@babylonjs/core 8.54.0 → 8.54.1

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.
Files changed (51) hide show
  1. package/Engines/WebGPU/webgpuTextureManager.js +5 -4
  2. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  3. package/Engines/abstractEngine.js +2 -2
  4. package/Engines/abstractEngine.js.map +1 -1
  5. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -0
  6. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
  7. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -0
  8. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  9. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +3 -1
  10. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +14 -0
  11. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
  12. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +2 -2
  13. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +20 -14
  14. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  15. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +3 -2
  16. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +38 -14
  17. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  18. package/Lights/Shadows/cascadedShadowGenerator.js +0 -1
  19. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  20. package/Lights/Shadows/shadowGenerator.d.ts +28 -1
  21. package/Lights/Shadows/shadowGenerator.js +77 -11
  22. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  23. package/Lights/lightingVolume.d.ts +1 -0
  24. package/Lights/lightingVolume.js +9 -1
  25. package/Lights/lightingVolume.js.map +1 -1
  26. package/Loading/sceneLoader.js +1 -1
  27. package/Loading/sceneLoader.js.map +1 -1
  28. package/Materials/Textures/Procedurals/proceduralTexture.js +0 -1
  29. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  30. package/Particles/particleSystem.js +4 -1
  31. package/Particles/particleSystem.js.map +1 -1
  32. package/Particles/pointsCloudSystem.js +1 -1
  33. package/Particles/pointsCloudSystem.js.map +1 -1
  34. package/Particles/solidParticleSystem.js +4 -4
  35. package/Particles/solidParticleSystem.js.map +1 -1
  36. package/Physics/v2/characterController.js +1 -1
  37. package/Physics/v2/characterController.js.map +1 -1
  38. package/Physics/v2/ragdoll.js +1 -2
  39. package/Physics/v2/ragdoll.js.map +1 -1
  40. package/PostProcesses/postProcess.js +1 -1
  41. package/PostProcesses/postProcess.js.map +1 -1
  42. package/Probes/reflectionProbe.js +0 -1
  43. package/Probes/reflectionProbe.js.map +1 -1
  44. package/Rendering/depthRenderer.js +0 -1
  45. package/Rendering/depthRenderer.js.map +1 -1
  46. package/Rendering/thinDepthPeelingRenderer.js +1 -1
  47. package/Rendering/thinDepthPeelingRenderer.js.map +1 -1
  48. package/Sprites/spriteManager.js +2 -2
  49. package/Sprites/spriteManager.js.map +1 -1
  50. package/assetContainer.js.map +1 -1
  51. package/package.json +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"reflectionProbe.js","sourceRoot":"","sources":["../../../../dev/core/src/Probes/reflectionProbe.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,wBAAwB,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAClF,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AACvE,OAAO,EAAE,mBAAmB,EAAE,MAAM,2CAA2C,CAAC;AAChF,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAGvD,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AACjC,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AA4BjD,KAAK,CAAC,SAAS,CAAC,qBAAqB,GAAG,UAAU,QAAyB;IACvE,IAAI,CAAC,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACzB,OAAO,CAAC,CAAC,CAAC;IACd,CAAC;IAED,MAAM,KAAK,GAAG,IAAI,CAAC,gBAAgB,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC;IACtD,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;QACf,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;IAC3C,CAAC;IAED,OAAO,KAAK,CAAC;AACjB,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,kBAAkB,GAAG,UAAU,kBAAmC;IAC9E,IAAI,CAAC,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACzB,IAAI,CAAC,gBAAgB,GAAG,EAAE,CAAC;IAC/B,CAAC;IAED,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;AACnD,CAAC,CAAC;AAEF;;;GAGG;AACH,MAAM,OAAO,eAAe;IA0BxB;;;;;;;;OAQG;IACH;IACI,oCAAoC;IAC7B,IAAY,EACnB,IAAY,EACZ,KAAY,EACZ,eAAe,GAAG,IAAI,EACtB,QAAQ,GAAG,KAAK,EAChB,WAAW,GAAG,KAAK;QALZ,SAAI,GAAJ,IAAI,CAAQ;QAjCf,gBAAW,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;QAChC,YAAO,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QACzB,SAAI,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAItB,iBAAY,GAAG,KAAK,CAAC;QAI7B,2DAA2D;QAEpD,aAAQ,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAEjC;;WAEG;QACI,aAAQ,GAAQ,IAAI,CAAC;QAE5B,gBAAgB;QACT,qBAAgB,GAA8B,IAAI,CAAC;QAoBtD,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,uCAAuC;QACvC,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,gBAAgB,EAAE,CAAC;YAChC,IAAI,CAAC,MAAM,CAAC,gBAAgB,GAAG,EAAuB,CAAC;QAC3D,CAAC;QACD,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAExC,IAAI,KAAK,CAAC,SAAS,EAAE,CAAC,sBAAsB,EAAE,CAAC;YAC3C,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;YACrB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;gBACzB,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,KAAK,CAAC,wBAAwB,CAAC,qCAAqC,IAAI,YAAY,CAAC,EAAE,EAAE,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC,CAAC,CAAC;YACxI,CAAC;QACL,CAAC;QAED,IAAI,WAAW,GAAG,SAAS,CAAC,yBAAyB,CAAC;QACtD,IAAI,QAAQ,EAAE,CAAC;YACX,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC;YAC/C,IAAI,IAAI,CAAC,sBAAsB,EAAE,CAAC;gBAC9B,WAAW,GAAG,SAAS,CAAC,sBAAsB,CAAC;YACnD,CAAC;iBAAM,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;gBACjC,WAAW,GAAG,SAAS,CAAC,iBAAiB,CAAC;YAC9C,CAAC;QACL,CAAC;QACD,IAAI,CAAC,oBAAoB,GAAG,IAAI,mBAAmB,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,eAAe,EAAE,IAAI,EAAE,WAAW,EAAE,IAAI,CAAC,CAAC;QACjH,IAAI,CAAC,oBAAoB,CAAC,UAAU,GAAG,CAAC,WAAW,CAAC;QACpD,IAAI,CAAC,oBAAoB,CAAC,OAAO,GAAG,KAAK,CAAC,oBAAoB,CAAC;QAE/D,MAAM,qBAAqB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC,qBAAqB,CAAC;QAEtE,IAAI,CAAC,oBAAoB,CAAC,wBAAwB,CAAC,GAAG,CAAC,CAAC,SAAiB,EAAE,EAAE;YACzE,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;gBAClB,KAAK,CAAC,qBAAqB,CAAC,IAAI,CAAC,UAAU,CAAC,SAAS,CAAC,CAAC,CAAC;gBACxD,KAAK,CAAC,qBAAqB,EAAE,CAAC,YAAY,EAAE,CAAC;YACjD,CAAC;YACD,QAAQ,SAAS,EAAE,CAAC;gBAChB,KAAK,CAAC;oBACF,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;oBAClC,MAAM;gBACV,KAAK,CAAC;oBACF,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;oBACnC,MAAM;gBACV,KAAK,CAAC;oBACF,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;oBAC3D,MAAM;gBACV,KAAK,CAAC;oBACF,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;oBAC3D,MAAM;gBACV,KAAK,CAAC;oBACF,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,oBAAoB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBACpE,MAAM;gBACV,KAAK,CAAC;oBACF,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,oBAAoB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBACpE,MAAM;YACd,CAAC;YAED,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;gBACrB,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,aAAa,CAAC,mBAAmB,EAAE,CAAC,CAAC;YACrE,CAAC;YAED,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;YAEhD,MAAM,cAAc,GAAG,KAAK,CAAC,oBAAoB,CAAC,CAAC,CAAC,MAAM,CAAC,aAAa,CAAC,CAAC,CAAC,MAAM,CAAC,aAAa,CAAC;YAChG,MAAM,mBAAmB,GAAG,KAAK,CAAC,oBAAoB,CAAC,CAAC,CAAC,MAAM,CAAC,gBAAgB,CAAC,CAAC,CAAC,MAAM,CAAC,gBAAgB,CAAC;YAE3G,cAAc,CAAC,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,OAAO,EAAE,OAAO,CAAC,EAAE,EAAE,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;YAE5E,IAAI,KAAK,CAAC,YAAY,EAAE,CAAC;gBACrB,IAAI,CAAC,iBAAiB,GAAG,mBAAmB,CACxC,IAAI,CAAC,EAAE,GAAG,CAAC,EACX,CAAC,EACD,qBAAqB,CAAC,CAAC,CAAC,KAAK,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,YAAY,CAAC,IAAI,EACzE,qBAAqB,CAAC,CAAC,CAAC,KAAK,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,YAAY,CAAC,IAAI,EACzE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,CAC1C,CAAC;gBACF,KAAK,CAAC,kBAAkB,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;gBACnE,IAAI,KAAK,CAAC,YAAY,CAAC,WAAW,IAAI,CAAC,IAAI,CAAC,oBAAoB,CAAC,YAAY,EAAE,CAAC;oBAC5E,IAAI,CAAC,oBAAoB,CAAC,YAAY,GAAG,KAAK,CAAC,YAAY,CAAC,SAAS,IAAI,IAAI,CAAC;gBAClF,CAAC;YACL,CAAC;YACD,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;gBAClB,KAAK,CAAC,gBAAgB,EAAE,CAAC;YAC7B,CAAC;YACD,KAAK,CAAC,mBAAmB,GAAG,IAAI,CAAC,QAAQ,CAAC;QAC9C,CAAC,CAAC,CAAC;QAEH,IAAI,yBAAkC,CAAC;QAEvC,IAAI,CAAC,oBAAoB,CAAC,sBAAsB,CAAC,GAAG,CAAC,GAAG,EAAE;YACtD,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;YACjC,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC,qBAAqB,EAAE,CAAC;YACtD,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAChC,MAAM,CAAC,yBAAyB,CAAC,IAAI,CAAC,CAAC;gBACvC,MAAM,CAAC,eAAe,EAAE,CAAC,mCAAmC,IAAI,EAAE,CAAC,CAAC;YACxE,CAAC;YACD,yBAAyB,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;YACxF,IAAI,WAAW,EAAE,CAAC;gBACd,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,IAAI,CAAC;YACjE,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,oBAAoB,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;YACvD,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;YACjC,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,yBAAyB,CAAC;YAClF,KAAK,CAAC,mBAAmB,GAAG,IAAI,CAAC;YACjC,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;gBAClB,KAAK,CAAC,qBAAqB,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;YACvD,CAAC;YACD,KAAK,CAAC,qBAAqB,CAAC,IAAI,CAAC,CAAC;YAClC,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAChC,MAAM,CAAC,cAAc,EAAE,EAAE,CAAC;YAC9B,CAAC;QACL,CAAC,CAAC,CAAC;IACP,CAAC;IAED,mGAAmG;IACnG,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,oBAAoB,CAAC,OAAO,CAAC;IAC7C,CAAC;IAED,IAAW,OAAO,CAAC,KAAa;QAC5B,IAAI,CAAC,oBAAoB,CAAC,OAAO,GAAG,KAAK,CAAC;IAC9C,CAAC;IAED,uEAAuE;IACvE,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,oBAAoB,CAAC,WAAW,CAAC;IACjD,CAAC;IAED,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,oBAAoB,CAAC,WAAW,GAAG,KAAK,CAAC;IAClD,CAAC;IAED;;;OAGG;IACI,QAAQ;QACX,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED,sDAAsD;IACtD,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,gDAAgD;IAChD,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,oBAAoB,CAAC,UAAU,CAAC;IAChD,CAAC;IAED,IAAW,UAAU,CAAC,KAA+B;QACjD,IAAI,CAAC,oBAAoB,CAAC,UAAU,GAAG,KAAK,CAAC;IACjD,CAAC;IAED;;;OAGG;IACI,YAAY,CAAC,IAA4B;QAC5C,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;IAC9B,CAAC;IAED;;;;OAIG;IACI,iCAAiC,CAAC,gBAAwB,EAAE,qBAA8B;QAC7F,IAAI,CAAC,oBAAoB,CAAC,iCAAiC,CAAC,gBAAgB,EAAE,qBAAqB,CAAC,CAAC;IACzG,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QAEzD,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;YACf,iCAAiC;YACjC,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QAClD,CAAC;QAED,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,MAAM,KAAK,GAAG,IAAI,CAAC,gBAAgB,CAAC,gBAAgB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;YACnE,IAAI,KAAK,GAAG,CAAC,CAAC,EAAE,CAAC;gBACb,IAAI,CAAC,gBAAgB,CAAC,gBAAgB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;YAC5D,CAAC;YACD,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;QACjC,CAAC;QAED,IAAI,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,IAAI,CAAC,oBAAoB,CAAC,OAAO,EAAE,CAAC;YAC9B,IAAI,CAAC,oBAAqB,GAAG,IAAI,CAAC;QAC5C,CAAC;QAED,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;YAClB,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;gBAChC,GAAG,CAAC,OAAO,EAAE,CAAC;YAClB,CAAC;YACD,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;QACzB,CAAC;IACL,CAAC;IAED;;;;OAIG;IACI,QAAQ,CAAC,WAAqB;QACjC,IAAI,GAAG,GAAG,QAAQ,GAAG,IAAI,CAAC,IAAI,CAAC;QAE/B,IAAI,WAAW,EAAE,CAAC;YACd,GAAG,IAAI,cAAc,GAAG,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAAC;YAEjD,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;gBACrB,GAAG,IAAI,mBAAmB,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC;YACzD,CAAC;QACL,CAAC;QAED,OAAO,GAAG,CAAC;IACf,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,iBAAiB,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,EAAE,IAAI,CAAC,oBAAoB,CAAC,SAAS,EAAE,CAAC,CAAC;QACvG,mBAAmB,CAAC,iBAAiB,GAAG,IAAI,CAAC;QAC7C,mBAAmB,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;QAE7C,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,KAAK,CAAC,qBAA0B,EAAE,KAAY,EAAE,OAAe;QACzE,IAAI,eAAe,GAA8B,IAAI,CAAC;QACtD,IAAI,KAAK,CAAC,gBAAgB,EAAE,CAAC;YACzB,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,gBAAgB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBACjE,MAAM,EAAE,GAAG,KAAK,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;gBACzC,IAAI,EAAE,CAAC,IAAI,KAAK,qBAAqB,CAAC,IAAI,EAAE,CAAC;oBACzC,eAAe,GAAG,EAAE,CAAC;oBACrB,MAAM;gBACV,CAAC;YACL,CAAC;QACL,CAAC;QAED,eAAe,GAAG,mBAAmB,CAAC,KAAK,CACvC,GAAG,EAAE,CAAC,eAAe,IAAI,IAAI,eAAe,CAAC,qBAAqB,CAAC,IAAI,EAAE,qBAAqB,CAAC,gBAAgB,EAAE,KAAK,EAAE,qBAAqB,CAAC,gBAAgB,CAAC,EAC/J,qBAAqB,EACrB,KAAK,EACL,OAAO,CACV,CAAC;QACF,eAAe,CAAC,WAAW,CAAC,kBAAkB,GAAG,qBAAqB,CAAC,UAAU,CAAC;QAElF,IAAI,qBAAqB,CAAC,aAAa,EAAE,CAAC;YACtC,eAAe,CAAC,YAAY,CAAC,KAAK,CAAC,WAAW,CAAC,qBAAqB,CAAC,aAAa,CAAC,CAAC,CAAC;QACzF,CAAC;QAED,IAAI,qBAAqB,CAAC,QAAQ,EAAE,CAAC;YACjC,eAAe,CAAC,QAAQ,GAAG,qBAAqB,CAAC,QAAQ,CAAC;QAC9D,CAAC;QAED,OAAO,eAAe,CAAC;IAC3B,CAAC;CACJ;AA5TW;IADP,wBAAwB,EAAE;sDACmB;AAQvC;IADN,kBAAkB,EAAE;iDACY","sourcesContent":["import { serializeAsMeshReference, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport type { IAssetContainer } from \"core/IAssetContainer\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /**\r\n * The list of reflection probes added to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/reflectionProbes\r\n */\r\n reflectionProbes: Array<ReflectionProbe>;\r\n\r\n /**\r\n * Removes the given reflection probe from this scene.\r\n * @param toRemove The reflection probe to remove\r\n * @returns The index of the removed reflection probe\r\n */\r\n removeReflectionProbe(toRemove: ReflectionProbe): number;\r\n\r\n /**\r\n * Adds the given reflection probe to this scene.\r\n * @param newReflectionProbe The reflection probe to add\r\n */\r\n addReflectionProbe(newReflectionProbe: ReflectionProbe): void;\r\n }\r\n}\r\n\r\nScene.prototype.removeReflectionProbe = function (toRemove: ReflectionProbe): number {\r\n if (!this.reflectionProbes) {\r\n return -1;\r\n }\r\n\r\n const index = this.reflectionProbes.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.reflectionProbes.splice(index, 1);\r\n }\r\n\r\n return index;\r\n};\r\n\r\nScene.prototype.addReflectionProbe = function (newReflectionProbe: ReflectionProbe): void {\r\n if (!this.reflectionProbes) {\r\n this.reflectionProbes = [];\r\n }\r\n\r\n this.reflectionProbes.push(newReflectionProbe);\r\n};\r\n\r\n/**\r\n * Class used to generate realtime reflection / refraction cube textures\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/reflectionProbes\r\n */\r\nexport class ReflectionProbe {\r\n private _scene: Scene;\r\n private _renderTargetTexture: RenderTargetTexture;\r\n private _projectionMatrix: Matrix;\r\n private _viewMatrix = Matrix.Identity();\r\n private _target = Vector3.Zero();\r\n private _add = Vector3.Zero();\r\n @serializeAsMeshReference()\r\n private _attachedMesh: Nullable<AbstractMesh>;\r\n\r\n private _invertYAxis = false;\r\n private _sceneUBOs: UniformBuffer[];\r\n private _currentSceneUBO: UniformBuffer;\r\n\r\n /** Gets or sets probe position (center of the cube map) */\r\n @serializeAsVector3()\r\n public position = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information for the reflection probe.\r\n */\r\n public metadata: any = null;\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<IAssetContainer> = null;\r\n\r\n /**\r\n * Creates a new reflection probe\r\n * @param name defines the name of the probe\r\n * @param size defines the texture resolution (for each face)\r\n * @param scene defines the hosting scene\r\n * @param generateMipMaps defines if mip maps should be generated automatically (true by default)\r\n * @param useFloat defines if HDR data (float data) should be used to store colors (false by default)\r\n * @param linearSpace defines if the probe should be generated in linear space or not (false by default)\r\n */\r\n constructor(\r\n /** defines the name of the probe */\r\n public name: string,\r\n size: number,\r\n scene: Scene,\r\n generateMipMaps = true,\r\n useFloat = false,\r\n linearSpace = false\r\n ) {\r\n this._scene = scene;\r\n\r\n // Create the scene field if not exist.\r\n if (!this._scene.reflectionProbes) {\r\n this._scene.reflectionProbes = [] as ReflectionProbe[];\r\n }\r\n this._scene.reflectionProbes.push(this);\r\n\r\n if (scene.getEngine().supportsUniformBuffers) {\r\n this._sceneUBOs = [];\r\n for (let i = 0; i < 6; ++i) {\r\n this._sceneUBOs.push(scene.createSceneUniformBuffer(`Scene for Reflection Probe (name \"${name}\") face #${i}`, { forceMono: true }));\r\n }\r\n }\r\n\r\n let textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (useFloat) {\r\n const caps = this._scene.getEngine().getCaps();\r\n if (caps.textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (caps.textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n }\r\n this._renderTargetTexture = new RenderTargetTexture(name, size, scene, generateMipMaps, true, textureType, true);\r\n this._renderTargetTexture.gammaSpace = !linearSpace;\r\n this._renderTargetTexture.invertZ = scene.useRightHandedSystem;\r\n\r\n const useReverseDepthBuffer = scene.getEngine().useReverseDepthBuffer;\r\n\r\n this._renderTargetTexture.onBeforeRenderObservable.add((faceIndex: number) => {\r\n if (this._sceneUBOs) {\r\n scene.setSceneUniformBuffer(this._sceneUBOs[faceIndex]);\r\n scene.getSceneUniformBuffer().unbindEffect();\r\n }\r\n switch (faceIndex) {\r\n case 0:\r\n this._add.copyFromFloats(1, 0, 0);\r\n break;\r\n case 1:\r\n this._add.copyFromFloats(-1, 0, 0);\r\n break;\r\n case 2:\r\n this._add.copyFromFloats(0, this._invertYAxis ? 1 : -1, 0);\r\n break;\r\n case 3:\r\n this._add.copyFromFloats(0, this._invertYAxis ? -1 : 1, 0);\r\n break;\r\n case 4:\r\n this._add.copyFromFloats(0, 0, scene.useRightHandedSystem ? -1 : 1);\r\n break;\r\n case 5:\r\n this._add.copyFromFloats(0, 0, scene.useRightHandedSystem ? 1 : -1);\r\n break;\r\n }\r\n\r\n if (this._attachedMesh) {\r\n this.position.copyFrom(this._attachedMesh.getAbsolutePosition());\r\n }\r\n\r\n this.position.addToRef(this._add, this._target);\r\n\r\n const lookAtFunction = scene.useRightHandedSystem ? Matrix.LookAtRHToRef : Matrix.LookAtLHToRef;\r\n const perspectiveFunction = scene.useRightHandedSystem ? Matrix.PerspectiveFovRH : Matrix.PerspectiveFovLH;\r\n\r\n lookAtFunction(this.position, this._target, Vector3.Up(), this._viewMatrix);\r\n\r\n if (scene.activeCamera) {\r\n this._projectionMatrix = perspectiveFunction(\r\n Math.PI / 2,\r\n 1,\r\n useReverseDepthBuffer ? scene.activeCamera.maxZ : scene.activeCamera.minZ,\r\n useReverseDepthBuffer ? scene.activeCamera.minZ : scene.activeCamera.maxZ,\r\n this._scene.getEngine().isNDCHalfZRange\r\n );\r\n scene.setTransformMatrix(this._viewMatrix, this._projectionMatrix);\r\n if (scene.activeCamera.isRigCamera && !this._renderTargetTexture.activeCamera) {\r\n this._renderTargetTexture.activeCamera = scene.activeCamera.rigParent || null;\r\n }\r\n }\r\n if (this._sceneUBOs) {\r\n scene.finalizeSceneUbo();\r\n }\r\n scene._forcedViewPosition = this.position;\r\n });\r\n\r\n let currentApplyByPostProcess: boolean;\r\n\r\n this._renderTargetTexture.onBeforeBindObservable.add(() => {\r\n const engine = scene.getEngine();\r\n this._currentSceneUBO = scene.getSceneUniformBuffer();\r\n if (engine._enableGPUDebugMarkers) {\r\n engine.restoreDefaultFramebuffer(true);\r\n engine._debugPushGroup?.(`reflection probe generation for ${name}`);\r\n }\r\n currentApplyByPostProcess = this._scene.imageProcessingConfiguration.applyByPostProcess;\r\n if (linearSpace) {\r\n scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n });\r\n\r\n this._renderTargetTexture.onAfterUnbindObservable.add(() => {\r\n const engine = scene.getEngine();\r\n scene.imageProcessingConfiguration.applyByPostProcess = currentApplyByPostProcess;\r\n scene._forcedViewPosition = null;\r\n if (this._sceneUBOs) {\r\n scene.setSceneUniformBuffer(this._currentSceneUBO);\r\n }\r\n scene.updateTransformMatrix(true);\r\n if (engine._enableGPUDebugMarkers) {\r\n engine._debugPopGroup?.();\r\n }\r\n });\r\n }\r\n\r\n /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */\r\n public get samples(): number {\r\n return this._renderTargetTexture.samples;\r\n }\r\n\r\n public set samples(value: number) {\r\n this._renderTargetTexture.samples = value;\r\n }\r\n\r\n /** Gets or sets the refresh rate to use (on every frame by default) */\r\n public get refreshRate(): number {\r\n return this._renderTargetTexture.refreshRate;\r\n }\r\n\r\n public set refreshRate(value: number) {\r\n this._renderTargetTexture.refreshRate = value;\r\n }\r\n\r\n /**\r\n * Gets the hosting scene\r\n * @returns a Scene\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /** Gets the internal CubeTexture used to render to */\r\n public get cubeTexture(): RenderTargetTexture {\r\n return this._renderTargetTexture;\r\n }\r\n\r\n /** Gets or sets the list of meshes to render */\r\n public get renderList(): Nullable<AbstractMesh[]> {\r\n return this._renderTargetTexture.renderList;\r\n }\r\n\r\n public set renderList(value: Nullable<AbstractMesh[]>) {\r\n this._renderTargetTexture.renderList = value;\r\n }\r\n\r\n /**\r\n * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)\r\n * @param mesh defines the mesh to attach to\r\n */\r\n public attachToMesh(mesh: Nullable<AbstractMesh>): void {\r\n this._attachedMesh = mesh;\r\n }\r\n\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n */\r\n public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void {\r\n this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);\r\n }\r\n\r\n /**\r\n * Clean all associated resources\r\n */\r\n public dispose() {\r\n const index = this._scene.reflectionProbes.indexOf(this);\r\n\r\n if (index !== -1) {\r\n // Remove from the scene if found\r\n this._scene.reflectionProbes.splice(index, 1);\r\n }\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.reflectionProbes.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.reflectionProbes.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n if (this._renderTargetTexture) {\r\n this._renderTargetTexture.dispose();\r\n (<any>this._renderTargetTexture) = null;\r\n }\r\n\r\n if (this._sceneUBOs) {\r\n for (const ubo of this._sceneUBOs) {\r\n ubo.dispose();\r\n }\r\n this._sceneUBOs = [];\r\n }\r\n }\r\n\r\n /**\r\n * Converts the reflection probe information to a readable string for debug purpose.\r\n * @param fullDetails Supports for multiple levels of logging within scene loading\r\n * @returns the human readable reflection probe info\r\n */\r\n public toString(fullDetails?: boolean): string {\r\n let ret = \"Name: \" + this.name;\r\n\r\n if (fullDetails) {\r\n ret += \", position: \" + this.position.toString();\r\n\r\n if (this._attachedMesh) {\r\n ret += \", attached mesh: \" + this._attachedMesh.name;\r\n }\r\n }\r\n\r\n return ret;\r\n }\r\n\r\n /**\r\n * Get the class name of the refection probe.\r\n * @returns \"ReflectionProbe\"\r\n */\r\n public getClassName(): string {\r\n return \"ReflectionProbe\";\r\n }\r\n\r\n /**\r\n * Serialize the reflection probe to a JSON representation we can easily use in the respective Parse function.\r\n * @returns The JSON representation of the texture\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this, this._renderTargetTexture.serialize());\r\n serializationObject.isReflectionProbe = true;\r\n serializationObject.metadata = this.metadata;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.