@babylonjs/core 8.54.3 → 8.55.1

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 (50) hide show
  1. package/AudioV2/audioUtils.d.ts +23 -0
  2. package/AudioV2/audioUtils.js +37 -0
  3. package/AudioV2/audioUtils.js.map +1 -1
  4. package/AudioV2/webAudio/webAudioStaticSound.js +3 -2
  5. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  6. package/AudioV2/webAudio/webAudioStreamingSound.js +10 -3
  7. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  8. package/Engines/WebGPU/webgpuTextureManager.js +10 -1
  9. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  10. package/Engines/abstractEngine.js +2 -2
  11. package/Engines/abstractEngine.js.map +1 -1
  12. package/Engines/webgpuEngine.js +1 -1
  13. package/Engines/webgpuEngine.js.map +1 -1
  14. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +8 -1
  15. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +9 -0
  16. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
  17. package/Layers/selectionOutlineLayer.js +8 -0
  18. package/Layers/selectionOutlineLayer.js.map +1 -1
  19. package/Layers/thinSelectionOutlineLayer.js +25 -0
  20. package/Layers/thinSelectionOutlineLayer.js.map +1 -1
  21. package/Lights/Clustered/clusteredLightContainer.js +3 -1
  22. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  23. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js +3 -3
  24. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js.map +1 -1
  25. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +16 -0
  26. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +30 -5
  27. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  28. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js +4 -4
  29. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js.map +1 -1
  30. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +1 -2
  31. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +46 -36
  32. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  33. package/Meshes/Node/Blocks/extrudeGeometryBlock.d.ts +61 -0
  34. package/Meshes/Node/Blocks/extrudeGeometryBlock.js +297 -0
  35. package/Meshes/Node/Blocks/extrudeGeometryBlock.js.map +1 -0
  36. package/Meshes/Node/index.d.ts +1 -0
  37. package/Meshes/Node/index.js +1 -0
  38. package/Meshes/Node/index.js.map +1 -1
  39. package/Meshes/instancedMesh.js +51 -8
  40. package/Meshes/instancedMesh.js.map +1 -1
  41. package/Meshes/mesh.js +6 -0
  42. package/Meshes/mesh.js.map +1 -1
  43. package/Misc/tools.js +1 -1
  44. package/Misc/tools.js.map +1 -1
  45. package/Misc/webRequest.d.ts +34 -3
  46. package/Misc/webRequest.js +107 -24
  47. package/Misc/webRequest.js.map +1 -1
  48. package/ShadersWGSL/lightingVolume.compute.js +1 -1
  49. package/ShadersWGSL/lightingVolume.compute.js.map +1 -1
  50. package/package.json +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"clusteredLightContainer.js","sourceRoot":"","sources":["../../../../../dev/core/src/Lights/Clustered/clusteredLightContainer.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,aAAa,EAAE,uCAAmC;AAG3D,OAAO,EAAE,SAAS,EAAE,mCAA+B;AAInD,OAAO,EAAE,cAAc,EAAE,0CAAsC;AAC/D,OAAO,EAAE,UAAU,EAAE,+CAA2C;AAChE,OAAO,EAAE,mBAAmB,EAAE,wDAAoD;AAClF,OAAO,EAAE,aAAa,EAAE,yCAAqC;AAC7D,OAAO,EAAE,SAAS,EAAE,kCAA8B;AAClD,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,mCAA+B;AAC7D,OAAO,EAAE,WAAW,EAAE,8CAA0C;AAEhE,OAAO,EAAE,SAAS,EAAE,iCAA6B;AACjD,OAAO,EAAE,WAAW,EAAE,+BAA2B;AACjD,OAAO,EAAE,MAAM,EAAE,6BAAyB;AAC1C,OAAO,EAAE,aAAa,EAAE,gCAA4B;AACpD,OAAO,EAAE,IAAI,EAAE,sBAAkB;AAIjC,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AACjC,OAAO,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAKnD,0CAAsC;AAEtC,IAAI,CAAC,kBAAkB,CAAC,cAAc,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;IACpD,OAAO,GAAG,EAAE,CAAC,IAAI,uBAAuB,CAAC,IAAI,EAAE,EAAE,EAAE,KAAK,CAAC,CAAC;AAC9D,CAAC,CAAC,CAAC;AAEH,MAAM,kBAAkB,GAAG,EAAE,CAAC;AAE9B;;GAEG;AACH,MAAM,OAAO,uBAAwB,SAAQ,KAAK;IACtC,MAAM,CAAC,mBAAmB,CAAC,MAAsB;QACrD,MAAM,IAAI,GAAG,MAAM,CAAC,KAAK,CAAC;QAC1B,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC;YACnB,OAAO,CAAC,CAAC;QACb,CAAC;aAAM,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;YACzB,qDAAqD;YACrD,OAAO,EAAE,CAAC;QACd,CAAC;aAAM,IAAI,MAAM,CAAC,OAAO,GAAG,CAAC,EAAE,CAAC;YAC5B,8DAA8D;YAC9D,IAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC;gBAC7C,OAAO,CAAC,CAAC;YACb,CAAC;YACD,8EAA8E;YAC9E,OAAO,IAAI,CAAC,oBAAoB,CAAC;QACrC,CAAC;aAAM,CAAC;YACJ,4DAA4D;YAC5D,OAAO,CAAC,CAAC;QACb,CAAC;IACL,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,gBAAgB,CAAC,KAAY;QACvC,IAAI,uBAAuB,CAAC,mBAAmB,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC,KAAK,CAAC,EAAE,CAAC;YACvE,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,IAAI,KAAK,CAAC,aAAa,IAAI,KAAK,CAAC,MAAM,CAAC,cAAc,IAAI,KAAK,CAAC,mBAAmB,EAAE,EAAE,CAAC;YACpF,4BAA4B;YAC5B,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,IAAI,KAAK,CAAC,WAAW,KAAK,KAAK,CAAC,eAAe,EAAE,CAAC;YAC9C,wCAAwC;YACxC,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,IAAI,KAAK,CAAC,SAAS,EAAE,KAAK,cAAc,CAAC,sBAAsB,EAAE,CAAC;YAC9D,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,KAAK,CAAC,SAAS,EAAE,KAAK,cAAc,CAAC,qBAAqB,EAAE,CAAC;YAC7D,qDAAqD;YACrD,OAAO,CAAa,KAAM,CAAC,iBAAiB,IAAI,CAAa,KAAM,CAAC,iBAAiB,CAAC;QAC1F,CAAC;QAED,qDAAqD;QACrD,OAAO,KAAK,CAAC;IACjB,CAAC;IASD;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC;IAC/B,CAAC;IAGD;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAgBD;;;OAGG;IAEH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IAED,IAAW,eAAe,CAAC,UAAkB;QACzC,IAAI,IAAI,CAAC,gBAAgB,KAAK,UAAU,EAAE,CAAC;YACvC,OAAO;QACX,CAAC;QACD,IAAI,CAAC,gBAAgB,GAAG,UAAU,CAAC;QACnC,uCAAuC;QACvC,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC,CAAC;IAC/B,CAAC;IAGD;;;OAGG;IAEH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED,IAAW,aAAa,CAAC,QAAgB;QACrC,IAAI,IAAI,CAAC,cAAc,KAAK,QAAQ,EAAE,CAAC;YACnC,OAAO;QACX,CAAC;QACD,IAAI,CAAC,cAAc,GAAG,QAAQ,CAAC;QAC/B,uCAAuC;QACvC,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC,CAAC;IAC/B,CAAC;IAQD;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,WAAW,CAAC,MAAc;QACjC,IAAI,IAAI,CAAC,YAAY,KAAK,MAAM,EAAE,CAAC;YAC/B,OAAO;QACX,CAAC;QACD,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC;QAC3B,IAAI,CAAC,YAAY,GAAG,IAAI,YAAY,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QAEjD,iDAAiD;QACjD,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;QAC9B,IAAI,CAAC,cAAc,GAAG,IAAI,aAAa,CAAC,IAAI,CAAC,SAAS,EAAE,EAAE,SAAS,EAAE,SAAS,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC;QAC3F,IAAI,CAAC,mBAAmB,EAAE,CAAC;QAE3B,qFAAqF;QACrF,kGAAkG;QAClG,oJAAoJ;QACpJ,IAAI,CAAC,uBAAuB,EAAE,CAAC;IACnC,CAAC;IAOD;;OAEG;IAEH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED,IAAW,QAAQ,CAAC,KAAa;QAC7B,IAAI,IAAI,CAAC,SAAS,KAAK,KAAK,EAAE,CAAC;YAC3B,OAAO;QACX,CAAC;QACD,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;QACvB,IAAI,CAAC,uBAAuB,GAAG,CAAC,GAAG,CAAC,KAAK,GAAG,KAAK,CAAC,CAAC;IACvD,CAAC;IAED;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,SAAkB,EAAE,EAAE,KAAa;QACzD,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QAvHN,YAAO,GAAY,EAAE,CAAC;QAQ/B,YAAO,GAAqB,IAAI,CAAC;QAEzC,6BAA6B;QACZ,kBAAa,GAA+B,EAAE,CAAC;QAIxD,uBAAkB,GAAG,CAAC,CAAC,CAAC;QAExB,qBAAgB,GAAG,CAAC,CAAC,CAAC;QAItB,qBAAgB,GAAG,EAAE,CAAC;QAmBtB,mBAAc,GAAG,EAAE,CAAC;QAmBpB,gBAAW,GAAG,CAAC,CAAC;QAChB,eAAU,GAAG,CAAC,CAAC;QAIf,iBAAY,GAAG,kBAAkB,CAAC;QA6BlC,cAAS,GAAG,KAAK,CAAC;QAClB,4BAAuB,GAAG,CAAC,GAAG,CAAC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC;QA0BpE,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;QAChC,IAAI,CAAC,UAAU,GAAG,uBAAuB,CAAC,mBAAmB,CAAC,MAAM,CAAC,CAAC;QAEtE,MAAM,WAAW,GAAG,EAAE,MAAM,EAAE,YAAY,EAAE,QAAQ,EAAE,YAAY,EAAE,CAAC;QACrE,MAAM,OAAO,GAAG,CAAC,oBAAoB,IAAI,CAAC,UAAU,EAAE,CAAC,CAAC;QACxD,IAAI,IAAI,CAAC,MAAM,CAAC,oBAAoB,EAAE,CAAC;YACnC,OAAO,CAAC,IAAI,CAAC,sBAAsB,CAAC,CAAC;QACzC,CAAC;QACD,IAAI,CAAC,cAAc,GAAG,IAAI,cAAc,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,EAAE,WAAW,EAAE;YAChF,UAAU,EAAE,CAAC,UAAU,CAAC;YACxB,QAAQ,EAAE,CAAC,MAAM,EAAE,YAAY,EAAE,oBAAoB,CAAC;YACtD,QAAQ,EAAE,CAAC,kBAAkB,CAAC;YAC9B,cAAc,EAAE,CAAC,OAAO,CAAC;YACzB,cAAc,EAAE,CAAC,gBAAgB,CAAC;YAClC,OAAO;YACP,cAAc,EAAE,MAAM,CAAC,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;YAC3E,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;oBAClB,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,qCAAqC,CAAC,EAAE,MAAM,CAAC,uCAAuC,CAAC,CAAC,CAAC,CAAC;gBACxH,CAAC;qBAAM,CAAC;oBACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,iCAAiC,CAAC,EAAE,MAAM,CAAC,mCAAmC,CAAC,CAAC,CAAC,CAAC;gBAChH,CAAC;YACL,CAAC;SACJ,CAAC,CAAC;QAEH,kDAAkD;QAClD,IAAI,CAAC,cAAc,CAAC,gBAAgB,GAAG,cAAc,CAAC,mBAAmB,CAAC;QAC1E,IAAI,CAAC,cAAc,CAAC,SAAS,GAAG,SAAS,CAAC,SAAS,CAAC;QACpD,IAAI,CAAC,cAAc,CAAC,eAAe,GAAG,SAAS,CAAC,wCAAwC,CAAC;QAEzF,IAAI,CAAC,UAAU,GAAG,WAAW,CAAC,WAAW,EAAE,EAAE,IAAI,EAAE,CAAC,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QACrE,oDAAoD;QACpD,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QACxC,IAAI,CAAC,UAAU,CAAC,QAAQ,GAAG,IAAI,CAAC,cAAc,CAAC;QAE/C,IAAI,CAAC,cAAc,EAAE,CAAC;QAEtB,IAAI,CAAC,YAAY,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC;QAE5D,IAAI,IAAI,CAAC,UAAU,GAAG,CAAC,EAAE,CAAC;YACtB,uBAAuB,CAAC,6BAA6B,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;YACnE,KAAK,MAAM,KAAK,IAAI,MAAM,EAAE,CAAC;gBACzB,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;YACzB,CAAC;QACL,CAAC;IACL,CAAC;IAEe,YAAY;QACxB,OAAO,yBAAyB,CAAC;IACrC,CAAC;IAED,gEAAgE;IAChD,SAAS;QACrB,OAAO,cAAc,CAAC,+BAA+B,CAAC;IAC1D,CAAC;IAED,gBAAgB;IACT,cAAc,CAAC,SAA2B,IAAI;QACjD,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,UAAU,CAAC,SAAS,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,CAAC;QAE1D,mCAAmC;QACnC,MAAM,OAAO,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,aAAa,CAAC,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC,EAAE,CAAC,CAAC,CAAC;QACpF,IAAI,IAAI,CAAC,gBAAgB,IAAI,OAAO,EAAE,CAAC;YACnC,IAAI,CAAC,UAAU,CAAC,iBAAiB,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC;YAC9D,OAAO,IAAI,CAAC,gBAAgB,CAAC;QACjC,CAAC;QACD,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;QAChC,mEAAmE;QACnE,MAAM,SAAS,GAAG,OAAO,GAAG,IAAI,CAAC,UAAU,CAAC;QAE5C,IAAI,CAAC,gBAAgB,GAAG,IAAI,YAAY,CAAC,EAAE,GAAG,SAAS,CAAC,CAAC;QACzD,IAAI,CAAC,iBAAiB,EAAE,OAAO,EAAE,CAAC;QAClC,IAAI,CAAC,iBAAiB,GAAG,IAAI,UAAU,CACnC,IAAI,CAAC,gBAAgB,EACrB,CAAC,EACD,SAAS,EACT,SAAS,CAAC,kBAAkB,EAC5B,IAAI,CAAC,MAAM,EACX,KAAK,EACL,KAAK,EACL,SAAS,CAAC,4BAA4B,EACtC,SAAS,CAAC,iBAAiB,CAC9B,CAAC;QACF,IAAI,CAAC,iBAAiB,CAAC,IAAI,GAAG,6BAA6B,GAAG,IAAI,CAAC,IAAI,CAAC;QACxE,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,kBAAkB,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAE3E,IAAI,CAAC,gBAAgB,EAAE,OAAO,EAAE,CAAC;QACjC,MAAM,WAAW,GAAG,EAAE,KAAK,EAAE,IAAI,CAAC,gBAAgB,EAAE,MAAM,EAAE,IAAI,CAAC,cAAc,EAAE,CAAC;QAClF,IAAI,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC;YACnB,wDAAwD;YACxD,WAAW,CAAC,MAAM,IAAI,OAAO,CAAC;QAClC,CAAC;QACD,IAAI,CAAC,gBAAgB,GAAG,IAAI,mBAAmB,CAAC,iBAAiB,EAAE,WAAW,EAAE,IAAI,CAAC,MAAM,EAAE;YACzF,oEAAoE;YACpE,IAAI,EAAE,MAAM,CAAC,QAAQ,CAAC,CAAC,CAAC,SAAS,CAAC,yBAAyB,CAAC,CAAC,CAAC,SAAS,CAAC,iBAAiB;YACzF,MAAM,EAAE,SAAS,CAAC,iBAAiB;YACnC,mBAAmB,EAAE,KAAK;SAC7B,CAAC,CAAC;QAEH,IAAI,CAAC,gBAAgB,CAAC,eAAe,GAAG,KAAK,CAAC;QAC9C,IAAI,CAAC,gBAAgB,CAAC,aAAa,GAAG,KAAK,CAAC;QAC5C,IAAI,CAAC,gBAAgB,CAAC,iBAAiB,GAAG,IAAI,CAAC;QAC/C,IAAI,CAAC,gBAAgB,CAAC,UAAU,GAAG,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QAErD,IAAI,mBAAmB,GAAkC,IAAI,CAAC;QAE9D,IAAI,CAAC,gBAAgB,CAAC,sBAAsB,CAAC,GAAG,CAAC,GAAG,EAAE;YAClD,mBAAmB,GAAG,MAAM,CAAC,oBAAoB,CAAC;YAClD,IAAI,CAAC,gBAAgB,EAAE,CAAC;QAC5B,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,gBAAgB,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;YACnD,IAAI,MAAM,CAAC,oBAAoB,KAAK,mBAAmB,EAAE,CAAC;gBACtD,IAAI,CAAC,mBAAmB,EAAE,CAAC;oBACvB,MAAM,CAAC,yBAAyB,EAAE,CAAC;gBACvC,CAAC;qBAAM,CAAC;oBACJ,MAAM,CAAC,eAAe,CAAC,mBAAmB,CAAC,CAAC;gBAChD,CAAC;YACL,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,gBAAgB,CAAC,iBAAiB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC7C,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;gBAClB,sCAAsC;gBACtC,IAAI,CAAC,eAAe,EAAE,KAAK,EAAE,CAAC;YAClC,CAAC;iBAAM,CAAC;gBACJ,kCAAkC;gBAClC,MAAM,CAAC,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;YAC1D,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;YAClB,iDAAiD;YACjD,IAAI,CAAC,eAAe,EAAE,OAAO,EAAE,CAAC;YAChC,MAAM,UAAU,GAAG,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,cAAc,GAAG,OAAO,GAAG,CAAC,CAAC;YAC7E,IAAI,CAAC,eAAe,GAAG,IAAI,aAAa,CAAe,MAAM,EAAE,UAAU,CAAC,CAAC;YAC3E,IAAI,CAAC,cAAc,CAAC,gBAAgB,CAAC,gBAAgB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;QACjF,CAAC;QAED,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,oBAAoB,EAAE,IAAI,OAAO,CAAC,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,EAAE,OAAO,CAAC,CAAC,CAAC;QAEtH,mFAAmF;QACnF,IAAI,CAAC,UAAU,CAAC,qBAAqB,CAAC,QAAQ,EAAE,IAAI,YAAY,CAAC,SAAS,GAAG,EAAE,CAAC,CAAC,CAAC;QAClF,IAAI,CAAC,UAAU,CAAC,iBAAiB,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC;QAC9D,IAAI,CAAC,gBAAgB,GAAG,OAAO,CAAC;QAChC,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IAEO,cAAc,CAAC,MAAc,EAAE,KAAa;QAChD,IAAI,KAAK,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;YACtB,kDAAkD;YAClD,OAAO,CAAC,CAAC,CAAC;QACd,CAAC;QACD,OAAO,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC;IAC5E,CAAC;IAEO,gBAAgB;QACpB,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;QACxD,MAAM,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC;QAC3C,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,kBAAkB,KAAK,QAAQ,EAAE,CAAC;YAClD,OAAO;QACX,CAAC;QACD,IAAI,CAAC,kBAAkB,GAAG,QAAQ,CAAC;QAEnC,8CAA8C;QAC9C,MAAM,IAAI,GAAG,MAAM,CAAC,aAAa,EAAE,CAAC;QACpC,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;YACrC,MAAM,QAAQ,GAAG,KAAK,CAAC,6BAA6B,EAAE,CAAC,CAAC,CAAC,KAAK,CAAC,mBAAmB,CAAC,CAAC,CAAC,KAAK,CAAC,QAAQ,CAAC;YACpG,MAAM,YAAY,GAAG,OAAO,CAAC,yBAAyB,CAAC,QAAQ,EAAE,IAAI,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;YAC9F,KAAK,CAAC,iBAAiB,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,CAAC;QAClG,CAAC;QACD,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,iBAAiB,GAAG,CAAC,CAAC,iBAAiB,CAAC,CAAC;QAE7E,sFAAsF;QACtF,MAAM,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC,CAAC;QACvD,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,YAAY,GAAG,UAAU,CAAC;QAClD,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,GAAG,UAAU,CAAC;QAE5E,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAC1B,iDAAiD;QACjD,IAAI,QAAQ,GAAG,CAAC,CAAC,CAAC;QAElB,MAAM,GAAG,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAClC,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC;QAEhD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;YACpD,MAAM,KAAK,GAAG,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC;YACpC,MAAM,GAAG,GAAG,CAAC,GAAG,EAAE,CAAC;YACnB,MAAM,QAAQ,GAAG,KAAK,CAAC,6BAA6B,EAAE,CAAC;YACvD,MAAM,eAAe,GAAG,KAAK,CAAC,kBAAkB,EAAE,CAAC;YAEnD,MAAM,QAAQ,GAAG,QAAQ,CAAC,CAAC,CAAC,KAAK,CAAC,mBAAmB,CAAC,CAAC,CAAC,KAAK,CAAC,QAAQ,CAAC;YACvE,MAAM,OAAO,GAAG,KAAK,CAAC,OAAO,CAAC,UAAU,CAAC,eAAe,EAAE,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;YAC/E,MAAM,QAAQ,GAAG,KAAK,CAAC,QAAQ,CAAC,UAAU,CAAC,eAAe,EAAE,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;YACjF,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;YACnD,MAAM,mBAAmB,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,oBAAoB,EAAE,IAAI,CAAC,uBAAuB,CAAC,CAAC;YAE/F,aAAa;YACb,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;YACrC,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;YACrC,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;YACrC,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;YACjB,gBAAgB;YAChB,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC;YACzB,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC;YACzB,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC;YACzB,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC;YACrB,iBAAiB;YACjB,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC,CAAC;YAC1B,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC,CAAC;YAC1B,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,QAAQ,CAAC,CAAC,CAAC;YAC3B,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC;YAC7B,kBAAkB;YAClB,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;YAClB,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;YAClB,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;YAClB,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC;YACnB,gBAAgB;YAChB,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,KAAK,CAAC;YACtB,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,mBAAmB,CAAC;YACpC,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;YAClB,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;YAElB,IAAI,KAAK,CAAC,SAAS,EAAE,KAAK,cAAc,CAAC,qBAAqB,EAAE,CAAC;gBAC7D,MAAM,SAAS,GAAc,KAAK,CAAC;gBACnC,MAAM,SAAS,GAAG,OAAO,CAAC,cAAc,CAAC,QAAQ,CAAC,CAAC,CAAC,SAAS,CAAC,oBAAoB,CAAC,CAAC,CAAC,SAAS,CAAC,SAAS,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;gBAEjI,eAAe;gBACf,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC,QAAQ,CAAC;gBAClC,kBAAkB;gBAClB,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,SAAS,CAAC,CAAC,CAAC;gBAC5B,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,SAAS,CAAC,CAAC,CAAC;gBAC5B,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,SAAS,CAAC,CAAC,CAAC;gBAC5B,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,SAAS,CAAC,aAAa,CAAC;gBACxC,mBAAmB;gBACnB,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,SAAS,CAAC,gBAAgB,CAAC;gBAC3C,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,SAAS,CAAC,iBAAiB,CAAC;YAChD,CAAC;YAED,kDAAkD;YAClD,MAAM,UAAU,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,CAAC,iBAAiB,GAAG,KAAK,CAAC,CAAC;YAChF,MAAM,SAAS,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,CAAC,iBAAiB,GAAG,KAAK,CAAC,CAAC;YAC/E,KAAK,IAAI,CAAC,GAAG,UAAU,EAAE,CAAC,IAAI,SAAS,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;gBAC9C,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;oBAClC,SAAS;gBACb,CAAC;qBAAM,IAAI,CAAC,GAAG,QAAQ,EAAE,CAAC;oBACtB,mBAAmB;oBACnB,IAAI,CAAC,YAAY,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;oBAC7B,QAAQ,GAAG,CAAC,CAAC;gBACjB,CAAC;gBACD,mBAAmB;gBACnB,IAAI,CAAC,YAAY,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;YACrC,CAAC;QACL,CAAC;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;QAChC,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;YAClB,0FAA0F;YAC1F,oFAAoF;YACpF,MAAM,CAAC,gBAAgB,EAAE,CAAC;QAC9B,CAAC;QACD,IAAI,CAAC,iBAAiB,CAAC,MAAM,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;IACzD,CAAC;IAEe,OAAO,CAAC,YAAsB,EAAE,0BAAoC;QAChF,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YAC/B,KAAK,CAAC,OAAO,CAAC,YAAY,EAAE,0BAA0B,CAAC,CAAC;QAC5D,CAAC;QACD,IAAI,CAAC,iBAAiB,CAAC,OAAO,EAAE,CAAC;QACjC,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,CAAC;QAChC,IAAI,CAAC,eAAe,EAAE,OAAO,EAAE,CAAC;QAChC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,YAAY,EAAE,0BAA0B,CAAC,CAAC;QAClE,KAAK,CAAC,OAAO,CAAC,YAAY,EAAE,0BAA0B,CAAC,CAAC;IAC5D,CAAC;IAED;;;OAGG;IACI,QAAQ,CAAC,KAAY;QACxB,IAAI,CAAC,uBAAuB,CAAC,gBAAgB,CAAC,KAAK,CAAC,EAAE,CAAC;YACnD,MAAM,CAAC,IAAI,CAAC,uEAAuE,CAAC,CAAC;YACrF,OAAO;QACX,CAAC;QACD,IAAI,CAAC,MAAM,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAC/B,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;QACzB,IAAI,CAAC,aAAa,CAAC,IAAI,CAAyB,KAAK,CAAC,CAAC;QAEvD,IAAI,CAAC,UAAU,CAAC,SAAS,GAAG,IAAI,CAAC;QACjC,IAAI,CAAC,UAAU,CAAC,iBAAiB,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC;IAClE,CAAC;IAED;;;;OAIG;IACI,WAAW,CAAC,KAAY;QAC3B,wEAAwE;QACxE,MAAM,YAAY,GAAY,IAAI,CAAC,aAAa,CAAC;QACjD,MAAM,WAAW,GAAG,YAAY,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;QAChD,IAAI,WAAW,KAAK,CAAC,CAAC,EAAE,CAAC;YACrB,YAAY,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC,CAAC,CAAC;YAEpC,IAAI,CAAC,UAAU,CAAC,iBAAiB,GAAG,YAAY,CAAC,MAAM,CAAC;YACxD,IAAI,YAAY,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;gBAC5B,IAAI,CAAC,UAAU,CAAC,SAAS,GAAG,KAAK,CAAC;YACtC,CAAC;QACL,CAAC;QAED,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;QAC1C,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;YACf,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;YAC9B,sGAAsG;YACtG,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;QAChC,CAAC;QACD,OAAO,KAAK,CAAC;IACjB,CAAC;IAEkB,mBAAmB;QAClC,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC;QAChD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,eAAe,EAAE,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,gBAAgB,EAAE,CAAC,CAAC,CAAC;QACpD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC;QAChD,4CAA4C;QAC5C,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,cAAc,EAAE,CAAC,EAAE,IAAI,CAAC,YAAY,IAAI,kBAAkB,CAAC,CAAC;QAC3F,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;QACjD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;QACjD,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC;IACjC,CAAC;IAEe,gBAAgB,CAAC,MAAc,EAAE,UAAkB;QAC/D,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;QAChC,MAAM,MAAM,GAAG,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,cAAc,EAAE,CAAC;QAC/D,MAAM,MAAM,GAAG,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,eAAe,EAAE,CAAC;QAC9D,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,gBAAgB,EAAE,UAAU,CAAC,CAAC;QACvH,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,UAAU,EAAE,UAAU,CAAC,CAAC;QAC9F,IAAI,CAAC,cAAc,CAAC,gBAAgB,CAAC,cAAc,EAAE,IAAI,CAAC,YAAY,EAAE,UAAU,CAAC,CAAC;QACpF,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,wBAAwB,CAAC,MAAc,EAAE,UAAkB;QACvE,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;QAChC,MAAM,CAAC,UAAU,CAAC,kBAAkB,GAAG,UAAU,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAC3E,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;YACH,MAAO,CAAC,gBAAgB,CAAC,gBAAgB,GAAG,UAAU,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;QACjG,CAAC;aAAM,CAAC;YACJ,MAAM,CAAC,UAAU,CAAC,iBAAiB,GAAG,UAAU,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAC7E,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,4BAA4B,CAAC,OAAe;QACxD,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,2BAA2B,CAAC,OAAY,EAAE,UAAkB;QACxE,OAAO,CAAC,YAAY,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC;QAC1C,OAAO,CAAC,kBAAkB,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC;QAC9C,OAAO,CAAC,mBAAmB,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC;IACrD,CAAC;IAEe,QAAQ;QACpB,IAAI,CAAC,cAAc,EAAE,CAAC;QACtB,OAAO,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;IAC/C,CAAC;;AApfD,gBAAgB;AACF,qDAA6B,GAA2B,GAAG,EAAE;IACvE,MAAM,WAAW,CAAC,iCAAiC,CAAC,CAAC;AACzD,CAAC,AAF0C,CAEzC;AAsCF;IADC,SAAS,EAAE;8DAGX;AAiBD;IADC,SAAS,EAAE;4DAGX;AAmDD;IADC,SAAS,EAAE;uDAGX;AAoYL,sBAAsB;AACtB,aAAa,CAAC,iCAAiC,EAAE,uBAAuB,CAAC,CAAC","sourcesContent":["import { StorageBuffer } from \"core/Buffers/storageBuffer\";\nimport type { Camera } from \"core/Cameras/camera\";\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\nimport { Constants } from \"core/Engines/constants\";\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\nimport type { Effect } from \"core/Materials/effect\";\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\nimport { UniformBuffer } from \"core/Materials/uniformBuffer\";\nimport { TmpColors } from \"core/Maths/math.color\";\nimport { TmpVectors, Vector3 } from \"core/Maths/math.vector\";\nimport { CreatePlane } from \"core/Meshes/Builders/planeBuilder\";\nimport type { Mesh } from \"core/Meshes/mesh\";\nimport { serialize } from \"core/Misc/decorators\";\nimport { _WarnImport } from \"core/Misc/devTools\";\nimport { Logger } from \"core/Misc/logger\";\nimport { RegisterClass } from \"core/Misc/typeStore\";\nimport { Node } from \"core/node\";\nimport type { Scene } from \"core/scene\";\nimport type { Nullable } from \"core/types\";\n\nimport { Light } from \"../light\";\nimport { LightConstants } from \"../lightConstants\";\nimport type { PointLight } from \"../pointLight\";\nimport type { SpotLight } from \"../spotLight\";\nimport type { RenderTargetWrapper } from \"../../Engines/renderTargetWrapper\";\n\nimport \"core/Meshes/thinInstanceMesh\";\n\nNode.AddNodeConstructor(\"Light_Type_5\", (name, scene) => {\n return () => new ClusteredLightContainer(name, [], scene);\n});\n\nconst DefaultDepthSlices = 16;\n\n/**\n * A special light that renders all its associated spot or point lights using a clustered or forward+ system.\n */\nexport class ClusteredLightContainer extends Light {\n private static _GetEngineBatchSize(engine: AbstractEngine): number {\n const caps = engine._caps;\n if (!caps.texelFetch) {\n return 0;\n } else if (engine.isWebGPU) {\n // On WebGPU we use atomic writes to storage textures\n return 32;\n } else if (engine.version > 1) {\n // On WebGL 2 we use additive float blending as the light mask\n if (!caps.colorBufferFloat || !caps.blendFloat) {\n return 0;\n }\n // Due to the use of floats we want to limit lights to the precision of floats\n return caps.shaderFloatPrecision;\n } else {\n // WebGL 1 is not supported due to lack of dynamic for loops\n return 0;\n }\n }\n\n /**\n * Checks if the clustered lighting system supports the given light with its current parameters.\n * This will also check if the light's associated engine supports clustered lighting.\n *\n * @param light The light to test\n * @returns true if the light and its engine is supported\n */\n public static IsLightSupported(light: Light): boolean {\n if (ClusteredLightContainer._GetEngineBatchSize(light.getEngine()) === 0) {\n return false;\n }\n\n if (light.shadowEnabled && light._scene.shadowsEnabled && light.getShadowGenerators()) {\n // Shadows are not supported\n return false;\n }\n\n if (light.falloffType !== Light.FALLOFF_DEFAULT) {\n // Only the default falloff is supported\n return false;\n }\n\n if (light.getTypeID() === LightConstants.LIGHTTYPEID_POINTLIGHT) {\n return true;\n }\n\n if (light.getTypeID() === LightConstants.LIGHTTYPEID_SPOTLIGHT) {\n // Extra texture bindings per light are not supported\n return !(<SpotLight>light).projectionTexture && !(<SpotLight>light).iesProfileTexture;\n }\n\n // Currently only point and spot lights are supported\n return false;\n }\n\n /** @internal */\n public static _SceneComponentInitialization: (scene: Scene) => void = () => {\n throw _WarnImport(\"ClusteredLightingSceneComponent\");\n };\n\n private readonly _batchSize: number;\n\n /**\n * True if clustered lighting is supported.\n */\n public get isSupported(): boolean {\n return this._batchSize > 0;\n }\n\n private readonly _lights: Light[] = [];\n /**\n * Gets the current list of lights added to this clustering system.\n */\n public get lights(): readonly Light[] {\n return this._lights;\n }\n\n private _camera: Nullable<Camera> = null;\n\n // The lights sorted by depth\n private readonly _sortedLights: (PointLight | SpotLight)[] = [];\n\n private _lightDataBuffer: Float32Array;\n private _lightDataTexture: RawTexture;\n private _lightDataRenderId = -1;\n\n private _tileMaskBatches = -1;\n private _tileMaskTexture: RenderTargetTexture;\n private _tileMaskBuffer: Nullable<StorageBuffer>;\n\n private _horizontalTiles = 64;\n /**\n * The number of tiles in the horizontal direction to cluster lights into.\n * A lower value will reduce memory and make the clustering step faster, while a higher value increases memory and makes the rendering step faster.\n */\n @serialize()\n public get horizontalTiles(): number {\n return this._horizontalTiles;\n }\n\n public set horizontalTiles(horizontal: number) {\n if (this._horizontalTiles === horizontal) {\n return;\n }\n this._horizontalTiles = horizontal;\n // Force the batch data to be recreated\n this._tileMaskBatches = -1;\n }\n\n private _verticalTiles = 64;\n /**\n * The number of tiles in the vertical direction to cluster lights into.\n * A lower value will reduce memory and make the clustering step faster, while a higher value increases memory and makes the rendering step faster.\n */\n @serialize()\n public get verticalTiles(): number {\n return this._verticalTiles;\n }\n\n public set verticalTiles(vertical: number) {\n if (this._verticalTiles === vertical) {\n return;\n }\n this._verticalTiles = vertical;\n // Force the batch data to be recreated\n this._tileMaskBatches = -1;\n }\n\n private _sliceScale = 0;\n private _sliceBias = 0;\n // List of vec2's that keep track of the min and max index per slice\n private _sliceRanges: Float32Array<ArrayBuffer>;\n\n private _depthSlices = DefaultDepthSlices;\n /**\n * The number of slices to split the depth range by and cluster lights into.