@babylonjs/core 9.1.0 → 9.2.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (206) hide show
  1. package/Animations/animation.js +2 -2
  2. package/Animations/animation.js.map +1 -1
  3. package/Animations/animationGroup.js +1 -1
  4. package/Animations/animationGroup.js.map +1 -1
  5. package/Animations/animatorAvatar.js +13 -12
  6. package/Animations/animatorAvatar.js.map +1 -1
  7. package/Animations/easing.js +1 -1
  8. package/Animations/easing.js.map +1 -1
  9. package/Animations/pathCursor.js +1 -2
  10. package/Animations/pathCursor.js.map +1 -1
  11. package/Cameras/geospatialCameraMovement.js +4 -5
  12. package/Cameras/geospatialCameraMovement.js.map +1 -1
  13. package/Engines/Extensions/engine.multiview.js +6 -0
  14. package/Engines/Extensions/engine.multiview.js.map +1 -1
  15. package/Engines/abstractEngine.js +2 -2
  16. package/Engines/abstractEngine.js.map +1 -1
  17. package/Engines/constants.d.ts +9 -4
  18. package/Engines/constants.js +9 -4
  19. package/Engines/constants.js.map +1 -1
  20. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +6 -0
  21. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +38 -11
  22. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  23. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +4 -0
  24. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +4 -0
  25. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  26. package/Layers/selectionOutlineLayer.d.ts +7 -0
  27. package/Layers/selectionOutlineLayer.js +18 -1
  28. package/Layers/selectionOutlineLayer.js.map +1 -1
  29. package/Layers/thinSelectionOutlineLayer.d.ts +7 -0
  30. package/Layers/thinSelectionOutlineLayer.js +86 -36
  31. package/Layers/thinSelectionOutlineLayer.js.map +1 -1
  32. package/Lights/Clustered/clusteredLightContainer.d.ts +6 -0
  33. package/Lights/Clustered/clusteredLightContainer.js +42 -0
  34. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  35. package/Lights/light.d.ts +7 -0
  36. package/Lights/light.js +10 -0
  37. package/Lights/light.js.map +1 -1
  38. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +13 -3
  39. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  40. package/Materials/PBR/openpbrMaterial.d.ts +155 -53
  41. package/Materials/PBR/openpbrMaterial.js +149 -61
  42. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  43. package/Materials/PBR/pbrBaseMaterial.d.ts +36 -31
  44. package/Materials/PBR/pbrBaseMaterial.js +2 -32
  45. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  46. package/Materials/Textures/cubeTexture.js +10 -0
  47. package/Materials/Textures/cubeTexture.js.map +1 -1
  48. package/Materials/environmentLighting.defines.d.ts +31 -0
  49. package/Materials/environmentLighting.defines.js +33 -0
  50. package/Materials/environmentLighting.defines.js.map +1 -0
  51. package/Materials/material.js +1 -0
  52. package/Materials/material.js.map +1 -1
  53. package/Materials/materialHelper.functions.js +8 -2
  54. package/Materials/materialHelper.functions.js.map +1 -1
  55. package/Materials/materialHelper.geometryrendering.js +10 -3
  56. package/Materials/materialHelper.geometryrendering.js.map +1 -1
  57. package/Materials/prepass.defines.d.ts +43 -0
  58. package/Materials/prepass.defines.js +45 -0
  59. package/Materials/prepass.defines.js.map +1 -0
  60. package/Materials/standardMaterial.d.ts +36 -31
  61. package/Materials/standardMaterial.js +2 -32
  62. package/Materials/standardMaterial.js.map +1 -1
  63. package/Meshes/abstractMesh.d.ts +8 -1
  64. package/Meshes/abstractMesh.js +9 -2
  65. package/Meshes/abstractMesh.js.map +1 -1
  66. package/Meshes/mesh.js +31 -4
  67. package/Meshes/mesh.js.map +1 -1
  68. package/Misc/greasedLineTools.js +5 -0
  69. package/Misc/greasedLineTools.js.map +1 -1
  70. package/Misc/tools.js +1 -1
  71. package/Misc/tools.js.map +1 -1
  72. package/Particles/EmitterTypes/coneParticleEmitter.js +2 -4
  73. package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
  74. package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
  75. package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +3 -9
  76. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +35 -12
  77. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
  78. package/Rendering/geometryBufferRenderer.d.ts +20 -0
  79. package/Rendering/geometryBufferRenderer.js +203 -14
  80. package/Rendering/geometryBufferRenderer.js.map +1 -1
  81. package/Rendering/objectRenderer.js +1 -0
  82. package/Rendering/objectRenderer.js.map +1 -1
  83. package/Rendering/prePassRenderer.js +7 -1
  84. package/Rendering/prePassRenderer.js.map +1 -1
  85. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  86. package/Shaders/ShadersInclude/helperFunctions.js +5 -0
  87. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  88. package/Shaders/ShadersInclude/openpbrBaseLayerData.js +1 -1
  89. package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  90. package/Shaders/ShadersInclude/openpbrBlockPrePass.d.ts +5 -0
  91. package/Shaders/ShadersInclude/openpbrBlockPrePass.js +77 -0
  92. package/Shaders/ShadersInclude/openpbrBlockPrePass.js.map +1 -0
  93. package/Shaders/ShadersInclude/openpbrDirectLighting.js +37 -17
  94. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  95. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +43 -17
  96. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  97. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +10 -1
  98. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -1
  99. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +1 -0
  100. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js +14 -38
  101. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
  102. package/Shaders/ShadersInclude/openpbrIblFunctions.js +4 -2
  103. package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  104. package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.d.ts +5 -0
  105. package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.js +35 -0
  106. package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.js.map +1 -0
  107. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js +1 -1
  108. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -1
  109. package/Shaders/ShadersInclude/openpbrUboDeclaration.js +1 -1
  110. package/Shaders/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
  111. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js +9 -0
  112. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js.map +1 -1
  113. package/Shaders/ShadersInclude/openpbrVolumeFunctions.d.ts +5 -0
  114. package/Shaders/ShadersInclude/openpbrVolumeFunctions.js +67 -0
  115. package/Shaders/ShadersInclude/openpbrVolumeFunctions.js.map +1 -0
  116. package/Shaders/ShadersInclude/pbrBlockPrePass.js +14 -3
  117. package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  118. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js +1 -1
  119. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js.map +1 -1
  120. package/Shaders/ShadersInclude/pbrFragmentReflectionDeclaration.d.ts +5 -0
  121. package/Shaders/ShadersInclude/pbrFragmentReflectionDeclaration.js +43 -0
  122. package/Shaders/ShadersInclude/pbrFragmentReflectionDeclaration.js.map +1 -0
  123. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.d.ts +1 -0
  124. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +2 -32
  125. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  126. package/Shaders/ShadersInclude/sceneFragmentDeclaration.js +1 -1
  127. package/Shaders/ShadersInclude/sceneFragmentDeclaration.js.map +1 -1
  128. package/Shaders/ShadersInclude/sceneUboDeclaration.js +1 -1
  129. package/Shaders/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  130. package/Shaders/geometry.fragment.d.ts +12 -0
  131. package/Shaders/geometry.fragment.js +102 -1
  132. package/Shaders/geometry.fragment.js.map +1 -1
  133. package/Shaders/geometry.vertex.d.ts +1 -0
  134. package/Shaders/geometry.vertex.js +46 -2
  135. package/Shaders/geometry.vertex.js.map +1 -1
  136. package/Shaders/iblShadowVoxelTracing.fragment.d.ts +1 -0
  137. package/Shaders/iblShadowVoxelTracing.fragment.js +2 -5
  138. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  139. package/Shaders/openpbr.fragment.d.ts +3 -1
  140. package/Shaders/openpbr.fragment.js +69 -8
  141. package/Shaders/openpbr.fragment.js.map +1 -1
  142. package/Shaders/openpbr.vertex.js +11 -5
  143. package/Shaders/openpbr.vertex.js.map +1 -1
  144. package/ShadersWGSL/ShadersInclude/helperFunctions.js +5 -0
  145. package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
  146. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js +3 -2
  147. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
  148. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +1 -1
  149. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  150. package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.d.ts +5 -0
  151. package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js +101 -0
  152. package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js.map +1 -0
  153. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +39 -19
  154. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  155. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +39 -13
  156. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  157. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +1 -0
  158. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js +14 -34
  159. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
  160. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +5 -3
  161. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  162. package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.d.ts +5 -0
  163. package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.js +35 -0
  164. package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.js.map +1 -0
  165. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js +1 -1
  166. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -1
  167. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js +1 -1
  168. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
  169. package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.d.ts +5 -0
  170. package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.js +68 -0
  171. package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.js.map +1 -0
  172. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +15 -4
  173. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  174. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +2 -2
  175. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  176. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
  177. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  178. package/ShadersWGSL/ShadersInclude/pbrFragmentReflectionDeclaration.d.ts +5 -0
  179. package/ShadersWGSL/ShadersInclude/pbrFragmentReflectionDeclaration.js +39 -0
  180. package/ShadersWGSL/ShadersInclude/pbrFragmentReflectionDeclaration.js.map +1 -0
  181. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.d.ts +1 -0
  182. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js +2 -28
  183. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  184. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +2 -1
  185. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  186. package/ShadersWGSL/geometry.fragment.d.ts +11 -0
  187. package/ShadersWGSL/geometry.fragment.js +103 -1
  188. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  189. package/ShadersWGSL/geometry.vertex.d.ts +1 -0
  190. package/ShadersWGSL/geometry.vertex.js +47 -3
  191. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  192. package/ShadersWGSL/iblShadowVoxelTracing.fragment.d.ts +1 -0
  193. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +3 -7
  194. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
  195. package/ShadersWGSL/openpbr.fragment.d.ts +3 -1
  196. package/ShadersWGSL/openpbr.fragment.js +70 -9
  197. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  198. package/ShadersWGSL/openpbr.vertex.js +6 -0
  199. package/ShadersWGSL/openpbr.vertex.js.map +1 -1
  200. package/XR/webXRSessionManager.js +7 -5
  201. package/XR/webXRSessionManager.js.map +1 -1
  202. package/package.json +1 -1
  203. package/readme.md +4 -0
  204. package/scene.d.ts +7 -0
  205. package/scene.js +13 -0
  206. package/scene.js.map +1 -1
@@ -71,6 +71,7 @@ export declare class ThinSelectionOutlineLayer extends ThinEffectLayer {
71
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  readonly _meshUniqueIdToSelectionId: number[];
72
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  /** @internal */
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  _selection: Nullable<AbstractMesh[]>;
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+ private _instancedBufferSources;
74
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  private _nextSelectionId;
75
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  /**
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  * Instantiates a new selection outline Layer and references it to the scene..