\r\n * @param parsedReflectionProbe Define the JSON representation of the reflection probe\r\n * @param scene Define the scene the parsed reflection probe should be instantiated in\r\n * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies\r\n * @returns The parsed reflection probe if successful\r\n */\r\n public static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe> {\r\n let reflectionProbe: Nullable<ReflectionProbe> = null;\r\n if (scene.reflectionProbes) {\r\n for (let index = 0; index < scene.reflectionProbes.length; index++) {\r\n const rp = scene.reflectionProbes[index];\r\n if (rp.name === parsedReflectionProbe.name) {\r\n reflectionProbe = rp;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n reflectionProbe = SerializationHelper.Parse(\r\n () => reflectionProbe || new ReflectionProbe(parsedReflectionProbe.name, parsedReflectionProbe.renderTargetSize, scene, parsedReflectionProbe._generateMipMaps),\r\n parsedReflectionProbe,\r\n scene,\r\n rootUrl\r\n );\r\n reflectionProbe.cubeTexture._waitingRenderList = parsedReflectionProbe.renderList;\r\n\r\n if (parsedReflectionProbe._attachedMesh) {\r\n reflectionProbe.attachToMesh(scene.getMeshById(parsedReflectionProbe._attachedMesh));\r\n }\r\n\r\n if (parsedReflectionProbe.metadata) {\r\n reflectionProbe.metadata = parsedReflectionProbe.metadata;\r\n }\r\n\r\n return reflectionProbe;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"reflectionProbe.js","sourceRoot":"","sources":["../../../../dev/core/src/Probes/reflectionProbe.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,wBAAwB,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAClF,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AACvE,OAAO,EAAE,mBAAmB,EAAE,MAAM,2CAA2C,CAAC;AAChF,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAGvD,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AACjC,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AA4BjD,KAAK,CAAC,SAAS,CAAC,qBAAqB,GAAG,UAAU,QAAyB;IACvE,IAAI,CAAC,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACzB,OAAO,CAAC,CAAC,CAAC;IACd,CAAC;IAED,MAAM,KAAK,GAAG,IAAI,CAAC,gBAAgB,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC;IACtD,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;QACf,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;IAC3C,CAAC;IAED,OAAO,KAAK,CAAC;AACjB,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,kBAAkB,GAAG,UAAU,kBAAmC;IAC9E,IAAI,CAAC,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACzB,IAAI,CAAC,gBAAgB,GAAG,EAAE,CAAC;IAC/B,CAAC;IAED,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;AACnD,CAAC,CAAC;AAEF;;;GAGG;AACH,MAAM,OAAO,eAAe;IA0BxB;;;;;;;;OAQG;IACH;IACI,oCAAoC;IAC7B,IAAY,EACnB,IAAY,EACZ,KAAY,EACZ,eAAe,GAAG,IAAI,EACtB,QAAQ,GAAG,KAAK,EAChB,WAAW,GAAG,KAAK;QALZ,SAAI,GAAJ,IAAI,CAAQ;QAjCf,gBAAW,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;QAChC,YAAO,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QACzB,SAAI,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAItB,iBAAY,GAAG,KAAK,CAAC;QAI7B,2DAA2D;QAEpD,aAAQ,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAEjC;;WAEG;QACI,aAAQ,GAAQ,IAAI,CAAC;QAE5B,gBAAgB;QACT,qBAAgB,GAA8B,IAAI,CAAC;QAoBtD,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,uCAAuC;QACvC,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,gBAAgB,EAAE,CAAC;YAChC,IAAI,CAAC,MAAM,CAAC,gBAAgB,GAAG,EAAuB,CAAC;QAC3D,CAAC;QACD,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAExC,IAAI,KAAK,CAAC,SAAS,EAAE,CAAC,sBAAsB,EAAE,CAAC;YAC3C,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;YACrB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;gBACzB,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,KAAK,CAAC,wBAAwB,CAAC,qCAAqC,IAAI,YAAY,CAAC,EAAE,EAAE,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC,CAAC,CAAC;YACxI,CAAC;QACL,CAAC;QAED,IAAI,WAAW,GAAG,SAAS,CAAC,yBAAyB,CAAC;QACtD,IAAI,QAAQ,EAAE,CAAC;YACX,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC;YAC/C,IAAI,IAAI,CAAC,sBAAsB,EAAE,CAAC;gBAC9B,WAAW,GAAG,SAAS,CAAC,sBAAsB,CAAC;YACnD,CAAC;iBAAM,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;gBACjC,WAAW,GAAG,SAAS,CAAC,iBAAiB,CAAC;YAC9C,CAAC;QACL,CAAC;QACD,IAAI,CAAC,oBAAoB,GAAG,IAAI,mBAAmB,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,eAAe,EAAE,IAAI,EAAE,WAAW,EAAE,IAAI,CAAC,CAAC;QACjH,IAAI,CAAC,oBAAoB,CAAC,UAAU,GAAG,CAAC,WAAW,CAAC;QACpD,IAAI,CAAC,oBAAoB,CAAC,OAAO,GAAG,KAAK,CAAC,oBAAoB,CAAC;QAE/D,MAAM,qBAAqB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC,qBAAqB,CAAC;QAEtE,IAAI,CAAC,oBAAoB,CAAC,wBAAwB,CAAC,GAAG,CAAC,CAAC,SAAiB,EAAE,EAAE;YACzE,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;gBAClB,KAAK,CAAC,qBAAqB,CAAC,IAAI,CAAC,UAAU,CAAC,SAAS,CAAC,CAAC,CAAC;gBACxD,KAAK,CAAC,qBAAqB,EAAE,CAAC,YAAY,EAAE,CAAC;YACjD,CAAC;YACD,QAAQ,SAAS,EAAE,CAAC;gBAChB,KAAK,CAAC;oBACF,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;oBAClC,MAAM;gBACV,KAAK,CAAC;oBACF,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;oBACnC,MAAM;gBACV,KAAK,CAAC;oBACF,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;oBAC3D,MAAM;gBACV,KAAK,CAAC;oBACF,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;oBAC3D,MAAM;gBACV,KAAK,CAAC;oBACF,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,oBAAoB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBACpE,MAAM;gBACV,KAAK,CAAC;oBACF,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,oBAAoB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBACpE,MAAM;YACd,CAAC;YAED,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;gBACrB,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,aAAa,CAAC,mBAAmB,EAAE,CAAC,CAAC;YACrE,CAAC;YAED,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;YAEhD,MAAM,cAAc,GAAG,KAAK,CAAC,oBAAoB,CAAC,CAAC,CAAC,MAAM,CAAC,aAAa,CAAC,CAAC,CAAC,MAAM,CAAC,aAAa,CAAC;YAChG,MAAM,mBAAmB,GAAG,KAAK,CAAC,oBAAoB,CAAC,CAAC,CAAC,MAAM,CAAC,gBAAgB,CAAC,CAAC,CAAC,MAAM,CAAC,gBAAgB,CAAC;YAE3G,cAAc,CAAC,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,OAAO,EAAE,OAAO,CAAC,EAAE,EAAE,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;YAE5E,IAAI,KAAK,CAAC,YAAY,EAAE,CAAC;gBACrB,IAAI,CAAC,iBAAiB,GAAG,mBAAmB,CACxC,IAAI,CAAC,EAAE,GAAG,CAAC,EACX,CAAC,EACD,qBAAqB,CAAC,CAAC,CAAC,KAAK,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,YAAY,CAAC,IAAI,EACzE,qBAAqB,CAAC,CAAC,CAAC,KAAK,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,YAAY,CAAC,IAAI,EACzE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,CAC1C,CAAC;gBACF,KAAK,CAAC,kBAAkB,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;gBACnE,IAAI,KAAK,CAAC,YAAY,CAAC,WAAW,IAAI,CAAC,IAAI,CAAC,oBAAoB,CAAC,YAAY,EAAE,CAAC;oBAC5E,IAAI,CAAC,oBAAoB,CAAC,YAAY,GAAG,KAAK,CAAC,YAAY,CAAC,SAAS,IAAI,IAAI,CAAC;gBAClF,CAAC;YACL,CAAC;YACD,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;gBAClB,KAAK,CAAC,gBAAgB,EAAE,CAAC;YAC7B,CAAC;YACD,KAAK,CAAC,mBAAmB,GAAG,IAAI,CAAC,QAAQ,CAAC;QAC9C,CAAC,CAAC,CAAC;QAEH,IAAI,yBAAkC,CAAC;QAEvC,IAAI,CAAC,oBAAoB,CAAC,sBAAsB,CAAC,GAAG,CAAC,GAAG,EAAE;YACtD,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;YACjC,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC,qBAAqB,EAAE,CAAC;YACtD,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAChC,MAAM,CAAC,eAAe,EAAE,CAAC,mCAAmC,IAAI,EAAE,CAAC,CAAC;YACxE,CAAC;YACD,yBAAyB,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;YACxF,IAAI,WAAW,EAAE,CAAC;gBACd,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,IAAI,CAAC;YACjE,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,oBAAoB,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;YACvD,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;YACjC,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,yBAAyB,CAAC;YAClF,KAAK,CAAC,mBAAmB,GAAG,IAAI,CAAC;YACjC,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;gBAClB,KAAK,CAAC,qBAAqB,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;YACvD,CAAC;YACD,KAAK,CAAC,qBAAqB,CAAC,IAAI,CAAC,CAAC;YAClC,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAChC,MAAM,CAAC,cAAc,EAAE,EAAE,CAAC;YAC9B,CAAC;QACL,CAAC,CAAC,CAAC;IACP,CAAC;IAED,mGAAmG;IACnG,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,oBAAoB,CAAC,OAAO,CAAC;IAC7C,CAAC;IAED,IAAW,OAAO,CAAC,KAAa;QAC5B,IAAI,CAAC,oBAAoB,CAAC,OAAO,GAAG,KAAK,CAAC;IAC9C,CAAC;IAED,uEAAuE;IACvE,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,oBAAoB,CAAC,WAAW,CAAC;IACjD,CAAC;IAED,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,oBAAoB,CAAC,WAAW,GAAG,KAAK,CAAC;IAClD,CAAC;IAED;;;OAGG;IACI,QAAQ;QACX,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED,sDAAsD;IACtD,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,gDAAgD;IAChD,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,oBAAoB,CAAC,UAAU,CAAC;IAChD,CAAC;IAED,IAAW,UAAU,CAAC,KAA+B;QACjD,IAAI,CAAC,oBAAoB,CAAC,UAAU,GAAG,KAAK,CAAC;IACjD,CAAC;IAED;;;OAGG;IACI,YAAY,CAAC,IAA4B;QAC5C,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;IAC9B,CAAC;IAED;;;;OAIG;IACI,iCAAiC,CAAC,gBAAwB,EAAE,qBAA8B;QAC7F,IAAI,CAAC,oBAAoB,CAAC,iCAAiC,CAAC,gBAAgB,EAAE,qBAAqB,CAAC,CAAC;IACzG,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QAEzD,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;YACf,iCAAiC;YACjC,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QAClD,CAAC;QAED,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,MAAM,KAAK,GAAG,IAAI,CAAC,gBAAgB,CAAC,gBAAgB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;YACnE,IAAI,KAAK,GAAG,CAAC,CAAC,EAAE,CAAC;gBACb,IAAI,CAAC,gBAAgB,CAAC,gBAAgB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;YAC5D,CAAC;YACD,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;QACjC,CAAC;QAED,IAAI,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,IAAI,CAAC,oBAAoB,CAAC,OAAO,EAAE,CAAC;YAC9B,IAAI,CAAC,oBAAqB,GAAG,IAAI,CAAC;QAC5C,CAAC;QAED,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;YAClB,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;gBAChC,GAAG,CAAC,OAAO,EAAE,CAAC;YAClB,CAAC;YACD,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;QACzB,CAAC;IACL,CAAC;IAED;;;;OAIG;IACI,QAAQ,CAAC,WAAqB;QACjC,IAAI,GAAG,GAAG,QAAQ,GAAG,IAAI,CAAC,IAAI,CAAC;QAE/B,IAAI,WAAW,EAAE,CAAC;YACd,GAAG,IAAI,cAAc,GAAG,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAAC;YAEjD,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;gBACrB,GAAG,IAAI,mBAAmB,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC;YACzD,CAAC;QACL,CAAC;QAED,OAAO,GAAG,CAAC;IACf,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,iBAAiB,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,EAAE,IAAI,CAAC,oBAAoB,CAAC,SAAS,EAAE,CAAC,CAAC;QACvG,mBAAmB,CAAC,iBAAiB,GAAG,IAAI,CAAC;QAC7C,mBAAmB,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;QAE7C,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,KAAK,CAAC,qBAA0B,EAAE,KAAY,EAAE,OAAe;QACzE,IAAI,eAAe,GAA8B,IAAI,CAAC;QACtD,IAAI,KAAK,CAAC,gBAAgB,EAAE,CAAC;YACzB,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,gBAAgB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBACjE,MAAM,EAAE,GAAG,KAAK,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;gBACzC,IAAI,EAAE,CAAC,IAAI,KAAK,qBAAqB,CAAC,IAAI,EAAE,CAAC;oBACzC,eAAe,GAAG,EAAE,CAAC;oBACrB,MAAM;gBACV,CAAC;YACL,CAAC;QACL,CAAC;QAED,eAAe,GAAG,mBAAmB,CAAC,KAAK,CACvC,GAAG,EAAE,CAAC,eAAe,IAAI,IAAI,eAAe,CAAC,qBAAqB,CAAC,IAAI,EAAE,qBAAqB,CAAC,gBAAgB,EAAE,KAAK,EAAE,qBAAqB,CAAC,gBAAgB,CAAC,EAC/J,qBAAqB,EACrB,KAAK,EACL,OAAO,CACV,CAAC;QACF,eAAe,CAAC,WAAW,CAAC,kBAAkB,GAAG,qBAAqB,CAAC,UAAU,CAAC;QAElF,IAAI,qBAAqB,CAAC,aAAa,EAAE,CAAC;YACtC,eAAe,CAAC,YAAY,CAAC,KAAK,CAAC,WAAW,CAAC,qBAAqB,CAAC,aAAa,CAAC,CAAC,CAAC;QACzF,CAAC;QAED,IAAI,qBAAqB,CAAC,QAAQ,EAAE,CAAC;YACjC,eAAe,CAAC,QAAQ,GAAG,qBAAqB,CAAC,QAAQ,CAAC;QAC9D,CAAC;QAED,OAAO,eAAe,CAAC;IAC3B,CAAC;CACJ;AA3TW;IADP,wBAAwB,EAAE;sDACmB;AAQvC;IADN,kBAAkB,EAAE;iDACY","sourcesContent":["import { serializeAsMeshReference, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport type { IAssetContainer } from \"core/IAssetContainer\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /**\r\n * The list of reflection probes added to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/reflectionProbes\r\n */\r\n reflectionProbes: Array<ReflectionProbe>;\r\n\r\n /**\r\n * Removes the given reflection probe from this scene.\r\n * @param toRemove The reflection probe to remove\r\n * @returns The index of the removed reflection probe\r\n */\r\n removeReflectionProbe(toRemove: ReflectionProbe): number;\r\n\r\n /**\r\n * Adds the given reflection probe to this scene.\r\n * @param newReflectionProbe The reflection probe to add\r\n */\r\n addReflectionProbe(newReflectionProbe: ReflectionProbe): void;\r\n }\r\n}\r\n\r\nScene.prototype.removeReflectionProbe = function (toRemove: ReflectionProbe): number {\r\n if (!this.reflectionProbes) {\r\n return -1;\r\n }\r\n\r\n const index = this.reflectionProbes.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.reflectionProbes.splice(index, 1);\r\n }\r\n\r\n return index;\r\n};\r\n\r\nScene.prototype.addReflectionProbe = function (newReflectionProbe: ReflectionProbe): void {\r\n if (!this.reflectionProbes) {\r\n this.reflectionProbes = [];\r\n }\r\n\r\n this.reflectionProbes.push(newReflectionProbe);\r\n};\r\n\r\n/**\r\n * Class used to generate realtime reflection / refraction cube textures\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/reflectionProbes\r\n */\r\nexport class ReflectionProbe {\r\n private _scene: Scene;\r\n private _renderTargetTexture: RenderTargetTexture;\r\n private _projectionMatrix: Matrix;\r\n private _viewMatrix = Matrix.Identity();\r\n private _target = Vector3.Zero();\r\n private _add = Vector3.Zero();\r\n @serializeAsMeshReference()\r\n private _attachedMesh: Nullable<AbstractMesh>;\r\n\r\n private _invertYAxis = false;\r\n private _sceneUBOs: UniformBuffer[];\r\n private _currentSceneUBO: UniformBuffer;\r\n\r\n /** Gets or sets probe position (center of the cube map) */\r\n @serializeAsVector3()\r\n public position = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information for the reflection probe.\r\n */\r\n public metadata: any = null;\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<IAssetContainer> = null;\r\n\r\n /**\r\n * Creates a new reflection probe\r\n * @param name defines the name of the probe\r\n * @param size defines the texture resolution (for each face)\r\n * @param scene defines the hosting scene\r\n * @param generateMipMaps defines if mip maps should be generated automatically (true by default)\r\n * @param useFloat defines if HDR data (float data) should be used to store colors (false by default)\r\n * @param linearSpace defines if the probe should be generated in linear space or not (false by default)\r\n */\r\n constructor(\r\n /** defines the name of the probe */\r\n public name: string,\r\n size: number,\r\n scene: Scene,\r\n generateMipMaps = true,\r\n useFloat = false,\r\n linearSpace = false\r\n ) {\r\n this._scene = scene;\r\n\r\n // Create the scene field if not exist.\r\n if (!this._scene.reflectionProbes) {\r\n this._scene.reflectionProbes = [] as ReflectionProbe[];\r\n }\r\n this._scene.reflectionProbes.push(this);\r\n\r\n if (scene.getEngine().supportsUniformBuffers) {\r\n this._sceneUBOs = [];\r\n for (let i = 0; i < 6; ++i) {\r\n this._sceneUBOs.push(scene.createSceneUniformBuffer(`Scene for Reflection Probe (name \"${name}\") face #${i}`, { forceMono: true }));\r\n }\r\n }\r\n\r\n let textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (useFloat) {\r\n const caps = this._scene.getEngine().getCaps();\r\n if (caps.textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (caps.textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n }\r\n this._renderTargetTexture = new RenderTargetTexture(name, size, scene, generateMipMaps, true, textureType, true);\r\n this._renderTargetTexture.gammaSpace = !linearSpace;\r\n this._renderTargetTexture.invertZ = scene.useRightHandedSystem;\r\n\r\n const useReverseDepthBuffer = scene.getEngine().useReverseDepthBuffer;\r\n\r\n this._renderTargetTexture.onBeforeRenderObservable.add((faceIndex: number) => {\r\n if (this._sceneUBOs) {\r\n scene.setSceneUniformBuffer(this._sceneUBOs[faceIndex]);\r\n scene.getSceneUniformBuffer().unbindEffect();\r\n }\r\n switch (faceIndex) {\r\n case 0:\r\n this._add.copyFromFloats(1, 0, 0);\r\n break;\r\n case 1:\r\n this._add.copyFromFloats(-1, 0, 0);\r\n break;\r\n case 2:\r\n this._add.copyFromFloats(0, this._invertYAxis ? 1 : -1, 0);\r\n break;\r\n case 3:\r\n this._add.copyFromFloats(0, this._invertYAxis ? -1 : 1, 0);\r\n break;\r\n case 4:\r\n this._add.copyFromFloats(0, 0, scene.useRightHandedSystem ? -1 : 1);\r\n break;\r\n case 5:\r\n this._add.copyFromFloats(0, 0, scene.useRightHandedSystem ? 1 : -1);\r\n break;\r\n }\r\n\r\n if (this._attachedMesh) {\r\n this.position.copyFrom(this._attachedMesh.getAbsolutePosition());\r\n }\r\n\r\n this.position.addToRef(this._add, this._target);\r\n\r\n const lookAtFunction = scene.useRightHandedSystem ? Matrix.LookAtRHToRef : Matrix.LookAtLHToRef;\r\n const perspectiveFunction = scene.useRightHandedSystem ? Matrix.PerspectiveFovRH : Matrix.PerspectiveFovLH;\r\n\r\n lookAtFunction(this.position, this._target, Vector3.Up(), this._viewMatrix);\r\n\r\n if (scene.activeCamera) {\r\n this._projectionMatrix = perspectiveFunction(\r\n Math.PI / 2,\r\n 1,\r\n useReverseDepthBuffer ? scene.activeCamera.maxZ : scene.activeCamera.minZ,\r\n useReverseDepthBuffer ? scene.activeCamera.minZ : scene.activeCamera.maxZ,\r\n this._scene.getEngine().isNDCHalfZRange\r\n );\r\n scene.setTransformMatrix(this._viewMatrix, this._projectionMatrix);\r\n if (scene.activeCamera.isRigCamera && !this._renderTargetTexture.activeCamera) {\r\n this._renderTargetTexture.activeCamera = scene.activeCamera.rigParent || null;\r\n }\r\n }\r\n if (this._sceneUBOs) {\r\n scene.finalizeSceneUbo();\r\n }\r\n scene._forcedViewPosition = this.position;\r\n });\r\n\r\n let currentApplyByPostProcess: boolean;\r\n\r\n this._renderTargetTexture.onBeforeBindObservable.add(() => {\r\n const engine = scene.getEngine();\r\n this._currentSceneUBO = scene.getSceneUniformBuffer();\r\n if (engine._enableGPUDebugMarkers) {\r\n engine._debugPushGroup?.(`reflection probe generation for ${name}`);\r\n }\r\n currentApplyByPostProcess = this._scene.imageProcessingConfiguration.applyByPostProcess;\r\n if (linearSpace) {\r\n scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n });\r\n\r\n this._renderTargetTexture.onAfterUnbindObservable.add(() => {\r\n const engine = scene.getEngine();\r\n scene.imageProcessingConfiguration.applyByPostProcess = currentApplyByPostProcess;\r\n scene._forcedViewPosition = null;\r\n if (this._sceneUBOs) {\r\n scene.setSceneUniformBuffer(this._currentSceneUBO);\r\n }\r\n scene.updateTransformMatrix(true);\r\n if (engine._enableGPUDebugMarkers) {\r\n engine._debugPopGroup?.();\r\n }\r\n });\r\n }\r\n\r\n /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */\r\n public get samples(): number {\r\n return this._renderTargetTexture.samples;\r\n }\r\n\r\n public set samples(value: number) {\r\n this._renderTargetTexture.samples = value;\r\n }\r\n\r\n /** Gets or sets the refresh rate to use (on every frame by default) */\r\n public get refreshRate(): number {\r\n return this._renderTargetTexture.refreshRate;\r\n }\r\n\r\n public set refreshRate(value: number) {\r\n this._renderTargetTexture.refreshRate = value;\r\n }\r\n\r\n /**\r\n * Gets the hosting scene\r\n * @returns a Scene\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /** Gets the internal CubeTexture used to render to */\r\n public get cubeTexture(): RenderTargetTexture {\r\n return this._renderTargetTexture;\r\n }\r\n\r\n /** Gets or sets the list of meshes to render */\r\n public get renderList(): Nullable<AbstractMesh[]> {\r\n return this._renderTargetTexture.renderList;\r\n }\r\n\r\n public set renderList(value: Nullable<AbstractMesh[]>) {\r\n this._renderTargetTexture.renderList = value;\r\n }\r\n\r\n /**\r\n * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)\r\n * @param mesh defines the mesh to attach to\r\n */\r\n public attachToMesh(mesh: Nullable<AbstractMesh>): void {\r\n this._attachedMesh = mesh;\r\n }\r\n\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n */\r\n public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void {\r\n this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);\r\n }\r\n\r\n /**\r\n * Clean all associated resources\r\n */\r\n public dispose() {\r\n const index = this._scene.reflectionProbes.indexOf(this);\r\n\r\n if (index !== -1) {\r\n // Remove from the scene if found\r\n this._scene.reflectionProbes.splice(index, 1);\r\n }\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.reflectionProbes.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.reflectionProbes.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n if (this._renderTargetTexture) {\r\n this._renderTargetTexture.dispose();\r\n (<any>this._renderTargetTexture) = null;\r\n }\r\n\r\n if (this._sceneUBOs) {\r\n for (const ubo of this._sceneUBOs) {\r\n ubo.dispose();\r\n }\r\n this._sceneUBOs = [];\r\n }\r\n }\r\n\r\n /**\r\n * Converts the reflection probe information to a readable string for debug purpose.\r\n * @param fullDetails Supports for multiple levels of logging within scene loading\r\n * @returns the human readable reflection probe info\r\n */\r\n public toString(fullDetails?: boolean): string {\r\n let ret = \"Name: \" + this.name;\r\n\r\n if (fullDetails) {\r\n ret += \", position: \" + this.position.toString();\r\n\r\n if (this._attachedMesh) {\r\n ret += \", attached mesh: \" + this._attachedMesh.name;\r\n }\r\n }\r\n\r\n return ret;\r\n }\r\n\r\n /**\r\n * Get the class name of the refection probe.\r\n * @returns \"ReflectionProbe\"\r\n */\r\n public getClassName(): string {\r\n return \"ReflectionProbe\";\r\n }\r\n\r\n /**\r\n * Serialize the reflection probe to a JSON representation we can easily use in the respective Parse function.\r\n * @returns The JSON representation of the texture\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this, this._renderTargetTexture.serialize());\r\n serializationObject.isReflectionProbe = true;\r\n serializationObject.metadata = this.metadata;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.\r\n * @param parsedReflectionProbe Define the JSON representation of the reflection probe\r\n * @param scene Define the scene the parsed reflection probe should be instantiated in\r\n * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies\r\n * @returns The parsed reflection probe if successful\r\n */\r\n public static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe> {\r\n let reflectionProbe: Nullable<ReflectionProbe> = null;\r\n if (scene.reflectionProbes) {\r\n for (let index = 0; index < scene.reflectionProbes.length; index++) {\r\n const rp = scene.reflectionProbes[index];\r\n if (rp.name === parsedReflectionProbe.name) {\r\n reflectionProbe = rp;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n reflectionProbe = SerializationHelper.Parse(\r\n () => reflectionProbe || new ReflectionProbe(parsedReflectionProbe.name, parsedReflectionProbe.renderTargetSize, scene, parsedReflectionProbe._generateMipMaps),\r\n parsedReflectionProbe,\r\n scene,\r\n rootUrl\r\n );\r\n reflectionProbe.cubeTexture._waitingRenderList = parsedReflectionProbe.renderList;\r\n\r\n if (parsedReflectionProbe._attachedMesh) {\r\n reflectionProbe.attachToMesh(scene.getMeshById(parsedReflectionProbe._attachedMesh));\r\n }\r\n\r\n if (parsedReflectionProbe.metadata) {\r\n reflectionProbe.metadata = parsedReflectionProbe.metadata;\r\n }\r\n\r\n return reflectionProbe;\r\n }\r\n}\r\n"]}