\n */\n public get depthSlices(): number {\n return this._depthSlices;\n }\n\n public set depthSlices(slices: number) {\n if (this._depthSlices === slices) {\n return;\n }\n this._depthSlices = slices;\n this._sliceRanges = new Float32Array(slices * 2);\n\n // UBO size depends on the number of depth slices\n this._uniformBuffer.dispose();\n this._uniformBuffer = new UniformBuffer(this.getEngine(), undefined, undefined, this.name);\n this._buildUniformLayout();\n\n // CLUSTLIGHT_SLICES is a shader define that sizes the vSliceRanges array in the UBO.\n // Materials must recompile when depthSlices changes so the shader layout matches the rebuilt UBO.\n // Otherwise, if depthSlices is reduced, the rebuilt UBO can be smaller than what the previously compiled shader expects, causing rendering to fail.\n this._markMeshesAsLightDirty();\n }\n\n private readonly _proxyMaterial: ShaderMaterial;\n private readonly _proxyMesh: Mesh;\n\n private _maxRange = 16383;\n private _minInverseSquaredRange = 1 / (this._maxRange * this._maxRange);\n /**\n * This limits the range of all the added lights, so even lights with extreme ranges will still have bounds for clustering.\n */\n @serialize()\n public get maxRange(): number {\n return this._maxRange;\n }\n\n public set maxRange(range: number) {\n if (this._maxRange === range) {\n return;\n }\n this._maxRange = range;\n this._minInverseSquaredRange = 1 / (range * range);\n }\n\n /**\n * Creates a new clustered light system with an initial set of lights.\n *\n * @param name The name of the clustered light container\n * @param lights The initial set of lights to add\n * @param scene The scene the clustered light container belongs to\n */\n constructor(name: string, lights: Light[] = [], scene?: Scene) {\n super(name, scene);\n const engine = this.getEngine();\n this._batchSize = ClusteredLightContainer._GetEngineBatchSize(engine);\n\n const proxyShader = { vertex: \"lightProxy\", fragment: \"lightProxy\" };\n const defines = [`CLUSTLIGHT_BATCH ${this._batchSize}`];\n if (this._scene.useRightHandedSystem) {\n defines.push(\"#define RIGHT_HANDED\");\n }\n this._proxyMaterial = new ShaderMaterial(\"ProxyMaterial\", this._scene, proxyShader, {\n attributes: [\"position\"],\n uniforms: [\"view\", \"projection\", \"tileMaskResolution\"],\n samplers: [\"lightDataTexture\"],\n uniformBuffers: [\"Scene\"],\n storageBuffers: [\"tileMaskBuffer\"],\n defines,\n shaderLanguage: engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\n extraInitializationsAsync: async () => {\n if (engine.isWebGPU) {\n await Promise.all([import(\"../../ShadersWGSL/lightProxy.vertex\"), import(\"../../ShadersWGSL/lightProxy.fragment\")]);\n } else {\n await Promise.all([import(\"../../Shaders/lightProxy.vertex\"), import(\"../../Shaders/lightProxy.fragment\")]);\n }\n },\n });\n\n // Additive blending is for merging masks on WebGL\n this._proxyMaterial.transparencyMode = ShaderMaterial.MATERIAL_ALPHABLEND;\n this._proxyMaterial.alphaMode = Constants.ALPHA_ADD;\n this._proxyMaterial.sideOrientation = Constants.MATERIAL_CounterClockWiseSideOrientation;\n\n this._proxyMesh = CreatePlane(\"ProxyMesh\", { size: 2 }, this._scene);\n // Make sure it doesn't render for the default scene\n this._scene.removeMesh(this._proxyMesh);\n this._proxyMesh.material = this._proxyMaterial;\n\n this._updateBatches();\n\n this._sliceRanges = new Float32Array(this._depthSlices * 2);\n\n if (this._batchSize > 0) {\n ClusteredLightContainer._SceneComponentInitialization(this._scene);\n for (const light of lights) {\n this.addLight(light);\n }\n }\n }\n\n public override getClassName(): string {\n return \"ClusteredLightContainer\";\n }\n\n // eslint-disable-next-line @typescript-eslint/naming-convention\n public override getTypeID(): number {\n return LightConstants.LIGHTTYPEID_CLUSTERED_CONTAINER;\n }\n\n /** @internal */\n public _updateBatches(camera: Nullable<Camera> = null): RenderTargetTexture {\n this._camera = camera;\n this._proxyMesh.isVisible = this._sortedLights.length > 0;\n\n // Ensure space for atleast 1 batch\n const batches = Math.max(Math.ceil(this._sortedLights.length / this._batchSize), 1);\n if (this._tileMaskBatches >= batches) {\n this._proxyMesh.thinInstanceCount = this._sortedLights.length;\n return this._tileMaskTexture;\n }\n const engine = this.getEngine();\n // Round up to a batch size so we don't have to reallocate as often\n const maxLights = batches * this._batchSize;\n\n this._lightDataBuffer = new Float32Array(20 * maxLights);\n this._lightDataTexture?.dispose();\n this._lightDataTexture = new RawTexture(\n this._lightDataBuffer,\n 5,\n maxLights,\n Constants.TEXTUREFORMAT_RGBA,\n this._scene,\n false,\n false,\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\n Constants.TEXTURETYPE_FLOAT\n );\n this._lightDataTexture.name = \"LightDataTexture_clustered_\" + this.name;\n this._proxyMaterial.setTexture(\"lightDataTexture\", this._lightDataTexture);\n\n this._tileMaskTexture?.dispose();\n const textureSize = { width: this._horizontalTiles, height: this._verticalTiles };\n if (!engine.isWebGPU) {\n // In WebGL we shift the light proxy by the batch number\n textureSize.height *= batches;\n }\n this._tileMaskTexture = new RenderTargetTexture(\"TileMaskTexture\", textureSize, this._scene, {\n // We don't write anything on WebGPU so make it as small as possible\n type: engine.isWebGPU ? Constants.TEXTURETYPE_UNSIGNED_BYTE : Constants.TEXTURETYPE_FLOAT,\n format: Constants.TEXTUREFORMAT_RED,\n generateDepthBuffer: false,\n });\n\n this._tileMaskTexture.renderParticles = false;\n this._tileMaskTexture.renderSprites = false;\n this._tileMaskTexture.noPrePassRenderer = true;\n this._tileMaskTexture.renderList = [this._proxyMesh];\n\n let currentRenderTarget: Nullable<RenderTargetWrapper> = null;\n\n this._tileMaskTexture.onBeforeBindObservable.add(() => {\n currentRenderTarget = engine._currentRenderTarget;\n this._updateLightData();\n });\n\n this._tileMaskTexture.onAfterUnbindObservable.add(() => {\n if (engine._currentRenderTarget !== currentRenderTarget) {\n if (!currentRenderTarget) {\n engine.restoreDefaultFramebuffer();\n } else {\n engine.bindFramebuffer(currentRenderTarget);\n }\n }\n });\n\n this._tileMaskTexture.onClearObservable.add(() => {\n if (engine.isWebGPU) {\n // Clear the storage buffer for WebGPU\n this._tileMaskBuffer?.clear();\n } else {\n // Only clear the texture on WebGL\n engine.clear({ r: 0, g: 0, b: 0, a: 1 }, true, false);\n }\n });\n\n if (engine.isWebGPU) {\n // WebGPU also needs a storage buffer to write to\n this._tileMaskBuffer?.dispose();\n const bufferSize = this._horizontalTiles * this._verticalTiles * batches * 4;\n this._tileMaskBuffer = new StorageBuffer(<WebGPUEngine>engine, bufferSize);\n this._proxyMaterial.setStorageBuffer(\"tileMaskBuffer\", this._tileMaskBuffer);\n }\n\n this._proxyMaterial.setVector3(\"tileMaskResolution\", new Vector3(this._horizontalTiles, this.verticalTiles, batches));\n\n // We don't actually use the matrix data but we need enough capacity for the lights\n this._proxyMesh.thinInstanceSetBuffer(\"matrix\", new Float32Array(maxLights * 16));\n this._proxyMesh.thinInstanceCount = this._sortedLights.length;\n this._tileMaskBatches = batches;\n return this._tileMaskTexture;\n }\n\n private _getSliceIndex(camera: Camera, depth: number): number {\n if (depth < camera.minZ) {\n // Prevent calling log on small or negative values\n return -1;\n }\n return Math.floor(Math.log(depth) * this._sliceScale + this._sliceBias);\n }\n\n private _updateLightData(): void {\n const camera = this._camera || this._scene.activeCamera;\n const renderId = this._scene.getRenderId();\n if (!camera || this._lightDataRenderId === renderId) {\n return;\n }\n this._lightDataRenderId = renderId;\n\n // Resort lights based on distance from camera\n const view = camera.getViewMatrix();\n for (const light of this._sortedLights) {\n const position = light.computeTransformedInformation() ? light.transformedPosition : light.position;\n const viewPosition = Vector3.TransformCoordinatesToRef(position, view, TmpVectors.Vector3[0]);\n light._currentViewDepth = this._scene.useRightHandedSystem ? -viewPosition.z : viewPosition.z;\n }\n this._sortedLights.sort((a, b) => a._currentViewDepth - b._currentViewDepth);\n\n // DOOM 2016 subdivision scheme, copied from: https://www.aortiz.me/2018/12/21/CG.html\n const logFarNear = Math.log(camera.maxZ / camera.minZ);\n this._sliceScale = this._depthSlices / logFarNear;\n this._sliceBias = -(this._depthSlices * Math.log(camera.minZ)) / logFarNear;\n\n this._sliceRanges.fill(0);\n // Last slice which had had its min index updated\n let minSlice = -1;\n\n const buf = this._lightDataBuffer;\n const offset = this._scene.floatingOriginOffset;\n\n for (let i = 0; i < this._sortedLights.length; i += 1) {\n const light = this._sortedLights[i];\n const off = i * 20;\n const computed = light.computeTransformedInformation();\n const scaledIntensity = light.getScaledIntensity();\n\n const position = computed ? light.transformedPosition : light.position;\n const diffuse = light.diffuse.scaleToRef(scaledIntensity, TmpColors.Color3[0]);\n const specular = light.specular.scaleToRef(scaledIntensity, TmpColors.Color3[1]);\n const range = Math.min(light.range, this.maxRange);\n const inverseSquaredRange = Math.max(light._inverseSquaredRange, this._minInverseSquaredRange);\n\n // vLightData\n buf[off + 0] = position.x - offset.x;\n buf[off + 1] = position.y - offset.y;\n buf[off + 2] = position.z - offset.z;\n buf[off + 3] = 0;\n // vLightDiffuse\n buf[off + 4] = diffuse.r;\n buf[off + 5] = diffuse.g;\n buf[off + 6] = diffuse.b;\n buf[off + 7] = range;\n // vLightSpecular\n buf[off + 8] = specular.r;\n buf[off + 9] = specular.g;\n buf[off + 10] = specular.b;\n buf[off + 11] = light.radius;\n // vLightDirection\n buf[off + 12] = 0;\n buf[off + 13] = 0;\n buf[off + 14] = 0;\n buf[off + 15] = -1;\n // vLightFalloff\n buf[off + 16] = range;\n buf[off + 17] = inverseSquaredRange;\n buf[off + 18] = 0;\n buf[off + 19] = 0;\n\n if (light.getTypeID() === LightConstants.LIGHTTYPEID_SPOTLIGHT) {\n const spotLight = <SpotLight>light;\n const direction = Vector3.NormalizeToRef(computed ? spotLight.transformedDirection : spotLight.direction, TmpVectors.Vector3[0]);\n\n // vLightData.a\n buf[off + 3] = spotLight.exponent;\n // vLightDirection\n buf[off + 12] = direction.x;\n buf[off + 13] = direction.y;\n buf[off + 14] = direction.z;\n buf[off + 15] = spotLight._cosHalfAngle;\n // vLightFalloff.zw\n buf[off + 18] = spotLight._lightAngleScale;\n buf[off + 19] = spotLight._lightAngleOffset;\n }\n\n // Update the depth slices that include this light\n const firstSlice = this._getSliceIndex(camera, light._currentViewDepth - range);\n const lastSlice = this._getSliceIndex(camera, light._currentViewDepth + range);\n for (let j = firstSlice; j <= lastSlice; j += 1) {\n if (j < 0 || j >= this._depthSlices) {\n continue;\n } else if (j > minSlice) {\n // Update min index\n this._sliceRanges[j * 2] = i;\n minSlice = j;\n }\n // Update max index\n this._sliceRanges[j * 2 + 1] = i;\n }\n }\n\n const engine = this.getEngine();\n if (engine.isWebGPU) {\n // Whenever the light data changes we have to flush pending WebGPU command buffers so that\n // previous render passes use the old data and later render passes use the new data.\n engine.flushFramebuffer();\n }\n this._lightDataTexture.update(this._lightDataBuffer);\n }\n\n public override dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void {\n for (const light of this._lights) {\n light.dispose(doNotRecurse, disposeMaterialAndTextures);\n }\n this._lightDataTexture.dispose();\n this._tileMaskTexture.dispose();\n this._tileMaskBuffer?.dispose();\n this._proxyMesh.dispose(doNotRecurse, disposeMaterialAndTextures);\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\n }\n\n /**\n * Adds a light to the clustering system.\n * @param light The light to add\n */\n public addLight(light: Light): void {\n if (!ClusteredLightContainer.IsLightSupported(light)) {\n Logger.Warn(\"Attempting to add a light to cluster that does not support clustering\");\n return;\n }\n this._scene.removeLight(light);\n this._lights.push(light);\n this._sortedLights.push(<PointLight | SpotLight>light);\n\n this._proxyMesh.isVisible = true;\n this._proxyMesh.thinInstanceCount = this._sortedLights.length;\n }\n\n /**\n * Removes a light from the clustering system.\n * @param light The light to remove\n * @returns the index where the light was in the light list\n */\n public removeLight(light: Light): number {\n // Convert to `Light` array without cast so `indexOf` has correct typing\n const sortedLights: Light[] = this._sortedLights;\n const sortedIndex = sortedLights.indexOf(light);\n if (sortedIndex !== -1) {\n sortedLights.splice(sortedIndex, 1);\n\n this._proxyMesh.thinInstanceCount = sortedLights.length;\n if (sortedLights.length === 0) {\n this._proxyMesh.isVisible = false;\n }\n }\n\n const index = this._lights.indexOf(light);\n if (index !== -1) {\n this._lights.splice(index, 1);\n // We treat the unsorted array as the \"real\" one so only add back to the scene if it was found in that\n this._scene.addLight(light);\n }\n return index;\n }\n\n protected override _buildUniformLayout(): void {\n this._uniformBuffer.addUniform(\"vLightData\", 4);\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\n this._uniformBuffer.addUniform(\"vSliceData\", 2);\n // _depthSlices might not be initialized yet\n this._uniformBuffer.addUniform(\"vSliceRanges\", 2, this._depthSlices ?? DefaultDepthSlices);\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\n this._uniformBuffer.addUniform(\"depthValues\", 2);\n this._uniformBuffer.create();\n }\n\n public override transferToEffect(effect: Effect, lightIndex: string): Light {\n const engine = this.getEngine();\n const hscale = this._horizontalTiles / engine.getRenderWidth();\n const vscale = this._verticalTiles / engine.getRenderHeight();\n this._uniformBuffer.updateFloat4(\"vLightData\", hscale, vscale, this._verticalTiles, this._tileMaskBatches, lightIndex);\n this._uniformBuffer.updateFloat2(\"vSliceData\", this._sliceScale, this._sliceBias, lightIndex);\n this._uniformBuffer.updateFloatArray(\"vSliceRanges\", this._sliceRanges, lightIndex);\n return this;\n }\n\n public override transferTexturesToEffect(effect: Effect, lightIndex: string): Light {\n const engine = this.getEngine();\n effect.setTexture(\"lightDataTexture\" + lightIndex, this._lightDataTexture);\n if (engine.isWebGPU) {\n (<WebGPUEngine>engine).setStorageBuffer(\"tileMaskBuffer\" + lightIndex, this._tileMaskBuffer);\n } else {\n effect.setTexture(\"tileMaskTexture\" + lightIndex, this._tileMaskTexture);\n }\n return this;\n }\n\n public override transferToNodeMaterialEffect(_effect: Effect): Light {\n return this;\n }\n\n public override prepareLightSpecificDefines(defines: any, lightIndex: number): void {\n defines[\"CLUSTLIGHT\" + lightIndex] = true;\n defines[\"CLUSTLIGHT_BATCH\"] = this._batchSize;\n defines[\"CLUSTLIGHT_SLICES\"] = this._depthSlices;\n }\n\n public override _isReady(): boolean {\n this._updateBatches();\n return this._proxyMesh.isReady(true, true);\n }\n}\n\n// Register Class Name\nRegisterClass(\"BABYLON.ClusteredLightContainer\", ClusteredLightContainer);\n"]}
