const p1Index = indices[index + 1];\r\n const p2Index = indices[index + 2];\r\n\r\n faceAdjacencies.p0 = new Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n faceAdjacencies.p1 = new Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n faceAdjacencies.p2 = new Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);\r\n const faceNormal = Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));\r\n\r\n faceNormal.normalize();\r\n\r\n faceNormals.push(faceNormal);\r\n adjacencies.push(faceAdjacencies);\r\n }\r\n\r\n // Scan\r\n for (index = 0; index < adjacencies.length; index++) {\r\n faceAdjacencies = adjacencies[index];\r\n\r\n for (let otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {\r\n const otherFaceAdjacencies = adjacencies[otherIndex];\r\n\r\n if (faceAdjacencies.edgesConnectedCount === 3) {\r\n // Full\r\n break;\r\n }\r\n\r\n if (otherFaceAdjacencies.edgesConnectedCount === 3) {\r\n // Full\r\n continue;\r\n }\r\n\r\n const otherP0 = indices[otherIndex * 3];\r\n const otherP1 = indices[otherIndex * 3 + 1];\r\n const otherP2 = indices[otherIndex * 3 + 2];\r\n\r\n for (let edgeIndex = 0; edgeIndex < 3; edgeIndex++) {\r\n let otherEdgeIndex: number = 0;\r\n\r\n if (faceAdjacencies.edges[edgeIndex] !== undefined) {\r\n continue;\r\n }\r\n\r\n switch (edgeIndex) {\r\n case 0:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(\r\n faceAdjacencies.p0,\r\n faceAdjacencies.p1,\r\n otherFaceAdjacencies.p0,\r\n otherFaceAdjacencies.p1,\r\n otherFaceAdjacencies.p2\r\n );\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n case 1:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(\r\n faceAdjacencies.p1,\r\n faceAdjacencies.p2,\r\n otherFaceAdjacencies.p0,\r\n otherFaceAdjacencies.p1,\r\n otherFaceAdjacencies.p2\r\n );\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n case 2:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(\r\n faceAdjacencies.p2,\r\n faceAdjacencies.p0,\r\n otherFaceAdjacencies.p0,\r\n otherFaceAdjacencies.p1,\r\n otherFaceAdjacencies.p2\r\n );\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n }\r\n\r\n if (otherEdgeIndex === -1) {\r\n continue;\r\n }\r\n\r\n faceAdjacencies.edges[edgeIndex] = otherIndex;\r\n otherFaceAdjacencies.edges[otherEdgeIndex] = index;\r\n\r\n faceAdjacencies.edgesConnectedCount++;\r\n otherFaceAdjacencies.edgesConnectedCount++;\r\n\r\n if (faceAdjacencies.edgesConnectedCount === 3) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Create lines\r\n for (index = 0; index < adjacencies.length; index++) {\r\n // We need a line when a face has no adjacency on a specific edge or if all the adjacencies has an angle greater than epsilon\r\n const current = adjacencies[index];\r\n\r\n this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);\r\n this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);\r\n this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);\r\n }\r\n\r\n // Merge into a single mesh\r\n const engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._buffersForInstances[VertexBuffer.PositionKind] = this._buffers[VertexBuffer.PositionKind];\r\n this._buffersForInstances[VertexBuffer.NormalKind] = this._buffers[VertexBuffer.NormalKind];\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n\r\n /**\r\n * Checks whether or not the edges renderer is ready to render.\r\n * @returns true if ready, otherwise false.\r\n */\r\n public isReady(): boolean {\r\n return this._lineShader.isReady(this._source, (this._source.hasInstances && this.customInstances.length > 0) || this._source.hasThinInstances);\r\n }\r\n\r\n /**\r\n * Renders the edges of the attached mesh,\r\n */\r\n public render(): void {\r\n const scene = this._source.getScene();\r\n const floatingOriginOffset = scene.floatingOriginOffset;\r\n\r\n const currentDrawWrapper = this._lineShader._getDrawWrapper();\r\n if (this._drawWrapper) {\r\n this._lineShader._setDrawWrapper(this._drawWrapper);\r\n }\r\n\r\n if (!this.isReady() || !scene.activeCamera) {\r\n this._lineShader._setDrawWrapper(currentDrawWrapper);\r\n return;\r\n }\r\n\r\n const hasInstances = this._source.hasInstances && this.customInstances.length > 0;\r\n const useBuffersWithInstances = hasInstances || this._source.hasThinInstances;\r\n\r\n let instanceCount = 0;\r\n\r\n if (useBuffersWithInstances) {\r\n this._buffersForInstances[\"world0\"] = (this._source as Mesh).getVertexBuffer(\"world0\");\r\n this._buffersForInstances[\"world1\"] = (this._source as Mesh).getVertexBuffer(\"world1\");\r\n this._buffersForInstances[\"world2\"] = (this._source as Mesh).getVertexBuffer(\"world2\");\r\n this._buffersForInstances[\"world3\"] = (this._source as Mesh).getVertexBuffer(\"world3\");\r\n\r\n if (hasInstances) {\r\n const instanceStorage = (this._source as Mesh)._getInstanceDataStorage();\r\n const isFrozen = (this._source as Mesh)._instanceDataStorage.isFrozen;\r\n\r\n instanceCount = this.customInstances.length;\r\n\r\n if (!instanceStorage.instancesData) {\r\n if (!this._source.getScene()._activeMeshesFrozen) {\r\n this.customInstances.reset();\r\n }\r\n return;\r\n }\r\n\r\n if (!isFrozen) {\r\n let offset = 0;\r\n\r\n for (let i = 0; i < instanceCount; ++i) {\r\n this.customInstances.data[i].copyToArray(instanceStorage.instancesData, offset);\r\n instanceStorage.instancesData[offset + 12] -= floatingOriginOffset.x;\r\n instanceStorage.instancesData[offset + 13] -= floatingOriginOffset.y;\r\n instanceStorage.instancesData[offset + 14] -= floatingOriginOffset.z;\r\n offset += 16;\r\n }\r\n\r\n instanceStorage.instancesBuffer!.updateDirectly(instanceStorage.instancesData, 0, instanceCount);\r\n }\r\n } else {\r\n instanceCount = (this._source as Mesh).thinInstanceCount;\r\n }\r\n }\r\n\r\n const engine = scene.getEngine();\r\n this._lineShader._preBind();\r\n\r\n if (this._source.edgesColor.a !