@@ -132,6 +133,12 @@ export declare class ThinSelectionOutlineLayer extends ThinEffectLayer {
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  * Remove all the meshes currently referenced in the selection outline layer
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  */
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  clearSelection(): void;
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+ /**
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+ * Remove instanceSelectionId instanced buffer registration from a mesh,
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+ * including GPU resources (per-pass VBOs, vertex buffers, VAOs).
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+ * @param mesh - The mesh to clean up
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+ */
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+ private _cleanUpInstanceSelectionId;
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  /**
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  * Adds mesh or group of mesh to the current selection
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  *
@@ -48,6 +48,7 @@ export class ThinSelectionOutlineLayer extends ThinEffectLayer {
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  this._meshUniqueIdToSelectionId = [];
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  /** @internal */
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  this._selection = [];
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+ this._instancedBufferSources = new Set();
51
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  this._nextSelectionId = 1;
52
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  // Adapt options
53
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  this._options = {
@@ -352,7 +353,10 @@ export class ThinSelectionOutlineLayer extends ThinEffectLayer {
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  if (!this._shouldRenderMesh(renderingMesh)) {
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  return;
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  }
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- const hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id] || renderingMesh.hasThinInstances || !!renderingMesh._userInstancedBuffersStorage;
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+ const hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id] ||
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+ renderingMesh.hasThinInstances ||
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+ (!!renderingMesh._userInstancedBuffersStorage &&
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+ ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName in renderingMesh._userInstancedBuffersStorage.vertexBuffers);
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  this._setEmissiveTextureAndColor(renderingMesh, subMesh, material);
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  this.onBeforeRenderMeshToEffect.notifyObservers(ownerMesh);
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  // selection outline layer is not compatible with custom materials
@@ -429,7 +433,15 @@ export class ThinSelectionOutlineLayer extends ThinEffectLayer {
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  // Clip planes
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  BindClipPlane(effect, material, scene);
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  // Selection ID
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- const selectionId = this._meshUniqueIdToSelectionId[renderingMesh.uniqueId];
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+ let selectionId = this._meshUniqueIdToSelectionId[renderingMesh.uniqueId];
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+ // When using LOD, the rendering mesh is the LOD mesh, not the source mesh.
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+ // Look up the selection ID from the master (source) mesh.
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+ if (selectionId === undefined && renderingMesh._masterMesh) {
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+ selectionId = this._meshUniqueIdToSelectionId[renderingMesh._masterMesh.uniqueId];
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+ if (selectionId === undefined) {
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+ selectionId = renderingMesh._masterMesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName];
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+ }
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+ }
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  if (!renderingMesh.hasInstances && !renderingMesh.hasThinInstances && !renderingMesh.isAnInstance && selectionId !== undefined) {
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  effect.setFloat("selectionId", selectionId);
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  }
@@ -474,7 +486,9 @@ export class ThinSelectionOutlineLayer extends ThinEffectLayer {
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  }
475
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  /** @internal */
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  _shouldRenderMesh(mesh) {
477
- return this.hasMesh(mesh);
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+ // Use the base class check (renderingGroupId) rather than this.hasMesh,
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+ // because LOD meshes won't be in _selection but still need to render.
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+ return super.hasMesh(mesh);
478
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  }
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  /** @internal */
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  _addCustomEffectDefines(defines) {
@@ -488,8 +502,10 @@ export class ThinSelectionOutlineLayer extends ThinEffectLayer {
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  * @returns true if the mesh will be used
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  */
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  hasMesh(mesh) {
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- // we control selection as RTT render list
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- return super.hasMesh(mesh);
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+ if (!super.hasMesh(mesh) || !this._selection) {
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+ return false;
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+ }
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+ return this._selection.indexOf(mesh) !== -1;
493
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  }
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  /** @internal */
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  _useMeshMaterial(_mesh) {
@@ -503,43 +519,68 @@ export class ThinSelectionOutlineLayer extends ThinEffectLayer {
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  return;
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  }
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  for (let index = 0; index < this._selection.length; ++index) {
506
- const mesh = this._selection[index];
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- if (mesh._userInstancedBuffersStorage) {
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- const kind = ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName;
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- // Dispose per-pass VBOs for this layer's own render passes only (WebGPU)
510
- if (mesh._userInstancedBuffersStorage.renderPasses) {
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- for (const passId of this._objectRenderer.renderPassIds) {
512
- const passVBOs = mesh._userInstancedBuffersStorage.renderPasses[passId];
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- if (passVBOs?.[kind]) {
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- passVBOs[kind].dispose();
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- delete passVBOs[kind];
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- }
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- }
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- }
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- mesh._userInstancedBuffersStorage.vertexBuffers[kind]?.dispose();
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- const vao = mesh._userInstancedBuffersStorage.vertexArrayObjects?.[kind];
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- if (vao) {
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- // invalidate VAO is very important to keep sync between VAO and vertex buffers
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- this._engine.releaseVertexArrayObject(vao);
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- delete mesh._userInstancedBuffersStorage.vertexArrayObjects[kind];
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- }
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- delete mesh._userInstancedBuffersStorage.data[kind];
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- delete mesh._userInstancedBuffersStorage.vertexBuffers[kind];
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- delete mesh._userInstancedBuffersStorage.strides[kind];
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- delete mesh._userInstancedBuffersStorage.sizes[kind];
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- if (Object.keys(mesh._userInstancedBuffersStorage.vertexBuffers).length === 0) {
531
- mesh._userInstancedBuffersStorage = undefined;
532
- }
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- }
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- if (mesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] !== undefined) {
535
- delete mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName];
536
- }
522
+ this._cleanUpInstanceSelectionId(this._selection[index]);
537
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  }
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+ // addSelection registers instanceSelectionId on the source mesh
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+ // (via sourceMesh.registerInstancedBuffer), but _selection contains
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+ // the instance, not the source. Clean up source meshes separately.
527
+ this._instancedBufferSources.forEach((sourceMesh) => this._cleanUpInstanceSelectionId(sourceMesh));
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+ this._instancedBufferSources.clear();
538
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  this._selection.length = 0;
539
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  this._meshUniqueIdToSelectionId.length = 0;
540
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  this._nextSelectionId = 1;
541
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  this._shouldRender = false;
542
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  }
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+ /**
535
+ * Remove instanceSelectionId instanced buffer registration from a mesh,
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+ * including GPU resources (per-pass VBOs, vertex buffers, VAOs).
537
+ * @param mesh - The mesh to clean up
538
+ */
539
+ _cleanUpInstanceSelectionId(mesh) {
540
+ if (mesh._userInstancedBuffersStorage) {
541
+ const kind = ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName;
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+ // Dispose per-pass VBOs for ALL render passes (WebGPU).