1
+ {"version":3,"file":"clusteredLightContainer.js","sourceRoot":"","sources":["../../../../../dev/core/src/Lights/Clustered/clusteredLightContainer.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,aAAa,EAAE,uCAAmC;AAG3D,OAAO,EAAE,SAAS,EAAE,mCAA+B;AAInD,OAAO,EAAE,cAAc,EAAE,0CAAsC;AAC/D,OAAO,EAAE,UAAU,EAAE,+CAA2C;AAChE,OAAO,EAAE,mBAAmB,EAAE,wDAAoD;AAClF,OAAO,EAAE,aAAa,EAAE,yCAAqC;AAC7D,OAAO,EAAE,SAAS,EAAE,kCAA8B;AAClD,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,mCAA+B;AAC7D,OAAO,EAAE,WAAW,EAAE,8CAA0C;AAEhE,OAAO,EAAE,SAAS,EAAE,iCAA6B;AACjD,OAAO,EAAE,WAAW,EAAE,+BAA2B;AACjD,OAAO,EAAE,MAAM,EAAE,6BAAyB;AAC1C,OAAO,EAAE,aAAa,EAAE,gCAA4B;AACpD,OAAO,EAAE,IAAI,EAAE,sBAAkB;AAIjC,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AACjC,OAAO,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAKnD,0CAAsC;AAEtC,IAAI,CAAC,kBAAkB,CAAC,cAAc,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;IACpD,OAAO,GAAG,EAAE,CAAC,IAAI,uBAAuB,CAAC,IAAI,EAAE,EAAE,EAAE,KAAK,CAAC,CAAC;AAC9D,CAAC,CAAC,CAAC;AAEH,MAAM,kBAAkB,GAAG,EAAE,CAAC;AAC9B,MAAM,6BAA6B,GAAG,CAAC,CAAC;AAExC;;GAEG;AACH,MAAM,OAAO,uBAAwB,SAAQ,KAAK;IACtC,MAAM,CAAC,mBAAmB,CAAC,MAAsB;QACrD,MAAM,IAAI,GAAG,MAAM,CAAC,KAAK,CAAC;QAC1B,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC;YACnB,OAAO,CAAC,CAAC;QACb,CAAC;aAAM,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;YACzB,qDAAqD;YACrD,OAAO,EAAE,CAAC;QACd,CAAC;aAAM,IAAI,MAAM,CAAC,OAAO,GAAG,CAAC,EAAE,CAAC;YAC5B,8DAA8D;YAC9D,IAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC;gBAC7C,OAAO,CAAC,CAAC;YACb,CAAC;YACD,8EAA8E;YAC9E,+JAA+J;YAC/J,OAAO,MAAM,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAC,CAAC,6BAA6B,CAAC,CAAC,CAAC,IAAI,CAAC,oBAAoB,CAAC;QACvG,CAAC;aAAM,CAAC;YACJ,4DAA4D;YAC5D,OAAO,CAAC,CAAC;QACb,CAAC;IACL,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,gBAAgB,CAAC,KAAY;QACvC,IAAI,uBAAuB,CAAC,mBAAmB,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC,KAAK,CAAC,EAAE,CAAC;YACvE,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,IAAI,KAAK,CAAC,aAAa,IAAI,KAAK,CAAC,MAAM,CAAC,cAAc,IAAI,KAAK,CAAC,mBAAmB,EAAE,EAAE,CAAC;YACpF,4BAA4B;YAC5B,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,IAAI,KAAK,CAAC,WAAW,KAAK,KAAK,CAAC,eAAe,EAAE,CAAC;YAC9C,wCAAwC;YACxC,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,IAAI,KAAK,CAAC,SAAS,EAAE,KAAK,cAAc,CAAC,sBAAsB,EAAE,CAAC;YAC9D,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,KAAK,CAAC,SAAS,EAAE,KAAK,cAAc,CAAC,qBAAqB,EAAE,CAAC;YAC7D,qDAAqD;YACrD,OAAO,CAAa,KAAM,CAAC,iBAAiB,IAAI,CAAa,KAAM,CAAC,iBAAiB,CAAC;QAC1F,CAAC;QAED,qDAAqD;QACrD,OAAO,KAAK,CAAC;IACjB,CAAC;IASD;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC;IAC/B,CAAC;IAGD;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAgBD;;;OAGG;IAEH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IAED,IAAW,eAAe,CAAC,UAAkB;QACzC,IAAI,IAAI,CAAC,gBAAgB,KAAK,UAAU,EAAE,CAAC;YACvC,OAAO;QACX,CAAC;QACD,IAAI,CAAC,gBAAgB,GAAG,UAAU,CAAC;QACnC,uCAAuC;QACvC,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC,CAAC;IAC/B,CAAC;IAGD;;;OAGG;IAEH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED,IAAW,aAAa,CAAC,QAAgB;QACrC,IAAI,IAAI,CAAC,cAAc,KAAK,QAAQ,EAAE,CAAC;YACnC,OAAO;QACX,CAAC;QACD,IAAI,CAAC,cAAc,GAAG,QAAQ,CAAC;QAC/B,uCAAuC;QACvC,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC,CAAC;IAC/B,CAAC;IAQD;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,WAAW,CAAC,MAAc;QACjC,IAAI,IAAI,CAAC,YAAY,KAAK,MAAM,EAAE,CAAC;YAC/B,OAAO;QACX,CAAC;QACD,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC;QAC3B,IAAI,CAAC,YAAY,GAAG,IAAI,YAAY,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QAEjD,iDAAiD;QACjD,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;QAC9B,IAAI,CAAC,cAAc,GAAG,IAAI,aAAa,CAAC,IAAI,CAAC,SAAS,EAAE,EAAE,SAAS,EAAE,SAAS,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC;QAC3F,IAAI,CAAC,mBAAmB,EAAE,CAAC;QAE3B,qFAAqF;QACrF,kGAAkG;QAClG,oJAAoJ;QACpJ,IAAI,CAAC,uBAAuB,EAAE,CAAC;IACnC,CAAC;IAOD;;OAEG;IAEH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED,IAAW,QAAQ,CAAC,KAAa;QAC7B,IAAI,IAAI,CAAC,SAAS,KAAK,KAAK,EAAE,CAAC;YAC3B,OAAO;QACX,CAAC;QACD,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;QACvB,IAAI,CAAC,uBAAuB,GAAG,CAAC,GAAG,CAAC,KAAK,GAAG,KAAK,CAAC,CAAC;IACvD,CAAC;IAED;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,SAAkB,EAAE,EAAE,KAAa;QACzD,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QAvHN,YAAO,GAAY,EAAE,CAAC;QAQ/B,YAAO,GAAqB,IAAI,CAAC;QAEzC,6BAA6B;QACZ,kBAAa,GAA+B,EAAE,CAAC;QAIxD,uBAAkB,GAAG,CAAC,CAAC,CAAC;QAExB,qBAAgB,GAAG,CAAC,CAAC,CAAC;QAItB,qBAAgB,GAAG,EAAE,CAAC;QAmBtB,mBAAc,GAAG,EAAE,CAAC;QAmBpB,gBAAW,GAAG,CAAC,CAAC;QAChB,eAAU,GAAG,CAAC,CAAC;QAIf,iBAAY,GAAG,kBAAkB,CAAC;QA6BlC,cAAS,GAAG,KAAK,CAAC;QAClB,4BAAuB,GAAG,CAAC,GAAG,CAAC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC;QA0BpE,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;QAChC,IAAI,CAAC,UAAU,GAAG,uBAAuB,CAAC,mBAAmB,CAAC,MAAM,CAAC,CAAC;QAEtE,MAAM,WAAW,GAAG,EAAE,MAAM,EAAE,YAAY,EAAE,QAAQ,EAAE,YAAY,EAAE,CAAC;QACrE,MAAM,OAAO,GAAG,CAAC,oBAAoB,IAAI,CAAC,UAAU,EAAE,CAAC,CAAC;QACxD,IAAI,IAAI,CAAC,MAAM,CAAC,oBAAoB,EAAE,CAAC;YACnC,OAAO,CAAC,IAAI,CAAC,sBAAsB,CAAC,CAAC;QACzC,CAAC;QACD,IAAI,CAAC,cAAc,GAAG,IAAI,cAAc,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,EAAE,WAAW,EAAE;YAChF,UAAU,EAAE,CAAC,UAAU,CAAC;YACxB,QAAQ,EAAE,CAAC,MAAM,EAAE,YAAY,EAAE,oBAAoB,CAAC;YACtD,QAAQ,EAAE,CAAC,kBAAkB,CAAC;YAC9B,cAAc,EAAE,CAAC,OAAO,CAAC;YACzB,cAAc,EAAE,CAAC,gBAAgB,CAAC;YAClC,OAAO;YACP,cAAc,EAAE,MAAM,CAAC,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;YAC3E,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;oBAClB,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,qCAAqC,CAAC,EAAE,MAAM,CAAC,uCAAuC,CAAC,CAAC,CAAC,CAAC;gBACxH,CAAC;qBAAM,CAAC;oBACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,iCAAiC,CAAC,EAAE,MAAM,CAAC,mCAAmC,CAAC,CAAC,CAAC,CAAC;gBAChH,CAAC;YACL,CAAC;SACJ,CAAC,CAAC;QAEH,kDAAkD;QAClD,IAAI,CAAC,cAAc,CAAC,gBAAgB,GAAG,cAAc,CAAC,mBAAmB,CAAC;QAC1E,IAAI,CAAC,cAAc,CAAC,SAAS,GAAG,SAAS,CAAC,SAAS,CAAC;QACpD,IAAI,CAAC,cAAc,CAAC,eAAe,GAAG,SAAS,CAAC,wCAAwC,CAAC;QAEzF,IAAI,CAAC,UAAU,GAAG,WAAW,CAAC,WAAW,EAAE,EAAE,IAAI,EAAE,CAAC,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QACrE,oDAAoD;QACpD,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QACxC,IAAI,CAAC,UAAU,CAAC,QAAQ,GAAG,IAAI,CAAC,cAAc,CAAC;QAE/C,IAAI,CAAC,cAAc,EAAE,CAAC;QAEtB,IAAI,CAAC,YAAY,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC;QAE5D,IAAI,IAAI,CAAC,UAAU,GAAG,CAAC,EAAE,CAAC;YACtB,uBAAuB,CAAC,6BAA6B,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;YACnE,KAAK,MAAM,KAAK,IAAI,MAAM,EAAE,CAAC;gBACzB,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;YACzB,CAAC;QACL,CAAC;IACL,CAAC;IAEe,YAAY;QACxB,OAAO,yBAAyB,CAAC;IACrC,CAAC;IAED,gEAAgE;IAChD,SAAS;QACrB,OAAO,cAAc,CAAC,+BAA+B,CAAC;IAC1D,CAAC;IAED,gBAAgB;IACT,cAAc,CAAC,SAA2B,IAAI;QACjD,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,UAAU,CAAC,SAAS,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,CAAC;QAE1D,mCAAmC;QACnC,MAAM,OAAO,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,aAAa,CAAC,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC,EAAE,CAAC,CAAC,CAAC;QACpF,IAAI,IAAI,CAAC,gBAAgB,IAAI,OAAO,EAAE,CAAC;YACnC,IAAI,CAAC,UAAU,CAAC,iBAAiB,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC;YAC9D,OAAO,IAAI,CAAC,gBAAgB,CAAC;QACjC,CAAC;QACD,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;QAChC,mEAAmE;QACnE,MAAM,SAAS,GAAG,OAAO,GAAG,IAAI,CAAC,UAAU,CAAC;QAE5C,IAAI,CAAC,gBAAgB,GAAG,IAAI,YAAY,CAAC,EAAE,GAAG,SAAS,CAAC,CAAC;QACzD,IAAI,CAAC,iBAAiB,EAAE,OAAO,EAAE,CAAC;QAClC,IAAI,CAAC,iBAAiB,GAAG,IAAI,UAAU,CACnC,IAAI,CAAC,gBAAgB,EACrB,CAAC,EACD,SAAS,EACT,SAAS,CAAC,kBAAkB,EAC5B,IAAI,CAAC,MAAM,EACX,KAAK,EACL,KAAK,EACL,SAAS,CAAC,4BAA4B,EACtC,SAAS,CAAC,iBAAiB,CAC9B,CAAC;QACF,IAAI,CAAC,iBAAiB,CAAC,IAAI,GAAG,6BAA6B,GAAG,IAAI,CAAC,IAAI,CAAC;QACxE,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,kBAAkB,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAE3E,IAAI,CAAC,gBAAgB,EAAE,OAAO,EAAE,CAAC;QACjC,MAAM,WAAW,GAAG,EAAE,KAAK,EAAE,IAAI,CAAC,gBAAgB,EAAE,MAAM,EAAE,IAAI,CAAC,cAAc,EAAE,CAAC;QAClF,IAAI,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC;YACnB,wDAAwD;YACxD,WAAW,CAAC,MAAM,IAAI,OAAO,CAAC;QAClC,CAAC;QACD,IAAI,CAAC,gBAAgB,GAAG,IAAI,mBAAmB,CAAC,iBAAiB,EAAE,WAAW,EAAE,IAAI,CAAC,MAAM,EAAE;YACzF,oEAAoE;YACpE,IAAI,EAAE,MAAM,CAAC,QAAQ,CAAC,CAAC,CAAC,SAAS,CAAC,yBAAyB,CAAC,CAAC,CAAC,SAAS,CAAC,iBAAiB;YACzF,MAAM,EAAE,SAAS,CAAC,iBAAiB;YACnC,mBAAmB,EAAE,KAAK;SAC7B,CAAC,CAAC;QAEH,IAAI,CAAC,gBAAgB,CAAC,eAAe,GAAG,KAAK,CAAC;QAC9C,IAAI,CAAC,gBAAgB,CAAC,aAAa,GAAG,KAAK,CAAC;QAC5C,IAAI,CAAC,gBAAgB,CAAC,iBAAiB,GAAG,IAAI,CAAC;QAC/C,IAAI,CAAC,gBAAgB,CAAC,UAAU,GAAG,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QAErD,IAAI,mBAAmB,GAAkC,IAAI,CAAC;QAE9D,IAAI,CAAC,gBAAgB,CAAC,sBAAsB,CAAC,GAAG,CAAC,GAAG,EAAE;YAClD,mBAAmB,GAAG,MAAM,CAAC,oBAAoB,CAAC;YAClD,IAAI,CAAC,gBAAgB,EAAE,CAAC;QAC5B,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,gBAAgB,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;YACnD,IAAI,MAAM,CAAC,oBAAoB,KAAK,mBAAmB,EAAE,CAAC;gBACtD,IAAI,CAAC,mBAAmB,EAAE,CAAC;oBACvB,MAAM,CAAC,yBAAyB,EAAE,CAAC;gBACvC,CAAC;qBAAM,CAAC;oBACJ,MAAM,CAAC,eAAe,CAAC,mBAAmB,CAAC,CAAC;gBAChD,CAAC;YACL,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,gBAAgB,CAAC,iBAAiB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC7C,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;gBAClB,sCAAsC;gBACtC,IAAI,CAAC,eAAe,EAAE,KAAK,EAAE,CAAC;YAClC,CAAC;iBAAM,CAAC;gBACJ,kCAAkC;gBAClC,MAAM,CAAC,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;YAC1D,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;YAClB,iDAAiD;YACjD,IAAI,CAAC,eAAe,EAAE,OAAO,EAAE,CAAC;YAChC,MAAM,UAAU,GAAG,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,cAAc,GAAG,OAAO,GAAG,CAAC,CAAC;YAC7E,IAAI,CAAC,eAAe,GAAG,IAAI,aAAa,CAAe,MAAM,EAAE,UAAU,CAAC,CAAC;YAC3E,IAAI,CAAC,cAAc,CAAC,gBAAgB,CAAC,gBAAgB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;QACjF,CAAC;QAED,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,oBAAoB,EAAE,IAAI,OAAO,CAAC,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,EAAE,OAAO,CAAC,CAAC,CAAC;QAEtH,mFAAmF;QACnF,IAAI,CAAC,UAAU,CAAC,qBAAqB,CAAC,QAAQ,EAAE,IAAI,YAAY,CAAC,SAAS,GAAG,EAAE,CAAC,CAAC,CAAC;QAClF,IAAI,CAAC,UAAU,CAAC,iBAAiB,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC;QAC9D,IAAI,CAAC,gBAAgB,GAAG,OAAO,CAAC;QAChC,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IAEO,cAAc,CAAC,MAAc,EAAE,KAAa;QAChD,IAAI,KAAK,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;YACtB,kDAAkD;YAClD,OAAO,CAAC,CAAC,CAAC;QACd,CAAC;QACD,OAAO,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC;IAC5E,CAAC;IAEO,gBAAgB;QACpB,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;QACxD,MAAM,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC;QAC3C,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,kBAAkB,KAAK,QAAQ,EAAE,CAAC;YAClD,OAAO;QACX,CAAC;QACD,IAAI,CAAC,kBAAkB,GAAG,QAAQ,CAAC;QAEnC,8CAA8C;QAC9C,MAAM,IAAI,GAAG,MAAM,CAAC,aAAa,EAAE,CAAC;QACpC,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;YACrC,MAAM,QAAQ,GAAG,KAAK,CAAC,6BAA6B,EAAE,CAAC,CAAC,CAAC,KAAK,CAAC,mBAAmB,CAAC,CAAC,CAAC,KAAK,CAAC,QAAQ,CAAC;YACpG,MAAM,YAAY,GAAG,OAAO,CAAC,yBAAyB,CAAC,QAAQ,EAAE,IAAI,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;YAC9F,KAAK,CAAC,iBAAiB,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,CAAC;QAClG,CAAC;QACD,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,iBAAiB,GAAG,CAAC,CAAC,iBAAiB,CAAC,CAAC;QAE7E,sFAAsF;QACtF,MAAM,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC,CAAC;QACvD,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,YAAY,GAAG,UAAU,CAAC;QAClD,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,GAAG,UAAU,CAAC;QAE5E,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAC1B,iDAAiD;QACjD,IAAI,QAAQ,GAAG,CAAC,CAAC,CAAC;QAElB,MAAM,GAAG,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAClC,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC;QAEhD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;YACpD,MAAM,KAAK,GAAG,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC;YACpC,MAAM,GAAG,GAAG,CAAC,GAAG,EAAE,CAAC;YACnB,MAAM,QAAQ,GAAG,KAAK,CAAC,6BAA6B,EAAE,CAAC;YACvD,MAAM,eAAe,GAAG,KAAK,CAAC,kBAAkB,EAAE,CAAC;YAEnD,MAAM,QAAQ,GAAG,QAAQ,CAAC,CAAC,CAAC,KAAK,CAAC,mBAAmB,CAAC,CAAC,CAAC,KAAK,CAAC,QAAQ,CAAC;YACvE,MAAM,OAAO,GAAG,KAAK,CAAC,OAAO,CAAC,UAAU,CAAC,eAAe,EAAE,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;YAC/E,MAAM,QAAQ,GAAG,KAAK,CAAC,QAAQ,CAAC,UAAU,CAAC,eAAe,EAAE,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;YACjF,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;YACnD,MAAM,mBAAmB,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,oBAAoB,EAAE,IAAI,CAAC,uBAAuB,CAAC,CAAC;YAE/F,aAAa;YACb,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;YACrC,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;YACrC,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;YACrC,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;YACjB,gBAAgB;YAChB,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC;YACzB,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC;YACzB,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC;YACzB,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC;YACrB,iBAAiB;YACjB,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC,CAAC;YAC1B,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC,CAAC;YAC1B,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,QAAQ,CAAC,CAAC,CAAC;YAC3B,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC;YAC7B,kBAAkB;YAClB,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