== 1) {\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n } else {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // VBOs\r\n engine.bindBuffers(useBuffersWithInstances ? this._buffersForInstances : this._buffers, this._ib, this._lineShader.getEffect());\r\n\r\n scene.resetCachedMaterial();\r\n this._lineShader.setColor4(\"color\", this._source.edgesColor);\r\n\r\n if (scene.activeCamera.mode === Camera.ORTHOGRAPHIC_CAMERA) {\r\n this._lineShader.setFloat(\"width\", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);\r\n } else {\r\n this._lineShader.setFloat(\"width\", this._source.edgesWidth / this.edgesWidthScalerForPerspective);\r\n }\r\n\r\n this._lineShader.setFloat(\"aspectRatio\", engine.getAspectRatio(scene.activeCamera));\r\n this._lineShader.bind(this._source.getWorldMatrix(), this._source);\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, this._indicesCount, instanceCount);\r\n this._lineShader.unbind();\r\n\r\n if (useBuffersWithInstances) {\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n if (!this._source.getScene()._activeMeshesFrozen) {\r\n this.customInstances.reset();\r\n }\r\n\r\n this._lineShader._setDrawWrapper(currentDrawWrapper);\r\n }\r\n}\r\n\r\n/**\r\n * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation\r\n */\r\nexport class LineEdgesRenderer extends EdgesRenderer {\r\n /**\r\n * This constructor turns off auto generating edges line in Edges Renderer to make it here.\r\n * @param source LineMesh used to generate edges\r\n * @param epsilon not important (specified angle for edge detection)\r\n * @param checkVerticesInsteadOfIndices not important for LineMesh\r\n */\r\n constructor(source: AbstractMesh, epsilon = 0.95, checkVerticesInsteadOfIndices = false) {\r\n super(source, epsilon, checkVerticesInsteadOfIndices, false);\r\n this._generateEdgesLines();\r\n }\r\n\r\n /**\r\n * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.\r\n */\r\n override _generateEdgesLines(): void {\r\n const positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n const p0 = TmpVectors.Vector3[0];\r\n const p1 = TmpVectors.Vector3[1];\r\n const len = indices.length - 1;\r\n for (let i = 0, offset = 0; i < len; i += 2, offset += 4) {\r\n Vector3.FromArrayToRef(positions, 3 * indices[i], p0);\r\n Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);\r\n this.createLine(p0, p1, offset);\r\n }\r\n\r\n // Merge into a single mesh\r\n const engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n}\r\n"]}
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+
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type { Immutable, Nullable } from \"../types\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { LinesMesh, InstancedLinesMesh } from \"../Meshes/linesMesh\";\r\nimport type { Matrix } from \"../Maths/math.vector\";\r\nimport { Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Node } from \"../node\";\r\n\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal */\r\n _edgeRenderLineShader: Nullable<ShaderMaterial>;\r\n }\r\n}\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface AbstractMesh {\r\n /**\r\n * Gets the edgesRenderer associated with the mesh\r\n */\r\n edgesRenderer: Nullable<EdgesRenderer>;\r\n }\r\n}\r\nAbstractMesh.prototype.disableEdgesRendering = function (): AbstractMesh {\r\n if (this._edgesRenderer) {\r\n this._edgesRenderer.dispose();\r\n this._edgesRenderer = null;\r\n }\r\n return this;\r\n};\r\n\r\nAbstractMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, checkVerticesInsteadOfIndices = false, options?: IEdgesRendererOptions): AbstractMesh {\r\n this.disableEdgesRendering();\r\n this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices, true, options);\r\n return this;\r\n};\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"edgesRenderer\", {\r\n get: function (this: AbstractMesh) {\r\n return this._edgesRenderer;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\ndeclare module \"../Meshes/linesMesh\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface LinesMesh {\r\n /**\r\n * Enables the edge rendering mode on the mesh.\r\n * This mode makes the mesh edges visible\r\n * @param epsilon defines the maximal distance between two angles to detect a face\r\n * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces\r\n * @returns the currentAbstractMesh\r\n * @see https://www.babylonjs-playground.com/#19O9TU#0\r\n */\r\n enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;\r\n }\r\n}\r\nLinesMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, checkVerticesInsteadOfIndices = false): AbstractMesh {\r\n this.disableEdgesRendering();\r\n this._edgesRenderer = new LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);\r\n return this;\r\n};\r\n\r\ndeclare module \"../Meshes/linesMesh\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface InstancedLinesMesh {\r\n /**\r\n * Enables the edge rendering mode on the mesh.