@@ -120,7 +120,6 @@ export class DepthRenderer {
120
120
  });
121
121
  this._depthMap.onBeforeBindObservable.add(() => {
122
122
  if (engine._enableGPUDebugMarkers) {
123
- engine.restoreDefaultFramebuffer(true);
124
123
  engine._debugPushGroup?.(`Depth renderer`);
125
124
  }
126
125
  });
@@ -1 +1 @@
1
- {"version":3,"file":"depthRenderer.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/depthRenderer.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAG7C,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AAGjD,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,mBAAmB,EAAE,MAAM,2CAA2C,CAAC;AAChF,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,2BAA2B,CAAC;AACnC,OAAO,yBAAyB,CAAC;AACjC,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,OAAO,EAAE,oBAAoB,EAAE,aAAa,EAAE,iCAAiC,EAAE,MAAM,sCAAsC,CAAC;AAI9H,OAAO,EAAE,mBAAmB,EAAE,yBAAyB,EAAE,0CAA0C,EAAE,0BAA0B,EAAE,MAAM,uCAAuC,CAAC;AAE/K,OAAO,EAAE,eAAe,EAAE,wCAAuC;AAKjE;;;GAGG;AACH,MAAM,OAAO,aAAa;IAStB;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAyBD;;;;OAIG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IACD,IAAW,iBAAiB,CAAC,KAAc;QACvC,IAAI,IAAI,CAAC,kBAAkB,KAAK,KAAK,EAAE,CAAC;YACpC,OAAO;QACX,CAAC;QACD,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;QAChC,qEAAqE;QACrE,IAAI,CAAC,+BAA+B,CAAC,KAAK,EAAE,CAAC;IACjD,CAAC;IAqBD;;;;OAIG;IACI,uBAAuB,CAAC,IAAmC,EAAE,QAAmB;QACnF,IAAI,CAAC,SAAS,CAAC,uBAAuB,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;IAC3D,CAAC;IAED;;;;;;;;;;OAUG;IACH,YACI,KAAY,EACZ,OAAe,SAAS,CAAC,iBAAiB,EAC1C,SAA2B,IAAI,EAC/B,mBAAmB,GAAG,KAAK,EAC3B,YAAY,GAAG,OAAO,CAAC,sBAAsB,EAC7C,iBAAiB,GAAG,KAAK,EACzB,IAAa,EACb,2BAAiD;QAjGrD,2CAA2C;QACjC,oBAAe,+BAAuB;QAuBhD,4FAA4F;QACrF,YAAO,GAAG,IAAI,CAAC;QAEtB,+DAA+D;QACxD,qCAAgC,GAAG,KAAK,CAAC;QAExC,uBAAkB,GAAG,KAAK,CAAC;QAC3B,oCAA+B,GAAyB,IAAI,GAAG,EAAE,CAAC;QAmB1E;;;;WAIG;QACI,0BAAqB,GAAY,KAAK,CAAC;QAE9C;;WAEG;QACI,mBAAc,GAAG,KAAK,CAAC;QAqUtB,mBAAc,GAAG,KAAK,CAAC;QA9R3B,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,oBAAoB,GAAG,mBAAmB,CAAC;QAChD,IAAI,CAAC,kBAAkB,GAAG,iBAAiB,CAAC;QAC5C,IAAI,CAAC,QAAQ,GAAG,IAAI,KAAK,SAAS,CAAC,yBAAyB,CAAC;QAC7D,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,CAAC,UAAU,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QACrD,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,UAAU,GAAG,IAAI,MAAM,CAAC,iBAAiB,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAC/E,CAAC;QAED,mEAAmE;QACnE,IAAI,CAAC,sBAAsB,EAAE,CAAC;QAE9B,aAAa,CAAC,6BAA6B,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAEzD,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QAEtB,IAAI,YAAY,KAAK,OAAO,CAAC,oBAAoB,EAAE,CAAC;YAChD,IAAI,IAAI,KAAK,SAAS,CAAC,iBAAiB,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,2BAA2B,EAAE,CAAC;gBACpF,YAAY,GAAG,OAAO,CAAC,oBAAoB,CAAC;YAChD,CAAC;YACD,IAAI,IAAI,KAAK,SAAS,CAAC,sBAAsB,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,+BAA+B,EAAE,CAAC;gBAC7F,YAAY,GAAG,OAAO,CAAC,oBAAoB,CAAC;YAChD,CAAC;QACL,CAAC;QAED,gBAAgB;QAChB,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,6BAA6B,CAAC,CAAC,CAAC,SAAS,CAAC,kBAAkB,CAAC,CAAC,CAAC,SAAS,CAAC,eAAe,CAAC;QAC3I,IAAI,CAAC,SAAS;YACV,2BAA2B;gBAC3B,IAAI,mBAAmB,CACnB,IAAI,IAAI,eAAe,EACvB,EAAE,KAAK,EAAE,MAAM,CAAC,cAAc,EAAE,EAAE,MAAM,EAAE,MAAM,CAAC,eAAe,EAAE,EAAE,EACpE,IAAI,CAAC,MAAM,EACX,KAAK,EACL,IAAI,EACJ,IAAI,EACJ,KAAK,EACL,YAAY,EACZ,SAAS,EACT,SAAS,EACT,SAAS,EACT,MAAM,CACT,CAAC;QACN,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QACjD,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QACjD,IAAI,CAAC,SAAS,CAAC,WAAW,GAAG,CAAC,CAAC;QAC/B,IAAI,CAAC,SAAS,CAAC,eAAe,GAAG,KAAK,CAAC;QACvC,IAAI,CAAC,SAAS,CAAC,UAAU,GAAG,IAAI,CAAC;QACjC,IAAI,CAAC,SAAS,CAAC,iBAAiB,GAAG,IAAI,CAAC;QAExC,sEAAsE;QACtE,IAAI,CAAC,SAAS,CAAC,YAAY,GAAG,IAAI,CAAC,OAAO,CAAC;QAC3C,IAAI,CAAC,SAAS,CAAC,oBAAoB,GAAG,IAAI,CAAC;QAC3C,IAAI,CAAC,SAAS,CAAC,sBAAsB,GAAG,KAAK,CAAC;QAE9C,4CAA4C;QAC5C,IAAI,CAAC,SAAS,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,EAAE;YAC5C,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QACpD,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,SAAS,CAAC,sBAAsB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC3C,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAChC,MAAM,CAAC,yBAAyB,CAAC,IAAI,CAAC,CAAC;gBACvC,MAAM,CAAC,eAAe,EAAE,CAAC,gBAAgB,CAAC,CAAC;YAC/C,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,SAAS,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC5C,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAChC,MAAM,CAAC,cAAc,EAAE,EAAE,CAAC;YAC9B,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,SAAS,CAAC,qBAAqB,GAAG,CAAC,IAAkB,EAAE,WAAmB,EAAE,OAAiB,EAAE,EAAE;YAClG,IAAI,CAAC,OAAO,IAAI,WAAW,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;gBACnD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;oBAC7C,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;oBAClC,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;oBAEjD,MAAM,KAAK,GAAG,aAAa,CAAC,uBAAuB,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,OAAO,CAAC,kBAAkB,EAAE,CAAC,CAAC;oBACjG,MAAM,0BAA0B,GAC5B,MAAM,CAAC,OAAO,EAAE,CAAC,eAAe;wBAChC,CAAC,CAAC,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,IAAI,IAAI,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,SAAS,CAAC,IAAI,aAAa,CAAC,gBAAgB,CAAC,CAAC;oBAE5I,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,0BAA0B,CAAC,EAAE,CAAC;wBACrD,OAAO,KAAK,CAAC;oBACjB,CAAC;gBACL,CAAC;YACL,CAAC;YAED,OAAO,IAAI,CAAC;QAChB,CAAC,CAAC;QAEF,yBAAyB;QACzB,MAAM,aAAa,GAAG,CAAC,OAAgB,EAAQ,EAAE;YAC7C,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;YACjD,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;YACjD,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;YAC1B,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;YACjC,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;YAEvC,aAAa,CAAC,6BAA6B,CAAC,qBAAqB,GAAG,KAAK,CAAC;YAE1E,IAAI,CAAC,QAAQ,IAAI,aAAa,CAAC,gBAAgB,IAAI,QAAQ,CAAC,iBAAiB,IAAI,OAAO,CAAC,aAAa,KAAK,CAAC,IAAI,OAAO,CAAC,SAAS,KAAK,KAAK,CAAC,WAAW,EAAE,EAAE,CAAC;gBACxJ,OAAO;YACX,CAAC;YAED,UAAU;YACV,MAAM,MAAM,GAAG,aAAa,CAAC,0BAA0B,EAAE,GAAG,CAAC,CAAC;YAC9D,IAAI,eAAe,GAAG,QAAQ,CAAC,wBAAwB,CAAC,aAAa,CAAC,CAAC;YAEvE,IAAI,MAAM,EAAE,CAAC;gBACT,eAAe;oBACX,eAAe,KAAK,SAAS,CAAC,iCAAiC;wBAC3D,CAAC,CAAC,SAAS,CAAC,wCAAwC;wBACpD,CAAC,CAAC,SAAS,CAAC,iCAAiC,CAAC;YAC1D,CAAC;YACD,MAAM,sBAAsB,GAAG,eAAe,KAAK,SAAS,CAAC,iCAAiC,CAAC;YAE/F,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,eAAe,EAAE,CAAC,EAAE,KAAK,EAAE,sBAAsB,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,aAAa,CAAC,CAAC,CAAC,QAAQ,CAAC,aAAa,CAAC,CAAC;YAEpJ,qBAAqB;YACrB,MAAM,KAAK,GAAG,aAAa,CAAC,uBAAuB,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,OAAO,CAAC,kBAAkB,EAAE,CAAC,CAAC;YAEjG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;gBACnB,OAAO;YACX,CAAC;YAED,MAAM,0BAA0B,GAC5B,MAAM,CAAC,OAAO,EAAE,CAAC,eAAe;gBAChC,CAAC,CAAC,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,IAAI,IAAI,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,SAAS,CAAC,IAAI,aAAa,CAAC,gBAAgB,CAAC,CAAC;YAE5I,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,IAAI,KAAK,CAAC,YAAY,CAAC;YAClD,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,0BAA0B,CAAC,IAAI,MAAM,EAAE,CAAC;gBAC9D,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC;gBAExC,IAAI,iBAAiB,GAAG,aAAa,CAAC,6BAA6B,CAAC,sBAAsB,EAAE,CAAC,MAAM,CAAC,mBAAmB,CAAC,CAAC;gBACzH,IAAI,aAAa,CAAC,YAAY,EAAE,KAAK,uBAAuB,EAAE,CAAC;oBAC3D,MAAM,uBAAuB,GAAG,IAAI,CAAC,+BAA+B,CAAC,GAAG,CAAC,aAAa,CAAC,QAAQ,CAAC,CAAC;oBACjG,MAAM,YAAY,GAAI,aAAuC,CAAC,UAAU,CAAC;oBACzE,wEAAwE;oBACxE,IAAI,iBAAiB,KAAK,SAAS,IAAI,uBAAuB,KAAK,IAAI,CAAC,iBAAiB,EAAE,CAAC;wBACxF,MAAM,UAAU,GAAG,aAAa,CAAC,QAAsC,CAAC;wBACxE,iBAAiB,GAAG,UAAU,CAAC,0BAA0B,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,eAAe,EAAE,IAAI,CAAC,iBAAiB,EAAE,YAAY,CAAC,CAAC;wBACnI,IAAI,CAAC,uBAAuB,CAAC,aAAa,EAAE,iBAAiB,CAAC,CAAC;wBAC/D,IAAI,CAAC,+BAA+B,CAAC,GAAG,CAAC,aAAa,CAAC,QAAQ,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;wBACzF,IAAI,CAAC,iBAAiB,CAAC,OAAO,EAAE,EAAE,CAAC;4BAC/B,OAAO;wBACX,CAAC;oBACL,CAAC;gBACL,CAAC;gBAED,IAAI,WAAW,GAAG,OAAO,CAAC,eAAe,EAAE,CAAC;gBAC5C,IAAI,CAAC,WAAW,IAAI,iBAAiB,EAAE,CAAC;oBACpC,WAAW,GAAG,iBAAiB,CAAC,eAAe,EAAE,CAAC;gBACtD,CAAC;gBACD,MAAM,aAAa,GAAG,MAAM,CAAC,IAAI,KAAK,MAAM,CAAC,mBAAmB,CAAC;gBAEjE,IAAI,CAAC,WAAW,EAAE,CAAC;oBACf,OAAO;gBACX,CAAC;gBAED,MAAM,MAAM,GAAG,WAAW,CAAC,MAAO,CAAC;gBAEnC,MAAM,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;gBAEjC,IAAI,CAAC,0BAA0B,EAAE,CAAC;oBAC9B,aAAa,CAAC,KAAK,CAAC,OAAO,EAAE,MAAM,EAAE,QAAQ,CAAC,QAAQ,CAAC,CAAC;gBAC5D,CAAC;gBAED,IAAI,CAAC,iBAAiB,EAAE,CAAC;oBACrB,MAAM,CAAC,SAAS,CAAC,gBAAgB,EAAE,KAAK,CAAC,kBAAkB,EAAE,CAAC,CAAC;oBAC/D,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,aAAa,CAAC,cAAc,EAAE,CAAC,CAAC;oBAC1D,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;wBAC1B,MAAM,CAAC,SAAS,CAAC,MAAM,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC,CAAC;oBACpD,CAAC;gBACL,CAAC;qBAAM,CAAC;oBACJ,iBAAiB,CAAC,cAAc,CAAC,aAAa,CAAC,cAAc,EAAE,EAAE,aAAqB,EAAE,OAAO,CAAC,CAAC;gBACrG,CAAC;gBAED,IAAI,IAAY,EAAE,IAAY,CAAC;gBAE/B,IAAI,aAAa,EAAE,CAAC;oBAChB,IAAI,GAAG,CAAC,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBACvE,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC1E,CAAC;qBAAM,CAAC;oBACJ,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC;oBACvH,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC;gBACpF,CAAC;gBAED,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,EAAE,IAAI,GAAG,IAAI,CAAC,CAAC;gBAEnD,IAAI,CAAC,iBAAiB,EAAE,CAAC;oBACrB,aAAa;oBACb,IAAI,QAAQ,CAAC,uBAAuB,CAAC,aAAa,CAAC,EAAE,CAAC;wBAClD,MAAM,YAAY,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;wBAEpD,IAAI,YAAY,EAAE,CAAC;4BACf,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,YAAY,CAAC,CAAC;4BAClD,MAAM,CAAC,SAAS,CAAC,eAAe,EAAE,YAAY,CAAC,gBAAgB,EAAE,CAAC,CAAC;wBACvE,CAAC;oBACL,CAAC;oBAED,QAAQ;oBACR,mBAAmB,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;oBAE3C,cAAc;oBACd,aAAa,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;oBAEvC,gBAAgB;oBAChB,yBAAyB,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;oBACjD,IAAI,aAAa,CAAC,kBAAkB,IAAI,aAAa,CAAC,kBAAkB,CAAC,wBAAwB,EAAE,CAAC;wBAChG,aAAa,CAAC,kBAAkB,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;oBACnD,CAAC;oBAED,0BAA0B;oBAC1B,MAAM,UAAU,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC,2BAA2B,CAAC;oBACjE,IAAI,UAAU,IAAI,UAAU,CAAC,SAAS,EAAE,CAAC;wBACrC,UAAU,CAAC,IAAI,CAAC,MAAM,EAAE,0BAA0B,CAAC,CAAC;oBACxD,CAAC;oBAED,yBAAyB;oBACzB,IAAI,QAAQ,CAAC,WAAW,EAAE,CAAC;wBACvB,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,QAAQ,CAAC,SAAS,CAAC,CAAC;oBACrD,CAAC;gBACL,CAAC;gBAED,2CAA2C;gBAC3C,IAAI,IAAI,CAAC,iBAAiB,IAAI,QAAQ,CAAC,wBAAwB,CAAC,aAAa,CAAC,EAAE,CAAC;oBAC7E,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;gBACjD,CAAC;qBAAM,CAAC;oBACJ,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;gBACjD,CAAC;gBAED,OAAO;gBACP,aAAa,CAAC,iBAAiB,CAAC,aAAa,EAAE,OAAO,EAAE,MAAM,EAAE,QAAQ,CAAC,QAAQ,EAAE,KAAK,EAAE,0BAA0B,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,EAAE,CACxI,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,CAAC,CACnC,CAAC;YACN,CAAC;QACL,CAAC,CAAC;QAEF,IAAI,CAAC,SAAS,CAAC,oBAAoB,GAAG,CAClC,eAAoC,EACpC,kBAAuC,EACvC,oBAAyC,EACzC,kBAAuC,EACnC,EAAE;YACN,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;YACvC,4DAA4D;YAC5D,MAAM,iBAAiB,GAAG,MAAM,CAAC,YAAY,EAAE,CAAC;YAEhD,IAAI,KAAK,CAAC;YAEV,IAAI,kBAAkB,CAAC,MAAM,EAAE,CAAC;gBAC5B,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,kBAAkB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;oBACzD,aAAa,CAAC,kBAAkB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;gBAClD,CAAC;YACL,CAAC;YAED,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBACtD,aAAa,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;YAC/C,CAAC;YAED,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,kBAAkB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBACzD,aAAa,CAAC,kBAAkB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;YAClD,CAAC;YAED,IAAI,IAAI,CAAC,gCAAgC,EAAE,CAAC;gBACxC,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;oBAC3D,aAAa,CAAC,oBAAoB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;gBACpD,CAAC;YACL,CAAC;iBAAM,CAAC;gBACJ,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;oBAC3D,oBAAoB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,gBAAgB,EAAE,CAAC,6BAA6B,CAAC,qBAAqB,GAAG,KAAK,CAAC;gBACpH,CAAC;YACL,CAAC;YAED,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;gBACzB,MAAM,CAAC,YAAY,CAAC,iBAAiB,CAAC,CAAC;YAC3C,CAAC;QACL,CAAC,CAAC;IACN,CAAC;IAGO,KAAK,CAAC,sBAAsB,CAAC,SAAS,GAAG,KAAK;QAClD,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,IAAI,MAAM,CAAC,QAAQ,IAAI,CAAC,SAAS,IAAI,CAAC,aAAa,CAAC,SAAS,EAAE,CAAC;YAC5D,IAAI,CAAC,eAAe,8BAAsB,CAAC;YAE3C,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,6BAA6B,CAAC,EAAE,MAAM,CAAC,+BAA+B,CAAC,CAAC,CAAC,CAAC;QACxG,CAAC;aAAM,CAAC;YACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,yBAAyB,CAAC,EAAE,MAAM,CAAC,2BAA2B,CAAC,CAAC,CAAC,CAAC;QAChG,CAAC;QAED,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;IAC/B,CAAC;IAED;;;;;OAKG;IACI,OAAO,CAAC,OAAgB,EAAE,YAAqB;QAClD,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC;YACvB,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,IAAI,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;QAC/B,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,MAAM,iBAAiB,GAAG,IAAI,CAAC,6BAA6B,CAAC,sBAAsB,EAAE,CAAC,MAAM,CAAC,mBAAmB,CAAC,CAAC;QAElH,IAAI,iBAAiB,EAAE,CAAC;YACpB,OAAO,iBAAiB,CAAC,iBAAiB,CAAC,IAAI,EAAE,OAAO,EAAE,YAAY,CAAC,CAAC;QAC5E,CAAC;QAED,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QACvC,IAAI,CAAC,QAAQ,IAAI,QAAQ,CAAC,iBAAiB,EAAE,CAAC;YAC1C,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,MAAM,OAAO,GAAG,EAAE,CAAC;QAEnB,MAAM,OAAO,GAAG,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAE5C,IAAI,GAAG,GAAG,KAAK,CAAC;QAChB,IAAI,GAAG,GAAG,KAAK,CAAC;QAChB,MAAM,KAAK,GAAG,KAAK,CAAC;QAEpB,aAAa;QACb,IAAI,QAAQ,CAAC,uBAAuB,CAAC,IAAI,CAAC,IAAI,QAAQ,CAAC,mBAAmB,EAAE,EAAE,CAAC;YAC3E,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAClC,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,MAAM,CAAC,EAAE,CAAC;gBAClD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;gBAClC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;gBAC5B,GAAG,GAAG,IAAI,CAAC;YACf,CAAC;YACD,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,OAAO,CAAC,EAAE,CAAC;gBACnD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;gBACnC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;gBAC5B,GAAG,GAAG,IAAI,CAAC;YACf,CAAC;QACL,CAAC;QAED,QAAQ;QACR,MAAM,SAAS,GAAG,IAAI,eAAe,EAAE,CAAC;QACxC,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,wBAAwB,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAClE,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,IAAI,IAAI,CAAC,kBAAkB,GAAG,CAAC,EAAE,CAAC;gBAC9B,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC;gBACpD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC;YACxD,CAAC;YACD,OAAO,CAAC,IAAI,CAAC,+BAA+B,GAAG,IAAI,CAAC,kBAAkB,CAAC,CAAC;YACxE,IAAI,IAAI,CAAC,kBAAkB,GAAG,CAAC,EAAE,CAAC;gBAC9B,SAAS,CAAC,sBAAsB,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;YAC9C,CAAC;YAED,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;YAC/B,IAAI,QAAQ,CAAC,yBAAyB,EAAE,CAAC;gBACrC,OAAO,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;YACxC,CAAC;iBAAM,CAAC;gBACJ,OAAO,CAAC,IAAI,CAAC,uBAAuB,GAAG,CAAC,QAAQ,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC;YACxE,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,OAAO,CAAC,IAAI,CAAC,gCAAgC,CAAC,CAAC;QACnD,CAAC;QAED,gBAAgB;QAChB,MAAM,mBAAmB,GAAG,IAAI,CAAC,kBAAkB;YAC/C,CAAC,CAAC,0CAA0C,CACtC,IAAI,CAAC,kBAAkB,EACvB,OAAO,EACP,OAAO,EACP,IAAI,EACJ,IAAI,EAAE,mBAAmB;YACzB,KAAK,EAAE,iBAAiB;YACxB,KAAK,EAAE,kBAAkB;YACzB,GAAG,EAAE,aAAa;YAClB,GAAG,EAAE,cAAc;YACnB,KAAK,CAAC,gBAAgB;aACzB;YACH,CAAC,CAAC,CAAC,CAAC;QAER,yBAAyB;QACzB,IAAI,QAAQ,CAAC,WAAW,EAAE,CAAC;YACvB,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;QACtC,CAAC;QAED,YAAY;QACZ,IAAI,YAAY,EAAE,CAAC;YACf,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAClC,0BAA0B,CAAC,OAAO,CAAC,CAAC;YACpC,IAAI,OAAO,CAAC,gBAAgB,EAAE,CAAC,gBAAgB,EAAE,CAAC;gBAC9C,OAAO,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;YAC3C,CAAC;QACL,CAAC;QAED,0BAA0B;QAC1B,MAAM,UAAU,GAAG,IAAI,CAAC,2BAA2B,CAAC;QACpD,IAAI,UAAU,IAAI,UAAU,CAAC,SAAS,EAAE,CAAC;YACrC,OAAO,CAAC,IAAI,CAAC,wCAAwC,CAAC,CAAC;YACvD,IAAI,YAAY,EAAE,CAAC;gBACf,OAAO,CAAC,IAAI,CAAC,uCAAuC,CAAC,CAAC;YAC1D,CAAC;QACL,CAAC;QAED,oBAAoB;QACpB,IAAI,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,OAAO,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;QAC3C,CAAC;QAED,mDAAmD;QACnD,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,OAAO,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;QAChD,CAAC;QAED,aAAa;QACb,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,OAAO,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;QACnC,CAAC;QAED,cAAc;QACd,iCAAiC,CAAC,QAAQ,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAE5D,qBAAqB;QACrB,MAAM,WAAW,GAAG,OAAO,CAAC,eAAe,CAAC,SAAS,EAAE,IAAI,CAAE,CAAC;QAC9D,MAAM,aAAa,GAAG,WAAW,CAAC,OAAO,CAAC;QAC1C,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAChC,IAAI,aAAa,KAAK,IAAI,EAAE,CAAC;YACzB,MAAM,QAAQ,GAAG;gBACb,OAAO;gBACP,QAAQ;gBACR,kBAAkB;gBAClB,WAAW;gBACX,gBAAgB;gBAChB,MAAM;gBACN,eAAe;gBACf,aAAa;gBACb,uBAAuB;gBACvB,kBAAkB;gBAClB,wBAAwB;gBACxB,2BAA2B;gBAC3B,8BAA8B;gBAC9B,yCAAyC;gBACzC,0BAA0B;gBAC1B,6BAA6B;aAChC,CAAC;YACF,MAAM,QAAQ,GAAG,CAAC,gBAAgB,EAAE,cAAc,EAAE,aAAa,EAAE,6BAA6B,CAAC,CAAC;YAElG,oBAAoB,CAAC,QAAQ,CAAC,CAAC;YAE/B,WAAW,CAAC,SAAS,CACjB,MAAM,CAAC,YAAY,CACf,OAAO,EACiB;gBACpB,UAAU,EAAE,OAAO;gBACnB,aAAa,EAAE,QAAQ;gBACvB,mBAAmB,EAAE,EAAE;gBACvB,QAAQ,EAAE,QAAQ;gBAClB,OAAO,EAAE,IAAI;gBACb,SAAS,EAAE,SAAS;gBACpB,UAAU,EAAE,IAAI;gBAChB,OAAO,EAAE,IAAI;gBACb,eAAe,EAAE,EAAE,2BAA2B,EAAE,mBAAmB,EAAE;gBACrE,cAAc,EAAE,IAAI,CAAC,eAAe;aACvC,EACD,MAAM,CACT,EACD,IAAI,CACP,CAAC;QACN,CAAC;QAED,OAAO,WAAW,CAAC,MAAO,CAAC,OAAO,EAAE,CAAC;IACzC,CAAC;IAED;;;OAGG;IACI,WAAW;QACd,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,YAAY,GAAG,EAAE,CAAC;QACxB,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,CAAC;YAC3C,MAAM,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;YACtD,IAAI,aAAa,KAAK,IAAI,EAAE,CAAC;gBACzB,YAAY,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;YAC3B,CAAC;QACL,CAAC;QAED,IAAI,YAAY,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;YAC1B,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;YAEzB,KAAK,MAAM,GAAG,IAAI,YAAY,EAAE,CAAC;gBAC7B,OAAO,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;YAC3C,CAAC;QACL,CAAC;IACL,CAAC;;AAtlBD;;;GAGG;AACW,uBAAS,GAAG,KAAK,AAAR,CAAS;AAgDhC;;GAEG;AACW,2CAA6B,GAA2B,CAAC,CAAC,EAAE,EAAE;IACxE,MAAM,WAAW,CAAC,6BAA6B,CAAC,CAAC;AACrD,CAAC,AAF0C,CAEzC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/depth.fragment\";\r\nimport \"../Shaders/depth.vertex\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\r\n\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport type { GaussianSplattingMaterial } from \"../Materials/GaussianSplatting/gaussianSplattingMaterial\";\r\nimport type { GaussianSplattingMesh } from \"../Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\n\r\n/**\r\n * This represents a depth renderer in Babylon.\r\n * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing\r\n */\r\nexport class DepthRenderer {\r\n private _scene: Scene;\r\n private _depthMap: RenderTargetTexture;\r\n private readonly _storeNonLinearDepth: boolean;\r\n private readonly _storeCameraSpaceZ: boolean;\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this material.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Force all the depth renderer to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n\r\n /** Color used to clear the depth texture. Default: (1,0,0,1) */\r\n public clearColor: Color4;\r\n\r\n /** Get if the depth renderer is using packed depth or not */\r\n public readonly isPacked: boolean;\r\n\r\n private _camera: Nullable<Camera>;\r\n\r\n /** Enable or disable the depth renderer. When disabled, the depth texture is not updated */\r\n public enabled = true;\r\n\r\n /** Force writing the transparent objects into the depth map */\r\n public forceDepthWriteTransparentMeshes = false;\r\n\r\n private _alphaBlendedDepth = false;\r\n private _alphaBlendedDepthMaterialCache: Map<number, boolean> = new Map();\r\n\r\n /**\r\n * Enable or disable the alpha blending for depth rendering. When enabled,\r\n * the depth renderer will blend the depth values with the alpha values of\r\n * the transparent objects.\r\n */\r\n public get alphaBlendedDepth(): boolean {\r\n return this._alphaBlendedDepth;\r\n }\r\n public set alphaBlendedDepth(value: boolean) {\r\n if (this._alphaBlendedDepth === value) {\r\n return;\r\n }\r\n this._alphaBlendedDepth = value;\r\n // Clear the cache so materials will be recreated with the new define\r\n this._alphaBlendedDepthMaterialCache.clear();\r\n }\r\n\r\n /**\r\n * Specifies that the depth renderer will only be used within\r\n * the camera it is created for.\r\n * This can help forcing its rendering during the camera processing.\r\n */\r\n public useOnlyInActiveCamera: boolean = false;\r\n\r\n /** If true, reverse the culling of materials before writing to the depth texture.\r\n * So, basically, when \"true\", back facing instead of front facing faces are rasterized into the texture\r\n */\r\n public reverseCulling = false;\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"DepthRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes by the depth renderer\r\n * @param mesh mesh or array of meshes\r\n * @param material material to use by the depth render when rendering the mesh(es). If undefined is passed, the specific material created by the depth renderer will be used.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material): void {\r\n this._depthMap.setMaterialForRendering(mesh, material);\r\n }\r\n\r\n /**\r\n * Instantiates a depth renderer\r\n * @param scene The scene the renderer belongs to\r\n * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)\r\n * @param camera The camera to be used to render the depth map (default: scene's active camera)\r\n * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z\r\n * @param samplingMode The sampling mode to be used with the render target (Linear, Nearest...) (default: TRILINEAR_SAMPLINGMODE)\r\n * @param storeCameraSpaceZ Defines whether the depth stored is the Z coordinate in camera space. If true, storeNonLinearDepth has no effect. (Default: false)\r\n * @param name Name of the render target (default: DepthRenderer)\r\n * @param existingRenderTargetTexture An existing render target texture to use (default: undefined). If not provided, a new render target texture will be created.\r\n */\r\n constructor(\r\n scene: Scene,\r\n type: number = Constants.TEXTURETYPE_FLOAT,\r\n camera: Nullable<Camera> = null,\r\n storeNonLinearDepth = false,\r\n samplingMode = Texture.TRILINEAR_SAMPLINGMODE,\r\n storeCameraSpaceZ = false,\r\n name?: string,\r\n existingRenderTargetTexture?: RenderTargetTexture\r\n ) {\r\n this._scene = scene;\r\n this._storeNonLinearDepth = storeNonLinearDepth;\r\n this._storeCameraSpaceZ = storeCameraSpaceZ;\r\n this.isPacked = type === Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this.isPacked) {\r\n this.clearColor = new Color4(1.0, 1.0, 1.0, 1.0);\r\n } else {\r\n this.clearColor = new Color4(storeCameraSpaceZ ? 0.0 : 1.0, 0.0, 0.0, 1.0);\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync();\r\n\r\n DepthRenderer._SceneComponentInitialization(this._scene);\r\n\r\n const engine = scene.getEngine();\r\n\r\n this._camera = camera;\r\n\r\n if (samplingMode !