;YAClB,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;YAClB,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;YAClB,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC;YACnB,gBAAgB;YAChB,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,KAAK,CAAC;YACtB,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,mBAAmB,CAAC;YACpC,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;YAClB,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;YAElB,IAAI,KAAK,CAAC,SAAS,EAAE,KAAK,cAAc,CAAC,qBAAqB,EAAE,CAAC;gBAC7D,MAAM,SAAS,GAAc,KAAK,CAAC;gBACnC,MAAM,SAAS,GAAG,OAAO,CAAC,cAAc,CAAC,QAAQ,CAAC,CAAC,CAAC,SAAS,CAAC,oBAAoB,CAAC,CAAC,CAAC,SAAS,CAAC,SAAS,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;gBAEjI,eAAe;gBACf,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC,QAAQ,CAAC;gBAClC,kBAAkB;gBAClB,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,SAAS,CAAC,CAAC,CAAC;gBAC5B,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,SAAS,CAAC,CAAC,CAAC;gBAC5B,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,SAAS,CAAC,CAAC,CAAC;gBAC5B,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,SAAS,CAAC,aAAa,CAAC;gBACxC,mBAAmB;gBACnB,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,SAAS,CAAC,gBAAgB,CAAC;gBAC3C,GAAG,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,SAAS,CAAC,iBAAiB,CAAC;YAChD,CAAC;YAED,kDAAkD;YAClD,MAAM,UAAU,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,CAAC,iBAAiB,GAAG,KAAK,CAAC,CAAC;YAChF,MAAM,SAAS,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,CAAC,iBAAiB,GAAG,KAAK,CAAC,CAAC;YAC/E,KAAK,IAAI,CAAC,GAAG,UAAU,EAAE,CAAC,IAAI,SAAS,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;gBAC9C,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;oBAClC,SAAS;gBACb,CAAC;qBAAM,IAAI,CAAC,GAAG,QAAQ,EAAE,CAAC;oBACtB,mBAAmB;oBACnB,IAAI,CAAC,YAAY,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;oBAC7B,QAAQ,GAAG,CAAC,CAAC;gBACjB,CAAC;gBACD,mBAAmB;gBACnB,IAAI,CAAC,YAAY,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;YACrC,CAAC;QACL,CAAC;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;QAChC,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;YAClB,0FAA0F;YAC1F,oFAAoF;YACpF,MAAM,CAAC,gBAAgB,EAAE,CAAC;QAC9B,CAAC;QACD,IAAI,CAAC,iBAAiB,CAAC,MAAM,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;IACzD,CAAC;IAEe,OAAO,CAAC,YAAsB,EAAE,0BAAoC;QAChF,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YAC/B,KAAK,CAAC,OAAO,CAAC,YAAY,EAAE,0BAA0B,CAAC,CAAC;QAC5D,CAAC;QACD,IAAI,CAAC,iBAAiB,CAAC,OAAO,EAAE,CAAC;QACjC,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,CAAC;QAChC,IAAI,CAAC,eAAe,EAAE,OAAO,EAAE,CAAC;QAChC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,YAAY,EAAE,0BAA0B,CAAC,CAAC;QAClE,KAAK,CAAC,OAAO,CAAC,YAAY,EAAE,0BAA0B,CAAC,CAAC;IAC5D,CAAC;IAED;;;OAGG;IACI,QAAQ,CAAC,KAAY;QACxB,IAAI,CAAC,uBAAuB,CAAC,gBAAgB,CAAC,KAAK,CAAC,EAAE,CAAC;YACnD,MAAM,CAAC,IAAI,CAAC,uEAAuE,CAAC,CAAC;YACrF,OAAO;QACX,CAAC;QACD,IAAI,CAAC,MAAM,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAC/B,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;QACzB,IAAI,CAAC,aAAa,CAAC,IAAI,CAAyB,KAAK,CAAC,CAAC;QAEvD,IAAI,CAAC,UAAU,CAAC,SAAS,GAAG,IAAI,CAAC;QACjC,IAAI,CAAC,UAAU,CAAC,iBAAiB,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC;IAClE,CAAC;IAED;;;;OAIG;IACI,WAAW,CAAC,KAAY;QAC3B,wEAAwE;QACxE,MAAM,YAAY,GAAY,IAAI,CAAC,aAAa,CAAC;QACjD,MAAM,WAAW,GAAG,YAAY,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;QAChD,IAAI,WAAW,KAAK,CAAC,CAAC,EAAE,CAAC;YACrB,YAAY,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC,CAAC,CAAC;YAEpC,IAAI,CAAC,UAAU,CAAC,iBAAiB,GAAG,YAAY,CAAC,MAAM,CAAC;YACxD,IAAI,YAAY,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;gBAC5B,IAAI,CAAC,UAAU,CAAC,SAAS,GAAG,KAAK,CAAC;YACtC,CAAC;QACL,CAAC;QAED,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;QAC1C,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;YACf,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;YAC9B,sGAAsG;YACtG,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;QAChC,CAAC;QACD,OAAO,KAAK,CAAC;IACjB,CAAC;IAEkB,mBAAmB;QAClC,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC;QAChD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,eAAe,EAAE,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,gBAAgB,EAAE,CAAC,CAAC,CAAC;QACpD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC;QAChD,4CAA4C;QAC5C,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,cAAc,EAAE,CAAC,EAAE,IAAI,CAAC,YAAY,IAAI,kBAAkB,CAAC,CAAC;QAC3F,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;QACjD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;QACjD,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC;IACjC,CAAC;IAEe,gBAAgB,CAAC,MAAc,EAAE,UAAkB;QAC/D,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;QAChC,MAAM,MAAM,GAAG,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,cAAc,EAAE,CAAC;QAC/D,MAAM,MAAM,GAAG,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,eAAe,EAAE,CAAC;QAC9D,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,gBAAgB,EAAE,UAAU,CAAC,CAAC;QACvH,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,UAAU,EAAE,UAAU,CAAC,CAAC;QAC9F,IAAI,CAAC,cAAc,CAAC,gBAAgB,CAAC,cAAc,EAAE,IAAI,CAAC,YAAY,EAAE,UAAU,CAAC,CAAC;QACpF,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,wBAAwB,CAAC,MAAc,EAAE,UAAkB;QACvE,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;QAChC,MAAM,CAAC,UAAU,CAAC,kBAAkB,GAAG,UAAU,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAC3E,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;YACH,MAAO,CAAC,gBAAgB,CAAC,gBAAgB,GAAG,UAAU,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;QACjG,CAAC;aAAM,CAAC;YACJ,MAAM,CAAC,UAAU,CAAC,iBAAiB,GAAG,UAAU,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAC7E,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,4BAA4B,CAAC,OAAe;QACxD,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,2BAA2B,CAAC,OAAY,EAAE,UAAkB;QACxE,OAAO,CAAC,YAAY,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC;QAC1C,OAAO,CAAC,kBAAkB,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC;QAC9C,OAAO,CAAC,mBAAmB,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC;IACrD,CAAC;IAEe,QAAQ;QACpB,IAAI,CAAC,cAAc,EAAE,CAAC;QACtB,OAAO,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;IAC/C,CAAC;;AApfD,gBAAgB;AACF,qDAA6B,GAA2B,GAAG,EAAE;IACvE,MAAM,WAAW,CAAC,iCAAiC,CAAC,CAAC;AACzD,CAAC,AAF0C,CAEzC;AAsCF;IADC,SAAS,EAAE;8DAGX;AAiBD;IADC,SAAS,EAAE;4DAGX;AAmDD;IADC,SAAS,EAAE;uDAGX;AAoYL,sBAAsB;AACtB,aAAa,CAAC,iCAAiC,EAAE,uBAAuB,CAAC,CAAC","sourcesContent":["import { StorageBuffer } from \"core/Buffers/storageBuffer\";\nimport type { Camera } from \"core/Cameras/camera\";\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\nimport { Constants } from \"core/Engines/constants\";\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\nimport type { Effect } from \"core/Materials/effect\";\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\nimport { UniformBuffer } from \"core/Materials/uniformBuffer\";\nimport { TmpColors } from \"core/Maths/math.color\";\nimport { TmpVectors, Vector3 } from \"core/Maths/math.vector\";\nimport { CreatePlane } from \"core/Meshes/Builders/planeBuilder\";\nimport type { Mesh } from \"core/Meshes/mesh\";\nimport { serialize } from \"core/Misc/decorators\";\nimport { _WarnImport } from \"core/Misc/devTools\";\nimport { Logger } from \"core/Misc/logger\";\nimport { RegisterClass } from \"core/Misc/typeStore\";\nimport { Node } from \"core/node\";\nimport type { Scene } from \"core/scene\";\nimport type { Nullable } from \"core/types\";\n\nimport { Light } from \"../light\";\nimport { LightConstants } from \"../lightConstants\";\nimport type { PointLight } from \"../pointLight\";\nimport type { SpotLight } from \"../spotLight\";\nimport type { RenderTargetWrapper } from \"../../Engines/renderTargetWrapper\";\n\nimport \"core/Meshes/thinInstanceMesh\";\n\nNode.AddNodeConstructor(\"Light_Type_5\", (name, scene) => {\n return () => new ClusteredLightContainer(name, [], scene);\n});\n\nconst DefaultDepthSlices = 16;\nconst MobileClusteredLightBatchSize = 8;\n\n/**\n * A special light that renders all its associated spot or point lights using a clustered or forward+ system.\n */\nexport class ClusteredLightContainer extends Light {\n private static _GetEngineBatchSize(engine: AbstractEngine): number {\n const caps = engine._caps;\n if (!caps.texelFetch) {\n return 0;\n } else if (engine.isWebGPU) {\n // On WebGPU we use atomic writes to storage textures\n return 32;\n } else if (engine.version > 1) {\n // On WebGL 2 we use additive float blending as the light mask\n if (!caps.colorBufferFloat || !caps.blendFloat) {\n return 0;\n }\n // Due to the use of floats we want to limit lights to the precision of floats\n // The reduced precision for mobiles is because some devices (like Samsung Galaxy) report support for R32F but actually create the texture with less precision.\n return engine.hostInformation.isMobile ? MobileClusteredLightBatchSize : caps.shaderFloatPrecision;\n } else {\n // WebGL 1 is not supported due to lack of dynamic for loops\n return 0;\n }\n }\n\n /**\n * Checks if the clustered lighting system supports the given light with its current parameters.\n * This will also check if the light's associated engine supports clustered lighting.\n *\n * @param light The light to test\n * @returns true if the light and its engine is supported\n */\n public static IsLightSupported(light: Light): boolean {\n if (ClusteredLightContainer._GetEngineBatchSize(light.getEngine()) === 0) {\n return false;\n }\n\n if (light.shadowEnabled && light._scene.shadowsEnabled && light.getShadowGenerators()) {\n // Shadows are not supported\n return false;\n }\n\n if (light.falloffType !== Light.FALLOFF_DEFAULT) {\n // Only the default falloff is supported\n return false;\n }\n\n if (light.getTypeID() === LightConstants.LIGHTTYPEID_POINTLIGHT) {\n return true;\n }\n\n if (light.getTypeID() === LightConstants.LIGHTTYPEID_SPOTLIGHT) {\n // Extra texture bindings per light are not supported\n return !(<SpotLight>light).projectionTexture && !(<SpotLight>light).iesProfileTexture;\n }\n\n // Currently only point and spot lights are supported\n return false;\n }\n\n /** @internal */\n public static _SceneComponentInitialization: (scene: Scene) => void = () => {\n throw _WarnImport(\"ClusteredLightingSceneComponent\");\n };\n\n private readonly _batchSize: number;\n\n /**\n * True if clustered lighting is supported.\n */\n public get isSupported(): boolean {\n return this._batchSize > 0;\n }\n\n private readonly _lights: Light[] = [];\n /**\n * Gets the current list of lights added to this clustering system.\n */\n public get lights(): readonly Light[] {\n return this._lights;\n }\n\n private _camera: Nullable<Camera> = null;\n\n // The lights sorted by depth\n private readonly _sortedLights: (PointLight | SpotLight)[] = [];\n\n private _lightDataBuffer: Float32Array;\n private _lightDataTexture: RawTexture;\n private _lightDataRenderId = -1;\n\n private _tileMaskBatches = -1;\n private _tileMaskTexture: RenderTargetTexture;\n private _tileMaskBuffer: Nullable<StorageBuffer>;\n\n private _horizontalTiles = 64;\n /**\n * The number of tiles in the horizontal direction to cluster lights into.\n * A lower value will reduce memory and make the clustering step faster, while a higher value increases memory and makes the rendering step faster.\n */\n @serialize()\n public get horizontalTiles(): number {\n return this._horizontalTiles;\n }\n\n public set horizontalTiles(horizontal: number) {\n if (this._horizontalTiles === horizontal) {\n return;\n }\n this._horizontalTiles = horizontal;\n // Force the batch data to be recreated\n this._tileMaskBatches = -1;\n }\n\n private _verticalTiles = 64;\n /**\n * The number of tiles in the vertical direction to cluster lights into.\n * A lower value will reduce memory and make the clustering step faster, while a higher value increases memory and makes the rendering step faster.\n */\n @serialize()\n public get verticalTiles(): number {\n return this._verticalTiles;\n }\n\n public set verticalTiles(vertical: number) {\n if (this._verticalTiles === vertical) {\n return;\n }\n this._verticalTiles = vertical;\n // Force the batch data to be recreated\n this._tileMaskBatches = -1;\n }\n\n private _sliceScale = 0;\n private _sliceBias = 0;\n // List of vec2's that keep track of the min and max index per slice\n private _sliceRanges: Float32Array<ArrayBuffer>;\n\n private _depthSlices = DefaultDepthSlices;\n /**\n * The number of slices to split the depth range by and cluster lights into.\n */\n public get depthSlices(): number {\n return this._depthSlices;\n }\n\n public set depthSlices(slices: number) {\n if (this._depthSlices === slices) {\n return;\n }\n this._depthSlices = slices;\n this._sliceRanges = new Float32Array(slices * 2);\n\n // UBO size depends on the number of depth slices\n this._uniformBuffer.dispose();\n this._uniformBuffer = new UniformBuffer(this.getEngine(), undefined, undefined, this.name);\n this._buildUniformLayout();\n\n // CLUSTLIGHT_SLICES is a shader define that sizes the vSliceRanges array in the UBO.\n // Materials must recompile when depthSlices changes so the shader layout matches the rebuilt UBO.\n // Otherwise, if depthSlices is reduced, the rebuilt UBO can be smaller than what the previously compiled shader expects, causing rendering to fail.\n this._markMeshesAsLightDirty();\n }\n\n private readonly _proxyMaterial: ShaderMaterial;\n private readonly _proxyMesh: Mesh;\n\n private _maxRange = 16383;\n private _minInverseSquaredRange = 1 / (this._maxRange * this._maxRange);\n /**\n * This limits the range of all the added lights, so even lights with extreme ranges will still have bounds for clustering.\n */\n @serialize()\n public get maxRange(): number {\n return this._maxRange;\n }\n\n public set maxRange(range: number) {\n if (this._maxRange === range) {\n return;\n }\n this._maxRange = range;\n this._minInverseSquaredRange = 1 / (range * range);\n }\n\n /**\n * Creates a new clustered light system with an initial set of lights.