\r\n * This mode makes the mesh edges visible\r\n * @param epsilon defines the maximal distance between two angles to detect a face\r\n * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces\r\n * @returns the current InstancedLinesMesh\r\n * @see https://www.babylonjs-playground.com/#19O9TU#0\r\n */\r\n enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;\r\n }\r\n}\r\n\r\n// eslint-disable-next-line @typescript-eslint/no-unused-vars\r\nInstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon = 0.95, checkVerticesInsteadOfIndices = false): InstancedLinesMesh {\r\n LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);\r\n return this;\r\n};\r\n\r\n/**\r\n * FaceAdjacencies Helper class to generate edges\r\n */\r\nclass FaceAdjacencies {\r\n public edges: number[] = [];\r\n public p0: Vector3;\r\n public p1: Vector3;\r\n public p2: Vector3;\r\n public edgesConnectedCount = 0;\r\n}\r\n\r\n/**\r\n * Defines the minimum contract an Edges renderer should follow.\r\n */\r\nexport interface IEdgesRenderer extends IDisposable {\r\n /**\r\n * Gets or sets a boolean indicating if the edgesRenderer is active\r\n */\r\n isEnabled: boolean;\r\n\r\n /**\r\n * Renders the edges of the attached mesh,\r\n */\r\n render(): void;\r\n\r\n /**\r\n * Checks whether or not the edges renderer is ready to render.\r\n * @returns true if ready, otherwise false.\r\n */\r\n isReady(): boolean;\r\n\r\n /**\r\n * List of instances to render in case the source mesh has instances\r\n */\r\n customInstances: SmartArray<Matrix>;\r\n}\r\n\r\n/**\r\n * Defines the additional options of the edges renderer\r\n */\r\nexport interface IEdgesRendererOptions {\r\n /**\r\n * Gets or sets a boolean indicating that the alternate edge finder algorithm must be used\r\n * If not defined, the default value is true\r\n */\r\n useAlternateEdgeFinder?: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the vertex merger fast processing must be used.\r\n * If not defined, the default value is true.\r\n * You should normally leave it undefined (or set it to true), except if you see some artifacts in the edges rendering (can happen with complex geometries)\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n useFastVertexMerger?: boolean;\r\n\r\n /**\r\n * During edges processing, the vertices are merged if they are close enough: epsilonVertexMerge is the limit within which vertices are considered to be equal.\r\n * The default value is 1e-6\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n epsilonVertexMerge?: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that tessellation should be applied before finding the edges. You may need to activate this option if your geometry is a bit\r\n * unusual, like having a vertex of a triangle in-between two vertices of an edge of another triangle. It happens often when using CSG to construct meshes.\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n applyTessellation?: boolean;\r\n\r\n /**\r\n * The limit under which 3 vertices are considered to be aligned. 3 vertices PQR are considered aligned if distance(PQ) + distance(QR) - distance(PR) < epsilonVertexAligned\r\n * The default value is 1e-6\r\n * This option is used only if useAlternateEdgeFinder = true\r\n */\r\n epsilonVertexAligned?: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that degenerated triangles should not be processed.\r\n * Degenerated triangles are triangles that have 2 or 3 vertices with the same coordinates\r\n */\r\n removeDegeneratedTriangles?: boolean;\r\n}\r\n\r\n/**\r\n * This class is used to generate edges of the mesh that could then easily be rendered in a scene.\r\n */\r\nexport class EdgesRenderer implements IEdgesRenderer {\r\n /**\r\n * Define the size of the edges with an orthographic camera\r\n */\r\n public edgesWidthScalerForOrthographic = 1000.0;\r\n\r\n /**\r\n * Define the size of the edges with a perspective camera\r\n */\r\n public edgesWidthScalerForPerspective = 50.0;\r\n\r\n protected _source: AbstractMesh;\r\n protected _linesPositions = new Array<number>();\r\n protected _linesNormals = new Array<number>();\r\n protected _linesIndices = new Array<number>();\r\n protected _epsilon: number;\r\n protected _indicesCount: number;\r\n protected _drawWrapper?: DrawWrapper;\r\n\r\n protected _lineShader: ShaderMaterial;\r\n protected _ib: DataBuffer;\r\n protected _buffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n protected _buffersForInstances: { [key: string]: Nullable<VertexBuffer> } = {};\r\n protected _checkVerticesInsteadOfIndices = false;\r\n protected _options: Nullable<IEdgesRendererOptions>;\r\n\r\n private _meshRebuildObserver: Nullable<Observer<AbstractMesh>>;\r\n private _meshDisposeObserver: Nullable<Observer<Node>>;\r\n\r\n /** Gets or sets a boolean indicating if the edgesRenderer is active */\r\n public isEnabled = true;\r\n\r\n /** Gets the vertices generated by the edge renderer */\r\n public get linesPositions(): Immutable<Array<number>> {\r\n return this._linesPositions;\r\n }\r\n\r\n /** Gets the normals generated by the edge renderer */\r\n public get linesNormals(): Immutable<Array<number>> {\r\n return this._linesNormals;\r\n }\r\n\r\n /** Gets the indices generated by the edge renderer */\r\n public get linesIndices(): Immutable<Array<number>> {\r\n return this._linesIndices;\r\n }\r\n\r\n /**\r\n * Gets or sets the shader used to draw the lines\r\n */\r\n public get lineShader(): ShaderMaterial {\r\n return this._lineShader;\r\n }\r\n\r\n public set lineShader(shader: ShaderMaterial) {\r\n this._lineShader = shader;\r\n }\r\n\r\n /**\r\n * List of instances to render in case the source mesh has instances\r\n */\r\n public customInstances = new SmartArray<Matrix>(32);\r\n\r\n private static _GetShader(scene: Scene, shaderLanguage: ShaderLanguage): ShaderMaterial {\r\n if (!scene._edgeRenderLineShader) {\r\n const shader = new ShaderMaterial(\r\n \"lineShader\",\r\n scene,\r\n \"line\",\r\n {\r\n attributes: [\"position\", \"normal\"],\r\n uniforms: [\"world\", \"viewProjection\", \"color\", \"width\", \"aspectRatio\"],\r\n uniformBuffers: [\"Scene\", \"Mesh\"],\r\n shaderLanguage: shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/line.vertex\"), import(\"../ShadersWGSL/line.