== Texture.NEAREST_SAMPLINGMODE) {\r\n if (type === Constants.TEXTURETYPE_FLOAT && !engine._caps.textureFloatLinearFiltering) {\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE;\r\n }\r\n if (type === Constants.TEXTURETYPE_HALF_FLOAT && !engine._caps.textureHalfFloatLinearFiltering) {\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE;\r\n }\r\n }\r\n\r\n // Render target\r\n const format = this.isPacked || !engine._features.supportExtendedTextureFormats ? Constants.TEXTUREFORMAT_RGBA : Constants.TEXTUREFORMAT_R;\r\n this._depthMap =\r\n existingRenderTargetTexture ??\r\n new RenderTargetTexture(\r\n name ?? \"DepthRenderer\",\r\n { width: engine.getRenderWidth(), height: engine.getRenderHeight() },\r\n this._scene,\r\n false,\r\n true,\r\n type,\r\n false,\r\n samplingMode,\r\n undefined,\r\n undefined,\r\n undefined,\r\n format\r\n );\r\n this._depthMap.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.refreshRate = 1;\r\n this._depthMap.renderParticles = false;\r\n this._depthMap.renderList = null;\r\n this._depthMap.noPrePassRenderer = true;\r\n\r\n // Camera to get depth map from to support multiple concurrent cameras\r\n this._depthMap.activeCamera = this._camera;\r\n this._depthMap.ignoreCameraViewport = true;\r\n this._depthMap.useCameraPostProcesses = false;\r\n\r\n // set default depth value to 1.0 (far away)\r\n this._depthMap.onClearObservable.add((engine) => {\r\n engine.clear(this.clearColor, true, true, true);\r\n });\r\n\r\n this._depthMap.onBeforeBindObservable.add(() => {\r\n if (engine._enableGPUDebugMarkers) {\r\n engine.restoreDefaultFramebuffer(true);\r\n engine._debugPushGroup?.(`Depth renderer`);\r\n }\r\n });\r\n\r\n this._depthMap.onAfterUnbindObservable.add(() => {\r\n if (engine._enableGPUDebugMarkers) {\r\n engine._debugPopGroup?.();\r\n }\r\n });\r\n\r\n this._depthMap.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || renderingMesh.hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n // Custom render function\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const material = subMesh.getMaterial();\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n if (!material || effectiveMesh.infiniteDistance || material.disableDepthWrite || subMesh.verticesCount === 0 || subMesh._renderId === scene.getRenderId()) {\r\n return;\r\n }\r\n\r\n // Culling\r\n const detNeg = effectiveMesh._getWorldMatrixDeterminant() < 0;\r\n let sideOrientation = material._getEffectiveOrientation(renderingMesh);\r\n\r\n if (detNeg) {\r\n sideOrientation =\r\n sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation\r\n ? Constants.MATERIAL_CounterClockWiseSideOrientation\r\n : Constants.MATERIAL_ClockWiseSideOrientation;\r\n }\r\n const reverseSideOrientation = sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation;\r\n\r\n engine.setState(material.backFaceCulling, 0, false, reverseSideOrientation, this.reverseCulling ? !material.cullBackFaces : material.cullBackFaces);\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || renderingMesh.hasThinInstances);\r\n\r\n const camera = this._camera || scene.activeCamera;\r\n if (this.isReady(subMesh, hardwareInstancedRendering) && camera) {\r\n subMesh._renderId = scene.getRenderId();\r\n\r\n let renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n if (effectiveMesh.getClassName() === \"GaussianSplattingMesh\") {\r\n const cachedAlphaBlendedDepth = this._alphaBlendedDepthMaterialCache.get(effectiveMesh.uniqueId);\r\n const compoundMesh = (effectiveMesh as GaussianSplattingMesh).isCompound;\r\n // Recreate material if it doesn't exist or if alphaBlendedDepth changed\r\n if (renderingMaterial === undefined || cachedAlphaBlendedDepth !== this.alphaBlendedDepth) {\r\n const gsMaterial = effectiveMesh.material! as GaussianSplattingMaterial;\r\n renderingMaterial = gsMaterial.makeDepthRenderingMaterial(this._scene, this._shaderLanguage, this.alphaBlendedDepth, compoundMesh);\r\n this.setMaterialForRendering(effectiveMesh, renderingMaterial);\r\n this._alphaBlendedDepthMaterialCache.set(effectiveMesh.uniqueId, this.alphaBlendedDepth);\r\n if (!renderingMaterial.isReady()) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n let drawWrapper = subMesh._getDrawWrapper();\r\n if (!drawWrapper && renderingMaterial) {\r\n drawWrapper = renderingMaterial._getDrawWrapper();\r\n }\r\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (!renderingMaterial) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n if (this._storeCameraSpaceZ) {\r\n effect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n } else {\r\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\r\n }\r\n\r\n let minZ: number, maxZ: number;\r\n\r\n if (cameraIsOrtho) {\r\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n } else {\r\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\r\n }\r\n\r\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\r\n\r\n if (!renderingMaterial) {\r\n // Alpha test\r\n if (material.needAlphaTestingForMesh(effectiveMesh)) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bones\r\n BindBonesParameters(renderingMesh, effect);\r\n\r\n // Clip planes\r\n BindClipPlane(effect, material, scene);\r\n\r\n // Morph targets\r\n BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n bvaManager.bind(effect, hardwareInstancedRendering);\r\n }\r\n\r\n // Points cloud rendering\r\n if (material.pointsCloud) {\r\n effect.setFloat(\"pointSize\", material.pointSize);\r\n }\r\n }\r\n\r\n // Alpha blending for transparent materials\r\n if (this.alphaBlendedDepth && material.needAlphaBlendingForMesh(effectiveMesh)) {\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n } else {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\r\n effect.setMatrix(\"world\", world)\r\n );\r\n }\r\n };\r\n\r\n this._depthMap.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n const engine = this._scene.getEngine();\r\n // Save the current alpha mode to restore it after rendering\r\n const previousAlphaMode = engine.getAlphaMode();\r\n\r\n let index;\r\n\r\n if (depthOnlySubMeshes.length) {\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (this.forceDepthWriteTransparentMeshes) {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n renderSubMesh(transparentSubMeshes.data[index]);\r\n }\r\n } else {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n transparentSubMeshes.data[index].getEffectiveMesh()._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n }\r\n }\r\n\r\n if (this.alphaBlendedDepth) {\r\n engine.setAlphaMode(previousAlphaMode);\r\n }\r\n };\r\n }\r\n\r\n private _shadersLoaded = false;\r\n private async _initShaderSourceAsync(forceGLSL = false) {\r\n const engine = this._scene.getEngine();\r\n\r\n if (engine.isWebGPU && !forceGLSL && !DepthRenderer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/depth.vertex\"), import(\"../ShadersWGSL/depth.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/depth.vertex\"), import(\"../Shaders/depth.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n }\r\n\r\n /**\r\n * Creates the depth rendering effect and checks if the effect is ready.\r\n * @param subMesh The submesh to be used to render the depth map of\r\n * @param useInstances If multiple world instances should be used\r\n * @returns if the depth renderer is ready to render the depth map\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n if (!this._shadersLoaded) {\r\n return false;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const mesh = subMesh.getMesh();\r\n const scene = mesh.getScene();\r\n\r\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n if (renderingMaterial) {\r\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\r\n }\r\n\r\n const material = subMesh.getMaterial();\r\n if (!material || material.disableDepthWrite) {\r\n return false;\r\n }\r\n\r\n const defines = [];\r\n\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n let uv1 = false;\r\n let uv2 = false;\r\n const color = false;\r\n\r\n // Alpha test\r\n if (material.needAlphaTestingForMesh(mesh) && material.getAlphaTestTexture()) {\r\n defines.push(\"#define ALPHATEST\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n uv1 = true;\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n uv2 = true;\r\n }\r\n }\r\n\r\n // Bones\r\n const fallbacks = new EffectFallbacks();\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n if (mesh.numBoneInfluencers > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n const skeleton = mesh.skeleton;\r\n if (skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton.bones.length + 1));\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const numMorphInfluencers = mesh.morphTargetManager\r\n ? PrepareDefinesAndAttributesForMorphTargets(\r\n mesh.morphTargetManager,\r\n defines,\r\n attribs,\r\n mesh,\r\n true, // usePositionMorph\r\n false, // useNormalMorph\r\n false, // useTangentMorph\r\n uv1, // useUVMorph\r\n uv2, // useUV2Morph\r\n color // useColorMorph\r\n )\r\n : 0;\r\n\r\n // Points cloud rendering\r\n if (material.pointsCloud) {\r\n defines.push(\"#define POINTSIZE\");\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = mesh.bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\r\n if (useInstances) {\r\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\r\n }\r\n }\r\n\r\n // None linear depth\r\n if (this._storeNonLinearDepth) {\r\n defines.push(\"#define NONLINEARDEPTH\");\r\n }\r\n\r\n // Store camera space Z coordinate instead of NDC Z\r\n if (this._storeCameraSpaceZ) {\r\n defines.push(\"#define STORE_CAMERASPACE_Z\");\r\n }\r\n\r\n // Float Mode\r\n if (this.isPacked) {\r\n defines.push(\"#define PACKED\");\r\n }\r\n\r\n // Clip planes\r\n PrepareStringDefinesForClipPlanes(material, scene, defines);\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"boneTextureWidth\",\r\n \"pointSize\",\r\n \"viewProjection\",\r\n \"view\",\r\n \"diffuseMatrix\",\r\n \"depthValues\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetCount\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"bakedVertexAnimationSettings\",\r\n \"bakedVertexAnimationTextureSizeInverted\",\r\n \"bakedVertexAnimationTime\",\r\n \"bakedVertexAnimationTexture\",\r\n ];\r\n const samplers = [\"diffuseSampler\", \"morphTargets\", \"boneSampler\", \"bakedVertexAnimationTexture\"];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n drawWrapper.setEffect(\r\n engine.createEffect(\r\n \"depth\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\r\n shaderLanguage: this._shaderLanguage,\r\n },\r\n engine\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Gets the texture which the depth map will be written to.\r\n * @returns The depth map texture\r\n */\r\n public getDepthMap(): RenderTargetTexture {\r\n return this._depthMap;\r\n }\r\n\r\n /**\r\n * Disposes of the depth renderer.\r\n */\r\n public dispose(): void {\r\n const keysToDelete = [];\r\n for (const key in this._scene._depthRenderer) {\r\n const depthRenderer = this._scene._depthRenderer[key];\r\n if (depthRenderer === this) {\r\n keysToDelete.push(key);\r\n }\r\n }\r\n\r\n if (keysToDelete.length > 0) {\r\n this._depthMap.dispose();\r\n\r\n for (const key of keysToDelete) {\r\n delete this._scene._depthRenderer[key];\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"depthRenderer.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/depthRenderer.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAG7C,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AAGjD,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,mBAAmB,EAAE,MAAM,2CAA2C,CAAC;AAChF,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,2BAA2B,CAAC;AACnC,OAAO,yBAAyB,CAAC;AACjC,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,OAAO,EAAE,oBAAoB,EAAE,aAAa,EAAE,iCAAiC,EAAE,MAAM,sCAAsC,CAAC;AAI9H,OAAO,EAAE,mBAAmB,EAAE,yBAAyB,EAAE,0CAA0C,EAAE,0BAA0B,EAAE,MAAM,uCAAuC,CAAC;AAE/K,OAAO,EAAE,eAAe,EAAE,wCAAuC;AAKjE;;;GAGG;AACH,MAAM,OAAO,aAAa;IAStB;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAyBD;;;;OAIG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IACD,IAAW,iBAAiB,CAAC,KAAc;QACvC,IAAI,IAAI,CAAC,kBAAkB,KAAK,KAAK,EAAE,CAAC;YACpC,OAAO;QACX,CAAC;QACD,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;QAChC,qEAAqE;QACrE,IAAI,CAAC,+BAA+B,CAAC,KAAK,EAAE,CAAC;IACjD,CAAC;IAqBD;;;;OAIG;IACI,uBAAuB,CAAC,IAAmC,EAAE,QAAmB;QACnF,IAAI,CAAC,SAAS,CAAC,uBAAuB,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;IAC3D,CAAC;IAED;;;;;;;;;;OAUG;IACH,YACI,KAAY,EACZ,OAAe,SAAS,CAAC,iBAAiB,EAC1C,SAA2B,IAAI,EAC/B,mBAAmB,GAAG,KAAK,EAC3B,YAAY,GAAG,OAAO,CAAC,sBAAsB,EAC7C,iBAAiB,GAAG,KAAK,EACzB,IAAa,EACb,2BAAiD;QAjGrD,2CAA2C;QACjC,oBAAe,+BAAuB;QAuBhD,4FAA4F;QACrF,YAAO,GAAG,IAAI,CAAC;QAEtB,+DAA+D;QACxD,qCAAgC,GAAG,KAAK,CAAC;QAExC,uBAAkB,GAAG,KAAK,CAAC;QAC3B,oCAA+B,GAAyB,IAAI,GAAG,EAAE,CAAC;QAmB1E;;;;WAIG;QACI,0BAAqB,GAAY,KAAK,CAAC;QAE9C;;WAEG;QACI,mBAAc,GAAG,KAAK,CAAC;QAoUtB,mBAAc,GAAG,KAAK,CAAC;QA7R3B,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,oBAAoB,GAAG,mBAAmB,CAAC;QAChD,IAAI,CAAC,kBAAkB,GAAG,iBAAiB,CAAC;QAC5C,IAAI,CAAC,QAAQ,GAAG,IAAI,KAAK,SAAS,CAAC,yBAAyB,CAAC;QAC7D,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,CAAC,UAAU,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QACrD,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,UAAU,GAAG,IAAI,MAAM,CAAC,iBAAiB,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAC/E,CAAC;QAED,mEAAmE;QACnE,IAAI,CAAC,sBAAsB,EAAE,CAAC;QAE9B,aAAa,CAAC,6BAA6B,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAEzD,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QAEtB,IAAI,YAAY,KAAK,OAAO,CAAC,oBAAoB,EAAE,CAAC;YAChD,IAAI,IAAI,KAAK,SAAS,CAAC,iBAAiB,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,2BAA2B,EAAE,CAAC;gBACpF,YAAY,GAAG,OAAO,CAAC,oBAAoB,CAAC;YAChD,CAAC;YACD,IAAI,IAAI,KAAK,SAAS,CAAC,sBAAsB,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,+BAA+B,EAAE,CAAC;gBAC7F,YAAY,GAAG,OAAO,CAAC,oBAAoB,CAAC;YAChD,CAAC;QACL,CAAC;QAED,gBAAgB;QAChB,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,6BAA6B,CAAC,CAAC,CAAC,SAAS,CAAC,kBAAkB,CAAC,CAAC,CAAC,SAAS,CAAC,eAAe,CAAC;QAC3I,IAAI,CAAC,SAAS;YACV,2BAA2B;gBAC3B,IAAI,mBAAmB,CACnB,IAAI,IAAI,eAAe,EACvB,EAAE,KAAK,EAAE,MAAM,CAAC,cAAc,EAAE,EAAE,MAAM,EAAE,MAAM,CAAC,eAAe,EAAE,EAAE,EACpE,IAAI,CAAC,MAAM,EACX,KAAK,EACL,IAAI,EACJ,IAAI,EACJ,KAAK,EACL,YAAY,EACZ,SAAS,EACT,SAAS,EACT,SAAS,EACT,MAAM,CACT,CAAC;QACN,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QACjD,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QACjD,IAAI,CAAC,SAAS,CAAC,WAAW,GAAG,CAAC,CAAC;QAC/B,IAAI,CAAC,SAAS,CAAC,eAAe,GAAG,KAAK,CAAC;QACvC,IAAI,CAAC,SAAS,CAAC,UAAU,GAAG,IAAI,CAAC;QACjC,IAAI,CAAC,SAAS,CAAC,iBAAiB,GAAG,IAAI,CAAC;QAExC,sEAAsE;QACtE,IAAI,CAAC,SAAS,CAAC,YAAY,GAAG,IAAI,CAAC,OAAO,CAAC;QAC3C,IAAI,CAAC,SAAS,CAAC,oBAAoB,GAAG,IAAI,CAAC;QAC3C,IAAI,CAAC,SAAS,CAAC,sBAAsB,GAAG,KAAK,CAAC;QAE9C,4CAA4C;QAC5C,IAAI,CAAC,SAAS,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,EAAE;YAC5C,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QACpD,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,SAAS,CAAC,sBAAsB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC3C,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAChC,MAAM,CAAC,eAAe,EAAE,CAAC,gBAAgB,CAAC,CAAC;YAC/C,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,SAAS,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC5C,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAChC,MAAM,CAAC,cAAc,EAAE,EAAE,CAAC;YAC9B,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,SAAS,CAAC,qBAAqB,GAAG,CAAC,IAAkB,EAAE,WAAmB,EAAE,OAAiB,EAAE,EAAE;YAClG,IAAI,CAAC,OAAO,IAAI,WAAW,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;gBACnD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;oBAC7C,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;oBAClC,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;oBAEjD,MAAM,KAAK,GAAG,aAAa,CAAC,uBAAuB,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,OAAO,CAAC,kBAAkB,EAAE,CAAC,CAAC;oBACjG,MAAM,0BAA0B,GAC5B,MAAM,CAAC,OAAO,EAAE,CAAC,eAAe;wBAChC,CAAC,CAAC,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,IAAI,IAAI,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,SAAS,CAAC,IAAI,aAAa,CAAC,gBAAgB,CAAC,CAAC;oBAE5I,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,0BAA0B,CAAC,EAAE,CAAC;wBACrD,OAAO,KAAK,CAAC;oBACjB,CAAC;gBACL,CAAC;YACL,CAAC;YAED,OAAO,IAAI,CAAC;QAChB,CAAC,CAAC;QAEF,yBAAyB;QACzB,MAAM,aAAa,GAAG,CAAC,OAAgB,EAAQ,EAAE;YAC7C,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;YACjD,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;YACjD,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;YAC1B,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;YACjC,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;YAEvC,aAAa,CAAC,6BAA6B,CAAC,qBAAqB,GAAG,KAAK,CAAC;YAE1E,IAAI,CAAC,QAAQ,IAAI,aAAa,CAAC,gBAAgB,IAAI,QAAQ,CAAC,iBAAiB,IAAI,OAAO,CAAC,aAAa,KAAK,CAAC,IAAI,OAAO,CAAC,SAAS,KAAK,KAAK,CAAC,WAAW,EAAE,EAAE,CAAC;gBACxJ,OAAO;YACX,CAAC;YAED,UAAU;YACV,MAAM,MAAM,GAAG,aAAa,CAAC,0BAA0B,EAAE,GAAG,CAAC,CAAC;YAC9D,IAAI,eAAe,GAAG,QAAQ,CAAC,wBAAwB,CAAC,aAAa,CAAC,CAAC;YAEvE,IAAI,MAAM,EAAE,CAAC;gBACT,eAAe;oBACX,eAAe,KAAK,SAAS,CAAC,iCAAiC;wBAC3D,CAAC,CAAC,SAAS,CAAC,wCAAwC;wBACpD,CAAC,CAAC,SAAS,CAAC,iCAAiC,CAAC;YAC1D,CAAC;YACD,MAAM,sBAAsB,GAAG,eAAe,KAAK,SAAS,CAAC,iCAAiC,CAAC;YAE/F,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,eAAe,EAAE,CAAC,EAAE,KAAK,EAAE,sBAAsB,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,aAAa,CAAC,CAAC,CAAC,QAAQ,CAAC,aAAa,CAAC,CAAC;YAEpJ,qBAAqB;YACrB,MAAM,KAAK,GAAG,aAAa,CAAC,uBAAuB,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,OAAO,CAAC,kBAAkB,EAAE,CAAC,CAAC;YAEjG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;gBACnB,OAAO;YACX,CAAC;YAED,MAAM,0BAA0B,GAC5B,MAAM,CAAC,OAAO,EAAE,CAAC,eAAe;gBAChC,CAAC,CAAC,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,IAAI,IAAI,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,SAAS,CAAC,IAAI,aAAa,CAAC,gBAAgB,CAAC,CAAC;YAE5I,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,IAAI,KAAK,CAAC,YAAY,CAAC;YAClD,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,0BAA0B,CAAC,IAAI,MAAM,EAAE,CAAC;gBAC9D,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC;gBAExC,IAAI,iBAAiB,GAAG,aAAa,CAAC,6BAA6B,CAAC,sBAAsB,EAAE,CAAC,MAAM,CAAC,mBAAmB,CAAC,CAAC;gBACzH,IAAI,aAAa,CAAC,YAAY,EAAE,KAAK,uBAAuB,EAAE,CAAC;oBAC3D,MAAM,uBAAuB,GAAG,IAAI,CAAC,+BAA+B,CAAC,GAAG,CAAC,aAAa,CAAC,QAAQ,CAAC,CAAC;oBACjG,MAAM,YAAY,GAAI,aAAuC,CAAC,UAAU,CAAC;oBACzE,wEAAwE;oBACxE,IAAI,iBAAiB,KAAK,SAAS,IAAI,uBAAuB,KAAK,IAAI,CAAC,iBAAiB,EAAE,CAAC;wBACxF,MAAM,UAAU,GAAG,aAAa,CAAC,QAAsC,CAAC;wBACxE,iBAAiB,GAAG,UAAU,CAAC,0BAA0B,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,eAAe,EAAE,IAAI,CAAC,iBAAiB,EAAE,YAAY,CAAC,CAAC;wBACnI,IAAI,CAAC,uBAAuB,CAAC,aAAa,EAAE,iBAAiB,CAAC,CAAC;wBAC/D,IAAI,CAAC,+BAA+B,CAAC,GAAG,CAAC,aAAa,CAAC,QAAQ,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;wBACzF,IAAI,CAAC,iBAAiB,CAAC,OAAO,EAAE,EAAE,CAAC;4BAC/B,OAAO;wBACX,CAAC;oBACL,CAAC;gBACL,CAAC;gBAED,IAAI,WAAW,GAAG,OAAO,CAAC,eAAe,EAAE,CAAC;gBAC5C,IAAI,CAAC,WAAW,IAAI,iBAAiB,EAAE,CAAC;oBACpC,WAAW,GAAG,iBAAiB,CAAC,eAAe,EAAE,CAAC;gBACtD,CAAC;gBACD,MAAM,aAAa,GAAG,MAAM,CAAC,IAAI,KAAK,MAAM,CAAC,mBAAmB,CAAC;gBAEjE,IAAI,CAAC,WAAW,EAAE,CAAC;oBACf,OAAO;gBACX,CAAC;gBAED,MAAM,MAAM,GAAG,WAAW,CAAC,MAAO,CAAC;gBAEnC,MAAM,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;gBAEjC,IAAI,CAAC,0BAA0B,EAAE,CAAC;oBAC9B,aAAa,CAAC,KAAK,CAAC,OAAO,EAAE,MAAM,EAAE,QAAQ,CAAC,QAAQ,CAAC,CAAC;gBAC5D,CAAC;gBAED,IAAI,CAAC,iBAAiB,EAAE,CAAC;oBACrB,MAAM,CAAC,SAAS,CAAC,gBAAgB,EAAE,KAAK,CAAC,kBAAkB,EAAE,CAAC,CAAC;oBAC/D,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,aAAa,CAAC,cAAc,EAAE,CAAC,CAAC;oBAC1D,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;wBAC1B,MAAM,CAAC,SAAS,CAAC,MAAM,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC,CAAC;oBACpD,CAAC;gBACL,CAAC;qBAAM,CAAC;oBACJ,iBAAiB,CAAC,cAAc,CAAC,aAAa,CAAC,cAAc,EAAE,EAAE,aAAqB,EAAE,OAAO,CAAC,CAAC;gBACrG,CAAC;gBAED,IAAI,IAAY,EAAE,IAAY,CAAC;gBAE/B,IAAI,aAAa,EAAE,CAAC;oBAChB,IAAI,GAAG,CAAC,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBACvE,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC1E,CAAC;qBAAM,CAAC;oBACJ,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC;oBACvH,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC;gBACpF,CAAC;gBAED,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,EAAE,IAAI,GAAG,IAAI,CAAC,CAAC;gBAEnD,IAAI,CAAC,iBAAiB,EAAE,CAAC;oBACrB,aAAa;oBACb,IAAI,QAAQ,CAAC,uBAAuB,CAAC,aAAa,CAAC,EAAE,CAAC;wBAClD,MAAM,YAAY,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;wBAEpD,IAAI,YAAY,EAAE,CAAC;4BACf,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,YAAY,CAAC,CAAC;4BAClD,MAAM,CAAC,SAAS,CAAC,eAAe,EAAE,YAAY,CAAC,gBAAgB,EAAE,CAAC,CAAC;wBACvE,CAAC;oBACL,CAAC;oBAED,QAAQ;oBACR,mBAAmB,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;oBAE3C,cAAc;oBACd,aAAa,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;oBAEvC,gBAAgB;oBAChB,yBAAyB,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;oBACjD,IAAI,aAAa,CAAC,kBAAkB,IAAI,aAAa,CAAC,kBAAkB,CAAC,wBAAwB,EAAE,CAAC;wBAChG,aAAa,CAAC,kBAAkB,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;oBACnD,CAAC;oBAED,0BAA0B;oBAC1B,MAAM,UAAU,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC,2BAA2B,CAAC;oBACjE,IAAI,UAAU,IAAI,UAAU,CAAC,SAAS,EAAE,CAAC;wBACrC,UAAU,CAAC,IAAI,CAAC,MAAM,EAAE,0BAA0B,CAAC,CAAC;oBACxD,CAAC;oBAED,yBAAyB;oBACzB,IAAI,QAAQ,CAAC,WAAW,EAAE,CAAC;wBACvB,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,QAAQ,CAAC,SAAS,CAAC,CAAC;oBACrD,CAAC;gBACL,CAAC;gBAED,2CAA2C;gBAC3C,IAAI,IAAI,CAAC,iBAAiB,IAAI,QAAQ,CAAC,wBAAwB,CAAC,aAAa,CAAC,EAAE,CAAC;oBAC7E,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;gBACjD,CAAC;qBAAM,CAAC;oBACJ,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;gBACjD,CAAC;gBAED,OAAO;gBACP,aAAa,CAAC,iBAAiB,CAAC,aAAa,EAAE,OAAO,EAAE,MAAM,EAAE,QAAQ,CAAC,QAAQ,EAAE,KAAK,EAAE,0BAA0B,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,EAAE,CACxI,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,CAAC,CACnC,CAAC;YACN,CAAC;QACL,CAAC,CAAC;QAEF,IAAI,CAAC,SAAS,CAAC,oBAAoB,GAAG,CAClC,eAAoC,EACpC,kBAAuC,EACvC,oBAAyC,EACzC,kBAAuC,EACnC,EAAE;YACN,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;YACvC,4DAA4D;YAC5D,MAAM,iBAAiB,GAAG,MAAM,CAAC,YAAY,EAAE,CAAC;YAEhD,IAAI,KAAK,CAAC;YAEV,IAAI,kBAAkB,CAAC,MAAM,EAAE,CAAC;gBAC5B,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,kBAAkB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;oBACzD,aAAa,CAAC,kBAAkB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;gBAClD,CAAC;YACL,CAAC;YAED,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBACtD,aAAa,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;YAC/C,CAAC;YAED,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,kBAAkB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBACzD,aAAa,CAAC,kBAAkB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;YAClD,CAAC;YAED,IAAI,IAAI,CAAC,gCAAgC,EAAE,CAAC;gBACxC,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;oBAC3D,aAAa,CAAC,oBAAoB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;gBACpD,CAAC;YACL,CAAC;iBAAM,CAAC;gBACJ,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;oBAC3D,oBAAoB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,gBAAgB,EAAE,CAAC,6BAA6B,CAAC,qBAAqB,GAAG,KAAK,CAAC;gBACpH,CAAC;YACL,CAAC;YAED,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;gBACzB,MAAM,CAAC,YAAY,CAAC,iBAAiB,CAAC,CAAC;YAC3C,CAAC;QACL,CAAC,CAAC;IACN,CAAC;IAGO,KAAK,CAAC,sBAAsB,CAAC,SAAS,GAAG,KAAK;QAClD,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,IAAI,MAAM,CAAC,QAAQ,IAAI,CAAC,SAAS,IAAI,CAAC,aAAa,CAAC,SAAS,EAAE,CAAC;YAC5D,IAAI,CAAC,eAAe,8BAAsB,CAAC;YAE3C,