\n *\n * @param name The name of the clustered light container\n * @param lights The initial set of lights to add\n * @param scene The scene the clustered light container belongs to\n */\n constructor(name: string, lights: Light[] = [], scene?: Scene) {\n super(name, scene);\n const engine = this.getEngine();\n this._batchSize = ClusteredLightContainer._GetEngineBatchSize(engine);\n\n const proxyShader = { vertex: \"lightProxy\", fragment: \"lightProxy\" };\n const defines = [`CLUSTLIGHT_BATCH ${this._batchSize}`];\n if (this._scene.useRightHandedSystem) {\n defines.push(\"#define RIGHT_HANDED\");\n }\n this._proxyMaterial = new ShaderMaterial(\"ProxyMaterial\", this._scene, proxyShader, {\n attributes: [\"position\"],\n uniforms: [\"view\", \"projection\", \"tileMaskResolution\"],\n samplers: [\"lightDataTexture\"],\n uniformBuffers: [\"Scene\"],\n storageBuffers: [\"tileMaskBuffer\"],\n defines,\n shaderLanguage: engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\n extraInitializationsAsync: async () => {\n if (engine.isWebGPU) {\n await Promise.all([import(\"../../ShadersWGSL/lightProxy.vertex\"), import(\"../../ShadersWGSL/lightProxy.fragment\")]);\n } else {\n await Promise.all([import(\"../../Shaders/lightProxy.vertex\"), import(\"../../Shaders/lightProxy.fragment\")]);\n }\n },\n });\n\n // Additive blending is for merging masks on WebGL\n this._proxyMaterial.transparencyMode = ShaderMaterial.MATERIAL_ALPHABLEND;\n this._proxyMaterial.alphaMode = Constants.ALPHA_ADD;\n this._proxyMaterial.sideOrientation = Constants.MATERIAL_CounterClockWiseSideOrientation;\n\n this._proxyMesh = CreatePlane(\"ProxyMesh\", { size: 2 }, this._scene);\n // Make sure it doesn't render for the default scene\n this._scene.removeMesh(this._proxyMesh);\n this._proxyMesh.material = this._proxyMaterial;\n\n this._updateBatches();\n\n this._sliceRanges = new Float32Array(this._depthSlices * 2);\n\n if (this._batchSize > 0) {\n ClusteredLightContainer._SceneComponentInitialization(this._scene);\n for (const light of lights) {\n this.addLight(light);\n }\n }\n }\n\n public override getClassName(): string {\n return \"ClusteredLightContainer\";\n }\n\n // eslint-disable-next-line @typescript-eslint/naming-convention\n public override getTypeID(): number {\n return LightConstants.LIGHTTYPEID_CLUSTERED_CONTAINER;\n }\n\n /** @internal */\n public _updateBatches(camera: Nullable<Camera> = null): RenderTargetTexture {\n this._camera = camera;\n this._proxyMesh.isVisible = this._sortedLights.length > 0;\n\n // Ensure space for atleast 1 batch\n const batches = Math.max(Math.ceil(this._sortedLights.length / this._batchSize), 1);\n if (this._tileMaskBatches >= batches) {\n this._proxyMesh.thinInstanceCount = this._sortedLights.length;\n return this._tileMaskTexture;\n }\n const engine = this.getEngine();\n // Round up to a batch size so we don't have to reallocate as often\n const maxLights = batches * this._batchSize;\n\n this._lightDataBuffer = new Float32Array(20 * maxLights);\n this._lightDataTexture?.dispose();\n this._lightDataTexture = new RawTexture(\n this._lightDataBuffer,\n 5,\n maxLights,\n Constants.TEXTUREFORMAT_RGBA,\n this._scene,\n false,\n false,\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\n Constants.TEXTURETYPE_FLOAT\n );\n this._lightDataTexture.name = \"LightDataTexture_clustered_\" + this.name;\n this._proxyMaterial.setTexture(\"lightDataTexture\", this._lightDataTexture);\n\n this._tileMaskTexture?.dispose();\n const textureSize = { width: this._horizontalTiles, height: this._verticalTiles };\n if (!engine.isWebGPU) {\n // In WebGL we shift the light proxy by the batch number\n textureSize.height *= batches;\n }\n this._tileMaskTexture = new RenderTargetTexture(\"TileMaskTexture\", textureSize, this._scene, {\n // We don't write anything on WebGPU so make it as small as possible\n type: engine.isWebGPU ? Constants.TEXTURETYPE_UNSIGNED_BYTE : Constants.TEXTURETYPE_FLOAT,\n format: Constants.TEXTUREFORMAT_RED,\n generateDepthBuffer: false,\n });\n\n this._tileMaskTexture.renderParticles = false;\n this._tileMaskTexture.renderSprites = false;\n this._tileMaskTexture.noPrePassRenderer = true;\n this._tileMaskTexture.renderList = [this._proxyMesh];\n\n let currentRenderTarget: Nullable<RenderTargetWrapper> = null;\n\n this._tileMaskTexture.onBeforeBindObservable.add(() => {\n currentRenderTarget = engine._currentRenderTarget;\n this._updateLightData();\n });\n\n this._tileMaskTexture.onAfterUnbindObservable.add(() => {\n if (engine._currentRenderTarget !== currentRenderTarget) {\n if (!currentRenderTarget) {\n engine.restoreDefaultFramebuffer();\n } else {\n engine.bindFramebuffer(currentRenderTarget);\n }\n }\n });\n\n this._tileMaskTexture.onClearObservable.add(() => {\n if (engine.isWebGPU) {\n // Clear the storage buffer for WebGPU\n this._tileMaskBuffer?.clear();\n } else {\n // Only clear the texture on WebGL\n engine.clear({ r: 0, g: 0, b: 0, a: 1 }, true, false);\n }\n });\n\n if (engine.isWebGPU) {\n // WebGPU also needs a storage buffer to write to\n this._tileMaskBuffer?.dispose();\n const bufferSize = this._horizontalTiles * this._verticalTiles * batches * 4;\n this._tileMaskBuffer = new StorageBuffer(<WebGPUEngine>engine, bufferSize);\n this._proxyMaterial.setStorageBuffer(\"tileMaskBuffer\", this._tileMaskBuffer);\n }\n\n this._proxyMaterial.setVector3(\"tileMaskResolution\", new Vector3(this._horizontalTiles, this.verticalTiles, batches));\n\n // We don't actually use the matrix data but we need enough capacity for the lights\n this._proxyMesh.thinInstanceSetBuffer(\"matrix\", new Float32Array(maxLights * 16));\n this._proxyMesh.thinInstanceCount = this._sortedLights.length;\n this._tileMaskBatches = batches;\n return this._tileMaskTexture;\n }\n\n private _getSliceIndex(camera: Camera, depth: number): number {\n if (depth < camera.minZ) {\n // Prevent calling log on small or negative values\n return -1;\n }\n return Math.floor(Math.log(depth) * this._sliceScale + this._sliceBias);\n }\n\n private _updateLightData(): void {\n const camera = this._camera || this._scene.activeCamera;\n const renderId = this._scene.getRenderId();\n if (!camera || this._lightDataRenderId === renderId) {\n return;\n }\n this._lightDataRenderId = renderId;\n\n // Resort lights based on distance from camera\n const view = camera.getViewMatrix();\n for (const light of this._sortedLights) {\n const position = light.computeTransformedInformation() ? light.transformedPosition : light.position;\n const viewPosition = Vector3.TransformCoordinatesToRef(position, view, TmpVectors.Vector3[0]);\n light._currentViewDepth = this._scene.useRightHandedSystem ? -viewPosition.z : viewPosition.z;\n }\n this._sortedLights.sort((a, b) => a._currentViewDepth - b._currentViewDepth);\n\n // DOOM 2016 subdivision scheme, copied from: https://www.aortiz.me/2018/12/21/CG.html\n const logFarNear = Math.log(camera.maxZ / camera.minZ);\n this._sliceScale = this._depthSlices / logFarNear;\n this._sliceBias = -(this._depthSlices * Math.log(camera.minZ)) / logFarNear;\n\n this._sliceRanges.fill(0);\n // Last slice which had had its min index updated\n let minSlice = -1;\n\n const buf = this._lightDataBuffer;\n const offset = this._scene.floatingOriginOffset;\n\n for (let i = 0; i < this._sortedLights.length; i += 1) {\n const light = this._sortedLights[i];\n const off = i * 20;\n const computed = light.computeTransformedInformation();\n const scaledIntensity = light.getScaledIntensity();\n\n const position = computed ? light.transformedPosition : light.position;\n const diffuse = light.diffuse.scaleToRef(scaledIntensity, TmpColors.Color3[0]);\n const specular = light.specular.scaleToRef(scaledIntensity, TmpColors.Color3[1]);\n const range = Math.min(light.range, this.maxRange);\n const inverseSquaredRange = Math.max(light._inverseSquaredRange, this._minInverseSquaredRange);\n\n // vLightData\n buf[off + 0] = position.x - offset.x;\n buf[off + 1] = position.y - offset.y;\n buf[off + 2] = position.z - offset.z;\n buf[off + 3] = 0;\n // vLightDiffuse\n buf[off + 4] = diffuse.r;\n buf[off + 5] = diffuse.g;\n buf[off + 6] = diffuse.b;\n buf[off + 7] = range;\n // vLightSpecular\n buf[off + 8] = specular.r;\n buf[off + 9] = specular.g;\n buf[off + 10] = specular.b;\n buf[off + 11] = light.radius;\n // vLightDirection\n buf[off + 12] = 0;\n buf[off + 13] = 0;\n buf[off + 14] = 0;\n buf[off + 15] = -1;\n // vLightFalloff\n buf[off + 16] = range;\n buf[off + 17] = inverseSquaredRange;\n buf[off + 18] = 0;\n buf[off + 19] = 0;\n\n if (light.getTypeID() === LightConstants.LIGHTTYPEID_SPOTLIGHT) {\n const spotLight = <SpotLight>light;\n const direction = Vector3.NormalizeToRef(computed ? spotLight.transformedDirection : spotLight.direction, TmpVectors.Vector3[0]);\n\n // vLightData.a\n buf[off + 3] = spotLight.exponent;\n // vLightDirection\n buf[off + 12] = direction.x;\n buf[off + 13] = direction.y;\n buf[off + 14] = direction.z;\n buf[off + 15] = spotLight._cosHalfAngle;\n // vLightFalloff.zw\n buf[off + 18] = spotLight._lightAngleScale;\n buf[off + 19] = spotLight._lightAngleOffset;\n }\n\n // Update the depth slices that include this light\n const firstSlice = this._getSliceIndex(camera, light._currentViewDepth - range);\n const lastSlice = this._getSliceIndex(camera, light._currentViewDepth + range);\n for (let j = firstSlice; j <= lastSlice; j += 1) {\n if (j < 0 || j >= this._depthSlices) {\n continue;\n } else if (j > minSlice) {\n // Update min index\n this._sliceRanges[j * 2] = i;\n minSlice = j;\n }\n // Update max index\n this._sliceRanges[j * 2 + 1] = i;\n }\n }\n\n const engine = this.getEngine();\n if (engine.isWebGPU) {\n // Whenever the light data changes we have to flush pending WebGPU command buffers so that\n // previous render passes use the old data and later render passes use the new data.\n engine.flushFramebuffer();\n }\n this._lightDataTexture.update(this._lightDataBuffer);\n }\n\n public override dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void {\n for (const light of this._lights) {\n light.dispose(doNotRecurse, disposeMaterialAndTextures);\n }\n this._lightDataTexture.dispose();\n this._tileMaskTexture.dispose();\n this._tileMaskBuffer?.dispose();\n this._proxyMesh.dispose(doNotRecurse, disposeMaterialAndTextures);\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\n }\n\n /**\n * Adds a light to the clustering system.\n * @param light The light to add\n */\n public addLight(light: Light): void {\n if (!ClusteredLightContainer.IsLightSupported(light)) {\n Logger.Warn(\"Attempting to add a light to cluster that does not support clustering\");\n return;\n }\n this._scene.removeLight(light);\n this._lights.push(light);\n this._sortedLights.push(<PointLight | SpotLight>light);\n\n this._proxyMesh.isVisible = true;\n this._proxyMesh.thinInstanceCount = this._sortedLights.length;\n }\n\n /**\n * Removes a light from the clustering system.\n * @param light The light to remove\n * @returns the index where the light was in the light list\n */\n public removeLight(light: Light): number {\n // Convert to `Light` array without cast so `indexOf` has correct typing\n const sortedLights: Light[] = this._sortedLights;\n const sortedIndex = sortedLights.indexOf(light);\n if (sortedIndex !== -1) {\n sortedLights.splice(sortedIndex, 1);\n\n this._proxyMesh.thinInstanceCount = sortedLights.length;\n if (sortedLights.length === 0) {\n this._proxyMesh.isVisible = false;\n }\n }\n\n const index = this._lights.indexOf(light);\n if (index !== -1) {\n this._lights.splice(index, 1);\n // We treat the unsorted array as the \"real\" one so only add back to the scene if it was found in that\n this._scene.addLight(light);\n }\n return index;\n }\n\n protected override _buildUniformLayout(): void {\n this._uniformBuffer.addUniform(\"vLightData\", 4);\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\n this._uniformBuffer.addUniform(\"vSliceData\", 2);\n // _depthSlices might not be initialized yet\n this._uniformBuffer.addUniform(\"vSliceRanges\", 2, this._depthSlices ?? DefaultDepthSlices);\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\n this._uniformBuffer.addUniform(\"depthValues\", 2);\n this._uniformBuffer.create();\n }\n\n public override transferToEffect(effect: Effect, lightIndex: string): Light {\n const engine = this.getEngine();\n const hscale = this._horizontalTiles / engine.getRenderWidth();\n const vscale = this._verticalTiles / engine.getRenderHeight();\n this._uniformBuffer.updateFloat4(\"vLightData\", hscale, vscale, this._verticalTiles, this._tileMaskBatches, lightIndex);\n this._uniformBuffer.updateFloat2(\"vSliceData\", this._sliceScale, this._sliceBias, lightIndex);\n this._uniformBuffer.updateFloatArray(\"vSliceRanges\", this._sliceRanges, lightIndex);\n return this;\n }\n\n public override transferTexturesToEffect(effect: Effect, lightIndex: string): Light {\n const engine = this.getEngine();\n effect.setTexture(\"lightDataTexture\" + lightIndex, this._lightDataTexture);\n if (engine.isWebGPU) {\n (<WebGPUEngine>engine).setStorageBuffer(\"tileMaskBuffer\" + lightIndex, this._tileMaskBuffer);\n } else {\n effect.setTexture(\"tileMaskTexture\" + lightIndex, this._tileMaskTexture);\n }\n return this;\n }\n\n public override transferToNodeMaterialEffect(_effect: Effect): Light {\n return this;\n }\n\n public override prepareLightSpecificDefines(defines: any, lightIndex: number): void {\n defines[\"CLUSTLIGHT\" + lightIndex] = true;\n defines[\"CLUSTLIGHT_BATCH\"] = this._batchSize;\n defines[\"CLUSTLIGHT_SLICES\"] = this._depthSlices;\n }\n\n public override _isReady(): boolean {\n this._updateBatches();\n return this._proxyMesh.isReady(true, true);\n }\n}\n\n// Register Class Name\nRegisterClass(\"BABYLON.ClusteredLightContainer\", ClusteredLightContainer);\n"]}
@@ -1,6 +1,6 @@
1
1
  import { MaterialPluginBase } from "../materialPluginBase.js";
2
2
  import { RegisterClass } from "../../Misc/typeStore.js";
3
- import { GaussianSplattingMaxPartCount } from "./gaussianSplattingMaterial.js";
3
+ import { GetGaussianSplattingMaxPartCount } from "./gaussianSplattingMaterial.js";
4
4
  /**
5
5
  * Plugin for GaussianSplattingMaterial that replaces per-splat color output with
6
6
  * a pre-computed picking color for GPU-based hit testing.
@@ -15,12 +15,12 @@ export class GaussianSplattingGpuPickingMaterialPlugin extends MaterialPluginBas
15
15
  * @param material The GaussianSplattingMaterial to attach the plugin to.
16
16
  * @param maxPartCount The maximum number of parts supported for compound meshes.