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+ // _processInstancedBuffers creates per-pass VBOs for every render pass
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+ // that renders this mesh (main scene, depth renderer, etc.), not just
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+ // this layer's own passes. We must clean them all up to avoid using
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+ // a destroyed GPU buffer on the next submit.
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+ if (mesh._userInstancedBuffersStorage.renderPasses) {
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+ for (const passId in mesh._userInstancedBuffersStorage.renderPasses) {
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+ const renderPassId = Number(passId);
550
+ const passVBOs = mesh._userInstancedBuffersStorage.renderPasses[renderPassId];
551
+ if (passVBOs?.[kind]) {
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+ passVBOs[kind].dispose();
553
+ delete passVBOs[kind];
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+ }
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+ }
556
+ }
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+ mesh._userInstancedBuffersStorage.vertexBuffers[kind]?.dispose();
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+ const vao = mesh._userInstancedBuffersStorage.vertexArrayObjects?.[kind];
559
+ if (vao) {
560
+ // invalidate VAO is very important to keep sync between VAO and vertex buffers
561
+ this._engine.releaseVertexArrayObject(vao);
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+ delete mesh._userInstancedBuffersStorage.vertexArrayObjects[kind];
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+ }
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+ delete mesh._userInstancedBuffersStorage.data[kind];
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+ delete mesh._userInstancedBuffersStorage.vertexBuffers[kind];
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+ delete mesh._userInstancedBuffersStorage.strides[kind];
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+ delete mesh._userInstancedBuffersStorage.sizes[kind];
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+ if (Object.keys(mesh._userInstancedBuffersStorage.vertexBuffers).length === 0) {
569
+ mesh._userInstancedBuffersStorage = undefined;
570
+ }
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+ }
572
+ if (mesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] !== undefined) {
573
+ delete mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName];
574
+ }
575
+ // In WebGPU non-compat mode, cached render bundles (fastBundle) bake
576
+ // vertex-buffer GPU handles at record time. Because the new VBO has
577
+ // the same format (and thus the same hashCode), the pipeline cache
578
+ // won't detect the change and would replay the stale bundle.
579
+ // Resetting the draw cache forces new bundles to be recorded.
580
+ if (this._engine.isWebGPU && !this._engine.compatibilityMode) {
581
+ mesh.resetDrawCache();
582
+ }
583
+ }
543
584
  /**
544
585
  * Adds mesh or group of mesh to the current selection
545
586
  *
@@ -563,6 +604,7 @@ export class ThinSelectionOutlineLayer extends ThinEffectLayer {
563
604
  if (sourceMesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] === undefined) {
564
605
  sourceMesh.registerInstancedBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, 1);
565
606
  }
607
+ this._instancedBufferSources.add(sourceMesh);
566
608
  mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] = nextId;
567
609
  }
568
610
  else if (mesh.hasThinInstances) {
@@ -600,6 +642,14 @@ export class ThinSelectionOutlineLayer extends ThinEffectLayer {
600
642
  else if (mesh.hasThinInstances) {
601
643
  mesh.thinInstanceSetBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, null);
602
644
  }
645
+ if (mesh.isAnInstance) {
646
+ const sourceMesh = mesh.sourceMesh;
647
+ // Only remove the source from tracking if no other selected
648
+ // instance shares it, to avoid leaking its GPU resources.
649
+ if (sourceMesh && !selection.some((m) => m !== mesh && m.isAnInstance && m.sourceMesh === sourceMesh)) {
650
+ this._instancedBufferSources.delete(sourceMesh);
651
+ }
652
+ }
603
653
  if (selection.length === 0) {
604
654
  this._shouldRender = false;
605
655
  }
@@ -1 +1 @@
1
- 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{ VertexBuffer } from \"../Buffers/buffer\";\nimport { Camera } from \"../Cameras/camera\";\nimport { Constants } from \"../Engines/constants\";\nimport { type ThinEngine } from \"../Engines/thinEngine\";\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\nimport { type Effect, type IEffectCreationOptions } from \"../Materials/effect\";\nimport { EffectFallbacks } from \"../Materials/effectFallbacks\";\nimport { Material } from \"../Materials/material\";\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\nimport { type BaseTexture } from \"../Materials/Textures/baseTexture\";\nimport { Color3, Color4 } from \"../Maths/math.color\";\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\nimport { type InstancedMesh } from \"../Meshes/instancedMesh\";\nimport { type Mesh } from \"../Meshes/mesh\";\nimport { type SubMesh } from \"../Meshes/subMesh\";\nimport { type Scene } from \"../scene\";\nimport { type Nullable } from \"../types\";\nimport { type IThinEffectLayerOptions, ThinEffectLayer } from \"./thinEffectLayer\";\n\n/**\n * Selection outline layer options. This helps customizing the behaviour\n * of the selection outline layer.\n */\nexport interface IThinSelectionOutlineLayerOptions extends IThinEffectLayerOptions {\n /**\n * Use the GLSL code generation for the shader (even on WebGPU). Default is false\n */\n forceGLSL?: boolean;\n\n /**\n * Specifies whether the depth stored is the Z coordinate in camera space.\n */\n storeCameraSpaceZ?: boolean;\n\n /**\n * Outline method to use (default: Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL)\n *\n * @see {@link Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL}\n */\n outlineMethod?: number;\n}\n\n/**\n * @internal\n */\nexport class ThinSelectionOutlineLayer extends ThinEffectLayer {\n /**\n * Effect Name of the layer.\n */\n public static readonly EffectName = \"SelectionOutlineLayer\";\n\n /**\n * Name of the instance selection ID attribute\n * @internal\n */\n public static readonly InstanceSelectionIdAttributeName = \"instanceSelectionId\";\n\n /**\n * The outline color\n */\n public outlineColor: Color3 = new Color3(1, 0.5, 0);\n\n /**\n * The thickness of the edges\n */\n public outlineThickness: number = 2.0;\n\n /**\n * The strength of the occlusion effect (default: 0.8)\n */\n public occlusionStrength: number = 0.8;\n\n /**\n * The occlusion threshold (default: 0.0001)\n */\n public occlusionThreshold: number = 0.0001;\n\n /**\n * The width of the source texture\n */\n public textureWidth: number = 0;\n\n /**\n * The height of the source texture\n */\n public textureHeight: number = 0;\n\n /** @internal */\n public override _options: Required<IThinSelectionOutlineLayerOptions>;\n\n /** @internal */\n public readonly _meshUniqueIdToSelectionId: number[] = [];\n /** @internal */\n public _selection: Nullable<AbstractMesh[]> = [];\n private _nextSelectionId = 1;\n\n /**\n * Instantiates a new selection outline Layer and references it to the scene..\n * @param name The name of the layer\n * @param scene The scene to use the layer in\n * @param options Sets of none mandatory options to use with the layer (see IThinSelectionOutlineLayerOptions for more information)\n * @param dontCheckIfReady Specifies if the layer should disable checking whether all the post processes are ready (default: false). To save performance, this should be set to true and you should call `isReady` manually before rendering to the layer.\n */\n public constructor(name: string, scene?: Scene, options?: Partial<IThinSelectionOutlineLayerOptions>, dontCheckIfReady = false) {\n super(name, scene, options !== undefined ? !!options.forceGLSL : false);\n\n // Adapt options\n this._options = {\n mainTextureRatio: 1.0,\n mainTextureFixedSize: 0,\n alphaBlendingMode: Constants.ALPHA_COMBINE,\n camera: null,\n renderingGroupId: -1,\n forceGLSL: false,\n mainTextureType: Constants.TEXTURETYPE_FLOAT,\n mainTextureFormat: Constants.TEXTUREFORMAT_RG,\n storeCameraSpaceZ: false,\n outlineMethod: Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL,\n ...options,\n };\n\n // Fall back to a supported mask texture type if the device doesn't support rendering to float framebuffers\n // or linear filtering of float textures (e.g. OES_texture_float_linear missing on some iOS versions)\n if (this._options.mainTextureType === Constants.TEXTURETYPE_FLOAT && !