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/line.vertex\"), import(\"../Shaders/line.fragment\")]);\r\n }\r\n },\r\n },\r\n false\r\n );\r\n\r\n shader.disableDepthWrite = true;\r\n shader.backFaceCulling = false;\r\n shader.checkReadyOnEveryCall = scene.getEngine().isWebGPU;\r\n shader.doNotSerialize = true;\r\n\r\n scene._edgeRenderLineShader = shader;\r\n\r\n scene.onDisposeObservable.add(() => {\r\n scene._edgeRenderLineShader!.dispose();\r\n scene._edgeRenderLineShader = null;\r\n });\r\n }\r\n\r\n return scene._edgeRenderLineShader;\r\n }\r\n\r\n /** Shader language used*/\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.\r\n * Beware when you use this class with complex objects as the adjacencies computation can be really long\r\n * @param source Mesh used to create edges\r\n * @param epsilon sum of angles in adjacency to check for edge\r\n * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices. Note that this parameter is not used if options.useAlternateEdgeFinder = true\r\n * @param generateEdgesLines - should generate Lines or only prepare resources.\r\n * @param options The options to apply when generating the edges\r\n */\r\n constructor(source: AbstractMesh, epsilon = 0.95, checkVerticesInsteadOfIndices = false, generateEdgesLines = true, options?: IEdgesRendererOptions) {\r\n this._source = source;\r\n this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;\r\n this._options = options ?? null;\r\n\r\n this._epsilon = epsilon;\r\n const engine = this._source.getScene().getEngine();\r\n if (engine.isWebGPU) {\r\n this._drawWrapper = new DrawWrapper(engine);\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n this._prepareResources();\r\n if (generateEdgesLines) {\r\n if (options?.useAlternateEdgeFinder ?? true) {\r\n this._generateEdgesLinesAlternate();\r\n } else {\r\n this._generateEdgesLines();\r\n }\r\n }\r\n\r\n this._meshRebuildObserver = this._source.onRebuildObservable.add(() => {\r\n this._rebuild();\r\n });\r\n\r\n this._meshDisposeObserver = this._source.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n protected _prepareResources(): void {\r\n if (this._lineShader) {\r\n return;\r\n }\r\n\r\n this._lineShader = EdgesRenderer._GetShader(this._source.getScene(), this._shaderLanguage);\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n let buffer = this._buffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer._rebuild();\r\n }\r\n\r\n buffer = this._buffers[VertexBuffer.NormalKind];\r\n if (buffer) {\r\n buffer._rebuild();\r\n }\r\n\r\n const scene = this._source.getScene();\r\n const engine = scene.getEngine();\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n }\r\n\r\n /**\r\n * Releases the required resources for the edges renderer\r\n */\r\n public dispose(): void {\r\n this._source.onRebuildObservable.remove(this._meshRebuildObserver);\r\n this._source.onDisposeObservable.remove(this._meshDisposeObserver);\r\n\r\n let buffer = this._buffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._buffers[VertexBuffer.PositionKind] = null;\r\n }\r\n buffer = this._buffers[VertexBuffer.NormalKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._buffers[VertexBuffer.NormalKind] = null;\r\n }\r\n\r\n if (this._ib) {\r\n this._source.getScene().getEngine()._releaseBuffer(this._ib);\r\n }\r\n\r\n this._drawWrapper?.dispose();\r\n }\r\n\r\n protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number {\r\n if ((pa === p0 && pb === p1) || (pa === p1 && pb === p0)) {\r\n return 0;\r\n }\r\n\r\n if ((pa === p1 && pb === p2) || (pa === p2 && pb === p1)) {\r\n return 1;\r\n }\r\n\r\n if ((pa === p2 && pb === p0) || (pa === p0 && pb === p2)) {\r\n return 2;\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number {\r\n const eps = 1e-10;\r\n if ((pa.equalsWithEpsilon(p0, eps) && pb.equalsWithEpsilon(p1, eps)) || (pa.equalsWithEpsilon(p1, eps) && pb.equalsWithEpsilon(p0, eps))) {\r\n return 0;\r\n }\r\n\r\n if ((pa.equalsWithEpsilon(p1, eps) && pb.equalsWithEpsilon(p2, eps)) || (pa.equalsWithEpsilon(p2, eps) && pb.equalsWithEpsilon(p1, eps))) {\r\n return 1;\r\n }\r\n\r\n if ((pa.equalsWithEpsilon(p2, eps) && pb.equalsWithEpsilon(p0, eps)) || (pa.equalsWithEpsilon(p0, eps) && pb.equalsWithEpsilon(p2, eps))) {\r\n return 2;\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n /**\r\n * Checks if the pair of p0 and p1 is en edge\r\n * @param faceIndex\r\n * @param edge\r\n * @param faceNormals\r\n * @param p0\r\n * @param p1\r\n * @private\r\n */\r\n protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void {\r\n let needToCreateLine;\r\n\r\n if (edge === undefined) {\r\n needToCreateLine = true;\r\n } else {\r\n const dotProduct = Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);\r\n\r\n needToCreateLine = dotProduct < this._epsilon;\r\n }\r\n\r\n if (needToCreateLine) {\r\n this.createLine(p0, p1, this._linesPositions.length / 3);\r\n }\r\n }\r\n\r\n /**\r\n * push line into the position, normal and index buffer\r\n * @param p0\r\n * @param p1\r\n * @param offset\r\n * @protected\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected createLine(p0: Vector3, p1: Vector3, offset: number) {\r\n // Positions\r\n this._linesPositions.push(p0.x, p0.y, p0.z, p0.x, p0.y, p0.z, p1.x, p1.y, p1.z, p1.x, p1.y, p1.z);\r\n\r\n // Normals\r\n this._linesNormals.push(p1.x, p1.y, p1.z, -1, p1.x, p1.y, p1.z, 1, p0.x, p0.y, p0.z, -1, p0.x, p0.y, p0.z, 1);\r\n\r\n // Indices\r\n this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);\r\n }\r\n\r\n /**\r\n * See https://playground.babylonjs.com/#R3JR6V#1 for a visual display of the algorithm\r\n * @param edgePoints\r\n * @param indexTriangle\r\n * @param indices\r\n * @param remapVertexIndices\r\n */\r\n private _tessellateTriangle(edgePoints: Array<Array<[number, number]>>, indexTriangle: number, indices: Array<number>, remapVertexIndices: Array<number>): void {\r\n const makePointList = (edgePoints: Array<[number, number]>, pointIndices: Array<number>, firstIndex: number) => {\r\n if (firstIndex >= 0) {\r\n pointIndices.push(firstIndex);\r\n }\r\n\r\n for (let i = 0; i < edgePoints.length; ++i) {\r\n pointIndices.push(edgePoints[i][0]);\r\n }\r\n };\r\n\r\n let startEdge = 0;\r\n\r\n if (edgePoints[1].length >= edgePoints[0].length && edgePoints[1].length >= edgePoints[2].length) {\r\n startEdge = 1;\r\n } else if (edgePoints[2].length >= edgePoints[0].length && edgePoints[2].length >= edgePoints[1].length) {\r\n startEdge = 2;\r\n }\r\n\r\n for (let e = 0; e < 3; ++e) {\r\n if (e === startEdge) {\r\n edgePoints[e].sort((a, b) => (a[1] < b[1] ? -1 : a[1] > b[1] ? 1 : 0));\r\n } else {\r\n edgePoints[e].sort((a, b) => (a[1] > b[1] ? -1 : a[1] < b[1] ? 1 : 0));\r\n }\r\n }\r\n\r\n const mainPointIndices: Array<number> = [],\r\n otherPointIndices: Array<number> = [];\r\n\r\n makePointList(edgePoints[startEdge], mainPointIndices, -1);\r\n\r\n const numMainPoints = mainPointIndices.length;\r\n\r\n for (let i = startEdge + 2; i >= startEdge + 1; --i) {\r\n makePointList(edgePoints[i % 3], otherPointIndices, i !== startEdge + 2 ? remapVertexIndices[indices[indexTriangle + ((i + 1) % 3)]] : -1);\r\n }\r\n\r\n const numOtherPoints = otherPointIndices.length;\r\n\r\n const idxMain = 0;\r\n const idxOther = 0;\r\n\r\n indices.push(remapVertexIndices[indices[indexTriangle + startEdge]], mainPointIndices[0], otherPointIndices[0]);\r\n indices.push(remapVertexIndices[indices[indexTriangle + ((startEdge + 1) % 3)]], otherPointIndices[numOtherPoints - 1], mainPointIndices[numMainPoints - 1]);\r\n\r\n const bucketIsMain = numMainPoints <= numOtherPoints;\r\n\r\n const bucketStep = bucketIsMain ? numMainPoints : numOtherPoints;\r\n const bucketLimit = bucketIsMain ? numOtherPoints : numMainPoints;\r\n const bucketIdxLimit = bucketIsMain ? numMainPoints - 1 : numOtherPoints - 1;\r\n const winding = bucketIsMain ? 0 : 1;\r\n\r\n let numTris = numMainPoints + numOtherPoints - 2;\r\n\r\n let bucketIdx = bucketIsMain ? idxMain : idxOther;\r\n let nbucketIdx = bucketIsMain ? idxOther : idxMain;\r\n const bucketPoints = bucketIsMain ? mainPointIndices : otherPointIndices;\r\n const nbucketPoints = bucketIsMain ? otherPointIndices : mainPointIndices;\r\n\r\n let bucket = 0;\r\n\r\n while (numTris-- > 0) {\r\n if (winding) {\r\n indices.push(bucketPoints[bucketIdx], nbucketPoints[nbucketIdx]);\r\n } else {\r\n indices.push(nbucketPoints[nbucketIdx], bucketPoints[bucketIdx]);\r\n }\r\n\r\n bucket += bucketStep;\r\n\r\n let lastIdx;\r\n\r\n if (bucket >= bucketLimit && bucketIdx < bucketIdxLimit) {\r\n lastIdx = bucketPoints[++bucketIdx];\r\n bucket -= bucketLimit;\r\n } else {\r\n lastIdx = nbucketPoints[++nbucketIdx];\r\n }\r\n\r\n indices.push(lastIdx);\r\n }\r\n\r\n indices[indexTriangle + 0] = indices[indices.length - 3];\r\n indices[indexTriangle + 1] = indices[indices.length - 2];\r\n indices[indexTriangle + 2] = indices[indices.length - 1];\r\n\r\n indices.length = indices.length - 3;\r\n }\r\n\r\n private _generateEdgesLinesAlternate(): void {\r\n const positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n let indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n if (!Array.isArray(indices)) {\r\n indices = Array.from(indices);\r\n }\r\n\r\n /**\r\n * Find all vertices that are at the same location (with an epsilon) and remapp them on the same vertex\r\n */\r\n const useFastVertexMerger = this._options?.useFastVertexMerger ?? true;\r\n const epsVertexMerge = useFastVertexMerger ? Math.round(-Math.log(this._options?.epsilonVertexMerge ?? 1e-6) / Math.log(10)) : (this._options?.epsilonVertexMerge ?? 1e-6);\r\n const remapVertexIndices: Array<number> = [];\r\n const uniquePositions: Array<number> = []; // list of unique index of vertices - needed for tessellation\r\n\r\n if (useFastVertexMerger) {\r\n const mapVertices: { [key: string]: number } = {};\r\n for (let v1 = 0; v1 < positions.length; v1 += 3) {\r\n const x1 = positions[v1 + 0],\r\n y1 = positions[v1 + 1],\r\n z1 = positions[v1 + 2];\r\n\r\n const key = x1.toFixed(epsVertexMerge) + \"|\" + y1.toFixed(epsVertexMerge) + \"|\" + z1.toFixed(epsVertexMerge);\r\n\r\n if (mapVertices[key] !== undefined) {\r\n remapVertexIndices.push(mapVertices[key]);\r\n } else {\r\n const idx = v1 / 3;\r\n mapVertices[key] = idx;\r\n remapVertexIndices.push(idx);\r\n uniquePositions.push(idx);\r\n }\r\n }\r\n } else {\r\n for (let v1 = 0; v1 < positions.length; v1 += 3) {\r\n const x1 = positions[v1 + 0],\r\n y1 = positions[v1 + 1],\r\n z1 = positions[v1 + 2];\r\n let found = false;\r\n for (let v2 = 0; v2 < v1 && !found; v2 += 3) {\r\n const x2 = positions[v2 + 0],\r\n y2 = positions[v2 + 1],\r\n z2 = positions[v2 + 2];\r\n\r\n if (Math.abs(x1 - x2) < epsVertexMerge && Math.abs(y1 - y2) < epsVertexMerge && Math.abs(z1 - z2) < epsVertexMerge) {\r\n remapVertexIndices.push(v2 / 3);\r\n found = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!found) {\r\n remapVertexIndices.push(v1 / 3);\r\n uniquePositions.push(v1 / 3);\r\n }\r\n }\r\n }\r\n\r\n if (this._options?.applyTessellation) {\r\n /**\r\n * Tessellate triangles if necessary:\r\n *\r\n * A\r\n * +\r\n * |\\\r\n * | \\\r\n * | \\\r\n * E + \\\r\n * /| \\\r\n * / | \\\r\n * / | \\\r\n * +---+-------+ B\r\n * D C\r\n *\r\n * For the edges to be rendered correctly, the ABC triangle has to be split into ABE and BCE, else AC is considered to be an edge, whereas only AE should be.