17
17
  */
18
- constructor(material, maxPartCount = GaussianSplattingMaxPartCount) {
18
+ constructor(material, maxPartCount) {
19
19
  super(material, "GaussianSplatGpuPicking", 200);
20
20
  this._pickingColor = [0, 0, 0];
21
21
  this._isCompound = false;
22
22
  this._partPickingColors = [];
23
- this._maxPartCount = maxPartCount;
23
+ this._maxPartCount = maxPartCount ?? GetGaussianSplattingMaxPartCount(material.getScene().getEngine());
24
24
  this._enable(true);
25
25
  }
26
26
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"gaussianSplattingGpuPickingMaterialPlugin.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.ts"],"names":[],"mappings":"AAMA,OAAO,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAE3D,OAAO,EAAE,aAAa,EAAE,MAAM,sBAAsB,CAAC;AACrD,OAAO,EAAE,6BAA6B,EAAE,MAAM,6BAA6B,CAAC;AAG5E;;;;;;;GAOG;AACH,MAAM,OAAO,yCAA0C,SAAQ,kBAAkB;IAM7E;;;;OAIG;IACH,YAAY,QAAmC,EAAE,YAAY,GAAG,6BAA6B;QACzF,KAAK,CAAC,QAAQ,EAAE,yBAAyB,EAAE,GAAG,CAAC,CAAC;QAX5C,kBAAa,GAA6B,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACpD,gBAAW,GAAY,KAAK,CAAC;QAC7B,uBAAkB,GAAa,EAAE,CAAC;QAWtC,IAAI,CAAC,aAAa,GAAG,YAAY,CAAC;QAClC,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IACvB,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,eAAe,CAAC,EAAU;QACpC,OAAO,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC;IACpF,CAAC;IAED;;;;OAIG;IACH,IAAW,MAAM,CAAC,EAAU;QACxB,IAAI,CAAC,aAAa,GAAG,yCAAyC,CAAC,eAAe,CAAC,EAAE,CAAC,CAAC;IACvF,CAAC;IAED;;OAEG;IACH,IAAW,UAAU,CAAC,KAAc;QAChC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QACzB,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED;;;;OAIG;IACH,IAAW,WAAW,CAAC,GAAa;QAChC,MAAM,MAAM,GAAa,EAAE,CAAC;QAC5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,EAAE,CAAC,EAAE,EAAE,CAAC;YAC1C,MAAM,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC,CAAC,CAAC,yCAAyC,CAAC,eAAe,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAA8B,CAAC;YACvI,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAClC,CAAC;QACD,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC;IACrC,CAAC;IAED;;OAEG;IACa,YAAY;QACxB,OAAO,2CAA2C,CAAC;IACvD,CAAC;IAED;;;;OAIG;IACa,YAAY,CAAC,cAA8B;QACvD,QAAQ,cAAc,EAAE,CAAC;YACrB,iCAAyB;YACzB;gBACI,OAAO,IAAI,CAAC;YAChB;gBACI,OAAO,KAAK,CAAC;QACrB,CAAC;IACL,CAAC;IAED;;;;;;;OAOG;IACa,iBAAiB,CAAC,QAAyB,EAAE,MAAa,EAAE,OAAuB,EAAE,QAAiB;QAClH,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;;OAMG;IACa,aAAa,CAAC,UAAkB,EAAE,cAAc,8BAAsB;QAClF,IAAI,cAAc,gCAAwB,EAAE,CAAC;YACzC,OAAO,IAAI,CAAC,kBAAkB,CAAC,UAAU,CAAC,CAAC;QAC/C,CAAC;QACD,OAAO,IAAI,CAAC,kBAAkB,CAAC,UAAU,CAAC,CAAC;IAC/C,CAAC;IAEO,kBAAkB,CAAC,UAAkB;QACzC,IAAI,UAAU,KAAK,QAAQ,EAAE,CAAC;YAC1B,OAAO;gBACH,yBAAyB,EAAE,2BAA2B;gBACtD,oBAAoB,EAAE;;;;;;iBAMrB;aACJ,CAAC;QACN,CAAC;aAAM,IAAI,UAAU,KAAK,UAAU,EAAE,CAAC;YACnC,OAAO;gBACH,2BAA2B,EAAE;;;iCAGZ,IAAI,CAAC,aAAa;;;;iBAIlC;gBACD,gCAAgC,EAAE;;;;;;iBAMjC;aACJ,CAAC;QACN,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,kBAAkB,CAAC,UAAkB;QACzC,IAAI,UAAU,KAAK,QAAQ,EAAE,CAAC;YAC1B,OAAO;gBACH,yBAAyB,EAAE,0BAA0B;gBACrD,oBAAoB,EAAE;;;;;;iBAMrB;aACJ,CAAC;QACN,CAAC;aAAM,IAAI,UAAU,KAAK,UAAU,EAAE,CAAC;YACnC,OAAO;gBACH,2BAA2B,EAAE;;;0CAGH,IAAI,CAAC,aAAa;;;;iBAI3C;gBACD,gCAAgC,EAAE;;;;;;iBAMjC;aACJ,CAAC;QACN,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACa,WAAW;QAMvB,OAAO;YACH,gBAAgB,EAAE,CAAC,cAAc,EAAE,mBAAmB,CAAC;SAC1D,CAAC;IACN,CAAC;IAED;;;;;;OAMG;IACa,cAAc,CAAC,cAA6B,EAAE,MAAa,EAAE,OAAuB,EAAE,OAAgB;QAClH,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;QAC9B,IAAI,CAAC,MAAM,EAAE,CAAC;YACV,OAAO;QACX,CAAC;QAED,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC;YACnB,MAAM,CAAC,SAAS,CAAC,mBAAmB,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;QACnE,CAAC;aAAM,CAAC;YACJ,MAAM,CAAC,SAAS,CAAC,cAAc,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1G,CAAC;IACL,CAAC;CACJ;AAED,aAAa,CAAC,mDAAmD,EAAE,yCAAyC,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport type { UniformBuffer } from \"../uniformBuffer\";\r\nimport type { MaterialDefines } from \"../materialDefines\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { GaussianSplattingMaxPartCount } from \"./gaussianSplattingMaterial\";\r\nimport type { GaussianSplattingMaterial } from \"./gaussianSplattingMaterial\";\r\n\r\n/**\r\n * Plugin for GaussianSplattingMaterial that replaces per-splat color output with\r\n * a pre-computed picking color for GPU-based hit testing.\r\n *\r\n * The picking color is computed on the CPU by encoding a 24-bit picking ID as RGB\r\n * (matching the readback decoding in GPUPicker).\r\n * @experimental\r\n */\r\nexport class GaussianSplattingGpuPickingMaterialPlugin extends MaterialPluginBase {\r\n private _pickingColor: [number, number, number] = [0, 0, 0];\r\n private _isCompound: boolean = false;\r\n private _partPickingColors: number[] = [];\r\n private _maxPartCount: number;\r\n\r\n /**\r\n * Creates a new GaussianSplattingGpuPickingMaterialPlugin.\r\n * @param material The GaussianSplattingMaterial to attach the plugin to.\r\n * @param maxPartCount The maximum number of parts supported for compound meshes.\r\n */\r\n constructor(material: GaussianSplattingMaterial, maxPartCount = GaussianSplattingMaxPartCount) {\r\n super(material, \"GaussianSplatGpuPicking\", 200);\r\n\r\n this._maxPartCount = maxPartCount;\r\n this._enable(true);\r\n }\r\n\r\n /**\r\n * Encodes a 24-bit picking ID into normalized RGB components.\r\n * @param id The picking ID to encode\r\n * @returns A tuple [r, g, b] with values in [0, 1]\r\n */\r\n public static EncodeIdToColor(id: number): [number, number, number] {\r\n return [((id >> 16) & 0xff) / 255, ((id >> 8) & 0xff) / 255, (id & 0xff) / 255];\r\n }\r\n\r\n /**\r\n * Sets the picking color for a non-compound mesh from a picking ID.\r\n * The ID is encoded into an RGB color on the CPU.\r\n * @param id The 24-bit picking ID.\r\n */\r\n public set meshId(id: number) {\r\n this._pickingColor = GaussianSplattingGpuPickingMaterialPlugin.EncodeIdToColor(id);\r\n }\r\n\r\n /**\r\n * Sets whether this material is for a compound mesh with per-part picking.\r\n */\r\n public set isCompound(value: boolean) {\r\n this._isCompound = value;\r\n this.markAllDefinesAsDirty();\r\n }\r\n\r\n /**\r\n * Gets whether this material is for a compound mesh with per-part picking.\r\n */\r\n public get isCompound(): boolean {\r\n return this._isCompound;\r\n }\r\n\r\n /**\r\n * Sets the per-part picking colors from an array of picking IDs.\r\n * Each ID is encoded into an RGB color on the CPU.\r\n * @param ids Array mapping part index to picking ID.\r\n */\r\n public set partMeshIds(ids: number[]) {\r\n const colors: number[] = [];\r\n for (let i = 0; i < this._maxPartCount; i++) {\r\n const c = i < ids.length ? GaussianSplattingGpuPickingMaterialPlugin.EncodeIdToColor(ids[i]) : ([0, 0, 0] as [number, number, number]);\r\n colors.push(c[0], c[1], c[2]);\r\n }\r\n this._partPickingColors = colors;\r\n }\r\n\r\n /**\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingGpuPickingMaterialPlugin\";\r\n }\r\n\r\n /**\r\n * Indicates this plugin supports both GLSL and WGSL.\r\n * @param shaderLanguage the shader language to check\r\n * @returns true for GLSL and WGSL\r\n */\r\n public override isCompatible(shaderLanguage: ShaderLanguage): boolean {\r\n switch (shaderLanguage) {\r\n case ShaderLanguage.GLSL:\r\n case ShaderLanguage.WGSL:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /**\r\n * Always ready — no textures or async resources to wait on.\r\n * @param _defines the defines\r\n * @param _scene the scene\r\n * @param _engine the engine\r\n * @param _subMesh the submesh\r\n * @returns true\r\n */\r\n public override isReadyForSubMesh(_defines: MaterialDefines, _scene: Scene, _engine: AbstractEngine, _subMesh: SubMesh): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns custom shader code to inject GPU picking color output.\r\n *\r\n * @param shaderType \"vertex\" or \"fragment\"\r\n * @param shaderLanguage the shader language to use (default: GLSL)\r\n * @returns null or a map of injection point names to code strings\r\n */\r\n public override getCustomCode(shaderType: string, shaderLanguage = ShaderLanguage.GLSL): Nullable<{ [pointName: string]: string }> {\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n return this._getCustomCodeWGSL(shaderType);\r\n }\r\n return this._getCustomCodeGLSL(shaderType);\r\n }\r\n\r\n private _getCustomCodeGLSL(shaderType: string): Nullable<{ [pointName: string]: string }> {\r\n if (shaderType === \"vertex\") {\r\n return {\r\n CUSTOM_VERTEX_DEFINITIONS: `varying float vPartIndex;`,\r\n CUSTOM_VERTEX_UPDATE: `\r\n#if IS_COMPOUND\r\n vPartIndex = float(splat.partIndex);\r\n#else\r\n vPartIndex = 0.0;\r\n#endif\r\n `,\r\n };\r\n } else if (shaderType === \"fragment\") {\r\n return {\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\nvarying float vPartIndex;\r\n#if IS_COMPOUND\r\nuniform vec3 partPickingColors[${this._maxPartCount}];\r\n#else\r\nuniform vec3 pickingColor;\r\n#endif\r\n `,\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\r\n#if IS_COMPOUND\r\n finalColor = vec4(partPickingColors[int(vPartIndex + 0.5)], 1.0);\r\n#else\r\n finalColor = vec4(pickingColor, 1.0);\r\n#endif\r\n `,\r\n };\r\n }\r\n return null;\r\n }\r\n\r\n private _getCustomCodeWGSL(shaderType: string): Nullable<{ [pointName: string]: string }> {\r\n if (shaderType === \"vertex\") {\r\n return {\r\n CUSTOM_VERTEX_DEFINITIONS: `varying vPartIndex: f32;`,\r\n CUSTOM_VERTEX_UPDATE: `\r\n#if IS_COMPOUND\r\n vertexOutputs.vPartIndex = f32(splat.partIndex);\r\n#else\r\n vertexOutputs.vPartIndex = 0.0;\r\n#endif\r\n `,\r\n };\r\n } else if (shaderType === \"fragment\") {\r\n return {\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\nvarying vPartIndex: f32;\r\n#if IS_COMPOUND\r\nuniform partPickingColors: array<vec3f, ${this._maxPartCount}>;\r\n#else\r\nuniform pickingColor: vec3f;\r\n#endif\r\n `,\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\r\n#if IS_COMPOUND\r\n finalColor = vec4f(uniforms.partPickingColors[i32(fragmentInputs.vPartIndex + 0.5)], 1.0);\r\n#else\r\n finalColor = vec4f(uniforms.pickingColor, 1.0);\r\n#endif\r\n `,\r\n };\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Registers the picking uniforms with the engine.\r\n * @returns uniform descriptions\r\n */\r\n public override getUniforms(): {\r\n ubo?: Array<{ name: string; size?: number; type?: string; arraySize?: number }>;\r\n vertex?: string;\r\n fragment?: string;\r\n externalUniforms?: string[];\r\n } {\r\n return {\r\n externalUniforms: [\"pickingColor\", \"partPickingColors\"],\r\n };\r\n }\r\n\r\n /**\r\n * Binds the picking color uniform(s) each frame.\r\n * @param _uniformBuffer the uniform buffer (unused — we bind directly on the effect)\r\n * @param _scene the current scene\r\n * @param _engine the current engine\r\n * @param subMesh the submesh being rendered\r\n */\r\n public override bindForSubMesh(_uniformBuffer: UniformBuffer, _scene: Scene, _engine: AbstractEngine, subMesh: SubMesh): void {\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n if (this._isCompound) {\r\n effect.setArray3(\"partPickingColors\", this._partPickingColors);\r\n } else {\r\n effect.setFloat3(\"pickingColor\", this._pickingColor[0], this._pickingColor[1], this._pickingColor[2]);\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingGpuPickingMaterialPlugin\", GaussianSplattingGpuPickingMaterialPlugin);\r\n"]}
1
+ {"version":3,"file":"gaussianSplattingGpuPickingMaterialPlugin.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.ts"],"names":[],"mappings":"AAMA,OAAO,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAE3D,OAAO,EAAE,aAAa,EAAE,MAAM,sBAAsB,CAAC;AACrD,OAAO,EAAE,gCAAgC,EAAE,MAAM,6BAA6B,CAAC;AAG/E;;;;;;;GAOG;AACH,MAAM,OAAO,yCAA0C,SAAQ,kBAAkB;IAM7E;;;;OAIG;IACH,YAAY,QAAmC,EAAE,YAAqB;QAClE,KAAK,CAAC,QAAQ,EAAE,yBAAyB,EAAE,GAAG,CAAC,CAAC;QAX5C,kBAAa,GAA6B,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACpD,gBAAW,GAAY,KAAK,CAAC;QAC7B,uBAAkB,GAAa,EAAE,CAAC;QAWtC,IAAI,CAAC,aAAa,GAAG,YAAY,IAAI,gCAAgC,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC,CAAC;QACvG,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IACvB,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,eAAe,CAAC,EAAU;QACpC,OAAO,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC;IACpF,CAAC;IAED;;;;OAIG;IACH,IAAW,MAAM,CAAC,EAAU;QACxB,IAAI,CAAC,aAAa,GAAG,yCAAyC,CAAC,eAAe,CAAC,EAAE,CAAC,CAAC;IACvF,CAAC;IAED;;OAEG;IACH,IAAW,UAAU,CAAC,KAAc;QAChC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QACzB,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED;;;;OAIG;IACH,IAAW,WAAW,CAAC,GAAa;QAChC,MAAM,MAAM,GAAa,EAAE,CAAC;QAC5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,EAAE,CAAC,EAAE,EAAE,CAAC;YAC1C,MAAM,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC,CAAC,CAAC,yCAAyC,CAAC,eAAe,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAA8B,CAAC;YACvI,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAClC,CAAC;QACD,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC;IACrC,CAAC;IAED;;OAEG;IACa,YAAY;QACxB,OAAO,2CAA2C,CAAC;IACvD,CAAC;IAED;;;;OAIG;IACa,YAAY,CAAC,cAA8B;QACvD,QAAQ,cAAc,EAAE,CAAC;YACrB,iCAAyB;YACzB;gBACI,OAAO,IAAI,CAAC;YAChB;gBACI,OAAO,KAAK,CAAC;QACrB,CAAC;IACL,CAAC;IAED;;;;;;;OAOG;IACa,iBAAiB,CAAC,QAAyB,EAAE,MAAa,EAAE,OAAuB,EAAE,QAAiB;QAClH,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;;OAMG;IACa,aAAa,CAAC,UAAkB,EAAE,cAAc,8BAAsB;QAClF,IAAI,cAAc,gCAAwB,EAAE,CAAC;YACzC,OAAO,IAAI,CAAC,kBAAkB,CAAC,UAAU,CAAC,CAAC;QAC/C,CAAC;QACD,OAAO,IAAI,CAAC,kBAAkB,CAAC,UAAU,CAAC,CAAC;IAC/C,CAAC;IAEO,kBAAkB,CAAC,UAAkB;QACzC,IAAI,UAAU,KAAK,QAAQ,EAAE,CAAC;YAC1B,OAAO;gBACH,yBAAyB,EAAE,2BAA2B;gBACtD,oBAAoB,EAAE;;;;;;iBAMrB;aACJ,CAAC;QACN,CAAC;aAAM,IAAI,UAAU,KAAK,UAAU,EAAE,CAAC;YACnC,OAAO;gBACH,2BAA2B,EAAE;;;iCAGZ,IAAI,CAAC,aAAa;;;;iBAIlC;gBACD,gCAAgC,EAAE;;;;;;iBAMjC;aACJ,CAAC;QACN,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,kBAAkB,CAAC,UAAkB;QACzC,IAAI,UAAU,KAAK,QAAQ,EAAE,CAAC;YAC1B,OAAO;gBACH,yBAAyB,EAAE,0BAA0B;gBACrD,oBAAoB,EAAE;;;;;;iBAMrB;aACJ,CAAC;QACN,CAAC;aAAM,IAAI,UAAU,KAAK,UAAU,EAAE,CAAC;YACnC,OAAO;gBACH,2BAA2B,EAAE;;;0CAGH,IAAI,CAAC,aAAa;;;;iBAI3C;gBACD,gCAAgC,EAAE;;;;;;iBAMjC;aACJ,CAAC;QACN,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACa,WAAW;QAMvB,OAAO;YACH,gBAAgB,EAAE,CAAC,cAAc,EAAE,mBAAmB,CAAC;SAC1D,CAAC;IACN,CAAC;IAED;;;;;;OAMG;IACa,cAAc,CAAC,cAA6B,EAAE,MAAa,EAAE,OAAuB,EAAE,OAAgB;QAClH,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;QAC9B,IAAI,CAAC,MAAM,EAAE,CAAC;YACV,OAAO;QACX,CAAC;QAED,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC;YACnB,MAAM,CAAC,SAAS,CAAC,mBAAmB,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;QACnE,CAAC;aAAM,CAAC;YACJ,MAAM,CAAC,SAAS,CAAC,cAAc,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1G,CAAC;IACL,CAAC;CACJ;AAED,aAAa,CAAC,mDAAmD,EAAE,yCAAyC,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport type { UniformBuffer } from \"../uniformBuffer\";\r\nimport type { MaterialDefines } from \"../materialDefines\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { GetGaussianSplattingMaxPartCount } from \"./gaussianSplattingMaterial\";\r\nimport type { GaussianSplattingMaterial } from \"./gaussianSplattingMaterial\";\r\n\r\n/**\r\n * Plugin for GaussianSplattingMaterial that replaces per-splat color output with\r\n * a pre-computed picking color for GPU-based hit testing.