(this._engine.getCaps().textureFloatRender && this._engine.getCaps().textureFloatLinearFiltering)) {\n this._options.mainTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\n }\n if (\n this._options.mainTextureType === Constants.TEXTURETYPE_HALF_FLOAT &&\n !(this._engine.getCaps().textureHalfFloatRender && this._engine.getCaps().textureHalfFloatLinearFiltering)\n ) {\n this._options.mainTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\n }\n\n // When using an 8-bit render target, we cannot reliably store camera-space Z in the mask texture:\n // depth would be clamped/quantized, breaking occlusion comparisons. In that case, force-disable\n // storeCameraSpaceZ so the layer falls back to the supported behavior.\n if (this._options.storeCameraSpaceZ && this._options.mainTextureType === Constants.TEXTURETYPE_UNSIGNED_BYTE) {\n this._options.storeCameraSpaceZ = false;\n }\n // set clear color\n this.neutralColor = new Color4(0.0, this._options.storeCameraSpaceZ ? 0.0 : 1.0, 0.0, 1.0);\n\n // Initialize the layer\n this._init(this._options);\n\n // Do not render as long as no meshes have been added\n this._shouldRender = false;\n\n if (dontCheckIfReady) {\n // When dontCheckIfReady is true, we are in the new ThinXXX layer mode, so we must call _createTextureAndPostProcesses ourselves (it is called by EffectLayer otherwise)\n this._createTextureAndPostProcesses();\n }\n }\n\n /**\n * Gets the class name of the effect layer\n * @returns the string with the class name of the effect layer\n */\n public getClassName(): string {\n return \"SelectionOutlineLayer\";\n }\n\n /** @internal */\n public override _internalIsSubMeshReady(subMesh: SubMesh, useInstances: boolean, _emissiveTexture: Nullable<BaseTexture>): boolean {\n const engine = this._scene.getEngine();\n const mesh = subMesh.getMesh();\n\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\n\n if (renderingMaterial) {\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\n }\n\n const material = subMesh.getMaterial();\n\n if (!material) {\n return false;\n }\n\n // selection outline layer is not compatible with custom materials\n // if (this._useMeshMaterial(subMesh.getRenderingMesh())) {\n // return material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances);\n // }\n\n const defines: string[] = [];\n\n const attribs = [VertexBuffer.PositionKind];\n\n let uv1 = false;\n let uv2 = false;\n const color = false;\n\n // Alpha test\n if (material.needAlphaTestingForMesh(mesh)) {\n defines.push(\"#define ALPHATEST\");\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\n attribs.push(VertexBuffer.UVKind);\n defines.push(\"#define UV1\");\n uv1 = true;\n }\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\n attribs.push(VertexBuffer.UV2Kind);\n defines.push(\"#define UV2\");\n uv2 = true;\n }\n }\n\n // Bones\n const fallbacks = new EffectFallbacks();\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\n attribs.push(VertexBuffer.MatricesIndicesKind);\n attribs.push(VertexBuffer.MatricesWeightsKind);\n if (mesh.numBoneInfluencers > 4) {\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\n }\n\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\n\n const skeleton = mesh.skeleton;\n if (skeleton && skeleton.isUsingTextureForMatrices) {\n defines.push(\"#define BONETEXTURE\");\n } else {\n defines.push(\"#define BonesPerMesh \" + (skeleton ? skeleton.bones.length + 1 : 0));\n }\n\n if (mesh.numBoneInfluencers > 0) {\n fallbacks.addCPUSkinningFallback(0, mesh);\n }\n } else {\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\n }\n\n // Morph targets\n const numMorphInfluencers = mesh.morphTargetManager\n ? PrepareDefinesAndAttributesForMorphTargets(\n mesh.morphTargetManager,\n defines,\n attribs,\n mesh,\n true, // usePositionMorph\n false, // useNormalMorph\n false, // useTangentMorph\n uv1, // useUVMorph\n uv2, // useUV2Morph\n color // useColorMorph\n )\n : 0;\n\n // Instances\n if (useInstances) {\n defines.push(\"#define INSTANCES\");\n PushAttributesForInstances(attribs);\n if (subMesh.getRenderingMesh().hasThinInstances) {\n defines.push(\"#define THIN_INSTANCES\");\n }\n }\n\n // Baked vertex animations\n const bvaManager = mesh.bakedVertexAnimationManager;\n if (bvaManager && bvaManager.isEnabled) {\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\n if (useInstances) {\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\n }\n }\n\n // ClipPlanes\n PrepareStringDefinesForClipPlanes(material, this._scene, defines);\n\n // Selection ID\n if (useInstances) {\n attribs.push(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName);\n }\n\n this._addCustomEffectDefines(defines);\n\n // Get correct effect\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\n const cachedDefines = drawWrapper.defines as string;\n const join = defines.join(\"\\n\");\n if (cachedDefines !== join) {\n const uniforms = [\n \"world\",\n \"mBones\",\n \"viewProjection\",\n \"view\",\n \"morphTargetInfluences\",\n \"morphTargetCount\",\n \"boneTextureInfo\",\n \"diffuseMatrix\",\n \"morphTargetTextureInfo\",\n \"morphTargetTextureIndices\",\n \"bakedVertexAnimationSettings\",\n \"bakedVertexAnimationTextureSizeInverted\",\n \"bakedVertexAnimationTime\",\n \"bakedVertexAnimationTexture\",\n \"depthValues\",\n \"selectionId\",\n ];\n\n AddClipPlaneUniforms(uniforms);\n\n drawWrapper.setEffect(\n this._engine.createEffect(\n \"selection\",\n <IEffectCreationOptions>{\n attributes: attribs,\n uniformsNames: uniforms,\n uniformBuffersNames: [],\n samplers: [\"diffuseSampler\", \"boneSampler\", \"morphTargets\", \"bakedVertexAnimationTexture\"],\n defines: join,\n fallbacks: fallbacks,\n onCompiled: null,\n onError: null,\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\n shaderLanguage: this._shaderLanguage,\n extraInitializationsAsync: this._shadersLoaded\n ? undefined\n : async () => {\n await this._importShadersAsync();\n this._shadersLoaded = true;\n },\n },\n this._engine\n ),\n join\n );\n }\n\n const effectIsReady = drawWrapper.effect!.isReady();\n\n return effectIsReady && (this._dontCheckIfReady || (!this._dontCheckIfReady && this.isLayerReady()));\n }\n\n protected override async _importShadersAsync(): Promise<void> {\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\n await Promise.all([\n import(\"../ShadersWGSL/selection.vertex\"),\n import(\"../ShadersWGSL/selection.fragment\"),\n import(\"../ShadersWGSL/glowMapMerge.vertex\"),\n import(\"../ShadersWGSL/selectionOutline.fragment\"),\n ]);\n } else {\n await Promise.all([\n import(\"../Shaders/selection.vertex\"),\n import(\"../Shaders/selection.fragment\"),\n import(\"../Shaders/glowMapMerge.vertex\"),\n import(\"../Shaders/selectionOutline.fragment\"),\n ]);\n }\n\n await super._importShadersAsync();\n }\n\n /**\n * Get the effect name of the layer.\n * @returns The effect name\n */\n public override getEffectName(): string {\n return ThinSelectionOutlineLayer.EffectName;\n }\n\n /** @internal */\n public override _createMergeEffect(): Effect {\n const defines: string[] = [];\n switch (this._options.outlineMethod) {\n case Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL:\n defines.push(\"#define OUTLINELAYER_SAMPLING_TRIDIRECTIONAL\");\n break;\n case Constants.OUTLINELAYER_SAMPLING_OCTADIRECTIONAL:\n defines.push(\"#define OUTLINELAYER_SAMPLING_OCTADIRECTIONAL\");\n break;\n }\n const join = defines.join(\"\\n\");\n\n return this._engine.createEffect(\n {\n // glowMapMerge vertex is just a basic vertex shader for drawing a quad. so we reuse it here\n vertex: \"glowMapMerge\",\n // selection outline fragment does computation of outline with alpha channel for blending\n fragment: \"selectionOutline\",\n },\n <IEffectCreationOptions>{\n attributes: [VertexBuffer.PositionKind],\n uniformsNames: [\"screenSize\", \"outlineColor\", \"outlineThickness\", \"occlusionStrength\", \"occlusionThreshold\"],\n samplers: [\"maskSampler\", \"depthSampler\"],\n defines: join,\n fallbacks: null,\n onCompiled: null,\n onError: null,\n shaderLanguage: this._shaderLanguage,\n extraInitializationsAsync: this._shadersLoaded\n ? undefined\n : async () => {\n await this._importShadersAsync();\n this._shadersLoaded = true;\n },\n },\n this._engine\n );\n }\n\n /** @internal */\n public override _createTextureAndPostProcesses(): void {\n // we don't need to create a texture for this layer. since all computation is done in the merge effect\n }\n\n /**\n * Checks for the readiness of the element composing the layer.