\r\n *\r\n * The tessellation process looks for the vertices like E that are in-between two other vertices making of an edge and create new triangles as necessary\r\n */\r\n\r\n // First step: collect the triangles to tessellate\r\n const epsVertexAligned = this._options?.epsilonVertexAligned ?? 1e-6;\r\n const mustTesselate: Array<{ index: number; edgesPoints: Array<Array<[number, number]>> }> = []; // liste of triangles that must be tessellated\r\n\r\n for (let index = 0; index < indices.length; index += 3) {\r\n // loop over all triangles\r\n let triangleToTessellate: { index: number; edgesPoints: Array<Array<[number, number]>> } | undefined;\r\n\r\n for (let i = 0; i < 3; ++i) {\r\n // loop over the 3 edges of the triangle\r\n const p0Index = remapVertexIndices[indices[index + i]];\r\n const p1Index = remapVertexIndices[indices[index + ((i + 1) % 3)]];\r\n const p2Index = remapVertexIndices[indices[index + ((i + 2) % 3)]];\r\n\r\n if (p0Index === p1Index) {\r\n continue;\r\n } // degenerated triangle - don't process\r\n\r\n const p0x = positions[p0Index * 3 + 0],\r\n p0y = positions[p0Index * 3 + 1],\r\n p0z = positions[p0Index * 3 + 2];\r\n const p1x = positions[p1Index * 3 + 0],\r\n p1y = positions[p1Index * 3 + 1],\r\n p1z = positions[p1Index * 3 + 2];\r\n\r\n const p0p1 = Math.sqrt((p1x - p0x) * (p1x - p0x) + (p1y - p0y) * (p1y - p0y) + (p1z - p0z) * (p1z - p0z));\r\n\r\n for (let v = 0; v < uniquePositions.length - 1; v++) {\r\n // loop over all (unique) vertices and look for the ones that would be in-between p0 and p1\r\n const vIndex = uniquePositions[v];\r\n\r\n if (vIndex === p0Index || vIndex === p1Index || vIndex === p2Index) {\r\n continue;\r\n } // don't handle the vertex if it is a vertex of the current triangle\r\n\r\n const x = positions[vIndex * 3 + 0],\r\n y = positions[vIndex * 3 + 1],\r\n z = positions[vIndex * 3 + 2];\r\n\r\n const p0p = Math.sqrt((x - p0x) * (x - p0x) + (y - p0y) * (y - p0y) + (z - p0z) * (z - p0z));\r\n const pp1 = Math.sqrt((x - p1x) * (x - p1x) + (y - p1y) * (y - p1y) + (z - p1z) * (z - p1z));\r\n\r\n if (Math.abs(p0p + pp1 - p0p1) < epsVertexAligned) {\r\n // vertices are aligned and p in-between p0 and p1 if distance(p0, p) + distance (p, p1) ~ distance(p0, p1)\r\n if (!triangleToTessellate) {\r\n triangleToTessellate = {\r\n index: index,\r\n edgesPoints: [[], [], []],\r\n };\r\n mustTesselate.push(triangleToTessellate);\r\n }\r\n triangleToTessellate.edgesPoints[i].push([vIndex, p0p]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Second step: tesselate the triangles\r\n for (let t = 0; t < mustTesselate.length; ++t) {\r\n const triangle = mustTesselate[t];\r\n\r\n this._tessellateTriangle(triangle.edgesPoints, triangle.index, indices, remapVertexIndices);\r\n }\r\n\r\n mustTesselate.length = 0;\r\n }\r\n\r\n /**\r\n * Collect the edges to render\r\n */\r\n const edges: { [key: string]: { normal: Vector3; done: boolean; index: number; i: number } } = {};\r\n\r\n for (let index = 0; index < indices.length; index += 3) {\r\n let faceNormal;\r\n for (let i = 0; i < 3; ++i) {\r\n let p0Index = remapVertexIndices[indices[index + i]];\r\n let p1Index = remapVertexIndices[indices[index + ((i + 1) % 3)]];\r\n const p2Index = remapVertexIndices[indices[index + ((i + 2) % 3)]];\r\n\r\n if (p0Index === p1Index || ((p0Index === p2Index || p1Index === p2Index) && this._options?.removeDegeneratedTriangles)) {\r\n continue;\r\n }\r\n\r\n TmpVectors.Vector3[0].copyFromFloats(positions[p0Index * 3 + 0], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n TmpVectors.Vector3[1].copyFromFloats(positions[p1Index * 3 + 0], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n TmpVectors.Vector3[2].copyFromFloats(positions[p2Index * 3 + 0], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);\r\n\r\n if (!faceNormal) {\r\n TmpVectors.Vector3[1].subtractToRef(TmpVectors.Vector3[0], TmpVectors.Vector3[3]);\r\n TmpVectors.Vector3[2].subtractToRef(TmpVectors.Vector3[1], TmpVectors.Vector3[4]);\r\n faceNormal = Vector3.Cross(TmpVectors.Vector3[3], TmpVectors.Vector3[4]);\r\n faceNormal.normalize();\r\n }\r\n\r\n if (p0Index > p1Index) {\r\n const tmp = p0Index;\r\n p0Index = p1Index;\r\n p1Index = tmp;\r\n }\r\n\r\n const key = p0Index + \"_\" + p1Index;\r\n const ei = edges[key];\r\n\r\n if (ei) {\r\n if (!ei.done) {\r\n const dotProduct = Vector3.Dot(faceNormal, ei.normal);\r\n\r\n if (dotProduct < this._epsilon) {\r\n this.createLine(TmpVectors.Vector3[0], TmpVectors.Vector3[1], this._linesPositions.length / 3);\r\n }\r\n\r\n ei.done = true;\r\n }\r\n } else {\r\n edges[key] = { normal: faceNormal, done: false, index: index, i: i };\r\n }\r\n }\r\n }\r\n\r\n for (const key in edges) {\r\n const ei = edges[key];\r\n if (!ei.done) {\r\n // Orphaned edge - we must display it\r\n const p0Index = remapVertexIndices[indices[ei.index + ei.i]];\r\n const p1Index = remapVertexIndices[indices[ei.index + ((ei.i + 1) % 3)]];\r\n\r\n TmpVectors.Vector3[0].copyFromFloats(positions[p0Index * 3 + 0], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n TmpVectors.Vector3[1].copyFromFloats(positions[p1Index * 3 + 0], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n\r\n this.createLine(TmpVectors.Vector3[0], TmpVectors.Vector3[1], this._linesPositions.length / 3);\r\n }\r\n }\r\n\r\n /**\r\n * Merge into a single mesh\r\n */\r\n const engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._buffersForInstances[VertexBuffer.PositionKind] = this._buffers[VertexBuffer.PositionKind];\r\n this._buffersForInstances[VertexBuffer.NormalKind] = this._buffers[VertexBuffer.NormalKind];\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n\r\n /**\r\n * Generates lines edges from adjacencjes\r\n * @private\r\n */\r\n _generateEdgesLines(): void {\r\n const positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n // First let's find adjacencies\r\n const adjacencies: FaceAdjacencies[] = [];\r\n const faceNormals: Vector3[] = [];\r\n let index: number;\r\n let faceAdjacencies: FaceAdjacencies;\r\n\r\n // Prepare faces\r\n for (index = 0; index < indices.length; index += 3) {\r\n faceAdjacencies = new FaceAdjacencies();\r\n const p0Index = indices[index];\r\n const p1Index = indices[index + 1];\r\n const p2Index = indices[index + 2];\r\n\r\n faceAdjacencies.p0 = new Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);\r\n faceAdjacencies.p1 = new Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);\r\n faceAdjacencies.p2 = new Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);\r\n const faceNormal = Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));\r\n\r\n faceNormal.normalize();\r\n\r\n faceNormals.push(faceNormal);\r\n adjacencies.push(faceAdjacencies);\r\n }\r\n\r\n // Scan\r\n for (index = 0; index < adjacencies.length; index++) {\r\n faceAdjacencies = adjacencies[index];\r\n\r\n for (let otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {\r\n const otherFaceAdjacencies = adjacencies[otherIndex];\r\n\r\n if (faceAdjacencies.edgesConnectedCount === 3) {\r\n // Full\r\n break;\r\n }\r\n\r\n if (otherFaceAdjacencies.edgesConnectedCount === 3) {\r\n // Full\r\n continue;\r\n }\r\n\r\n const otherP0 = indices[otherIndex * 3];\r\n const otherP1 = indices[otherIndex * 3 + 1];\r\n const otherP2 = indices[otherIndex * 3 + 2];\r\n\r\n for (let edgeIndex = 0; edgeIndex < 3; edgeIndex++) {\r\n let otherEdgeIndex: number = 0;\r\n\r\n if (faceAdjacencies.edges[edgeIndex] !== undefined) {\r\n continue;\r\n }\r\n\r\n switch (edgeIndex) {\r\n case 0:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(\r\n faceAdjacencies.p0,\r\n faceAdjacencies.p1,\r\n otherFaceAdjacencies.p0,\r\n otherFaceAdjacencies.p1,\r\n otherFaceAdjacencies.p2\r\n );\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n case 1:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(\r\n faceAdjacencies.p1,\r\n faceAdjacencies.p2,\r\n otherFaceAdjacencies.p0,\r\n otherFaceAdjacencies.p1,\r\n otherFaceAdjacencies.p2\r\n );\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n case 2:\r\n if (this._checkVerticesInsteadOfIndices) {\r\n otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(\r\n faceAdjacencies.p2,\r\n faceAdjacencies.p0,\r\n otherFaceAdjacencies.p0,\r\n otherFaceAdjacencies.p1,\r\n otherFaceAdjacencies.p2\r\n );\r\n } else {\r\n otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);\r\n }\r\n break;\r\n }\r\n\r\n if (otherEdgeIndex === -1) {\r\n continue;\r\n }\r\n\r\n faceAdjacencies.edges[edgeIndex] = otherIndex;\r\n otherFaceAdjacencies.edges[otherEdgeIndex] = index;\r\n\r\n faceAdjacencies.edgesConnectedCount++;\r\n otherFaceAdjacencies.edgesConnectedCount++;\r\n\r\n if (faceAdjacencies.edgesConnectedCount === 3) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Create lines\r\n for (index = 0; index < adjacencies.length; index++) {\r\n // We need a line when a face has no adjacency on a specific edge or if all the adjacencies has an angle greater than epsilon\r\n const current = adjacencies[index];\r\n\r\n this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);\r\n this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);\r\n this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);\r\n }\r\n\r\n // Merge into a single mesh\r\n const engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._buffersForInstances[VertexBuffer.PositionKind] = this._buffers[VertexBuffer.PositionKind];\r\n this._buffersForInstances[VertexBuffer.NormalKind] = this._buffers[VertexBuffer.NormalKind];\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n\r\n /**\r\n * Checks whether or not the edges renderer is ready to render.\r\n * @returns true if ready, otherwise false.\r\n */\r\n public isReady(): boolean {\r\n return this._lineShader.isReady(this._source, (this._source.hasInstances && this.customInstances.length > 0) || this._source.hasThinInstances);\r\n }\r\n\r\n /**\r\n * Renders the edges of the attached mesh,\r\n */\r\n public render(): void {\r\n const scene = this._source.getScene();\r\n const floatingOriginOffset = scene.floatingOriginOffset;\r\n\r\n const currentDrawWrapper = this._lineShader._getDrawWrapper();\r\n if (this._drawWrapper) {\r\n this._lineShader._setDrawWrapper(this._drawWrapper);\r\n }\r\n\r\n if (!this.isReady() || !scene.activeCamera) {\r\n this._lineShader._setDrawWrapper(currentDrawWrapper);\r\n return;\r\n }\r\n\r\n const hasInstances = this._source.hasInstances && this.customInstances.length > 0;\r\n const useBuffersWithInstances = hasInstances || this._source.hasThinInstances;\r\n\r\n let instanceCount = 