\r\n *\r\n * The picking color is computed on the CPU by encoding a 24-bit picking ID as RGB\r\n * (matching the readback decoding in GPUPicker).\r\n * @experimental\r\n */\r\nexport class GaussianSplattingGpuPickingMaterialPlugin extends MaterialPluginBase {\r\n private _pickingColor: [number, number, number] = [0, 0, 0];\r\n private _isCompound: boolean = false;\r\n private _partPickingColors: number[] = [];\r\n private _maxPartCount: number;\r\n\r\n /**\r\n * Creates a new GaussianSplattingGpuPickingMaterialPlugin.\r\n * @param material The GaussianSplattingMaterial to attach the plugin to.\r\n * @param maxPartCount The maximum number of parts supported for compound meshes.\r\n */\r\n constructor(material: GaussianSplattingMaterial, maxPartCount?: number) {\r\n super(material, \"GaussianSplatGpuPicking\", 200);\r\n\r\n this._maxPartCount = maxPartCount ?? GetGaussianSplattingMaxPartCount(material.getScene().getEngine());\r\n this._enable(true);\r\n }\r\n\r\n /**\r\n * Encodes a 24-bit picking ID into normalized RGB components.\r\n * @param id The picking ID to encode\r\n * @returns A tuple [r, g, b] with values in [0, 1]\r\n */\r\n public static EncodeIdToColor(id: number): [number, number, number] {\r\n return [((id >> 16) & 0xff) / 255, ((id >> 8) & 0xff) / 255, (id & 0xff) / 255];\r\n }\r\n\r\n /**\r\n * Sets the picking color for a non-compound mesh from a picking ID.\r\n * The ID is encoded into an RGB color on the CPU.\r\n * @param id The 24-bit picking ID.\r\n */\r\n public set meshId(id: number) {\r\n this._pickingColor = GaussianSplattingGpuPickingMaterialPlugin.EncodeIdToColor(id);\r\n }\r\n\r\n /**\r\n * Sets whether this material is for a compound mesh with per-part picking.\r\n */\r\n public set isCompound(value: boolean) {\r\n this._isCompound = value;\r\n this.markAllDefinesAsDirty();\r\n }\r\n\r\n /**\r\n * Gets whether this material is for a compound mesh with per-part picking.\r\n */\r\n public get isCompound(): boolean {\r\n return this._isCompound;\r\n }\r\n\r\n /**\r\n * Sets the per-part picking colors from an array of picking IDs.\r\n * Each ID is encoded into an RGB color on the CPU.\r\n * @param ids Array mapping part index to picking ID.\r\n */\r\n public set partMeshIds(ids: number[]) {\r\n const colors: number[] = [];\r\n for (let i = 0; i < this._maxPartCount; i++) {\r\n const c = i < ids.length ? GaussianSplattingGpuPickingMaterialPlugin.EncodeIdToColor(ids[i]) : ([0, 0, 0] as [number, number, number]);\r\n colors.push(c[0], c[1], c[2]);\r\n }\r\n this._partPickingColors = colors;\r\n }\r\n\r\n /**\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingGpuPickingMaterialPlugin\";\r\n }\r\n\r\n /**\r\n * Indicates this plugin supports both GLSL and WGSL.\r\n * @param shaderLanguage the shader language to check\r\n * @returns true for GLSL and WGSL\r\n */\r\n public override isCompatible(shaderLanguage: ShaderLanguage): boolean {\r\n switch (shaderLanguage) {\r\n case ShaderLanguage.GLSL:\r\n case ShaderLanguage.WGSL:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /**\r\n * Always ready — no textures or async resources to wait on.\r\n * @param _defines the defines\r\n * @param _scene the scene\r\n * @param _engine the engine\r\n * @param _subMesh the submesh\r\n * @returns true\r\n */\r\n public override isReadyForSubMesh(_defines: MaterialDefines, _scene: Scene, _engine: AbstractEngine, _subMesh: SubMesh): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns custom shader code to inject GPU picking color output.\r\n *\r\n * @param shaderType \"vertex\" or \"fragment\"\r\n * @param shaderLanguage the shader language to use (default: GLSL)\r\n * @returns null or a map of injection point names to code strings\r\n */\r\n public override getCustomCode(shaderType: string, shaderLanguage = ShaderLanguage.GLSL): Nullable<{ [pointName: string]: string }> {\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n return this._getCustomCodeWGSL(shaderType);\r\n }\r\n return this._getCustomCodeGLSL(shaderType);\r\n }\r\n\r\n private _getCustomCodeGLSL(shaderType: string): Nullable<{ [pointName: string]: string }> {\r\n if (shaderType === \"vertex\") {\r\n return {\r\n CUSTOM_VERTEX_DEFINITIONS: `varying float vPartIndex;`,\r\n CUSTOM_VERTEX_UPDATE: `\r\n#if IS_COMPOUND\r\n vPartIndex = float(splat.partIndex);\r\n#else\r\n vPartIndex = 0.0;\r\n#endif\r\n `,\r\n };\r\n } else if (shaderType === \"fragment\") {\r\n return {\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\nvarying float vPartIndex;\r\n#if IS_COMPOUND\r\nuniform vec3 partPickingColors[${this._maxPartCount}];\r\n#else\r\nuniform vec3 pickingColor;\r\n#endif\r\n `,\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\r\n#if IS_COMPOUND\r\n finalColor = vec4(partPickingColors[int(vPartIndex + 0.5)], 1.0);\r\n#else\r\n finalColor = vec4(pickingColor, 1.0);\r\n#endif\r\n `,\r\n };\r\n }\r\n return null;\r\n }\r\n\r\n private _getCustomCodeWGSL(shaderType: string): Nullable<{ [pointName: string]: string }> {\r\n if (shaderType === \"vertex\") {\r\n return {\r\n CUSTOM_VERTEX_DEFINITIONS: `varying vPartIndex: f32;`,\r\n CUSTOM_VERTEX_UPDATE: `\r\n#if IS_COMPOUND\r\n vertexOutputs.vPartIndex = f32(splat.partIndex);\r\n#else\r\n vertexOutputs.vPartIndex = 0.0;\r\n#endif\r\n `,\r\n };\r\n } else if (shaderType === \"fragment\") {\r\n return {\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\nvarying vPartIndex: f32;\r\n#if IS_COMPOUND\r\nuniform partPickingColors: array<vec3f, ${this._maxPartCount}>;\r\n#else\r\nuniform pickingColor: vec3f;\r\n#endif\r\n `,\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\r\n#if IS_COMPOUND\r\n finalColor = vec4f(uniforms.partPickingColors[i32(fragmentInputs.vPartIndex + 0.5)], 1.0);\r\n#else\r\n finalColor = vec4f(uniforms.pickingColor, 1.0);\r\n#endif\r\n `,\r\n };\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Registers the picking uniforms with the engine.\r\n * @returns uniform descriptions\r\n */\r\n public override getUniforms(): {\r\n ubo?: Array<{ name: string; size?: number; type?: string; arraySize?: number }>;\r\n vertex?: string;\r\n fragment?: string;\r\n externalUniforms?: string[];\r\n } {\r\n return {\r\n externalUniforms: [\"pickingColor\", \"partPickingColors\"],\r\n };\r\n }\r\n\r\n /**\r\n * Binds the picking color uniform(s) each frame.\r\n * @param _uniformBuffer the uniform buffer (unused — we bind directly on the effect)\r\n * @param _scene the current scene\r\n * @param _engine the current engine\r\n * @param subMesh the submesh being rendered\r\n */\r\n public override bindForSubMesh(_uniformBuffer: UniformBuffer, _scene: Scene, _engine: AbstractEngine, subMesh: SubMesh): void {\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n if (this._isCompound) {\r\n effect.setArray3(\"partPickingColors\", this._partPickingColors);\r\n } else {\r\n effect.setFloat3(\"pickingColor\", this._pickingColor[0], this._pickingColor[1], this._pickingColor[2]);\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingGpuPickingMaterialPlugin\", GaussianSplattingGpuPickingMaterialPlugin);\r\n"]}
@@ -5,6 +5,7 @@ import type { Effect } from "../../Materials/effect.js";
5
5
  import type { Scene } from "../../scene.js";
6
6
  import type { Matrix } from "../../Maths/math.vector.js";
7
7
  import type { GaussianSplattingMesh } from "../../Meshes/GaussianSplatting/gaussianSplattingMesh.js";
8
+ import type { AbstractEngine } from "../../Engines/abstractEngine.js";
8
9
  import { PushMaterial } from "../../Materials/pushMaterial.js";
9
10
  import { ShadowDepthWrapper } from "../../Materials/shadowDepthWrapper.js";
10
11
  import { ShaderMaterial } from "../../Materials/shaderMaterial.js";
@@ -17,6 +18,16 @@ import "../../Shaders/gaussianSplattingDepth.vertex.js";
17
18
  import "../../ShadersWGSL/gaussianSplattingDepth.fragment.js";
18
19
  import "../../ShadersWGSL/gaussianSplattingDepth.vertex.js";
19
20
  import { ShaderLanguage } from "../shaderLanguage.js";
21
+ /**
22
+ * Computes the maximum number of Gaussian Splatting compound parts supported by the given engine.
23
+ * The limit is derived from the engine's maximum vertex uniform vectors capability.
24
+ * @param engine - The engine to compute the limit for
25
+ * @returns The maximum number of parts supported
26
+ */
27
+ export declare function GetGaussianSplattingMaxPartCount(engine: AbstractEngine): number;
28
+ /**
29
+ * @deprecated Use {@link GetGaussianSplattingMaxPartCount} with an engine instance instead.
30
+ */
20
31
  export declare const GaussianSplattingMaxPartCount = 128;
21
32
  /**
22
33
  * GaussianSplattingMaterial material used to render Gaussian Splatting
@@ -82,6 +93,11 @@ export declare class GaussianSplattingMaterial extends PushMaterial {
82
93
  * @param mesh mesh this material belongs to
83
94
  */
84
95
  setSourceMesh(mesh: GaussianSplattingMesh): void;
96
+ /**
97
+ * Gets the source mesh of this material, which is the Gaussian Splatting mesh that provides the data for rendering
98
+ * @returns The Gaussian Splatting mesh that provides the data for rendering, or null if not set
99
+ */
100
+ getSourceMesh(): GaussianSplattingMesh | null;
85
101
  /**
86
102
  * Bind material effect for a specific Gaussian Splatting mesh
87
103
  * @param mesh Gaussian splatting mesh
@@ -17,9 +17,26 @@ import "../../Shaders/gaussianSplattingDepth.vertex.js";
17
17
  import "../../ShadersWGSL/gaussianSplattingDepth.fragment.js";
18
18
  import "../../ShadersWGSL/gaussianSplattingDepth.vertex.js";
19
19
  import { BindFogParameters, BindLogDepth, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareDefinesForFrameBoundValues, PrepareDefinesForMisc, PrepareUniformsAndSamplersList, } from "../materialHelper.functions.js";
20
- // Can be up to 256, then we'll need to change the partIndices texture format to uint16
21
- // with Mac WebGL 2 on Apple Silicon, we can encounter lower MAX_UNIFORM_BLOCK_SIZE limits (16 KB compared to 64 KB)
22
- // Using 128 to be conservative and not fail to compile splat shaders.
20
+ /**
21
+ * Computes the maximum number of Gaussian Splatting compound parts supported by the given engine.
22
+ * The limit is derived from the engine's maximum vertex uniform vectors capability.
23
+ * @param engine - The engine to compute the limit for
24
+ * @returns The maximum number of parts supported
25
+ */
26
+ export function GetGaussianSplattingMaxPartCount(engine) {
27
+ // Each GS compound part requires 5 uniform vectors: 4 for the mat4 world matrix + 1 for the visibility float.
28
+ // The maximum number of parts is limited by the engine's uniform vector capacity and by the uint8 partIndices texture format (max 256).
29
+ const uniformsPerSplat = 5;
30
+ const reservedUniforms = 40; // base shader uniforms + margin for plugins/clip planes
31
+ const absoluteMax = 256; // uint8 partIndices texture format limit
32
+ const maxUniformVectors = engine.getCaps().maxVertexUniformVectors;
33
+ const available = Math.max(maxUniformVectors - reservedUniforms, 0);
34
+ const maxFromUniforms = Math.floor(available / uniformsPerSplat);
35
+ return Math.min(Math.max(maxFromUniforms, 1), absoluteMax);
36
+ }
37
+ /**
38
+ * @deprecated Use {@link GetGaussianSplattingMaxPartCount} with an engine instance instead.
39
+ */
23
40
  export const GaussianSplattingMaxPartCount = 128;
24
41
  /**
25
42
  * @internal
@@ -55,7 +72,7 @@ class GaussianSplattingMaterialDefines extends MaterialDefines {
55
72
  this.COMPENSATION = false;
56
73
  /** Defines whether this is a compound splat */
57
74
  this.IS_COMPOUND = false;
58
- /** Defines the maximum number of parts */
75
+ /** Defines the maximum number of parts (computed from engine caps at runtime) */
59
76
  this.MAX_PART_COUNT = GaussianSplattingMaxPartCount;
60
77
  this.rebuild();
61
78
  }
@@ -166,6 +183,7 @@ export class GaussianSplattingMaterial extends PushMaterial {
166
183
  defines["SH_DEGREE"] = gsMesh.shDegree;
167
184
  }
168
185
  defines["IS_COMPOUND"] = gsMesh.isCompound;
186
+ defines["MAX_PART_COUNT"] = GetGaussianSplattingMaxPartCount(engine);
169
187
  // Compensation
170
188
  const splatMaterial = gsMesh.material;
171
189
  defines["COMPENSATION"] = splatMaterial && splatMaterial.compensation ? splatMaterial.compensation : GaussianSplattingMaterial.Compensation;
@@ -239,6 +257,13 @@ export class GaussianSplattingMaterial extends PushMaterial {
239
257
  setSourceMesh(mesh) {
240
258
  this._sourceMesh = mesh;
241
259
  }
260
+ /**
261
+ * Gets the source mesh of this material, which is the Gaussian Splatting mesh that provides the data for rendering
262
+ * @returns The Gaussian Splatting mesh that provides the data for rendering, or null if not set
263
+ */
264
+ getSourceMesh() {
265
+ return this._sourceMesh;
266
+ }
242
267
  /**
243
268
  * Bind material effect for a specific Gaussian Splatting mesh
244
269
  * @param mesh Gaussian splatting mesh
@@ -433,7 +458,7 @@ export class GaussianSplattingMaterial extends PushMaterial {
433
458
  }
434
459
  if (compoundMesh) {
435
460
  defines.push("#define IS_COMPOUND");
436
- defines.push(`#define MAX_PART_COUNT ${GaussianSplattingMaxPartCount}`);
461
+ defines.push(`#define MAX_PART_COUNT ${GetGaussianSplattingMaxPartCount(scene.getEngine())}`);
437
462
  }
438
463
  const shaderMaterial = new ShaderMaterial("gaussianSplattingDepthRender", scene, {
439
464
  vertex: "gaussianSplattingDepth",