\n * @param subMesh the mesh to check for\n * @param useInstances specify whether or not to use instances to render the mesh\n * @returns true if ready otherwise, false\n */\n public override isReady(subMesh: SubMesh, useInstances: boolean): boolean {\n const material = subMesh.getMaterial();\n const mesh = subMesh.getRenderingMesh();\n\n if (!material || !mesh || !this._selection) {\n return false;\n }\n\n return super._isSubMeshReady(subMesh, useInstances, null);\n }\n\n /** @internal */\n public override _canRenderMesh(_mesh: AbstractMesh, _material: Material): boolean {\n return true;\n }\n\n protected override _renderSubMesh(subMesh: SubMesh, enableAlphaMode: boolean = false): void {\n if (!this._internalShouldRender()) {\n return;\n }\n\n const material = subMesh.getMaterial();\n const ownerMesh = subMesh.getMesh();\n const replacementMesh = subMesh.getReplacementMesh();\n const renderingMesh = subMesh.getRenderingMesh();\n const effectiveMesh = subMesh.getEffectiveMesh();\n const scene = this._scene;\n const engine = scene.getEngine();\n\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\n\n if (!material) {\n return;\n }\n\n // Do not block in blend mode.\n if (!this._canRenderMesh(renderingMesh, material)) {\n return;\n }\n\n // Culling\n let sideOrientation = material._getEffectiveOrientation(renderingMesh);\n const mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\n if (mainDeterminant < 0) {\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\n }\n\n const reverse = sideOrientation === Material.ClockWiseSideOrientation;\n engine.setState(material.backFaceCulling, material.zOffset, undefined, reverse, material.cullBackFaces, undefined, material.zOffsetUnits);\n\n // Managing instances\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!replacementMesh);\n if (batch.mustReturn) {\n return;\n }\n\n // Early Exit per mesh\n if (!this._shouldRenderMesh(renderingMesh)) {\n return;\n }\n\n const hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id] || renderingMesh.hasThinInstances || !!renderingMesh._userInstancedBuffersStorage;\n\n this._setEmissiveTextureAndColor(renderingMesh, subMesh, material);\n\n this.onBeforeRenderMeshToEffect.notifyObservers(ownerMesh);\n\n // selection outline layer is not compatible with custom materials\n // if (this._useMeshMaterial(renderingMesh)) {\n // subMesh.getMaterial()!._glowModeEnabled = true;\n // renderingMesh.render(subMesh, enableAlphaMode, replacementMesh || undefined);\n // subMesh.getMaterial()!._glowModeEnabled = false;\n // } else\n if (this._isSubMeshReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\n\n let drawWrapper = subMesh._getDrawWrapper();\n if (!drawWrapper && renderingMaterial) {\n drawWrapper = renderingMaterial._getDrawWrapper();\n }\n\n if (!drawWrapper) {\n return;\n }\n\n const effect = drawWrapper.effect!;\n\n engine.enableEffect(drawWrapper);\n if (!hardwareInstancedRendering) {\n renderingMesh._bind(subMesh, effect, material.fillMode);\n }\n\n if (!renderingMaterial) {\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\n if (this._options.storeCameraSpaceZ) {\n effect.setMatrix(\"view\", scene.getViewMatrix());\n } else {\n const camera = this.camera || scene.activeCamera;\n if (camera) {\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\n\n let minZ: number, maxZ: number;\n\n if (cameraIsOrtho) {\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\n } else {\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\n }\n\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\n }\n }\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\n } else {\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\n }\n\n if (!renderingMaterial) {\n // Alpha test\n if (material && material.needAlphaTestingForMesh(effectiveMesh)) {\n const alphaTexture = material.getAlphaTestTexture();\n if (alphaTexture) {\n effect.setTexture(\"diffuseSampler\", alphaTexture);\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\n }\n }\n\n // Bones\n BindBonesParameters(renderingMesh, effect);\n\n // Morph targets\n BindMorphTargetParameters(renderingMesh, effect);\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\n renderingMesh.morphTargetManager._bind(effect);\n }\n\n // Baked vertex animations\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\n if (bvaManager && bvaManager.isEnabled) {\n bvaManager.bind(effect, hardwareInstancedRendering);\n }\n\n // Alpha mode\n if (enableAlphaMode) {\n engine.setAlphaMode(material.alphaMode);\n }\n\n // Clip planes\n BindClipPlane(effect, material, scene);\n\n // Selection ID\n const selectionId = this._meshUniqueIdToSelectionId[renderingMesh.uniqueId];\n if (!renderingMesh.hasInstances && !renderingMesh.hasThinInstances && !renderingMesh.isAnInstance && selectionId !== undefined) {\n effect.setFloat(\"selectionId\", selectionId);\n }\n }\n\n // Draw\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\n effect.setMatrix(\"world\", world)\n );\n } else {\n // Need to reset refresh rate of the main map\n this._objectRenderer.resetRefreshCounter();\n }\n\n this.onAfterRenderMeshToEffect.notifyObservers(ownerMesh);\n }\n\n /** @internal */\n public override _internalCompose(effect: Effect, _renderIndex: number): void {\n // Texture\n this.bindTexturesForCompose(effect);\n effect.setFloat2(\"screenSize\", this.textureWidth, this.textureHeight);\n effect.setColor3(\"outlineColor\", this.outlineColor);\n effect.setFloat(\"outlineThickness\", this.outlineThickness);\n effect.setFloat(\"occlusionStrength\", this.occlusionStrength);\n effect.setFloat(\"occlusionThreshold\", this.occlusionThreshold);\n\n // Cache\n const engine = this._engine;\n const previousStencilBuffer = engine.getStencilBuffer();\n\n // Draw order\n engine.setStencilBuffer(false);\n\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\n\n // Draw order\n engine.setStencilBuffer(previousStencilBuffer);\n }\n\n /** @internal */\n public override _setEmissiveTextureAndColor(_mesh: Mesh, _subMesh: SubMesh, _material: Material): void {\n // we don't use emissive texture or color for this layer\n }\n\n /**\n * Returns true if the layer contains information to display, otherwise false.\n * @returns true if the glow layer should be rendered\n */\n public override shouldRender(): boolean {\n return this._selection && super.shouldRender() ? true : false;\n }\n\n /** @internal */\n public override _shouldRenderMesh(mesh: Mesh): boolean {\n return this.hasMesh(mesh);\n }\n\n /** @internal */\n public override _addCustomEffectDefines(defines: string[]): void {\n if (this._options.storeCameraSpaceZ) {\n defines.push(\"#define STORE_CAMERASPACE_Z\");\n }\n }\n\n /**\n * Determine if a given mesh will be used in the current effect.\n * @param mesh mesh to test\n * @returns true if the mesh will be used\n */\n public override hasMesh(mesh: AbstractMesh): boolean {\n // we control selection as RTT render list\n return super.hasMesh(mesh);\n }\n\n /** @internal */\n public override _useMeshMaterial(_mesh: AbstractMesh): boolean {\n return false;\n }\n\n /**\n * Remove all the meshes currently referenced in the selection outline layer\n */\n public clearSelection(): void {\n if (!this._selection) {\n return;\n }\n\n for (let index = 0; index < this._selection.length; ++index) {\n const mesh = this._selection[index] as Mesh;\n if (mesh._userInstancedBuffersStorage) {\n const kind = ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName;\n\n // Dispose per-pass VBOs for this layer's own render passes only (WebGPU)\n if (mesh._userInstancedBuffersStorage.renderPasses) {\n for (const passId of this._objectRenderer.renderPassIds) {\n const passVBOs = mesh._userInstancedBuffersStorage.renderPasses[passId];\n if (passVBOs?.[kind]) {\n passVBOs[kind]!.dispose();\n delete passVBOs[kind];\n }\n }\n }\n\n mesh._userInstancedBuffersStorage.vertexBuffers[kind]?.dispose();\n\n const vao = mesh._userInstancedBuffersStorage.vertexArrayObjects?.[kind];\n if (vao) {\n // invalidate VAO is very important to keep sync between VAO and vertex buffers\n (this._engine as ThinEngine).releaseVertexArrayObject(vao);\n delete mesh._userInstancedBuffersStorage.vertexArrayObjects![kind];\n }\n\n delete mesh._userInstancedBuffersStorage.data[kind];\n delete mesh._userInstancedBuffersStorage.vertexBuffers[kind];\n delete mesh._userInstancedBuffersStorage.strides[kind];\n delete mesh._userInstancedBuffersStorage.sizes[kind];\n\n if (Object.keys(mesh._userInstancedBuffersStorage.vertexBuffers).length === 0) {\n mesh._userInstancedBuffersStorage = undefined!;\n }\n }\n if (mesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] !