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,6BAA6B,CAAC,EAAE,MAAM,CAAC,+BAA+B,CAAC,CAAC,CAAC,CAAC;QACxG,CAAC;aAAM,CAAC;YACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,yBAAyB,CAAC,EAAE,MAAM,CAAC,2BAA2B,CAAC,CAAC,CAAC,CAAC;QAChG,CAAC;QAED,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;IAC/B,CAAC;IAED;;;;;OAKG;IACI,OAAO,CAAC,OAAgB,EAAE,YAAqB;QAClD,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC;YACvB,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,IAAI,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;QAC/B,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,MAAM,iBAAiB,GAAG,IAAI,CAAC,6BAA6B,CAAC,sBAAsB,EAAE,CAAC,MAAM,CAAC,mBAAmB,CAAC,CAAC;QAElH,IAAI,iBAAiB,EAAE,CAAC;YACpB,OAAO,iBAAiB,CAAC,iBAAiB,CAAC,IAAI,EAAE,OAAO,EAAE,YAAY,CAAC,CAAC;QAC5E,CAAC;QAED,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QACvC,IAAI,CAAC,QAAQ,IAAI,QAAQ,CAAC,iBAAiB,EAAE,CAAC;YAC1C,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,MAAM,OAAO,GAAG,EAAE,CAAC;QAEnB,MAAM,OAAO,GAAG,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAE5C,IAAI,GAAG,GAAG,KAAK,CAAC;QAChB,IAAI,GAAG,GAAG,KAAK,CAAC;QAChB,MAAM,KAAK,GAAG,KAAK,CAAC;QAEpB,aAAa;QACb,IAAI,QAAQ,CAAC,uBAAuB,CAAC,IAAI,CAAC,IAAI,QAAQ,CAAC,mBAAmB,EAAE,EAAE,CAAC;YAC3E,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAClC,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,MAAM,CAAC,EAAE,CAAC;gBAClD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;gBAClC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;gBAC5B,GAAG,GAAG,IAAI,CAAC;YACf,CAAC;YACD,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,OAAO,CAAC,EAAE,CAAC;gBACnD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;gBACnC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;gBAC5B,GAAG,GAAG,IAAI,CAAC;YACf,CAAC;QACL,CAAC;QAED,QAAQ;QACR,MAAM,SAAS,GAAG,IAAI,eAAe,EAAE,CAAC;QACxC,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,wBAAwB,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAClE,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,IAAI,IAAI,CAAC,kBAAkB,GAAG,CAAC,EAAE,CAAC;gBAC9B,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC;gBACpD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC;YACxD,CAAC;YACD,OAAO,CAAC,IAAI,CAAC,+BAA+B,GAAG,IAAI,CAAC,kBAAkB,CAAC,CAAC;YACxE,IAAI,IAAI,CAAC,kBAAkB,GAAG,CAAC,EAAE,CAAC;gBAC9B,SAAS,CAAC,sBAAsB,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;YAC9C,CAAC;YAED,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;YAC/B,IAAI,QAAQ,CAAC,yBAAyB,EAAE,CAAC;gBACrC,OAAO,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;YACxC,CAAC;iBAAM,CAAC;gBACJ,OAAO,CAAC,IAAI,CAAC,uBAAuB,GAAG,CAAC,QAAQ,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC;YACxE,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,OAAO,CAAC,IAAI,CAAC,gCAAgC,CAAC,CAAC;QACnD,CAAC;QAED,gBAAgB;QAChB,MAAM,mBAAmB,GAAG,IAAI,CAAC,kBAAkB;YAC/C,CAAC,CAAC,0CAA0C,CACtC,IAAI,CAAC,kBAAkB,EACvB,OAAO,EACP,OAAO,EACP,IAAI,EACJ,IAAI,EAAE,mBAAmB;YACzB,KAAK,EAAE,iBAAiB;YACxB,KAAK,EAAE,kBAAkB;YACzB,GAAG,EAAE,aAAa;YAClB,GAAG,EAAE,cAAc;YACnB,KAAK,CAAC,gBAAgB;aACzB;YACH,CAAC,CAAC,CAAC,CAAC;QAER,yBAAyB;QACzB,IAAI,QAAQ,CAAC,WAAW,EAAE,CAAC;YACvB,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;QACtC,CAAC;QAED,YAAY;QACZ,IAAI,YAAY,EAAE,CAAC;YACf,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAClC,0BAA0B,CAAC,OAAO,CAAC,CAAC;YACpC,IAAI,OAAO,CAAC,gBAAgB,EAAE,CAAC,gBAAgB,EAAE,CAAC;gBAC9C,OAAO,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;YAC3C,CAAC;QACL,CAAC;QAED,0BAA0B;QAC1B,MAAM,UAAU,GAAG,IAAI,CAAC,2BAA2B,CAAC;QACpD,IAAI,UAAU,IAAI,UAAU,CAAC,SAAS,EAAE,CAAC;YACrC,OAAO,CAAC,IAAI,CAAC,wCAAwC,CAAC,CAAC;YACvD,IAAI,YAAY,EAAE,CAAC;gBACf,OAAO,CAAC,IAAI,CAAC,uCAAuC,CAAC,CAAC;YAC1D,CAAC;QACL,CAAC;QAED,oBAAoB;QACpB,IAAI,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,OAAO,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;QAC3C,CAAC;QAED,mDAAmD;QACnD,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,OAAO,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;QAChD,CAAC;QAED,aAAa;QACb,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,OAAO,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;QACnC,CAAC;QAED,cAAc;QACd,iCAAiC,CAAC,QAAQ,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAE5D,qBAAqB;QACrB,MAAM,WAAW,GAAG,OAAO,CAAC,eAAe,CAAC,SAAS,EAAE,IAAI,CAAE,CAAC;QAC9D,MAAM,aAAa,GAAG,WAAW,CAAC,OAAO,CAAC;QAC1C,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAChC,IAAI,aAAa,KAAK,IAAI,EAAE,CAAC;YACzB,MAAM,QAAQ,GAAG;gBACb,OAAO;gBACP,QAAQ;gBACR,kBAAkB;gBAClB,WAAW;gBACX,gBAAgB;gBAChB,MAAM;gBACN,eAAe;gBACf,aAAa;gBACb,uBAAuB;gBACvB,kBAAkB;gBAClB,wBAAwB;gBACxB,2BAA2B;gBAC3B,8BAA8B;gBAC9B,yCAAyC;gBACzC,0BAA0B;gBAC1B,6BAA6B;aAChC,CAAC;YACF,MAAM,QAAQ,GAAG,CAAC,gBAAgB,EAAE,cAAc,EAAE,aAAa,EAAE,6BAA6B,CAAC,CAAC;YAElG,oBAAoB,CAAC,QAAQ,CAAC,CAAC;YAE/B,WAAW,CAAC,SAAS,CACjB,MAAM,CAAC,YAAY,CACf,OAAO,EACiB;gBACpB,UAAU,EAAE,OAAO;gBACnB,aAAa,EAAE,QAAQ;gBACvB,mBAAmB,EAAE,EAAE;gBACvB,QAAQ,EAAE,QAAQ;gBAClB,OAAO,EAAE,IAAI;gBACb,SAAS,EAAE,SAAS;gBACpB,UAAU,EAAE,IAAI;gBAChB,OAAO,EAAE,IAAI;gBACb,eAAe,EAAE,EAAE,2BAA2B,EAAE,mBAAmB,EAAE;gBACrE,cAAc,EAAE,IAAI,CAAC,eAAe;aACvC,EACD,MAAM,CACT,EACD,IAAI,CACP,CAAC;QACN,CAAC;QAED,OAAO,WAAW,CAAC,MAAO,CAAC,OAAO,EAAE,CAAC;IACzC,CAAC;IAED;;;OAGG;IACI,WAAW;QACd,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,YAAY,GAAG,EAAE,CAAC;QACxB,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,CAAC;YAC3C,MAAM,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;YACtD,IAAI,aAAa,KAAK,IAAI,EAAE,CAAC;gBACzB,YAAY,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;YAC3B,CAAC;QACL,CAAC;QAED,IAAI,YAAY,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;YAC1B,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;YAEzB,KAAK,MAAM,GAAG,IAAI,YAAY,EAAE,CAAC;gBAC7B,OAAO,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;YAC3C,CAAC;QACL,CAAC;IACL,CAAC;;AArlBD;;;GAGG;AACW,uBAAS,GAAG,KAAK,AAAR,CAAS;AAgDhC;;GAEG;AACW,2CAA6B,GAA2B,CAAC,CAAC,EAAE,EAAE;IACxE,MAAM,WAAW,CAAC,6BAA6B,CAAC,CAAC;AACrD,CAAC,AAF0C,CAEzC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/depth.fragment\";\r\nimport \"../Shaders/depth.vertex\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\r\n\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport type { GaussianSplattingMaterial } from \"../Materials/GaussianSplatting/gaussianSplattingMaterial\";\r\nimport type { GaussianSplattingMesh } from \"../Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\n\r\n/**\r\n * This represents a depth renderer in Babylon.\r\n * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing\r\n */\r\nexport class DepthRenderer {\r\n private _scene: Scene;\r\n private _depthMap: RenderTargetTexture;\r\n private readonly _storeNonLinearDepth: boolean;\r\n private readonly _storeCameraSpaceZ: boolean;\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this material.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Force all the depth renderer to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n\r\n /** Color used to clear the depth texture. Default: (1,0,0,1) */\r\n public clearColor: Color4;\r\n\r\n /** Get if the depth renderer is using packed depth or not */\r\n public readonly isPacked: boolean;\r\n\r\n private _camera: Nullable<Camera>;\r\n\r\n /** Enable or disable the depth renderer. When disabled, the depth texture is not updated */\r\n public enabled = true;\r\n\r\n /** Force writing the transparent objects into the depth map */\r\n public forceDepthWriteTransparentMeshes = false;\r\n\r\n private _alphaBlendedDepth = false;\r\n private _alphaBlendedDepthMaterialCache: Map<number, boolean> = new Map();\r\n\r\n /**\r\n * Enable or disable the alpha blending for depth rendering. When enabled,\r\n * the depth renderer will blend the depth values with the alpha values of\r\n * the transparent objects.\r\n */\r\n public get alphaBlendedDepth(): boolean {\r\n return this._alphaBlendedDepth;\r\n }\r\n public set alphaBlendedDepth(value: boolean) {\r\n if (this._alphaBlendedDepth === value) {\r\n return;\r\n }\r\n this._alphaBlendedDepth = value;\r\n // Clear the cache so materials will be recreated with the new define\r\n this._alphaBlendedDepthMaterialCache.clear();\r\n }\r\n\r\n /**\r\n * Specifies that the depth renderer will only be used within\r\n * the camera it is created for.\r\n * This can help forcing its rendering during the camera processing.\r\n */\r\n public useOnlyInActiveCamera: boolean = false;\r\n\r\n /** If true, reverse the culling of materials before writing to the depth texture.\r\n * So, basically, when \"true\", back facing instead of front facing faces are rasterized into the texture\r\n */\r\n public reverseCulling = false;\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"DepthRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes by the depth renderer\r\n * @param mesh mesh or array of meshes\r\n * @param material material to use by the depth render when rendering the mesh(es). If undefined is passed, the specific material created by the depth renderer will be used.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material): void {\r\n this._depthMap.setMaterialForRendering(mesh, material);\r\n }\r\n\r\n /**\r\n * Instantiates a depth renderer\r\n * @param scene The scene the renderer belongs to\r\n * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)\r\n * @param camera The camera to be used to render the depth map (default: scene's active camera)\r\n * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z\r\n * @param samplingMode The sampling mode to be used with the render target (Linear, Nearest...) (default: TRILINEAR_SAMPLINGMODE)\r\n * @param storeCameraSpaceZ Defines whether the depth stored is the Z coordinate in camera space. If true, storeNonLinearDepth has no effect. (Default: false)\r\n * @param name Name of the render target (default: DepthRenderer)\r\n * @param existingRenderTargetTexture An existing render target texture to use (default: undefined). If not provided, a new render target texture will be created.\r\n */\r\n constructor(\r\n scene: Scene,\r\n type: number = Constants.TEXTURETYPE_FLOAT,\r\n camera: Nullable<Camera> = null,\r\n storeNonLinearDepth = false,\r\n samplingMode = Texture.TRILINEAR_SAMPLINGMODE,\r\n storeCameraSpaceZ = false,\r\n name?: string,\r\n existingRenderTargetTexture?: RenderTargetTexture\r\n ) {\r\n this._scene = scene;\r\n this._storeNonLinearDepth = storeNonLinearDepth;\r\n this._storeCameraSpaceZ = storeCameraSpaceZ;\r\n this.isPacked = type === Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this.isPacked) {\r\n this.clearColor = new Color4(1.0, 1.0, 1.0, 1.0);\r\n } else {\r\n this.clearColor = new Color4(storeCameraSpaceZ ? 0.0 : 1.0, 0.0, 0.0, 1.0);\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync();\r\n\r\n DepthRenderer._SceneComponentInitialization(this._scene);\r\n\r\n const engine = scene.getEngine();\r\n\r\n this._camera = camera;\r\n\r\n if (samplingMode !== Texture.NEAREST_SAMPLINGMODE) {\r\n if (type === Constants.TEXTURETYPE_FLOAT && !engine._caps.textureFloatLinearFiltering) {\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE;\r\n }\r\n if (type === Constants.TEXTURETYPE_HALF_FLOAT && !engine._caps.textureHalfFloatLinearFiltering) {\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE;\r\n }\r\n }\r\n\r\n // Render target\r\n const format = this.isPacked || !engine._features.supportExtendedTextureFormats ? Constants.TEXTUREFORMAT_RGBA : Constants.TEXTUREFORMAT_R;\r\n this._depthMap =\r\n existingRenderTargetTexture ??\r\n new RenderTargetTexture(\r\n name ?? \"DepthRenderer\",\r\n { width: engine.getRenderWidth(), height: engine.getRenderHeight() },\r\n this._scene,\r\n false,\r\n true,\r\n type,\r\n false,\r\n samplingMode,\r\n undefined,\r\n undefined,\r\n undefined,\r\n format\r\n );\r\n this._depthMap.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.refreshRate = 1;\r\n this._depthMap.renderParticles = false;\r\n this._depthMap.renderList = null;\r\n this._depthMap.noPrePassRenderer = true;\r\n\r\n // Camera to get depth map from to support multiple concurrent cameras\r\n this._depthMap.activeCamera = this._camera;\r\n this._depthMap.ignoreCameraViewport = true;\r\n this._depthMap.useCameraPostProcesses = false;\r\n\r\n // set default depth value to 1.0 (far away)\r\n this._depthMap.onClearObservable.add((engine) => {\r\n engine.clear(this.clearColor, true, true, true);\r\n });\r\n\r\n this._depthMap.onBeforeBindObservable.add(() => {\r\n if (engine._enableGPUDebugMarkers) {\r\n engine._debugPushGroup?.(`Depth renderer`);\r\n }\r\n });\r\n\r\n this._depthMap.onAfterUnbindObservable.add(() => {\r\n if (engine._enableGPUDebugMarkers) {\r\n engine._debugPopGroup?.();\r\n }\r\n });\r\n\r\n this._depthMap.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || renderingMesh.hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n // Custom render function\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const material = subMesh.getMaterial();\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n if (!material || effectiveMesh.infiniteDistance || material.disableDepthWrite || subMesh.verticesCount === 0 || subMesh._renderId === scene.getRenderId()) {\r\n return;\r\n }\r\n\r\n // Culling\r\n const detNeg = effectiveMesh._getWorldMatrixDeterminant() < 0;\r\n let sideOrientation = material._getEffectiveOrientation(renderingMesh);\r\n\r\n if (detNeg) {\r\n sideOrientation =\r\n sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation\r\n ? Constants.MATERIAL_CounterClockWiseSideOrientation\r\n : Constants.MATERIAL_ClockWiseSideOrientation;\r\n }\r\n const reverseSideOrientation = sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation;\r\n\r\n engine.setState(material.backFaceCulling, 0, false, reverseSideOrientation, this.reverseCulling ? !material.cullBackFaces : material.cullBackFaces);\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || renderingMesh.hasThinInstances);\r\n\r\n const camera = this._camera || scene.activeCamera;\r\n if (this.isReady(subMesh, hardwareInstancedRendering) && camera) {\r\n subMesh._renderId = scene.getRenderId();\r\n\r\n let renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n if (effectiveMesh.getClassName() === \"GaussianSplattingMesh\") {\r\n const cachedAlphaBlendedDepth = this._alphaBlendedDepthMaterialCache.get(effectiveMesh.uniqueId);\r\n const compoundMesh = (effectiveMesh as GaussianSplattingMesh).isCompound;\r\n // Recreate material if it doesn't exist or if alphaBlendedDepth changed\r\n if (renderingMaterial === undefined || cachedAlphaBlendedDepth !== this.alphaBlendedDepth) {\r\n const gsMaterial = effectiveMesh.material! as GaussianSplattingMaterial;\r\n renderingMaterial = gsMaterial.makeDepthRenderingMaterial(this._scene, this._shaderLanguage, this.alphaBlendedDepth, compoundMesh);\r\n this.setMaterialForRendering(effectiveMesh, renderingMaterial);\r\n this._alphaBlendedDepthMaterialCache.set(effectiveMesh.uniqueId, this.alphaBlendedDepth);\r\n if (!renderingMaterial.isReady()) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n let drawWrapper = subMesh._getDrawWrapper();\r\n if (!drawWrapper && renderingMaterial) {\r\n drawWrapper = renderingMaterial._getDrawWrapper();\r\n }\r\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (!renderingMaterial) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n if (this._storeCameraSpaceZ) {\r\n effect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n } else {\r\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\r\n }\r\n\r\n let minZ: number, maxZ: number;\r\n\r\n if (cameraIsOrtho) {\r\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n } else {\r\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\r\n }\r\n\r\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\r\n\r\n if (!renderingMaterial) {\r\n // Alpha test\r\n if (material.needAlphaTestingForMesh(effectiveMesh)) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bones\r\n BindBonesParameters(renderingMesh, effect);\r\n\r\n // Clip planes\r\n BindClipPlane(effect, material, scene);\r\n\r\n // Morph targets\r\n BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n bvaManager.bind(effect, hardwareInstancedRendering);\r\n }\r\n\r\n // Points cloud rendering\r\n if (material.pointsCloud) {\r\n effect.setFloat(\"pointSize\", material.pointSize);\r\n }\r\n }\r\n\r\n // Alpha blending for transparent materials\r\n if (this.alphaBlendedDepth && material.needAlphaBlendingForMesh(effectiveMesh)) {\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n } else {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\r\n effect.setMatrix(\"world\", world)\r\n );\r\n }\r\n };\r\n\r\n this._depthMap.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n const engine = this._scene.getEngine();\r\n // Save the current alpha mode to restore it after rendering\r\n const previousAlphaMode = engine.getAlphaMode();\r\n\r\n let index;\r\n\r\n if (depthOnlySubMeshes.length) {\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (this.forceDepthWriteTransparentMeshes) {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n renderSubMesh(transparentSubMeshes.data[index]);\r\n }\r\n } else {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n transparentSubMeshes.data[index].getEffectiveMesh()._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n }\r\n }\r\n\r\n if (this.alphaBlendedDepth) {\r\n engine.setAlphaMode(previousAlphaMode);\r\n }\r\n };\r\n }\r\n\r\n private _shadersLoaded = false;\r\n private async _initShaderSourceAsync(forceGLSL = false) {\r\n const engine = this._scene.getEngine();\r\n\r\n if (engine.isWebGPU && !forceGLSL && !DepthRenderer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/depth.vertex\"), import(\"../ShadersWGSL/depth.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/depth.vertex\"), import(\"../Shaders/depth.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n }\r\n\r\n /**\r\n * Creates the depth rendering effect and checks if the effect is ready.\r\n * @param subMesh The submesh to be used to render the depth map of\r\n * @param useInstances If multiple world instances should be used\r\n * @returns if the depth renderer is ready to render the depth map\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n if (!this._shadersLoaded) {\r\n return false;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const mesh = subMesh.getMesh();\r\n const scene = mesh.getScene();\r\n\r\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n if (renderingMaterial) {\r\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\r\n }\r\n\r\n const material = subMesh.getMaterial();\r\n if (!material || material.disableDepthWrite) {\r\n return false;\r\n }\r\n\r\n const defines = [];\r\n\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n let uv1 = false;\r\n let uv2 = false;\r\n const color = false;\r\n\r\n // Alpha test\r\n if (material.needAlphaTestingForMesh(mesh) && material.getAlphaTestTexture()) {\r\n defines.push(\"#define ALPHATEST\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n uv1 = true;\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n uv2 = true;\r\n }\r\n }\r\n\r\n // Bones\r\n const fallbacks = new EffectFallbacks();\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n if (mesh.numBoneInfluencers > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n const skeleton = mesh.skeleton;\r\n if (skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton.bones.length + 1));\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const numMorphInfluencers = mesh.morphTargetManager\r\n ? PrepareDefinesAndAttributesForMorphTargets(\r\n mesh.morphTargetManager,\r\n defines,\r\n attribs,\r\n mesh,\r\n true, // usePositionMorph\r\n false, // useNormalMorph\r\n false, // useTangentMorph\r\n uv1, // useUVMorph\r\n uv2, // useUV2Morph\r\n color // useColorMorph\r\n )\r\n : 0;\r\n\r\n // Points cloud rendering\r\n if (material.pointsCloud) {\r\n defines.push(\"#define POINTSIZE\");\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = mesh.bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\r\n if (useInstances) {\r\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\r\n }\r\n }\r\n\r\n // None linear depth\r\n if (this._storeNonLinearDepth) {\r\n defines.push(\"#define NONLINEARDEPTH\");\r\n }\r\n\r\n // Store camera space Z coordinate instead of NDC Z\r\n if (this._storeCameraSpaceZ) {\r\n defines.push(\"#define STORE_CAMERASPACE_Z\");\r\n }\r\n\r\n // Float Mode\r\n if (this.isPacked) {\r\n defines.push(\"#define PACKED\");\r\n }\r\n\r\n // Clip planes\r\n PrepareStringDefinesForClipPlanes(material, scene, defines);\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"boneTextureWidth\",\r\n \"pointSize\",\r\n \"viewProjection\",\r\n \"view\",\r\n \"diffuseMatrix\",\r\n \"depthValues\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetCount\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"bakedVertexAnimationSettings\",\r\n \"bakedVertexAnimationTextureSizeInverted\",\r\n \"bakedVertexAnimationTime\",\r\n \"bakedVertexAnimationTexture\",\r\n ];\r\n const samplers = [\"diffuseSampler\", \"morphTargets\", \"boneSampler\", \"bakedVertexAnimationTexture\"];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n drawWrapper.setEffect(\r\n engine.createEffect(\r\n \"depth\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\r\n shaderLanguage: this._shaderLanguage,\r\n },\r\n engine\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Gets the texture which the depth map will be written to.\r\n * @returns The depth map texture\r\n */\r\n public getDepthMap(): RenderTargetTexture {\r\n return this._depthMap;\r\n }\r\n\r\n /**\r\n * Disposes of the depth renderer.\r\n */\r\n public dispose(): void {\r\n const keysToDelete = [];\r\n for (const key in this._scene._depthRenderer) {\r\n const depthRenderer = this._scene._depthRenderer[key];\r\n if (depthRenderer === this) {\r\n keysToDelete.push(key);\r\n }\r\n }\r\n\r\n if (keysToDelete.length > 0) {\r\n this._depthMap.dispose();\r\n\r\n for (const key of keysToDelete) {\r\n delete this._scene._depthRenderer[key];\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -410,7 +410,7 @@ export class ThinDepthPeelingRenderer {
410
410
  this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget);
411
411
  this._scene.resetCachedMaterial();
412
412
  // depth peeling ping-pong
413
- let readId = 0;
413
+ let readId;
414
414
  let writeId = 0;
415
415
  for (let i = 0; i < this._passCount; i++) {
416
416
  readId = i % 2;
@@ -1 +1 @@
1