0;\r\n\r\n if (useBuffersWithInstances) {\r\n this._buffersForInstances[\"world0\"] = (this._source as Mesh).getVertexBuffer(\"world0\");\r\n this._buffersForInstances[\"world1\"] = (this._source as Mesh).getVertexBuffer(\"world1\");\r\n this._buffersForInstances[\"world2\"] = (this._source as Mesh).getVertexBuffer(\"world2\");\r\n this._buffersForInstances[\"world3\"] = (this._source as Mesh).getVertexBuffer(\"world3\");\r\n\r\n if (hasInstances) {\r\n const instanceStorage = (this._source as Mesh)._getInstanceDataStorage();\r\n const isFrozen = (this._source as Mesh)._instanceDataStorage.isFrozen;\r\n\r\n instanceCount = this.customInstances.length;\r\n\r\n if (!instanceStorage.instancesData) {\r\n if (!this._source.getScene()._activeMeshesFrozen) {\r\n this.customInstances.reset();\r\n }\r\n return;\r\n }\r\n\r\n if (!isFrozen) {\r\n let offset = 0;\r\n\r\n for (let i = 0; i < instanceCount; ++i) {\r\n this.customInstances.data[i].copyToArray(instanceStorage.instancesData, offset);\r\n instanceStorage.instancesData[offset + 12] -= floatingOriginOffset.x;\r\n instanceStorage.instancesData[offset + 13] -= floatingOriginOffset.y;\r\n instanceStorage.instancesData[offset + 14] -= floatingOriginOffset.z;\r\n offset += 16;\r\n }\r\n\r\n instanceStorage.instancesBuffer!.updateDirectly(instanceStorage.instancesData, 0, instanceCount);\r\n }\r\n } else {\r\n instanceCount = (this._source as Mesh).thinInstanceCount;\r\n }\r\n }\r\n\r\n const engine = scene.getEngine();\r\n this._lineShader._preBind();\r\n\r\n if (this._source.edgesColor.a !== 1) {\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n } else {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // VBOs\r\n engine.bindBuffers(useBuffersWithInstances ? this._buffersForInstances : this._buffers, this._ib, this._lineShader.getEffect());\r\n\r\n scene.resetCachedMaterial();\r\n this._lineShader.setColor4(\"color\", this._source.edgesColor);\r\n\r\n if (scene.activeCamera.mode === Camera.ORTHOGRAPHIC_CAMERA) {\r\n this._lineShader.setFloat(\"width\", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);\r\n } else {\r\n this._lineShader.setFloat(\"width\", this._source.edgesWidth / this.edgesWidthScalerForPerspective);\r\n }\r\n\r\n this._lineShader.setFloat(\"aspectRatio\", engine.getAspectRatio(scene.activeCamera));\r\n this._lineShader.bind(this._source.getWorldMatrix(), this._source);\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, this._indicesCount, instanceCount);\r\n this._lineShader.unbind();\r\n\r\n if (useBuffersWithInstances) {\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n if (!this._source.getScene()._activeMeshesFrozen) {\r\n this.customInstances.reset();\r\n }\r\n\r\n this._lineShader._setDrawWrapper(currentDrawWrapper);\r\n }\r\n}\r\n\r\n/**\r\n * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation\r\n */\r\nexport class LineEdgesRenderer extends EdgesRenderer {\r\n /**\r\n * This constructor turns off auto generating edges line in Edges Renderer to make it here.\r\n * @param source LineMesh used to generate edges\r\n * @param epsilon not important (specified angle for edge detection)\r\n * @param checkVerticesInsteadOfIndices not important for LineMesh\r\n */\r\n constructor(source: AbstractMesh, epsilon = 0.95, checkVerticesInsteadOfIndices = false) {\r\n super(source, epsilon, checkVerticesInsteadOfIndices, false);\r\n this._generateEdgesLines();\r\n }\r\n\r\n /**\r\n * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.\r\n */\r\n override _generateEdgesLines(): void {\r\n const positions = this._source.getVerticesData(VertexBuffer.PositionKind);\r\n const indices = this._source.getIndices();\r\n\r\n if (!indices || !positions) {\r\n return;\r\n }\r\n\r\n const p0 = TmpVectors.Vector3[0];\r\n const p1 = TmpVectors.Vector3[1];\r\n const len = indices.length - 1;\r\n for (let i = 0, offset = 0; i < len; i += 2, offset += 4) {\r\n Vector3.FromArrayToRef(positions, 3 * indices[i], p0);\r\n Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);\r\n this.createLine(p0, p1, offset);\r\n }\r\n\r\n // Merge into a single mesh\r\n const engine = this._source.getScene().getEngine();\r\n\r\n this._buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, this._linesPositions, VertexBuffer.PositionKind, false);\r\n this._buffers[VertexBuffer.NormalKind] = new VertexBuffer(engine, this._linesNormals, VertexBuffer.NormalKind, false, false, 4);\r\n\r\n this._ib = engine.createIndexBuffer(this._linesIndices);\r\n\r\n this._indicesCount = this._linesIndices.length;\r\n }\r\n}\r\n"]}
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@@ -747,6 +747,9 @@ export class GeometryBufferRenderer {
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engine.onResizeObservable.remove(this._resizeObserver);
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this._resizeObserver = null;
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}
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+
if (this._multiRenderTarget?.renderTarget && this.scene.getEngine()._currentRenderTarget === this._multiRenderTarget.renderTarget) {
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+
this.scene.getEngine().unBindFramebuffer(this._multiRenderTarget?.renderTarget);
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}
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this.getGBuffer().dispose();
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}
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_assignRenderTargetIndices() {
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