== undefined) {\n delete mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName];\n }\n }\n this._selection.length = 0;\n this._meshUniqueIdToSelectionId.length = 0;\n\n this._nextSelectionId = 1;\n\n this._shouldRender = false;\n }\n\n /**\n * Adds mesh or group of mesh to the current selection\n *\n * If a group of meshes is provided, they will outline as a single unit\n * @param meshOrGroup Meshes to add to the selection\n */\n public addSelection(meshOrGroup: AbstractMesh | AbstractMesh[]): void {\n if (!this._selection) {\n return;\n }\n\n const nextId = this._nextSelectionId;\n\n const group = Array.isArray(meshOrGroup) ? meshOrGroup : [meshOrGroup];\n if (group.length === 0) {\n return;\n }\n\n for (let meshIndex = 0; meshIndex < group.length; ++meshIndex) {\n const mesh = group[meshIndex];\n\n this._selection.push(mesh); // add to render list\n\n if (mesh.hasInstances || mesh.isAnInstance) {\n const sourceMesh = (mesh as InstancedMesh).sourceMesh ?? (mesh as Mesh);\n\n if (sourceMesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] === undefined) {\n sourceMesh.registerInstancedBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, 1);\n }\n\n mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] = nextId;\n } else if (mesh.hasThinInstances) {\n const thinInstanceCount = (mesh as Mesh).thinInstanceCount;\n const selectionIdData = new Float32Array(thinInstanceCount);\n for (let i = 0; i < thinInstanceCount; i++) {\n selectionIdData[i] = nextId;\n }\n (mesh as Mesh).thinInstanceSetBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, selectionIdData, 1);\n } else {\n this._meshUniqueIdToSelectionId[mesh.uniqueId] = nextId;\n }\n }\n this._nextSelectionId += 1;\n\n this._shouldRender = true;\n }\n\n /**\n * Free any resources and references associated to a mesh.\n * Internal use\n * @param mesh The mesh to free.\n * @internal\n */\n public _disposeMesh(mesh: Mesh): void {\n const selection = this._selection;\n if (!selection) {\n return;\n }\n\n const index = selection.indexOf(mesh);\n if (index !== -1) {\n selection.splice(index, 1);\n\n if (mesh.hasInstances) {\n mesh.removeVerticesData(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName);\n } else if (mesh.hasThinInstances) {\n (mesh as Mesh).thinInstanceSetBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, null);\n }\n\n if (selection.length === 0) {\n this._shouldRender = false;\n }\n }\n }\n\n /**\n * Dispose the effect layer and free resources.\n */\n public override dispose(): void {\n this.clearSelection();\n this._selection = null;\n\n super.dispose();\n }\n}\n"]}
1
+ 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{ VertexBuffer } from \"../Buffers/buffer\";\nimport { Camera } from \"../Cameras/camera\";\nimport { Constants } from \"../Engines/constants\";\nimport { type ThinEngine } from \"../Engines/thinEngine\";\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\nimport { type Effect, type IEffectCreationOptions } from \"../Materials/effect\";\nimport { EffectFallbacks } from \"../Materials/effectFallbacks\";\nimport { Material } from \"../Materials/material\";\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\nimport { type BaseTexture } from \"../Materials/Textures/baseTexture\";\nimport { Color3, Color4 } from \"../Maths/math.color\";\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\nimport { type InstancedMesh } from \"../Meshes/instancedMesh\";\nimport { type Mesh } from \"../Meshes/mesh\";\nimport { type SubMesh } from \"../Meshes/subMesh\";\nimport { type Scene } from \"../scene\";\nimport { type Nullable } from \"../types\";\nimport { type IThinEffectLayerOptions, ThinEffectLayer } from \"./thinEffectLayer\";\n\n/**\n * Selection outline layer options. This helps customizing the behaviour\n * of the selection outline layer.\n */\nexport interface IThinSelectionOutlineLayerOptions extends IThinEffectLayerOptions {\n /**\n * Use the GLSL code generation for the shader (even on WebGPU). Default is false\n */\n forceGLSL?: boolean;\n\n /**\n * Specifies whether the depth stored is the Z coordinate in camera space.\n */\n storeCameraSpaceZ?: boolean;\n\n /**\n * Outline method to use (default: Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL)\n *\n * @see {@link Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL}\n */\n outlineMethod?: number;\n}\n\n/**\n * @internal\n */\nexport class ThinSelectionOutlineLayer extends ThinEffectLayer {\n /**\n * Effect Name of the layer.\n */\n public static readonly EffectName = \"SelectionOutlineLayer\";\n\n /**\n * Name of the instance selection ID attribute\n * @internal\n */\n public static readonly InstanceSelectionIdAttributeName = \"instanceSelectionId\";\n\n /**\n * The outline color\n */\n public outlineColor: Color3 = new Color3(1, 0.5, 0);\n\n /**\n * The thickness of the edges\n */\n public outlineThickness: number = 2.0;\n\n /**\n * The strength of the occlusion effect (default: 0.8)\n */\n public occlusionStrength: number = 0.8;\n\n /**\n * The occlusion threshold (default: 0.0001)\n */\n public occlusionThreshold: number = 0.0001;\n\n /**\n * The width of the source texture\n */\n public textureWidth: number = 0;\n\n /**\n * The height of the source texture\n */\n public textureHeight: number = 0;\n\n /** @internal */\n public override _options: Required<IThinSelectionOutlineLayerOptions>;\n\n /** @internal */\n public readonly _meshUniqueIdToSelectionId: number[] = [];\n /** @internal */\n public _selection: Nullable<AbstractMesh[]> = [];\n private _instancedBufferSources: Set<Mesh> = new Set();\n private _nextSelectionId = 1;\n\n /**\n * Instantiates a new selection outline Layer and references it to the scene..\n * @param name The name of the layer\n * @param scene The scene to use the layer in\n * @param options Sets of none mandatory options to use with the layer (see IThinSelectionOutlineLayerOptions for more information)\n * @param dontCheckIfReady Specifies if the layer should disable checking whether all the post processes are ready (default: false). To save performance, this should be set to true and you should call `isReady` manually before rendering to the layer.\n */\n public constructor(name: string, scene?: Scene, options?: Partial<IThinSelectionOutlineLayerOptions>, dontCheckIfReady = false) {\n super(name, scene, options !== undefined ? !!options.forceGLSL : false);\n\n // Adapt options\n this._options = {\n mainTextureRatio: 1.0,\n mainTextureFixedSize: 0,\n alphaBlendingMode: Constants.ALPHA_COMBINE,\n camera: null,\n renderingGroupId: -1,\n forceGLSL: false,\n mainTextureType: Constants.TEXTURETYPE_FLOAT,\n mainTextureFormat: Constants.TEXTUREFORMAT_RG,\n storeCameraSpaceZ: false,\n outlineMethod: Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL,\n ...options,\n };\n\n // Fall back to a supported mask texture type if the device doesn't support rendering to float framebuffers\n // or linear filtering of float textures (e.g. OES_texture_float_linear missing on some iOS versions)\n if (this._options.mainTextureType === Constants.TEXTURETYPE_FLOAT && !(this._engine.getCaps().textureFloatRender && this._engine.getCaps().textureFloatLinearFiltering)) {\n this._options.mainTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\n }\n if (\n this._options.mainTextureType === Constants.TEXTURETYPE_HALF_FLOAT &&\n !(this._engine.getCaps().textureHalfFloatRender && this._engine.getCaps().textureHalfFloatLinearFiltering)\n ) {\n this._options.mainTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\n }\n\n // When using an 8-bit render target, we cannot reliably store camera-space Z in the mask texture:\n // depth would be clamped/quantized, breaking occlusion comparisons. In that case, force-disable\n // storeCameraSpaceZ so the layer falls back to the supported behavior.\n if (this._options.storeCameraSpaceZ && this._options.mainTextureType === Constants.TEXTURETYPE_UNSIGNED_BYTE) {\n this._options.storeCameraSpaceZ = false;\n }\n // set clear color\n this.neutralColor = new Color4(0.0, this._options.storeCameraSpaceZ ? 