- {"version":3,"file":"thinDepthPeelingRenderer.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/thinDepthPeelingRenderer.ts"],"names":[],"mappings":"AAAA;;GAEG;AACH,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAGjD,OAAO,EAAE,iBAAiB,EAAE,MAAM,yCAAyC,CAAC;AAE5E,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAG7C,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAEhD,OAAO,EAAE,WAAW,EAAE,MAAM,mCAAmC,CAAC;AAChE,OAAO,EAAE,cAAc,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAI5E,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AAEjD,OAAO,0CAA0C,CAAC;AAKlD;;GAEG;AACH,MAAM,OAAO,wBAAwB;IAiCjC;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED,IAAW,SAAS,CAAC,KAAa;QAC9B,IAAI,IAAI,CAAC,UAAU,KAAK,KAAK,EAAE,CAAC;YAC5B,OAAO;QACX,CAAC;QACD,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;QACxB,IAAI,CAAC,oBAAoB,EAAE,CAAC;IAChC,CAAC;IAGD;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IAED,IAAW,eAAe,CAAC,SAAkB;QACzC,IAAI,IAAI,CAAC,gBAAgB,KAAK,SAAS,EAAE,CAAC;YACtC,OAAO;QACX,CAAC;QACD,IAAI,CAAC,gBAAgB,GAAG,SAAS,CAAC;QAClC,IAAI,CAAC,oBAAoB,EAAE,CAAC;IAChC,CAAC;IAED;;;OAGG;IACI,eAAe,CAAC,IAAkB;QACrC,IAAI,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;YACrD,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC7C,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,kBAAkB,CAAC,IAAkB;QACxC,MAAM,KAAK,GAAG,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC1D,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;YACf,IAAI,CAAC,eAAe,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QAC1C,CAAC;IACL,CAAC;IAKD;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAGD;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,WAAW,CAAC,WAA0C;QAC7D,IAAI,CAAC,YAAY,GAAG,WAAW,CAAC;QAChC,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACxB,IAAI,WAAW,EAAE,CAAC;YACd,IAAI,CAAC,eAAe,EAAE,CAAC;QAC3B,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACH,YAAY,KAAY,EAAE,YAAoB,CAAC;QAlHrC,eAAU,GAAwB,EAAE,CAAC;QACrC,kBAAa,GAAkB,EAAE,CAAC;QAClC,eAAU,GAAwB,EAAE,CAAC;QAQrC,0BAAqB,GAAW,CAAC,CAAC;QAElC,uBAAkB,GAAG,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC,IAAI,EAAE,IAAI,CAAC,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC,CAAC;QAChE,iBAAY,GAAe,EAAE,CAAC;QAE9B,wBAAmB,GAAwB,IAAI,UAAU,CAAC,EAAE,CAAC,CAAC;QAC9D,uBAAkB,GAAwB,IAAI,UAAU,CAAC,EAAE,CAAC,CAAC;QAC7D,oBAAe,GAAa,EAAE,CAAC;QAM/B,gBAAW,GAAG;YACpB,IAAI,MAAM,CAAC,wBAAwB,CAAC,kBAAkB,EAAE,wBAAwB,CAAC,kBAAkB,EAAE,CAAC,EAAE,CAAC,CAAC;YAC1G,IAAI,MAAM,CAAC,CAAC,wBAAwB,CAAC,UAAU,EAAE,wBAAwB,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,CAAC;YAC3F,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;SACzB,CAAC;QAuDF,2CAA2C;QACjC,oBAAe,+BAAuB;QAgC5C,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,IAAI,CAAC,UAAU,GAAG,SAAS,CAAC;QAE5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,kBAAkB,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;YACtD,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC,CAAC,CAAC,CAAC;QACvF,CAAC;QAED,IAAI,CAAC,cAAc,GAAG,EAAE,CAAC;QACzB,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;QAE7B,IAAI,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;YACxB,IAAI,CAAC,eAAe,8BAAsB,CAAC;QAC/C,CAAC;QAED,IAAI,CAAC,cAAc,CAAC,qBAAqB,EAAE,CAAC,aAAa,CAAC,CAAC,CAAC;IAChE,CAAC;IAEO,oBAAoB;QACxB,IAAI,CAAC,qBAAqB,EAAE,CAAC;QAC7B,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;gBAC3C,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,CAAC;oBAC1B,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,gCAAgC,CAAC,EAAE,CAAC,CAAC;gBAClG,CAAC;YACL,CAAC;QACL,CAAC;IACL,CAAC;IAEO,qBAAqB;QACzB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;YAClD,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC;QAC7D,CAAC;QACD,IAAI,CAAC,cAAc,GAAG,EAAE,CAAC;IAC7B,CAAC;IAES,eAAe;QACrB,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;YACpB,OAAO;gBACH,KAAK,EAAE,IAAI,CAAC,YAAY,CAAC,KAAK;gBAC9B,MAAM,EAAE,IAAI,CAAC,YAAY,CAAC,MAAM;aACnC,CAAC;QACN,CAAC;QACD,OAAO,EAAE,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,EAAE,CAAC;IAC5F,CAAC;IAED,uDAAuD;IACvD,kGAAkG;IAClG,mGAAmG;IACnG,qGAAqG;IACrG,mFAAmF;IACnF,mGAAmG;IACnG,mGAAmG;IACnG,8DAA8D;IACpD,eAAe;QACrB,MAAM,IAAI,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QAEpC,kBAAkB;QAClB,IAAI,CAAC,UAAU,GAAG;YACd,IAAI,iBAAiB,CAAC,uBAAuB,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,EAAE,SAAS,EAAE;gBAC5E,6BAA6B;gBAC7B,kCAAkC;gBAClC,iCAAiC;aACpC,CAAC;YACF,IAAI,iBAAiB,CAAC,uBAAuB,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,EAAE,SAAS,EAAE;gBAC5E,6BAA6B;gBAC7B,kCAAkC;gBAClC,iCAAiC;aACpC,CAAC;SACL,CAAC;QACF,IAAI,CAAC,UAAU,GAAG;YACd,IAAI,iBAAiB,CAAC,uBAAuB,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE,mBAAmB,EAAE,KAAK,EAAE,EAAE;gBACjG,kCAAkC;gBAClC,iCAAiC;aACpC,CAAC;YACF,IAAI,iBAAiB,CAAC,uBAAuB,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE,mBAAmB,EAAE,KAAK,EAAE,EAAE;gBACjG,kCAAkC;gBAClC,iCAAiC;aACpC,CAAC;SACL,CAAC;QACF,IAAI,CAAC,aAAa,GAAG,IAAI,iBAAiB,CAAC,qBAAqB,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE,mBAAmB,EAAE,KAAK,EAAE,EAAE,CAAC,+BAA+B,CAAC,CAAC,CAAC;QAC3J,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;YACpB,IAAI,CAAC,aAAa,CAAC,kBAAkB,CAAC,IAAI,CAAC,YAAY,CAAC,OAAQ,EAAE,CAAC,CAAC,CAAC;QACzE,CAAC;QAED,uBAAuB;QACvB,uBAAuB;QACvB,MAAM,YAAY,GAAG;YACjB;gBACI,MAAM,EAAE,SAAS,CAAC,gBAAgB;gBAClC,YAAY,EAAE,SAAS,CAAC,4BAA4B;gBACpD,IAAI,EAAE,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,2BAA2B,CAAC,CAAC,CAAC,SAAS,CAAC,iBAAiB,CAAC,CAAC,CAAC,SAAS,CAAC,sBAAsB;gBACzH,KAAK,EAAE,mCAAmC;aACX;YACnC;gBACI,MAAM,EAAE,SAAS,CAAC,kBAAkB;gBACpC,YAAY,EAAE,SAAS,CAAC,4BAA4B;gBACpD,IAAI,EAAE,SAAS,CAAC,sBAAsB;gBACtC,KAAK,EAAE,mCAAmC;aACX;SACtC,CAAC;QAEF,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;YACzB,MAAM,YAAY,GAAG,IAAI,CAAC,OAAO,CAAC,sBAAsB,CAAC,IAAI,EAAE,YAAY,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YACvF,MAAM,iBAAiB,GAAG,IAAI,CAAC,OAAO,CAAC,sBAAsB,CAAC,IAAI,EAAE,YAAY,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YAC5F,MAAM,gBAAgB,GAAG,IAAI,CAAC,OAAO,CAAC,sBAAsB,CAAC,IAAI,EAAE,YAAY,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YAE3F,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC;YACvD,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC;YAC5D,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,gBAAgB,EAAE,CAAC,CAAC,CAAC;YAC3D,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC;YAC5D,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,gBAAgB,EAAE,CAAC,CAAC,CAAC;YAE3D,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,WAAW,CAAC,YAAY,CAAC,EAAE,IAAI,WAAW,CAAC,iBAAiB,CAAC,EAAE,IAAI,WAAW,CAAC,gBAAgB,CAAC,CAAC,CAAC;QAClI,CAAC;QAED,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;YACpB,IAAI,CAAC,YAAY,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAa,CAAC,CAAC;QACnE,CAAC;IACL,CAAC;IAES,gBAAgB;QACtB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACjD,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;QACpC,CAAC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YAC9C,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;YACjC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;YACjC,IAAI,CAAC,aAAa,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QACrC,CAAC;QAED,IAAI,CAAC,aAAa,GAAG,EAAE,CAAC;QACxB,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;QACrB,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;IACzB,CAAC;IAES,cAAc,CAAC,6BAAqC,EAAE,uBAAiC;QAC7F,IAAI,CAAC,uBAAuB,GAAG,IAAI,aAAa,CAAC;YAC7C,cAAc,EAAE,cAAc;YAC9B,cAAc,EAAE,IAAI;YACpB,MAAM,EAAE,IAAI,CAAC,OAAO;YACpB,YAAY,EAAE,CAAC,YAAY,CAAC;YAC5B,YAAY,EAAE,EAAE;YAChB,cAAc,EAAE,IAAI,CAAC,eAAe;YACpC,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,IAAI,CAAC,eAAe,gCAAwB,EAAE,CAAC;oBAC/C,MAAM,MAAM,CAAC,sCAAsC,CAAC,CAAC;gBACzD,CAAC;qBAAM,CAAC;oBACJ,MAAM,MAAM,CAAC,kCAAkC,CAAC,CAAC;gBACrD,CAAC;YACL,CAAC;SACJ,CAAC,CAAC;QACH,IAAI,CAAC,+BAA+B,GAAG,IAAI,aAAa,CAAC;YACrD,cAAc,EAAE,cAAc;YAC9B,cAAc,EAAE,IAAI;YACpB,MAAM,EAAE,IAAI,CAAC,OAAO;YACpB,YAAY,EAAE,CAAC,YAAY,CAAC;YAC5B,YAAY,EAAE,EAAE;YAChB,cAAc,EAAE,IAAI,CAAC,eAAe;YACpC,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,IAAI,CAAC,eAAe,gCAAwB,EAAE,CAAC;oBAC/C,MAAM,MAAM,CAAC,sCAAsC,CAAC,CAAC;gBACzD,CAAC;qBAAM,CAAC;oBACJ,MAAM,MAAM,CAAC,kCAAkC,CAAC,CAAC;gBACrD,CAAC;YACL,CAAC;SACJ,CAAC,CAAC;QAEH,IAAI,CAAC,mBAAmB,GAAG,IAAI,aAAa,CAAC;YACzC,cAAc,EAAE,6BAA6B;YAC7C,cAAc,EAAE,IAAI;YACpB,MAAM,EAAE,IAAI,CAAC,OAAO;YACpB,YAAY,EAAE,uBAAuB;YACrC,YAAY,EAAE,EAAE;YAChB,cAAc,EAAE,IAAI,CAAC,eAAe;YACpC,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,IAAI,CAAC,eAAe,gCAAwB,EAAE,CAAC;oBAC/C,MAAM,MAAM,CAAC,6CAA6C,CAAC,CAAC;gBAChE,CAAC;qBAAM,CAAC;oBACJ,MAAM,MAAM,CAAC,yCAAyC,CAAC,CAAC;gBAC5D,CAAC;YACL,CAAC;SACJ,CAAC,CAAC;QAEH,IAAI,CAAC,eAAe,GAAG,IAAI,cAAc,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;IAC5D,CAAC;IAED;;;OAGG;IACI,kBAAkB,CAAC,gBAAiC,IAAG,CAAC;IAE/D;;;OAGG;IACI,IAAI,CAAC,MAAc;QACtB,MAAM,CAAC,UAAU,CAAC,iBAAiB,EAAE,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,qBAAqB,GAAG,CAAC,CAAC,CAAC,CAAC;QACzF,MAAM,CAAC,UAAU,CAAC,sBAAsB,EAAE,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,qBAAqB,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;IACtG,CAAC;IAEO,gBAAgB,CAAC,oBAAyC;QAC9D,IAAI,kBAAwE,CAAC;QAC7E,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,kBAAkB,GAAG,EAAE,CAAC;QAC5B,CAAC;QACD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,oBAAoB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACnD,MAAM,QAAQ,GAAG,oBAAoB,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,WAAW,EAAE,CAAC;YAC5D,IAAI,yBAAyB,GAAG,IAAI,CAAC;YACrC,IAAI,WAAW,GAAG,KAAK,CAAC;YAExB,MAAM,OAAO,GAAG,oBAAoB,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;YAC7C,IAAI,WAAoC,CAAC;YACzC,IAAI,SAAS,GAAG,KAAK,CAAC;YAEtB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;gBACxB,WAAW,GAAG,OAAO,CAAC,eAAe,EAAE,CAAC;gBACxC,SAAS,GAAG,CAAC,WAAW,CAAC;YAC7B,CAAC;YAED,IAAI,QAAQ,EAAE,CAAC;gBACX,yBAAyB,GAAG,QAAQ,CAAC,sBAAsB,CAAC;gBAC5D,WAAW,GAAG,QAAQ,CAAC,eAAe,CAAC;gBACvC,QAAQ,CAAC,sBAAsB,GAAG,KAAK,CAAC;gBACxC,QAAQ,CAAC,eAAe,GAAG,KAAK,CAAC;YACrC,CAAC;YAED,OAAO,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;YAEtB,IAAI,SAAS,EAAE,CAAC;gBACZ,mEAAmE;gBACnE,WAAW,GAAG,OAAO,CAAC,eAAe,EAAG,CAAC,CAAC,kEAAkE;gBAC5G,IAAI,WAAW,CAAC,eAAe,EAAE,CAAC;oBAC9B,IAAI,kBAAkB,GAAG,kBAAmB,CAAC,WAAW,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAC;oBACnF,IAAI,CAAC,kBAAkB,EAAE,CAAC;wBACtB,kBAAkB,GAAG,kBAAmB,CAAC,WAAW,CAAC,eAAe,CAAC,QAAQ,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,qBAAqB,EAAE,CAAC;oBAC1H,CAAC;oBACD,OAAO,CAAC,eAAe,EAAG,CAAC,eAAe,GAAG,kBAAkB,CAAC;gBACpE,CAAC;YACL,CAAC;YAED,IAAI,QAAQ,EAAE,CAAC;gBACX,QAAQ,CAAC,sBAAsB,GAAG,yBAAyB,CAAC;gBAC5D,QAAQ,CAAC,eAAe,GAAG,WAAW,CAAC;YAC3C,CAAC;QACL,CAAC;IACL,CAAC;IAES,aAAa,CAAC,OAAe;QACnC,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,YAAa,CAAC,CAAC;QAEjD,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,SAAS,CAAC,mBAAmB,CAAC,CAAC;QACzD,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,SAAS,GAAG,KAAK,CAAC;QACjD,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,SAAS,GAAG,KAAK,CAAC;QACjD,IAAI,CAAC,OAAO,CAAC,WAAW,EAAE,CAAC;QAE3B,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,IAAI,CAAC,mBAAmB,CAAC,WAAW,CAAC,CAAC;QAChE,IAAI,CAAC,mBAAmB,CAAC,MAAM,CAAC,UAAU,CAAC,aAAa,EAAE,IAAI,CAAC,aAAa,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QAC/F,IAAI,CAAC,eAAe,CAAC,MAAM,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;IAC1D,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,OAAO,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC,OAAO,EAAE,IAAI,IAAI,CAAC,+BAA+B,CAAC,MAAM,CAAC,OAAO,EAAE,IAAI,IAAI,CAAC,mBAAmB,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC;IAC/J,CAAC;IAES,aAAa,KAAI,CAAC;IAElB,YAAY,KAAI,CAAC;IAEjB,oBAAoB,KAAI,CAAC;IAEnC;;;;OAIG;IACI,MAAM,CAAC,oBAAyC;QACnD,IAAI,CAAC,mBAAmB,CAAC,MAAM,GAAG,CAAC,CAAC;QACpC,IAAI,CAAC,kBAAkB,CAAC,MAAM,GAAG,CAAC,CAAC;QACnC,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,EAAE,CAAC;YAClB,OAAO,IAAI,CAAC,kBAAkB,CAAC;QACnC,CAAC;QAED,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,CAAC;YAC3B,IAAI,CAAC,OAAO,CAAC,WAAW,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC;QAChE,CAAC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,oBAAoB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACnD,MAAM,OAAO,GAAG,oBAAoB,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;YAC7C,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;YACvC,MAAM,QAAQ,GAAG,QAAQ,IAAI,OAAO,CAAC,gBAAgB,EAAE,CAAC,qBAAqB,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC;YAEjG,IACI,QAAQ;gBACR,CAAC,QAAQ,KAAK,QAAQ,CAAC,mBAAmB,IAAI,QAAQ,KAAK,QAAQ,CAAC,gBAAgB,IAAI,QAAQ,KAAK,QAAQ,CAAC,qBAAqB,CAAC;gBACpI,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,EACjE,CAAC;gBACC,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YAC3C,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YAC1C,CAAC;QACL,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,CAAC;YACnC,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,OAAO,IAAI,CAAC,kBAAkB,CAAC;QACnC,CAAC;QAED,MAAM,mBAAmB,GAAG,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC;QAE7D,IAAI,CAAC,aAAa,EAAE,CAAC;QAErB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,OAAO,CAAC,mBAAmB,GAAG,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC;QAC9D,CAAC;QAED,SAAS;QACT,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAa,CAAC,CAAC;QAC/D,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QAC5D,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAa,CAAC,CAAC;QAEjE,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAa,CAAC,CAAC;QAC/D,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QAC5D,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAa,CAAC,CAAC;QAEjE,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAa,CAAC,CAAC;QAC/D,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QAC5D,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAa,CAAC,CAAC;QAEjE,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAa,CAAC,CAAC;QAC/D,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QAC5D,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAa,CAAC,CAAC;QAEjE,4BAA4B;QAC5B,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAa,CAAC,CAAC;QAC/D,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;QAEnD,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,SAAS,CAAC,mBAAmB,CAAC,CAAC,CAAC,sLAAsL;QAChP,IAAI,CAAC,OAAO,CAAC,gBAAgB,CAAC,SAAS,CAAC,kBAAkB,CAAC,CAAC;QAC5D,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,SAAS,GAAG,KAAK,CAAC;QACjD,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,SAAS,GAAG,IAAI,CAAC;QAChD,IAAI,CAAC,OAAO,CAAC,WAAW,EAAE,CAAC;QAE3B,IAAI,CAAC,qBAAqB,GAAG,CAAC,CAAC;QAC/B,SAAS;QACT,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;QAChD,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAa,CAAC,CAAC;QAEjE,IAAI,CAAC,MAAM,CAAC,mBAAmB,EAAE,CAAC;QAElC,0BAA0B;QAC1B,IAAI,MAAM,GAAG,CAAC,CAAC;QACf,IAAI,OAAO,GAAG,CAAC,CAAC;QAEhB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,EAAE,CAAC;YACvC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC;YACf,OAAO,GAAG,CAAC,GAAG,MAAM,CAAC;YACrB,IAAI,CAAC,qBAAqB,GAAG,MAAM,CAAC;YAEpC,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;gBACxB,IAAI,CAAC,OAAO,CAAC,mBAAmB,GAAG,IAAI,CAAC,cAAc,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YAClE,CAAC;YAED,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,CAAC;gBAC3B,IAAI,CAAC,OAAO,CAAC,WAAW,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC;YAChE,CAAC;YAED,SAAS;YACT,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,YAAa,CAAC,CAAC;YACrE,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;YACnD,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;YAC5D,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,YAAa,CAAC,CAAC;YAEvE,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,YAAa,CAAC,CAAC;YACrE,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;YACnD,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;YAC5D,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,YAAa,CAAC,CAAC;YAEvE,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,YAAa,CAAC,CAAC;YACrE,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;YAEnD,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,SAAS,CAAC,mBAAmB,CAAC,CAAC,CAAC,sKAAsK;YAChO,IAAI,CAAC,OAAO,CAAC,gBAAgB,CAAC,SAAS,CAAC,kBAAkB,CAAC,CAAC;YAC5D,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,SAAS,GAAG,KAAK,CAAC;YACjD,IAAI,CAAC,OAAO,CAAC,WAAW,EAAE,CAAC;YAE3B,SAAS;YACT,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAChD,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,YAAa,CAAC,CAAC;YAEvE,IAAI,CAAC,MAAM,CAAC,mBAAmB,EAAE,CAAC;YAElC,aAAa;YACb,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,YAAa,CAAC,CAAC;YAC/D,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;YACnD,IAAI,CAAC,OAAO,CAAC,gBAAgB,CAAC,SAAS,CAAC,kBAAkB,CAAC,CAAC;YAC5D,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,SAAS,CAAC,sBAAsB,CAAC,CAAC;YAC5D,IAAI,CAAC,OAAO,CAAC,WAAW,EAAE,CAAC;YAE3B,MAAM,sBAAsB,GAAG,OAAO,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC,CAAC,IAAI,CAAC,uBAAuB,CAAC,CAAC,CAAC,IAAI,CAAC,+BAA+B,CAAC;YAC7I,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,sBAAsB,CAAC,WAAW,CAAC,CAAC;YAC9D,sBAAsB,CAAC,MAAM,CAAC,UAAU,CAAC,YAAY,EAAE,IAAI,CAAC,aAAa,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YAC5F,IAAI,CAAC,eAAe,CAAC,MAAM,CAAC,sBAAsB,CAAC,CAAC;YACpD,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,aAAa,CAAC,YAAa,CAAC,CAAC;QACrE,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,mBAAmB,GAAG,mBAAmB,CAAC;QAEvD,kCAAkC;QAClC,IAAI,CAAC,aAAa,CAAC,OAAO,CAAC,CAAC;QAE5B,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;QAEnD,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,SAAS,GAAG,IAAI,CAAC;QAChD,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,SAAS,GAAG,IAAI,CAAC;QAEhD,IAAI,CAAC,YAAY,EAAE,CAAC;QAEpB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACxB,IAAI,CAAC,uBAAuB,CAAC,OAAO,EAAE,CAAC;QACvC,IAAI,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;QACnC,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,CAAC;QAC/B,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;;AAxhBgB,2CAAkB,GAAG,CAAC,OAAO,AAAX,CAAY;AAC9B,mCAAU,GAAG,CAAC,AAAJ,CAAK;AACf,mCAAU,GAAG,CAAC,AAAJ,CAAK","sourcesContent":["/**\r\n * Implementation based on https://medium.com/@shrekshao_71662/dual-depth-peeling-implementation-in-webgl-11baa061ba4b\r\n */\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { InternalTextureCreationOptions } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport type { PrePassRenderer } from \"./prePassRenderer\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\nimport type { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Engines/Extensions/engine.multiRender\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\nimport type { Nullable } from \"../types\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ThinDepthPeelingRenderer {\r\n protected _scene: Scene;\r\n protected _engine: AbstractEngine;\r\n protected _depthMrts: MultiRenderTarget[] = [];\r\n protected _thinTextures: ThinTexture[] = [];\r\n protected _colorMrts: MultiRenderTarget[] = [];\r\n protected _blendBackMrt: MultiRenderTarget;\r\n\r\n protected _blendBackEffectWrapper: EffectWrapper;\r\n protected _blendBackEffectWrapperPingPong: EffectWrapper;\r\n protected _finalEffectWrapper: EffectWrapper;\r\n protected _effectRenderer: EffectRenderer;\r\n\r\n protected _currentPingPongState: number = 0;\r\n\r\n protected _layoutCacheFormat = [[true], [true, true], [true, true, true]];\r\n protected _layoutCache: number[][] = [];\r\n protected _renderPassIds: number[];\r\n protected _candidateSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n protected _excludedSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n protected _excludedMeshes: number[] = [];\r\n\r\n protected static _DEPTH_CLEAR_VALUE = -99999.0;\r\n protected static _MIN_DEPTH = 0;\r\n protected static _MAX_DEPTH = 1;\r\n\r\n protected _colorCache = [\r\n new Color4(ThinDepthPeelingRenderer._DEPTH_CLEAR_VALUE, ThinDepthPeelingRenderer._DEPTH_CLEAR_VALUE, 0, 0),\r\n new Color4(-ThinDepthPeelingRenderer._MIN_DEPTH, ThinDepthPeelingRenderer._MAX_DEPTH, 0, 0),\r\n new Color4(0, 0, 0, 0),\r\n ];\r\n\r\n protected _passCount: number;\r\n /**\r\n * Number of depth peeling passes. As we are using dual depth peeling, each pass two levels of transparency are processed.\r\n */\r\n public get passCount(): number {\r\n return this._passCount;\r\n }\r\n\r\n public set passCount(count: number) {\r\n if (this._passCount === count) {\r\n return;\r\n }\r\n this._passCount = count;\r\n this._createRenderPassIds();\r\n }\r\n\r\n protected _useRenderPasses: boolean;\r\n /**\r\n * Instructs the renderer to use render passes. It is an optimization that makes the rendering faster for some engines (like WebGPU) but that consumes more memory, so it is disabled by default.\r\n */\r\n public get useRenderPasses() {\r\n return this._useRenderPasses;\r\n }\r\n\r\n public set useRenderPasses(usePasses: boolean) {\r\n if (this._useRenderPasses === usePasses) {\r\n return;\r\n }\r\n this._useRenderPasses = usePasses;\r\n this._createRenderPassIds();\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to be handled by the depth peeling renderer\r\n * @param mesh The mesh to exclude from the depth peeling renderer\r\n */\r\n public addExcludedMesh(mesh: AbstractMesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list of the depth peeling renderer\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: AbstractMesh): void {\r\n const index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /** Shader language used by the renderer */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this renderer\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private _blendOutput: Nullable<RenderTargetWrapper>;\r\n /**\r\n * Sets the render target wrapper we will blend the transparent objects onto\r\n */\r\n public get blendOutput(): Nullable<RenderTargetWrapper> {\r\n return this._blendOutput;\r\n }\r\n\r\n public set blendOutput(blendOutput: Nullable<RenderTargetWrapper>) {\r\n this._blendOutput = blendOutput;\r\n this._disposeTextures();\r\n if (blendOutput) {\r\n this._createTextures();\r\n }\r\n }\r\n\r\n /**\r\n * Instanciates the depth peeling renderer\r\n * @param scene Scene to attach to\r\n * @param passCount Number of depth layers to peel\r\n * @returns The depth peeling renderer\r\n */\r\n constructor(scene: Scene, passCount: number = 5) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._passCount = passCount;\r\n\r\n for (let i = 0; i < this._layoutCacheFormat.length; ++i) {\r\n this._layoutCache[i] = this._engine.buildTextureLayout(this._layoutCacheFormat[i]);\r\n }\r\n\r\n this._renderPassIds = [];\r\n this.useRenderPasses = false;\r\n\r\n if (this._engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n this._createEffects(\"oitFinalSimpleBlend\", [\"uFrontColor\"]);\r\n }\r\n\r\n private _createRenderPassIds(): void {\r\n this._releaseRenderPassIds();\r\n if (this._useRenderPasses) {\r\n for (let i = 0; i < this._passCount + 1; ++i) {\r\n if (!this._renderPassIds[i]) {\r\n this._renderPassIds[i] = this._engine.createRenderPassId(`DepthPeelingRenderer - pass #${i}`);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _releaseRenderPassIds(): void {\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n this._engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds = [];\r\n }\r\n\r\n protected _getTextureSize(): { width: number; height: number } {\r\n if (this._blendOutput) {\r\n return {\r\n width: this._blendOutput.width,\r\n height: this._blendOutput.height,\r\n };\r\n }\r\n return { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() };\r\n }\r\n\r\n // TODO : support multiview for WebXR stereo rendering.\r\n // Currently, the MRTs created here are mono (2D textures), so depth peeling only produces correct\r\n // order-independent transparency for one view. In XR with OVR_multiview2, transparent objects that\r\n // partially overlap other transparent objects may render incorrectly in one or both eyes — fragments\r\n // behind a transparent surface can disappear or flicker depending on camera angle.\r\n // To fix this, the MultiRenderTargets should use 2-layer texture arrays when the active XR session\r\n // uses multiview, and the peeling shaders (oitBackBlend, oitFinal) should be updated to read/write\r\n // via gl_ViewID_OVR so both eyes are peeled in a single pass.