0.0 : 1.0, 0.0, 1.0);\n\n // Initialize the layer\n this._init(this._options);\n\n // Do not render as long as no meshes have been added\n this._shouldRender = false;\n\n if (dontCheckIfReady) {\n // When dontCheckIfReady is true, we are in the new ThinXXX layer mode, so we must call _createTextureAndPostProcesses ourselves (it is called by EffectLayer otherwise)\n this._createTextureAndPostProcesses();\n }\n }\n\n /**\n * Gets the class name of the effect layer\n * @returns the string with the class name of the effect layer\n */\n public getClassName(): string {\n return \"SelectionOutlineLayer\";\n }\n\n /** @internal */\n public override _internalIsSubMeshReady(subMesh: SubMesh, useInstances: boolean, _emissiveTexture: Nullable<BaseTexture>): boolean {\n const engine = this._scene.getEngine();\n const mesh = subMesh.getMesh();\n\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\n\n if (renderingMaterial) {\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\n }\n\n const material = subMesh.getMaterial();\n\n if (!material) {\n return false;\n }\n\n // selection outline layer is not compatible with custom materials\n // if (this._useMeshMaterial(subMesh.getRenderingMesh())) {\n // return material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances);\n // }\n\n const defines: string[] = [];\n\n const attribs = [VertexBuffer.PositionKind];\n\n let uv1 = false;\n let uv2 = false;\n const color = false;\n\n // Alpha test\n if (material.needAlphaTestingForMesh(mesh)) {\n defines.push(\"#define ALPHATEST\");\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\n attribs.push(VertexBuffer.UVKind);\n defines.push(\"#define UV1\");\n uv1 = true;\n }\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\n attribs.push(VertexBuffer.UV2Kind);\n defines.push(\"#define UV2\");\n uv2 = true;\n }\n }\n\n // Bones\n const fallbacks = new EffectFallbacks();\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\n attribs.push(VertexBuffer.MatricesIndicesKind);\n attribs.push(VertexBuffer.MatricesWeightsKind);\n if (mesh.numBoneInfluencers > 4) {\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\n }\n\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\n\n const skeleton = mesh.skeleton;\n if (skeleton && skeleton.isUsingTextureForMatrices) {\n defines.push(\"#define BONETEXTURE\");\n } else {\n defines.push(\"#define BonesPerMesh \" + (skeleton ? skeleton.bones.length + 1 : 0));\n }\n\n if (mesh.numBoneInfluencers > 0) {\n fallbacks.addCPUSkinningFallback(0, mesh);\n }\n } else {\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\n }\n\n // Morph targets\n const numMorphInfluencers = mesh.morphTargetManager\n ? PrepareDefinesAndAttributesForMorphTargets(\n mesh.morphTargetManager,\n defines,\n attribs,\n mesh,\n true, // usePositionMorph\n false, // useNormalMorph\n false, // useTangentMorph\n uv1, // useUVMorph\n uv2, // useUV2Morph\n color // useColorMorph\n )\n : 0;\n\n // Instances\n if (useInstances) {\n defines.push(\"#define INSTANCES\");\n PushAttributesForInstances(attribs);\n if (subMesh.getRenderingMesh().hasThinInstances) {\n defines.push(\"#define THIN_INSTANCES\");\n }\n }\n\n // Baked vertex animations\n const bvaManager = mesh.bakedVertexAnimationManager;\n if (bvaManager && bvaManager.isEnabled) {\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\n if (useInstances) {\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\n }\n }\n\n // ClipPlanes\n PrepareStringDefinesForClipPlanes(material, this._scene, defines);\n\n // Selection ID\n if (useInstances) {\n attribs.push(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName);\n }\n\n this._addCustomEffectDefines(defines);\n\n // Get correct effect\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\n const cachedDefines = drawWrapper.defines as string;\n const join = defines.join(\"\\n\");\n if (cachedDefines !== join) {\n const uniforms = [\n \"world\",\n \"mBones\",\n \"viewProjection\",\n \"view\",\n \"morphTargetInfluences\",\n \"morphTargetCount\",\n \"boneTextureInfo\",\n \"diffuseMatrix\",\n \"morphTargetTextureInfo\",\n \"morphTargetTextureIndices\",\n \"bakedVertexAnimationSettings\",\n \"bakedVertexAnimationTextureSizeInverted\",\n \"bakedVertexAnimationTime\",\n \"bakedVertexAnimationTexture\",\n \"depthValues\",\n \"selectionId\",\n ];\n\n AddClipPlaneUniforms(uniforms);\n\n drawWrapper.setEffect(\n this._engine.createEffect(\n \"selection\",\n <IEffectCreationOptions>{\n attributes: attribs,\n uniformsNames: uniforms,\n uniformBuffersNames: [],\n samplers: [\"diffuseSampler\", \"boneSampler\", \"morphTargets\", \"bakedVertexAnimationTexture\"],\n defines: join,\n fallbacks: fallbacks,\n onCompiled: null,\n onError: null,\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\n shaderLanguage: this._shaderLanguage,\n extraInitializationsAsync: this._shadersLoaded\n ? undefined\n : async () => {\n await this._importShadersAsync();\n this._shadersLoaded = true;\n },\n },\n this._engine\n ),\n join\n );\n }\n\n const effectIsReady = drawWrapper.effect!.isReady();\n\n return effectIsReady && (this._dontCheckIfReady || (!this._dontCheckIfReady && this.isLayerReady()));\n }\n\n protected override async _importShadersAsync(): Promise<void> {\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\n await Promise.all([\n import(\"../ShadersWGSL/selection.vertex\"),\n import(\"../ShadersWGSL/selection.fragment\"),\n import(\"../ShadersWGSL/glowMapMerge.vertex\"),\n import(\"../ShadersWGSL/selectionOutline.fragment\"),\n ]);\n } else {\n await Promise.all([\n import(\"../Shaders/selection.vertex\"),\n import(\"../Shaders/selection.fragment\"),\n import(\"../Shaders/glowMapMerge.vertex\"),\n import(\"../Shaders/selectionOutline.fragment\"),\n ]);\n }\n\n await super._importShadersAsync();\n }\n\n /**\n * Get the effect name of the layer.\n * @returns The effect name\n */\n public override getEffectName(): string {\n return ThinSelectionOutlineLayer.EffectName;\n }\n\n /** @internal */\n public override _createMergeEffect(): Effect {\n const defines: string[] = [];\n switch (this._options.outlineMethod) {\n case Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL:\n defines.push(\"#define OUTLINELAYER_SAMPLING_TRIDIRECTIONAL\");\n break;\n case Constants.OUTLINELAYER_SAMPLING_OCTADIRECTIONAL:\n defines.push(\"#define OUTLINELAYER_SAMPLING_OCTADIRECTIONAL\");\n break;\n }\n const join = defines.join(\"\\n\");\n\n return this._engine.createEffect(\n {\n // glowMapMerge vertex is just a basic vertex shader for drawing a quad. so we reuse it here\n vertex: \"glowMapMerge\",\n // selection outline fragment does computation of outline with alpha channel for blending\n fragment: \"selectionOutline\",\n },\n <IEffectCreationOptions>{\n attributes: [VertexBuffer.PositionKind],\n uniformsNames: [\"screenSize\", \"outlineColor\", \"outlineThickness\", \"occlusionStrength\", \"occlusionThreshold\"],\n samplers: [\"maskSampler\", \"depthSampler\"],\n defines: join,\n fallbacks: null,\n onCompiled: null,\n onError: null,\n shaderLanguage: this._shaderLanguage,\n extraInitializationsAsync: this._shadersLoaded\n ? undefined\n : async () => {\n await this._importShadersAsync();\n this._shadersLoaded = true;\n },\n },\n this._engine\n );\n }\n\n /** @internal */\n public override _createTextureAndPostProcesses(): void {\n // we don't need to create a texture for this layer. since all computation is done in the merge effect\n }\n\n /**\n * Checks for the readiness of the element composing the layer.\n * @param subMesh the mesh to check for\n * @param useInstances specify whether or not to use instances to render the mesh\n * @returns true if ready otherwise, false\n */\n public override isReady(subMesh: SubMesh, useInstances: boolean): boolean {\n const material = subMesh.getMaterial();\n const mesh = subMesh.getRenderingMesh();\n\n if (!material || !mesh || !this._selection) {\n return false;\n }\n\n return super._isSubMeshReady(subMesh, useInstances, null);\n }\n\n /** @internal */\n public override _canRenderMesh(_mesh: AbstractMesh, _material: Material): boolean {\n return true;\n }\n\n protected override _renderSubMesh(subMesh: SubMesh, enableAlphaMode: boolean = false): void {\n if (!this._internalShouldRender()) {\n return;\n }\n\n const material = subMesh.getMaterial();\n const ownerMesh = subMesh.getMesh();\n const replacementMesh = subMesh.getReplacementMesh();\n const renderingMesh = subMesh.getRenderingMesh();\n const effectiveMesh = subMesh.getEffectiveMesh();\n const scene = this._scene;\n const engine = scene.getEngine();\n\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\n\n if (!material) {\n return;\n }\n\n // Do not block in blend mode.