\r\n protected _createTextures() {\r\n const size = this._getTextureSize();\r\n\r\n // 2 for ping pong\r\n this._depthMrts = [\r\n new MultiRenderTarget(\"depthPeelingDepth0MRT\", size, 3, this._scene, undefined, [\r\n \"depthPeelingDepth0MRT_depth\",\r\n \"depthPeelingDepth0MRT_frontColor\",\r\n \"depthPeelingDepth0MRT_backColor\",\r\n ]),\r\n new MultiRenderTarget(\"depthPeelingDepth1MRT\", size, 3, this._scene, undefined, [\r\n \"depthPeelingDepth1MRT_depth\",\r\n \"depthPeelingDepth1MRT_frontColor\",\r\n \"depthPeelingDepth1MRT_backColor\",\r\n ]),\r\n ];\r\n this._colorMrts = [\r\n new MultiRenderTarget(\"depthPeelingColor0MRT\", size, 2, this._scene, { generateDepthBuffer: false }, [\r\n \"depthPeelingColor0MRT_frontColor\",\r\n \"depthPeelingColor0MRT_backColor\",\r\n ]),\r\n new MultiRenderTarget(\"depthPeelingColor1MRT\", size, 2, this._scene, { generateDepthBuffer: false }, [\r\n \"depthPeelingColor1MRT_frontColor\",\r\n \"depthPeelingColor1MRT_backColor\",\r\n ]),\r\n ];\r\n this._blendBackMrt = new MultiRenderTarget(\"depthPeelingBackMRT\", size, 1, this._scene, { generateDepthBuffer: false }, [\"depthPeelingBackMRT_blendBack\"]);\r\n if (this._blendOutput) {\r\n this._blendBackMrt.setInternalTexture(this._blendOutput.texture!, 0);\r\n }\r\n\r\n // 0 is a depth texture\r\n // 1 is a color texture\r\n const optionsArray = [\r\n {\r\n format: Constants.TEXTUREFORMAT_RG,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: this._engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT,\r\n label: \"DepthPeelingRenderer-DepthTexture\",\r\n } as InternalTextureCreationOptions,\r\n {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n label: \"DepthPeelingRenderer-ColorTexture\",\r\n } as InternalTextureCreationOptions,\r\n ];\r\n\r\n for (let i = 0; i < 2; i++) {\r\n const depthTexture = this._engine._createInternalTexture(size, optionsArray[0], false);\r\n const frontColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n const backColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n\r\n this._depthMrts[i].setInternalTexture(depthTexture, 0);\r\n this._depthMrts[i].setInternalTexture(frontColorTexture, 1);\r\n this._depthMrts[i].setInternalTexture(backColorTexture, 2);\r\n this._colorMrts[i].setInternalTexture(frontColorTexture, 0);\r\n this._colorMrts[i].setInternalTexture(backColorTexture, 1);\r\n\r\n this._thinTextures.push(new ThinTexture(depthTexture), new ThinTexture(frontColorTexture), new ThinTexture(backColorTexture));\r\n }\r\n\r\n if (this._blendOutput) {\r\n this._blendOutput.shareDepth(this._depthMrts[0].renderTarget!);\r\n }\r\n }\r\n\r\n protected _disposeTextures() {\r\n for (let i = 0; i < this._thinTextures.length; i++) {\r\n this._thinTextures[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._depthMrts.length; i++) {\r\n this._depthMrts[i].dispose(true);\r\n this._colorMrts[i].dispose(true);\r\n this._blendBackMrt.dispose(true);\r\n }\r\n\r\n this._thinTextures = [];\r\n this._colorMrts = [];\r\n this._depthMrts = [];\r\n }\r\n\r\n protected _createEffects(finalEffectFragmentShaderName: string, finalEffectSamplerNames: string[]) {\r\n this._blendBackEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../ShadersWGSL/oitBackBlend.fragment\");\r\n } else {\r\n await import(\"../Shaders/oitBackBlend.fragment\");\r\n }\r\n },\r\n });\r\n this._blendBackEffectWrapperPingPong = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../ShadersWGSL/oitBackBlend.fragment\");\r\n } else {\r\n await import(\"../Shaders/oitBackBlend.fragment\");\r\n }\r\n },\r\n });\r\n\r\n this._finalEffectWrapper = new EffectWrapper({\r\n fragmentShader: finalEffectFragmentShaderName,\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: finalEffectSamplerNames,\r\n uniformNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../ShadersWGSL/oitFinalSimpleBlend.fragment\");\r\n } else {\r\n await import(\"../Shaders/oitFinalSimpleBlend.fragment\");\r\n }\r\n },\r\n });\r\n\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n }\r\n\r\n /**\r\n * Links to the prepass renderer\r\n * @param _prePassRenderer The scene PrePassRenderer\r\n */\r\n public setPrePassRenderer(_prePassRenderer: PrePassRenderer) {}\r\n\r\n /**\r\n * Binds depth peeling textures on an effect\r\n * @param effect The effect to bind textures on\r\n */\r\n public bind(effect: Effect) {\r\n effect.setTexture(\"oitDepthSampler\", this._thinTextures[this._currentPingPongState * 3]);\r\n effect.setTexture(\"oitFrontColorSampler\", this._thinTextures[this._currentPingPongState * 3 + 1]);\r\n }\r\n\r\n private _renderSubMeshes(transparentSubMeshes: SmartArray<SubMesh>) {\r\n let mapMaterialContext: { [uniqueId: number]: IMaterialContext | undefined };\r\n if (this._useRenderPasses) {\r\n mapMaterialContext = {};\r\n }\r\n for (let j = 0; j < transparentSubMeshes.length; j++) {\r\n const material = transparentSubMeshes.data[j].getMaterial();\r\n let previousShaderHotSwapping = true;\r\n let previousBFC = false;\r\n\r\n const subMesh = transparentSubMeshes.data[j];\r\n let drawWrapper: DrawWrapper | undefined;\r\n let firstDraw = false;\r\n\r\n if (this._useRenderPasses) {\r\n drawWrapper = subMesh._getDrawWrapper();\r\n firstDraw = !drawWrapper;\r\n }\r\n\r\n if (material) {\r\n previousShaderHotSwapping = material.allowShaderHotSwapping;\r\n previousBFC = material.backFaceCulling;\r\n material.allowShaderHotSwapping = false;\r\n material.backFaceCulling = false;\r\n }\r\n\r\n subMesh.render(false);\r\n\r\n if (firstDraw) {\r\n // first time we draw this submesh: we replace the material context\r\n drawWrapper = subMesh._getDrawWrapper()!; // we are sure it is now non empty as we just rendered the submesh\r\n if (drawWrapper.materialContext) {\r\n let newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId];\r\n if (!newMaterialContext) {\r\n newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId] = this._engine.createMaterialContext();\r\n }\r\n subMesh._getDrawWrapper()!.materialContext = newMaterialContext;\r\n }\r\n }\r\n\r\n if (material) {\r\n material.allowShaderHotSwapping = previousShaderHotSwapping;\r\n material.backFaceCulling = previousBFC;\r\n }\r\n }\r\n }\r\n\r\n protected _finalCompose(writeId: number) {\r\n this._engine.bindFramebuffer(this._blendOutput!);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_PREMULTIPLIED);\r\n this._engine.depthCullingState.depthMask = false;\r\n this._engine.depthCullingState.depthTest = false;\r\n this._engine.applyStates();\r\n\r\n this._engine.enableEffect(this._finalEffectWrapper.drawWrapper);\r\n this._finalEffectWrapper.effect.setTexture(\"uFrontColor\", this._thinTextures[writeId * 3 + 1]);\r\n this._effectRenderer.render(this._finalEffectWrapper);\r\n }\r\n\r\n /**\r\n * Checks if the depth peeling renderer is ready to render transparent meshes\r\n * @returns true if the depth peeling renderer is ready to render the transparent meshes\r\n */\r\n public isReady() {\r\n return this._blendBackEffectWrapper.effect.isReady() && this._blendBackEffectWrapperPingPong.effect.isReady() && this._finalEffectWrapper.effect.isReady();\r\n }\r\n\r\n protected _beforeRender() {}\r\n\r\n protected _afterRender() {}\r\n\r\n protected _noTransparentMeshes() {}\r\n\r\n /**\r\n * Renders transparent submeshes with depth peeling\r\n * @param transparentSubMeshes List of transparent meshes to render\r\n * @returns The array of submeshes that could not be handled by this renderer\r\n */\r\n public render(transparentSubMeshes: SmartArray<SubMesh>): SmartArray<SubMesh> {\r\n this._candidateSubMeshes.length = 0;\r\n this._excludedSubMeshes.length = 0;\r\n if (!this.isReady()) {\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n\r\n for (let i = 0; i < transparentSubMeshes.length; i++) {\r\n const subMesh = transparentSubMeshes.data[i];\r\n const material = subMesh.getMaterial();\r\n const fillMode = material && subMesh.getRenderingMesh()._getRenderingFillMode(material.fillMode);\r\n\r\n if (\r\n material &&\r\n (fillMode === Material.TriangleFanDrawMode || fillMode === Material.TriangleFillMode || fillMode === Material.TriangleStripDrawMode) &&\r\n this._excludedMeshes.indexOf(subMesh.getMesh().uniqueId) === -1\r\n ) {\r\n this._candidateSubMeshes.push(subMesh);\r\n } else {\r\n this._excludedSubMeshes.push(subMesh);\r\n }\r\n }\r\n\r\n if (!this._candidateSubMeshes.length) {\r\n this._noTransparentMeshes();\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n const currentRenderPassId = this._engine.currentRenderPassId;\r\n\r\n this._beforeRender();\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[0];\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[1], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[1].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n // Draw depth for first pass\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // in WebGPU, when using MIN or MAX equation, the src / dst color factors should not use SRC_ALPHA and the src / dst alpha factors must be 1 else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthMask = false;\r\n this._engine.depthCullingState.depthTest = true;\r\n this._engine.applyStates();\r\n\r\n this._currentPingPongState = 1;\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // depth peeling ping-pong\r\n let readId = 0;\r\n let writeId = 0;\r\n\r\n for (let i = 0; i < this._passCount; i++) {\r\n readId = i % 2;\r\n writeId = 1 - readId;\r\n this._currentPingPongState = readId;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[i + 1];\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[2]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // the value does not matter (as MAX operation does not use them) but the src and dst color factors should not use SRC_ALPHA else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthTest = false;\r\n this._engine.applyStates();\r\n\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // Back color\r\n this._engine.bindFramebuffer(this._blendBackMrt.renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_ADD);\r\n this._engine.setAlphaMode(Constants.ALPHA_LAYER_ACCUMULATE);\r\n this._engine.applyStates();\r\n\r\n const blendBackEffectWrapper = writeId === 0 || !this._useRenderPasses ? this._blendBackEffectWrapper : this._blendBackEffectWrapperPingPong;\r\n this._engine.enableEffect(blendBackEffectWrapper.drawWrapper);\r\n blendBackEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[writeId * 3 + 2]);\r\n this._effectRenderer.render(blendBackEffectWrapper);\r\n this._engine.unBindFramebuffer(this._blendBackMrt.renderTarget!);\r\n }\r\n\r\n this._engine.currentRenderPassId = currentRenderPassId;\r\n\r\n // Final composition on default FB\r\n this._finalCompose(writeId);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n this._engine.depthCullingState.depthMask = true;\r\n this._engine.depthCullingState.depthTest = true;\r\n\r\n this._afterRender();\r\n\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n /**\r\n * Disposes the depth peeling renderer and associated resources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._blendBackEffectWrapper.dispose();\r\n this._finalEffectWrapper.dispose();\r\n this._effectRenderer.dispose();\r\n this._releaseRenderPassIds();\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"thinDepthPeelingRenderer.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/thinDepthPeelingRenderer.ts"],"names":[],"mappings":"AAAA;;GAEG;AACH,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAGjD,OAAO,EAAE,iBAAiB,EAAE,MAAM,yCAAyC,CAAC;AAE5E,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAG7C,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAEhD,OAAO,EAAE,WAAW,EAAE,MAAM,mCAAmC,CAAC;AAChE,OAAO,EAAE,cAAc,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAI5E,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AAEjD,OAAO,0CAA0C,CAAC;AAKlD;;GAEG;AACH,MAAM,OAAO,wBAAwB;IAiCjC;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED,IAAW,SAAS,CAAC,KAAa;QAC9B,IAAI,IAAI,CAAC,UAAU,KAAK,KAAK,EAAE,CAAC;YAC5B,OAAO;QACX,CAAC;QACD,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;QACxB,IAAI,CAAC,oBAAoB,EAAE,CAAC;IAChC,CAAC;IAGD;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IAED,IAAW,eAAe,CAAC,SAAkB;QACzC,IAAI,IAAI,CAAC,gBAAgB,KAAK,SAAS,EAAE,CAAC;YACtC,OAAO;QACX,CAAC;QACD,IAAI,CAAC,gBAAgB,GAAG,SAAS,CAAC;QAClC,IAAI,CAAC,oBAAoB,EAAE,CAAC;IAChC,CAAC;IAED;;;OAGG;IACI,eAAe,CAAC,IAAkB;QACrC,IAAI,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;YACrD,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC7C,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,kBAAkB,CAAC,IAAkB;QACxC,MAAM,KAAK,GAAG,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC1D,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;YACf,IAAI,CAAC,eAAe,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QAC1C,CAAC;IACL,CAAC;IAKD;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAGD;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,WAAW,CAAC,WAA0C;QAC7D,IAAI,CAAC,YAAY,GAAG,WAAW,CAAC;QAChC,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACxB,IAAI,WAAW,EAAE,CAAC;YACd,IAAI,CAAC,eAAe,EAAE,CAAC;QAC3B,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACH,YAAY,KAAY,EAAE,YAAoB,CAAC;QAlHrC,eAAU,GAAwB,EAAE,CAAC;QACrC,kBAAa,GAAkB,EAAE,CAAC;QAClC,eAAU,GAAwB,EAAE,CAAC;QAQrC,0BAAqB,GAAW,CAAC,CAAC;QAElC,uBAAkB,GAAG,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC,IAAI,EAAE,IAAI,CAAC,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC,CAAC;QAChE,iBAAY,GAAe,EAAE,CAAC;QAE9B,wBAAmB,GAAwB,IAAI,UAAU,CAAC,EAAE,CAAC,CAAC;QAC9D,uBAAkB,GAAwB,IAAI,UAAU,CAAC,EAAE,CAAC,CAAC;QAC7D,oBAAe,GAAa,EAAE,CAAC;QAM/B,gBAAW,GAAG;YACpB,IAAI,MAAM,CAAC,wBAAwB,CAAC,kBAAkB,EAAE,wBAAwB,CAAC,kBAAkB,EAAE,CAAC,EAAE,CAAC,CAAC;YAC1G,IAAI,MAAM,CAAC,CAAC,wBAAwB,CAAC,UAAU,EAAE,wBAAwB,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,CAAC;YAC3F,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;SACzB,CAAC;QAuDF,2CAA2C;QACjC,oBAAe,+BAAuB;QAgC5C,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,IAAI,CAAC,UAAU,GAAG,SAAS,CAAC;QAE5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,kBAAkB,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;YACtD,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC,CAAC,CAAC,CAAC;QACvF,CAAC;QAED,IAAI,CAAC,cAAc,GAAG,EAAE,CAAC;QACzB,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;QAE7B,IAAI,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;YACxB,IAAI,CAAC,eAAe,8BAAsB,CAAC;QAC/C,CAAC;QAED,IAAI,CAAC,cAAc,CAAC,qBAAqB,EAAE,CAAC,aAAa,CAAC,CAAC,CAAC;IAChE,CAAC;IAEO,oBAAoB;QACxB,IAAI,CAAC,qBAAqB,EAAE,CAAC;QAC7B,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;gBAC3C,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,CAAC;oBAC1B,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,gCAAgC,CAAC,EAAE,CAAC,CAAC;gBAClG,CAAC;YACL,CAAC;QACL,CAAC;IACL,CAAC;IAEO,qBAAqB;QACzB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;YAClD,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC;QAC7D,CAAC;QACD,IAAI,CAAC,cAAc,GAAG,EAAE,CAAC;IAC7B,CAAC;IAES,eAAe;QACrB,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;YACpB,OAAO;gBACH,KAAK,EAAE,IAAI,CAAC,YAAY,CAAC,KAAK;gBAC9B,MAAM,EAAE,IAAI,CAAC,YAAY,CAAC,MAAM;aACnC,CAAC;QACN,CAAC;QACD,OAAO,EAAE,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,EAAE,CAAC;IAC5F,CAAC;IAED,uDAAuD;IACvD,kGAAkG;IAClG,mGAAmG;IACnG,qGAAqG;IACrG,mFAAmF;IACnF,mGAAmG;IACnG,mGAAmG;IACnG,8DAA8D;IACpD,eAAe;QACrB,MAAM,IAAI,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QAEpC,kBAAkB;QAClB,IAAI,CAAC,UAAU,GAAG;YACd,IAAI,iBAAiB,CAAC,uBAAuB,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,EAAE,SAAS,EAAE;gBAC5E,6BAA6B;gBAC7B,kCAAkC;gBAClC,iCAAiC;aACpC,CAAC;YACF,IAAI,iBAAiB,CAAC,uBAAuB,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,EAAE,SAAS,EAAE;gBAC5E,6BAA6B;gBAC7B,kCAAkC;gBAClC,iCAAiC;aACpC,CAAC;SACL,CAAC;QACF,IAAI,CAAC,UAAU,GAAG;YACd,IAAI,iBAAiB,CAAC,uBAAuB,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE,mBAAmB,EAAE,KAAK,EAAE,EAAE;gBACjG,kCAAkC;gBAClC,iCAAiC;aACpC,CAAC;YACF,IAAI,iBAAiB,CAAC,uBAAuB,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE,mBAAmB,EAAE,KAAK,EAAE,EAAE;gBACjG,kCAAkC;gBAClC,iCAAiC;aACpC,CAAC;SACL,CAAC;QACF,IAAI,CAAC,aAAa,GAAG,IAAI,iBAAiB,CAAC,qBAAqB,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE,mBAAmB,EAAE,KAAK,EAAE,EAAE,CAAC,+BAA+B,CAAC,CAAC,CAAC;QAC3J,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;YACpB,IAAI,CAAC,aAAa,CAAC,kBAAkB,CAAC,IAAI,CAAC,YAAY,CAAC,OAAQ,EAAE,CAAC,CAAC,CAAC;QACzE,CAAC;QAED,uBAAuB;QACvB,uBAAuB;QACvB,MAAM,YAAY,GAAG;YACjB;gBACI,MAAM,EAAE,SAAS,CAAC,gBAAgB;gBAClC,YAAY,EAAE,SAAS,CAAC,4BAA4B;gBACpD,IAAI,EAAE,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,2BAA2B,CAAC,CAAC,CAAC,SAAS,CAAC,iBAAiB,CAAC,CAAC,CAAC,SAAS,CAAC,sBAAsB;gBACzH,KAAK,EAAE,mCAAmC;aACX;YACnC;gBACI,MAAM,EAAE,SAAS,CAAC,kBAAkB;gBACpC,YAAY,EAAE,SAAS,CAAC,4BAA4B;gBACpD,IAAI,EAAE,SAAS,CAAC,sBAAsB;gBACtC,KAAK,EAAE,mCAAmC;aACX;SACtC,CAAC;QAEF,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;YACzB,MAAM,YAAY,GAAG,IAAI,CAAC,OAAO,CAAC,sBAAsB,CAAC,IAAI,EAAE,YAAY,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YACvF,MAAM,iBAAiB,GAAG,IAAI,CAAC,OAAO,CAAC,sBAAsB,CAAC,IAAI,EAAE,YAAY,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YAC5F,MAAM,gBAAgB,GAAG,IAAI,CAAC,OAAO,CAAC,sBAAsB,CAAC,IAAI,EAAE,YAAY,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YAE3F,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC;YACvD,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC;YAC5D,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,gBAAgB,EAAE,CAAC,CAAC,CAAC;YAC3D,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC;YAC5D,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,gBAAgB,EAAE,CAAC,CAAC,CAAC;YAE3D,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,WAAW,CAAC,YAAY,CAAC,EAAE,IAAI,WAAW,CAAC,iBAAiB,CAAC,EAAE,IAAI,WAAW,CAAC,gBAAgB,CAAC,CAAC,CAAC;QAClI,CAAC;QAED,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;YACpB,IAAI,CAAC,YAAY,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAa,CAAC,CAAC;QACnE,CAAC;IACL,CAAC;IAES,gBAAgB;QACtB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACjD,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;QACpC,CAAC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YAC9C,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;YACjC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;YACjC,IAAI,CAAC,aAAa,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QACrC,CAAC;QAED,IAAI,CAAC,aAAa,GAAG,EAAE,CAAC;QACxB,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;QACrB,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;IACzB,CAAC;IAES,cAAc,CAAC,6BAAqC,EAAE,uBAAiC;QAC7F,IAAI,CAAC,uBAAuB,GAAG,IAAI,aAAa,CAAC;YAC7C,cAAc,EAAE,cAAc;YAC9B,cAAc,EAAE,IAAI;YACpB,MAAM,EAAE,IAAI,CAAC,OAAO;YACpB,YAAY,EAAE,CAAC,YAAY,CAAC;YAC5B,YAAY,EAAE,EAAE;YAChB,cAAc,EAAE,IAAI,CAAC,eAAe;YACpC,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,IAAI,CAAC,eAAe,gCAAwB,EAAE,CAAC;oBAC/C,MAAM,MAAM,CAAC,sCAAsC,CAAC,CAAC;gBACzD,CAAC;qBAAM,CAAC;oBACJ,MAAM,MAAM,CAAC,kCAAkC,CAAC,CAAC;gBACrD,CAAC;YACL,CAAC;SACJ,CAAC,CAAC;QACH,IAAI,CAAC,+BAA+B,GAAG,IAAI,aAAa,CAAC;YACrD,cAAc,EAAE,cAAc;YAC9B,cAAc,EAAE,IAAI;YACpB,MAAM,EAAE,IAAI,CAAC,OAAO;YACpB,YAAY,EAAE,CAAC,YAAY,CAAC;YAC5B,YAAY,EAAE,EAAE;YAChB,cAAc,EAAE,IAAI,CAAC,eAAe;YACpC,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,IAAI,CAAC,eAAe,gCAAwB,EAAE,CAAC;oBAC/C,MAAM,MAAM,CAAC,sCAAsC,CAAC,CAAC;gBACzD,CAAC;qBAAM,CAAC;oBACJ,MAAM,MAAM,CAAC,kCAAkC,CAAC,CAAC;gBACrD,CAAC;YACL,CAAC;SACJ,CAAC,CAAC;QAEH,IAAI,CAAC,mBAAmB,GAAG,IAAI,aAAa,CAAC;YACzC,cAAc,EAAE,6BAA6B;YAC7C,cAAc,EAAE,IAAI;YACpB,MAAM,EAAE,IAAI,CAAC,OAAO;YACpB,YAAY,EAAE,uBAAuB;YACrC,YAAY,EAAE,EAAE;YAChB,cAAc,EAAE,IAAI,CAAC,eAAe;YACpC,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,IAAI,CAAC,eAAe,gCAAwB,EAAE,CAAC;oBAC/C,MAAM,MAAM,CAAC,6CAA6C,CAAC,CAAC;gBAChE,CAAC;qBAAM,CAAC;oBACJ,MAAM,MAAM,CAAC,yCAAyC,CAAC,CAAC;gBAC5D,CAAC;YACL,CAAC;SACJ,CAAC,CAAC;QAEH,IAAI,CAAC,eAAe,GAAG,IAAI,cAAc,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;IAC5D,CAAC;IAED;;;OAGG;IACI,kBAAkB,CAAC,gBAAiC,IAAG,CAAC;IAE/D;;;OAGG;IACI,IAAI,CAAC,MAAc;QACtB,MAAM,CAAC,UAAU,CAAC,iBAAiB,EAAE,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,qBAAqB,GAAG,CAAC,CAAC,CAAC,CAAC;QACzF,MAAM,CAAC,UAAU,CAAC,sBAAsB,EAAE,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,qBAAqB,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;IACtG,CAAC;IAEO,gBAAgB,CAAC,oBAAyC;QAC9D,IAAI,kBAAwE,CAAC;QAC7E,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,kBAAkB,GAAG,EAAE,CAAC;QAC5B,CAAC;QACD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,oBAAoB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACnD,MAAM,QAAQ,GAAG,oBAAoB,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,WAAW,EAAE,CAAC;YAC5D,IAAI,yBAAyB,GAAG,IAAI,CAAC;YACrC,IAAI,WAAW,GAAG,KAAK,CAAC;YAExB,MAAM,OAAO,GAAG,oBAAoB,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;YAC7C,IAAI,WAAoC,CAAC;YACzC,IAAI,SAAS,GAAG,KAAK,CAAC;YAEtB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;gBACxB,WAAW,GAAG,OAAO,CAAC,eAAe,EAAE,CAAC;gBACxC,SAAS,GAAG,CAAC,WAAW,CAAC;YAC7B,CAAC;YAED,IAAI,QAAQ,EAAE,CAAC;gBACX,yBAAyB,GAAG,QAAQ,CAAC,sBAAsB,CAAC;gBAC5D,WAAW,GAAG,QAAQ,CAAC,eAAe,CAAC;gBACvC,QAAQ,CAAC,sBAAsB,GAAG,KAAK,CAAC;gBACxC,QAAQ,CAAC,eAAe,GAAG,KAAK,CAAC;YACrC,CAAC;YAED,OAAO,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;YAEtB,IAAI,SAAS,EAAE,CAAC;gBACZ,mEAAmE;gBACnE,WAAW,GAAG,OAAO,CAAC,eAAe,EAAG,CAAC,CAAC,kEAAkE;gBAC5G,IAAI,WAAW,CAAC,eAAe,EAAE,CAAC;oBAC9B,IAAI,kBAAkB,GAAG,kBAAmB,CAAC,WAAW,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAC;oBACnF,IAAI,CAAC,kBAAkB,EAAE,CAAC;wBACtB,kBAAkB,GAAG,kBAAmB,CAAC,WAAW,CAAC,eAAe,CAAC,QAAQ,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,qBAAqB,EAAE,CAAC;oBAC1H,CAAC;oBACD,OAAO,CAAC,eAAe,EAAG,CAAC,eAAe,GAAG,kBAAkB,CAAC;gBACpE,CAAC;YACL,CAAC;YAED,IAAI,QAAQ,EAAE,CAAC;gBACX,QAAQ,CAAC,sBAAsB,GAAG,yBAAyB,CAAC;gBAC5D,QAAQ,CAAC,eAAe,GAAG,WAAW,CAAC;YAC3C,CAAC;QACL,CAAC;IACL,CAAC;IAES,aAAa,CAAC,OAAe;QACnC,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,YAAa,CAAC,CAAC;QAEjD,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,SAAS,CAAC,mBAAmB,CAAC,CAAC;QACzD,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,SAAS,GAAG,KAAK,CAAC;QACjD,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,SAAS,GAAG,KAAK,CAAC;QACjD,IAAI,CAAC,OAAO,CAAC,WAAW,EAAE,CAAC;QAE3B,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,IAAI,CAAC,mBAAmB,CAAC,WAAW,CAAC,CAAC;QAChE,IAAI,CAAC,mBAAmB,CAAC,MAAM,CAAC,UAAU,CAAC,aAAa,EAAE,IAAI,CAAC,aAAa,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QAC/F,IAAI,CAAC,eAAe,CAAC,MAAM,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;IAC1D,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,OAAO,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC,OAAO,EAAE,IAAI,IAAI,CAAC,+BAA+B,CAAC,MAAM,CAAC,OAAO,EAAE,IAAI,IAAI,CAAC,mBAAmB,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC;IAC/J,CAAC;IAES,aAAa,KAAI,CAAC;IAElB,YAAY,KAAI,CAAC;IAEjB,oBAAoB,KAAI,CAAC;IAEnC;;;;OAIG;IACI,MAAM,CAAC,oBAAyC;QACnD,IAAI,CAAC,mBAAmB,CAAC,MAAM,GAAG,CAAC,CAAC;QACpC,IAAI,CAAC,kBAAkB,CAAC,MAAM,GAAG,CAAC,CAAC;QACnC,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,EAAE,CAAC;YAClB,OAAO,IAAI,CAAC,kBAAkB,CAAC;QACnC,CAAC;QAED,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,CAAC;YAC3B,IAAI,CAAC,OAAO,CAAC,WAAW,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC;QAChE,CAAC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,oBAAoB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACnD,MAAM,OAAO,GAAG,oBAAoB,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;YAC7C,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;YACvC,MAAM,QAAQ,GAAG,QAAQ,IAAI,OAAO,CAAC,gBAAgB,EAAE,CAAC,qBAAqB,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC;YAEjG,IACI,QAAQ;gBACR,CAAC,QAAQ,KAAK,QAAQ,CAAC,mBAAmB,IAAI,QAAQ,KAAK,QAAQ,CAAC,gBAAgB,IAAI,QAAQ,KAAK,QAAQ,CAAC,qBAAqB,CAAC;gBACpI,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,EACjE,CAAC;gBACC,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YAC3C,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YAC1C,CAAC;QACL,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,CAAC;YACnC,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,OAAO,IAAI,CAAC,kBAAkB,CAAC;QACnC,CAAC;QAED,MAAM,mBAAmB,GAAG,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC;QAE7D,IAAI,CAAC,aAAa,EAAE,CAAC;QAErB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,OAAO,CAAC,mBAAmB,GAAG,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC;QAC9D,CAAC;QAED,SAAS;QACT,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAa,CAAC,CAAC;QAC/D,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QAC5D,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAa,CAAC,CAAC;QAEjE,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAa,CAAC,CAAC;QAC/D,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QAC5D,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAa,CAAC,CAAC;QAEjE,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAa,CAAC,CAAC;QAC/D,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QAC5D,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAa,CAAC,CAAC;QAEjE,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAa,CAAC,CAAC;QAC/D,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QAC5D,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAa,CAAC,CAAC;QAEjE,4BAA4B;QAC5B,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAa,CAAC,CAAC;QAC/D,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;QAEnD,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,SAAS,CAAC,mBAAmB,CAAC,CAAC,CAAC,sLAAsL;QAChP,IAAI,CAAC,OAAO,CAAC,gBAAgB,CAAC,SAAS,CAAC,kBAAkB,CAAC,CAAC;QAC5D,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,SAAS,GAAG,KAAK,CAAC;QACjD,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,SAAS,GAAG,IAAI,CAAC;QAChD,IAAI,CAAC,OAAO,CAAC,WAAW,EAAE,CAAC;QAE3B,IAAI,CAAC,qBAAqB,GAAG,CAAC,CAAC;QAC/B,SAAS;QACT,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;QAChD,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,YAAa,CAAC,CAAC;QAEjE,IAAI,CAAC,MAAM,CAAC,mBAAmB,EAAE,CAAC;QAElC,0BAA0B;QAC1B,IAAI,MAAc,CAAC;QACnB,IAAI,OAAO,GAAW,CAAC,CAAC;QAExB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,EAAE,CAAC;YACvC,MAAM,GAAG,CAAC,GAAG,CAAC,CAAC;YACf,OAAO,GAAG,CAAC,GAAG,MAAM,CAAC;YACrB,IAAI,CAAC,qBAAqB,GAAG,MAAM,CAAC;YAEpC,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;gBACxB,IAAI,CAAC,OAAO,CAAC,mBAAmB,GAAG,IAAI,CAAC,cAAc,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YAClE,CAAC;YAED,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,CAAC;gBAC3B,IAAI,CAAC,OAAO,CAAC,WAAW,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC;YAChE,CAAC;YAED,SAAS;YACT,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,YAAa,CAAC,CAAC;YACrE,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;YACnD,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;YAC5D,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,YAAa,CAAC,CAAC;YAEvE,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,YAAa,CAAC,CAAC;YACrE,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;YACnD,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;YAC5D,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,YAAa,CAAC,CAAC;YAEvE,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,YAAa,CAAC,CAAC;YACrE,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;YAEnD,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,SAAS,CAAC,mBAAmB,CAAC,CAAC,CAAC,sKAAsK;YAChO,IAAI,CAAC,OAAO,CAAC,gBAAgB,CAAC,SAAS,CAAC,kBAAkB,CAAC,CAAC;YAC5D,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,SAAS,GAAG,KAAK,CAAC;YACjD,IAAI,CAAC,OAAO,CAAC,WAAW,EAAE,CAAC;YAE3B,SAAS;YACT,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAChD,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,YAAa,CAAC,CAAC;YAEvE,IAAI,CAAC,MAAM,CAAC,mBAAmB,EAAE,CAAC;YAElC,aAAa;YACb,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,YAAa,CAAC,CAAC;YAC/D,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;YACnD,IAAI,CAAC,OAAO,CAAC,gBAAgB,CAAC,SAAS,CAAC,kBAAkB,CAAC,CAAC;YAC5D,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,SAAS,CAAC,sBAAsB,CAAC,CAAC;YAC5D,IAAI,CAAC,OAAO,CAAC,WAAW,EAAE,CAAC;YAE3B,MAAM,sBAAsB,GAAG,OAAO,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC,CAAC,IAAI,CAAC,uBAAuB,CAAC,CAAC,CAAC,IAAI,CAAC,+BAA+B,CAAC;YAC7I,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,sBAAsB,CAAC,WAAW,CAAC,CAAC;YAC9D,sBAAsB,CAAC,MAAM,CAAC,UAAU,CAAC,YAAY,EAAE,IAAI,CAAC,aAAa,CAAC,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YAC5F,IAAI,CAAC,eAAe,CAAC,MAAM,CAAC,sBAAsB,CAAC,CAAC;YACpD,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,aAAa,CAAC,YAAa,CAAC,CAAC;QACrE,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,mBAAmB,GAAG,mBAAmB,CAAC;QAEvD,kCAAkC;QAClC,IAAI,CAAC,aAAa,CAAC,OAAO,CAAC,CAAC;QAE5B,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;QAEnD,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,SAAS,GAAG,IAAI,CAAC;QAChD,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,SAAS,GAAG,IAAI,CAAC;QAEhD,IAAI,CAAC,YAAY,EAAE,CAAC;QAEpB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACxB,IAAI,CAAC,uBAAuB,CAAC,OAAO,EAAE,CAAC;QACvC,IAAI,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;QACnC,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,CAAC;QAC/B,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;;AAxhBgB,2CAAkB,GAAG,CAAC,OAAO,AAAX,CAAY;AAC9B,mCAAU,GAAG,CAAC,AAAJ,CAAK;AACf,mCAAU,GAAG,CAAC,AAAJ,CAAK","sourcesContent":["/**\r\n * Implementation based on https://medium.com/@shrekshao_71662/dual-depth-peeling-implementation-in-webgl-11baa061ba4b\r\n */\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { InternalTextureCreationOptions } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport type { PrePassRenderer } from \"./prePassRenderer\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\nimport type { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Engines/Extensions/engine.multiRender\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\nimport type { Nullable } from \"../types\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ThinDepthPeelingRenderer {\r\n protected _scene: Scene;\r\n protected _engine: AbstractEngine;\r\n protected _depthMrts: MultiRenderTarget[] = [];\r\n protected _thinTextures: ThinTexture[] = [];\r\n protected _colorMrts: MultiRenderTarget[] = [];\r\n protected _blendBackMrt: MultiRenderTarget;\r\n\r\n protected _blendBackEffectWrapper: EffectWrapper;\r\n protected _blendBackEffectWrapperPingPong: EffectWrapper;\r\n protected _finalEffectWrapper: EffectWrapper;\r\n protected _effectRenderer: EffectRenderer;\r\n\r\n protected _currentPingPongState: number = 0;\r\n\r\n protected _layoutCacheFormat = [[true], [true, true], [true, true, true]];\r\n protected _layoutCache: number[][] = [];\r\n protected _renderPassIds: number[];\r\n protected _candidateSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n protected _excludedSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n protected _excludedMeshes: number[] = [];\r\n\r\n protected static _DEPTH_CLEAR_VALUE = -99999.0;\r\n protected static _MIN_DEPTH = 0;\r\n protected static _MAX_DEPTH = 1;\r\n\r\n protected _colorCache = [\r\n new Color4(ThinDepthPeelingRenderer._DEPTH_CLEAR_VALUE, ThinDepthPeelingRenderer._DEPTH_CLEAR_VALUE, 0, 0),\r\n new Color4(-ThinDepthPeelingRenderer._MIN_DEPTH, ThinDepthPeelingRenderer._MAX_DEPTH, 0, 0),\r\n new Color4(0, 0, 0, 0),\r\n ];\r\n\r\n protected _passCount: number;\r\n /**\r\n * Number of depth peeling passes. As we are using dual depth peeling, each pass two levels of transparency are processed.\r\n */\r\n public get passCount(): number {\r\n return this._passCount;\r\n }\r\n\r\n public set passCount(count: number) {\r\n if (this._passCount === count) {\r\n return;\r\n }\r\n this._passCount = count;\r\n this._createRenderPassIds();\r\n }\r\n\r\n protected _useRenderPasses: boolean;\r\n /**\r\n * Instructs the renderer to use render passes. It is an optimization that makes the rendering faster for some engines (like WebGPU) but that consumes more memory, so it is disabled by default.\r\n */\r\n public get useRenderPasses() {\r\n return this._useRenderPasses;\r\n }\r\n\r\n public set useRenderPasses(usePasses: boolean) {\r\n if (this._useRenderPasses === usePasses) {\r\n return;\r\n }\r\n this._useRenderPasses = usePasses;\r\n this._createRenderPassIds();\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to be handled by the depth peeling renderer\r\n * @param mesh The mesh to exclude from the depth peeling renderer\r\n */\r\n public addExcludedMesh(mesh: AbstractMesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list of the depth peeling renderer\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: AbstractMesh): void {\r\n const index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /** Shader language used by the renderer */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this renderer\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private _blendOutput: Nullable<RenderTargetWrapper>;\r\n /**\r\n * Sets the render target wrapper we will blend the transparent objects onto\r\n */\r\n public get blendOutput(): Nullable<RenderTargetWrapper> {\r\n return this._blendOutput;\r\n }\r\n\r\n public set blendOutput(blendOutput: Nullable<RenderTargetWrapper>) {\r\n this._blendOutput = blendOutput;\r\n this._disposeTextures();\r\n if (blendOutput) {\r\n this._createTextures();\r\n }\r\n }\r\n\r\n /**\r\n * Instanciates the depth peeling renderer\r\n * @param scene Scene to attach to\r\n * @param passCount Number of depth layers to peel\r\n * @returns The depth peeling renderer\r\n */\r\n constructor(scene: Scene, passCount: number = 5) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._passCount = passCount;\r\n\r\n for (let i = 0; i < this._layoutCacheFormat.length; ++i) {\r\n this._layoutCache[i] = this._engine.buildTextureLayout(this._layoutCacheFormat[i]);\r\n }\r\n\r\n this._renderPassIds = [];\r\n this.useRenderPasses = false;\r\n\r\n if (this._engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n this._createEffects(\"oitFinalSimpleBlend\", [\"uFrontColor\"]);\r\n }\r\n\r\n private _createRenderPassIds(): void {\r\n this._releaseRenderPassIds();\r\n if (this._useRenderPasses) {\r\n for (let i = 0; i < this._passCount + 1; ++i) {\r\n if (!this._renderPassIds[i]) {\r\n this._renderPassIds[i] = this._engine.createRenderPassId(`DepthPeelingRenderer - pass #${i}`);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _releaseRenderPassIds(): void {\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n this._engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds = [];\r\n }\r\n\r\n protected _getTextureSize(): { width: number; height: number } {\r\n if (this._blendOutput) {\r\n return {\r\n width: this._blendOutput.width,\r\n height: this._blendOutput.height,\r\n };\r\n }\r\n return { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() };\r\n }\r\n\r\n // TODO : support multiview for WebXR stereo rendering.\r\n // Currently, the MRTs created here are mono (2D textures), so depth peeling only produces correct\r\n // order-independent transparency for one view. In XR with OVR_multiview2, transparent objects that\r\n // partially overlap other transparent objects may render incorrectly in one or both eyes — fragments\r\n // behind a transparent surface can disappear or flicker depending on camera angle.\r\n // To fix this, the MultiRenderTargets should use 2-layer texture arrays when the active XR session\r\n // uses multiview, and the peeling shaders (oitBackBlend, oitFinal) should be updated to read/write\r\n // via gl_ViewID_OVR so both eyes are peeled in a single pass.\r\n protected _createTextures() {\r\n const size = this._getTextureSize();\r\n\r\n // 2 for ping pong\r\n this._depthMrts = [\r\n new MultiRenderTarget(\"depthPeelingDepth0MRT\", size, 3, this._scene, undefined, [\r\n \"depthPeelingDepth0MRT_depth\",\r\n \"depthPeelingDepth0MRT_frontColor\",\r\n \"depthPeelingDepth0MRT_backColor\",\r\n ]),\r\n new MultiRenderTarget(\"depthPeelingDepth1MRT\", size, 3, this._scene, undefined, [\r\n \"depthPeelingDepth1MRT_depth\",\r\n \"depthPeelingDepth1MRT_frontColor\",\r\n \"depthPeelingDepth1MRT_backColor\",\r\n ]),\r\n ];\r\n this._colorMrts = [\r\n new MultiRenderTarget(\"depthPeelingColor0MRT\", size, 2, this._scene, { generateDepthBuffer: false }, [\r\n \"depthPeelingColor0MRT_frontColor\",\r\n \"depthPeelingColor0MRT_backColor\",\r\n ]),\r\n new MultiRenderTarget(\"depthPeelingColor1MRT\", size, 2, this._scene, { generateDepthBuffer: false }, [\r\n \"depthPeelingColor1MRT_frontColor\",\r\n \"depthPeelingColor1MRT_backColor\",\r\n ]),\r\n ];\r\n this._blendBackMrt = new MultiRenderTarget(\"depthPeelingBackMRT\", size, 1, this._scene, { generateDepthBuffer: false }, [\"depthPeelingBackMRT_blendBack\"]);\r\n if (this._blendOutput) {\r\n this._blendBackMrt.setInternalTexture(this._blendOutput.texture!, 0);\r\n }\r\n\r\n // 0 is a depth texture\r\n // 1 is a color texture\r\n const optionsArray = [\r\n {\r\n format: Constants.TEXTUREFORMAT_RG,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: this._engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT,\r\n label: \"DepthPeelingRenderer-DepthTexture\",\r\n } as InternalTextureCreationOptions,\r\n {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n label: \"DepthPeelingRenderer-ColorTexture\",\r\n } as InternalTextureCreationOptions,\r\n ];\r\n\r\n for (let i = 0; i < 2; i++) {\r\n const depthTexture = this._engine._createInternalTexture(size, optionsArray[0], false);\r\n const frontColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n const backColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n\r\n this._depthMrts[i].setInternalTexture(depthTexture, 0);\r\n this._depthMrts[i].setInternalTexture(frontColorTexture, 1);\r\n this._depthMrts[i].setInternalTexture(backColorTexture, 2);\r\n this._colorMrts[i].setInternalTexture(frontColorTexture, 0);\r\n this._colorMrts[i].setInternalTexture(backColorTexture, 1);\r\n\r\n this._thinTextures.push(new ThinTexture(depthTexture), new ThinTexture(frontColorTexture), new ThinTexture(backColorTexture));\r\n }\r\n\r\n if (this._blendOutput) {\r\n this._blendOutput.shareDepth(this._depthMrts[0].renderTarget!);\r\n }\r\n }\r\n\r\n protected _disposeTextures() {\r\n for (let i = 0; i < this._thinTextures.length; i++) {\r\n this._thinTextures[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._depthMrts.length; i++) {\r\n this._depthMrts[i].dispose(true);\r\n this._colorMrts[i].dispose(true);\r\n this._blendBackMrt.dispose(true);\r\n }\r\n\r\n this._thinTextures = [];\r\n this._colorMrts = [];\r\n this._depthMrts = [];\r\n }\r\n\r\n protected _createEffects(finalEffectFragmentShaderName: string, finalEffectSamplerNames: string[]) {\r\n this._blendBackEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../ShadersWGSL/oitBackBlend.fragment\");\r\n } else {\r\n await import(\"../Shaders/oitBackBlend.fragment\");\r\n }\r\n },\r\n });\r\n this._blendBackEffectWrapperPingPong = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../ShadersWGSL/oitBackBlend.fragment\");\r\n } else {\r\n await import(\"../Shaders/oitBackBlend.fragment\");\r\n }\r\n },\r\n });\r\n\r\n this._finalEffectWrapper = new EffectWrapper({\r\n fragmentShader: finalEffectFragmentShaderName,\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: finalEffectSamplerNames,\r\n uniformNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../ShadersWGSL/oitFinalSimpleBlend.fragment\");\r\n } else {\r\n await import(\"../Shaders/oitFinalSimpleBlend.fragment\");\r\n }\r\n },\r\n });\r\n\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n }\r\n\r\n /**\r\n * Links to the prepass renderer\r\n * @param _prePassRenderer The scene PrePassRenderer\r\n */\r\n public setPrePassRenderer(_prePassRenderer: PrePassRenderer) {}\r\n\r\n /**\r\n * Binds depth peeling textures on an effect\r\n * @param effect The effect to bind textures on\r\n */\r\n public bind(effect: Effect) {\r\n effect.setTexture(\"oitDepthSampler\", this._thinTextures[this._currentPingPongState * 3]);\r\n effect.setTexture(\"oitFrontColorSampler\", this._thinTextures[this._currentPingPongState * 3 + 1]);\r\n }\r\n\r\n private _renderSubMeshes(transparentSubMeshes: SmartArray<SubMesh>) {\r\n let mapMaterialContext: { [uniqueId: number]: IMaterialContext | undefined };\r\n if (this._useRenderPasses) {\r\n mapMaterialContext = {};\r\n }\r\n for (let j = 0; j < transparentSubMeshes.length; j++) {\r\n const material = transparentSubMeshes.data[j].getMaterial();\r\n let previousShaderHotSwapping = true;\r\n let previousBFC = false;\r\n\r\n const subMesh = transparentSubMeshes.data[j];\r\n let drawWrapper: DrawWrapper | undefined;\r\n let firstDraw = false;\r\n\r\n if (this._useRenderPasses) {\r\n drawWrapper = subMesh._getDrawWrapper();\r\n firstDraw = !drawWrapper;\r\n }\r\n\r\n if (material) {\r\n previousShaderHotSwapping = material.allowShaderHotSwapping;\r\n previousBFC = material.backFaceCulling;\r\n material.allowShaderHotSwapping = false;\r\n material.backFaceCulling = false;\r\n }\r\n\r\n subMesh.render(false);\r\n\r\n if (firstDraw) {\r\n // first time we draw this submesh: we replace the material context\r\n drawWrapper = subMesh._getDrawWrapper()!; // we are sure it is now non empty as we just rendered the submesh\r\n if (drawWrapper.materialContext) {\r\n let newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId];\r\n if (!newMaterialContext) {\r\n newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId] = this._engine.createMaterialContext();\r\n }\r\n subMesh._getDrawWrapper()!.materialContext = newMaterialContext;\r\n }\r\n }\r\n\r\n if (material) {\r\n material.allowShaderHotSwapping = previousShaderHotSwapping;\r\n material.backFaceCulling = previousBFC;\r\n }\r\n }\r\n }\r\n\r\n protected _finalCompose(writeId: number) {\r\n this._engine.bindFramebuffer(this._blendOutput!);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_PREMULTIPLIED);\r\n this._engine.depthCullingState.depthMask = false;\r\n this._engine.depthCullingState.depthTest = false;\r\n this._engine.applyStates();\r\n\r\n this._engine.enableEffect(this._finalEffectWrapper.drawWrapper);\r\n this._finalEffectWrapper.effect.setTexture(\"uFrontColor\", this._thinTextures[writeId * 3 + 1]);\r\n this._effectRenderer.render(this._finalEffectWrapper);\r\n }\r\n\r\n /**\r\n * Checks if the depth peeling renderer is ready to render transparent meshes\r\n * @returns true if the depth peeling renderer is ready to render the transparent meshes\r\n */\r\n public isReady() {\r\n return this._blendBackEffectWrapper.effect.isReady() && this._blendBackEffectWrapperPingPong.effect.isReady() && this._finalEffectWrapper.effect.isReady();\r\n }\r\n\r\n protected _beforeRender() {}\r\n\r\n protected _afterRender() {}\r\n\r\n protected _noTransparentMeshes() {}\r\n\r\n /**\r\n * Renders transparent submeshes with depth peeling\r\n * @param transparentSubMeshes List of transparent meshes to render\r\n * @returns The array of submeshes that could not be handled by this renderer\r\n */\r\n public render(transparentSubMeshes: SmartArray<SubMesh>): SmartArray<SubMesh> {\r\n this._candidateSubMeshes.length = 0;\r\n this._excludedSubMeshes.length = 0;\r\n if (!this.isReady()) {\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n\r\n for (let i = 0; i < transparentSubMeshes.length; i++) {\r\n const subMesh = transparentSubMeshes.data[i];\r\n const material = subMesh.getMaterial();\r\n const fillMode = material && subMesh.getRenderingMesh()._getRenderingFillMode(material.fillMode);\r\n\r\n if (\r\n material &&\r\n (fillMode === Material.TriangleFanDrawMode || fillMode === Material.TriangleFillMode || fillMode === Material.TriangleStripDrawMode) &&\r\n this._excludedMeshes.indexOf(subMesh.getMesh().uniqueId) === -1\r\n ) {\r\n this._candidateSubMeshes.push(subMesh);\r\n } else {\r\n this._excludedSubMeshes.push(subMesh);\r\n }\r\n }\r\n\r\n if (!this._candidateSubMeshes.length) {\r\n this._noTransparentMeshes();\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n const currentRenderPassId = this._engine.currentRenderPassId;\r\n\r\n this._beforeRender();\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[0];\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[1], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[1].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n // Draw depth for first pass\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // in WebGPU, when using MIN or MAX equation, the src / dst color factors should not use SRC_ALPHA and the src / dst alpha factors must be 1 else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthMask = false;\r\n this._engine.depthCullingState.depthTest = true;\r\n this._engine.applyStates();\r\n\r\n this._currentPingPongState = 1;\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // depth peeling ping-pong\r\n let readId: number;\r\n let writeId: number = 0;\r\n\r\n for (let i = 0; i < this._passCount; i++) {\r\n readId = i % 2;\r\n writeId = 1 - readId;\r\n this._currentPingPongState = readId;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[i + 1];\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[2]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // the value does not matter (as MAX operation does not use them) but the src and dst color factors should not use SRC_ALPHA else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthTest = false;\r\n this._engine.applyStates();\r\n\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // Back color\r\n this._engine.bindFramebuffer(this._blendBackMrt.renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_ADD);\r\n this._engine.setAlphaMode(Constants.ALPHA_LAYER_ACCUMULATE);\r\n this._engine.applyStates();\r\n\r\n const blendBackEffectWrapper = writeId === 0 || !this._useRenderPasses ? this._blendBackEffectWrapper : this._blendBackEffectWrapperPingPong;\r\n this._engine.enableEffect(blendBackEffectWrapper.drawWrapper);\r\n blendBackEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[writeId * 3 + 2]);\r\n this._effectRenderer.render(blendBackEffectWrapper);\r\n this._engine.unBindFramebuffer(this._blendBackMrt.renderTarget!);\r\n }\r\n\r\n this._engine.currentRenderPassId = currentRenderPassId;\r\n\r\n // Final composition on default FB\r\n this._finalCompose(writeId);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n this._engine.depthCullingState.depthMask = true;\r\n this._engine.depthCullingState.depthTest = true;\r\n\r\n this._afterRender();\r\n\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n /**\r\n * Disposes the depth peeling renderer and associated resources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._blendBackEffectWrapper.dispose();\r\n this._finalEffectWrapper.dispose();\r\n this._effectRenderer.dispose();\r\n this._releaseRenderPassIds();\r\n }\r\n}\r\n"]}
@@ -324,8 +324,8 @@ export class SpriteManager {
324
324
  const pickedPoint = TmpVectors.Vector3[0];
325
325
  const cameraSpacePosition = TmpVectors.Vector3[1];
326
326
  const cameraView = camera.getViewMatrix();
327
- let activeRay = ray;
328
- let pickedRay = ray;
327
+ let activeRay;
328
+ let pickedRay;
329
329
  for (let index = 0; index < count; index++) {
330
330
  const sprite = this.sprites[index];
331
331
  if (!sprite) {