\n if (!this._canRenderMesh(renderingMesh, material)) {\n return;\n }\n\n // Culling\n let sideOrientation = material._getEffectiveOrientation(renderingMesh);\n const mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\n if (mainDeterminant < 0) {\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\n }\n\n const reverse = sideOrientation === Material.ClockWiseSideOrientation;\n engine.setState(material.backFaceCulling, material.zOffset, undefined, reverse, material.cullBackFaces, undefined, material.zOffsetUnits);\n\n // Managing instances\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!replacementMesh);\n if (batch.mustReturn) {\n return;\n }\n\n // Early Exit per mesh\n if (!this._shouldRenderMesh(renderingMesh)) {\n return;\n }\n\n const hardwareInstancedRendering =\n batch.hardwareInstancedRendering[subMesh._id] ||\n renderingMesh.hasThinInstances ||\n (!!renderingMesh._userInstancedBuffersStorage &&\n ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName in renderingMesh._userInstancedBuffersStorage.vertexBuffers);\n\n this._setEmissiveTextureAndColor(renderingMesh, subMesh, material);\n\n this.onBeforeRenderMeshToEffect.notifyObservers(ownerMesh);\n\n // selection outline layer is not compatible with custom materials\n // if (this._useMeshMaterial(renderingMesh)) {\n // subMesh.getMaterial()!._glowModeEnabled = true;\n // renderingMesh.render(subMesh, enableAlphaMode, replacementMesh || undefined);\n // subMesh.getMaterial()!._glowModeEnabled = false;\n // } else\n if (this._isSubMeshReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\n\n let drawWrapper = subMesh._getDrawWrapper();\n if (!drawWrapper && renderingMaterial) {\n drawWrapper = renderingMaterial._getDrawWrapper();\n }\n\n if (!drawWrapper) {\n return;\n }\n\n const effect = drawWrapper.effect!;\n\n engine.enableEffect(drawWrapper);\n if (!hardwareInstancedRendering) {\n renderingMesh._bind(subMesh, effect, material.fillMode);\n }\n\n if (!renderingMaterial) {\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\n if (this._options.storeCameraSpaceZ) {\n effect.setMatrix(\"view\", scene.getViewMatrix());\n } else {\n const camera = this.camera || scene.activeCamera;\n if (camera) {\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\n\n let minZ: number, maxZ: number;\n\n if (cameraIsOrtho) {\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\n } else {\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\n }\n\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\n }\n }\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\n } else {\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\n }\n\n if (!renderingMaterial) {\n // Alpha test\n if (material && material.needAlphaTestingForMesh(effectiveMesh)) {\n const alphaTexture = material.getAlphaTestTexture();\n if (alphaTexture) {\n effect.setTexture(\"diffuseSampler\", alphaTexture);\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\n }\n }\n\n // Bones\n BindBonesParameters(renderingMesh, effect);\n\n // Morph targets\n BindMorphTargetParameters(renderingMesh, effect);\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\n renderingMesh.morphTargetManager._bind(effect);\n }\n\n // Baked vertex animations\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\n if (bvaManager && bvaManager.isEnabled) {\n bvaManager.bind(effect, hardwareInstancedRendering);\n }\n\n // Alpha mode\n if (enableAlphaMode) {\n engine.setAlphaMode(material.alphaMode);\n }\n\n // Clip planes\n BindClipPlane(effect, material, scene);\n\n // Selection ID\n let selectionId = this._meshUniqueIdToSelectionId[renderingMesh.uniqueId];\n // When using LOD, the rendering mesh is the LOD mesh, not the source mesh.\n // Look up the selection ID from the master (source) mesh.\n if (selectionId === undefined && renderingMesh._masterMesh) {\n selectionId = this._meshUniqueIdToSelectionId[renderingMesh._masterMesh.uniqueId];\n if (selectionId === undefined) {\n selectionId = renderingMesh._masterMesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName];\n }\n }\n if (!renderingMesh.hasInstances && !renderingMesh.hasThinInstances && !renderingMesh.isAnInstance && selectionId !== undefined) {\n effect.setFloat(\"selectionId\", selectionId);\n }\n }\n\n // Draw\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\n effect.setMatrix(\"world\", world)\n );\n } else {\n // Need to reset refresh rate of the main map\n this._objectRenderer.resetRefreshCounter();\n }\n\n this.onAfterRenderMeshToEffect.notifyObservers(ownerMesh);\n }\n\n /** @internal */\n public override _internalCompose(effect: Effect, _renderIndex: number): void {\n // Texture\n this.bindTexturesForCompose(effect);\n effect.setFloat2(\"screenSize\", this.textureWidth, this.textureHeight);\n effect.setColor3(\"outlineColor\", this.outlineColor);\n effect.setFloat(\"outlineThickness\", this.outlineThickness);\n effect.setFloat(\"occlusionStrength\", this.occlusionStrength);\n effect.setFloat(\"occlusionThreshold\", this.occlusionThreshold);\n\n // Cache\n const engine = this._engine;\n const previousStencilBuffer = engine.getStencilBuffer();\n\n // Draw order\n engine.setStencilBuffer(false);\n\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\n\n // Draw order\n engine.setStencilBuffer(previousStencilBuffer);\n }\n\n /** @internal */\n public override _setEmissiveTextureAndColor(_mesh: Mesh, _subMesh: SubMesh, _material: Material): void {\n // we don't use emissive texture or color for this layer\n }\n\n /**\n * Returns true if the layer contains information to display, otherwise false.\n * @returns true if the glow layer should be rendered\n */\n public override shouldRender(): boolean {\n return this._selection && super.shouldRender() ? true : false;\n }\n\n /** @internal */\n public override _shouldRenderMesh(mesh: Mesh): boolean {\n // Use the base class check (renderingGroupId) rather than this.hasMesh,\n // because LOD meshes won't be in _selection but still need to render.\n return super.hasMesh(mesh);\n }\n\n /** @internal */\n public override _addCustomEffectDefines(defines: string[]): void {\n if (this._options.storeCameraSpaceZ) {\n defines.push(\"#define STORE_CAMERASPACE_Z\");\n }\n }\n\n /**\n * Determine if a given mesh will be used in the current effect.\n * @param mesh mesh to test\n * @returns true if the mesh will be used\n */\n public override hasMesh(mesh: AbstractMesh): boolean {\n if (!super.hasMesh(mesh) || !this._selection) {\n return false;\n }\n return this._selection.indexOf(mesh) !== -1;\n }\n\n /** @internal */\n public override _useMeshMaterial(_mesh: AbstractMesh): boolean {\n return false;\n }\n\n /**\n * Remove all the meshes currently referenced in the selection outline layer\n */\n public clearSelection(): void {\n if (!this._selection) {\n return;\n }\n\n for (let index = 0; index < this._selection.length; ++index) {\n this._cleanUpInstanceSelectionId(this._selection[index] as Mesh);\n }\n\n // addSelection registers instanceSelectionId on the source mesh\n // (via sourceMesh.registerInstancedBuffer), but _selection contains\n // the instance, not the source. Clean up source meshes separately.\n this._instancedBufferSources.forEach((sourceMesh) => this._cleanUpInstanceSelectionId(sourceMesh));\n this._instancedBufferSources.clear();\n\n this._selection.length = 0;\n this._meshUniqueIdToSelectionId.length = 0;\n\n this._nextSelectionId = 1;\n\n this._shouldRender = false;\n }\n\n /**\n * Remove instanceSelectionId instanced buffer registration from a mesh,\n * including GPU resources (per-pass VBOs, vertex buffers, VAOs).\n * @param mesh - The mesh to clean up\n */\n private _cleanUpInstanceSelectionId(mesh: Mesh): void {\n if (mesh._userInstancedBuffersStorage) {\n const kind = ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName;\n\n // Dispose per-pass VBOs for ALL render passes (WebGPU).\n // _processInstancedBuffers creates per-pass VBOs for every render pass\n // that renders this mesh (main scene, depth renderer, etc.), not just\n // this layer's own passes. We must clean them all up to avoid using\n // a destroyed GPU buffer on the next submit.\n if (mesh._userInstancedBuffersStorage.renderPasses) {\n for (const passId in mesh._userInstancedBuffersStorage.renderPasses) {\n const renderPassId = Number(passId);\n const passVBOs = mesh._userInstancedBuffersStorage.renderPasses[renderPassId];\n if (passVBOs?.[kind]) {\n passVBOs[kind]!.dispose();\n delete passVBOs[kind];\n }\n }\n }\n\n mesh._userInstancedBuffersStorage.vertexBuffers[kind]?.dispose();\n\n const vao = mesh._userInstancedBuffersStorage.vertexArrayObjects?.[kind];\n if (vao) {\n // invalidate VAO is very important to keep sync between VAO and vertex buffers\n (this._engine as ThinEngine).releaseVertexArrayObject(vao);\n delete mesh._userInstancedBuffersStorage.vertexArrayObjects![kind];\n }\n\n delete mesh._userInstancedBuffersStorage.data[kind];\n delete mesh._userInstancedBuffersStorage.vertexBuffers[kind];\n delete mesh._userInstancedBuffersStorage.strides[kind];\n delete mesh._userInstancedBuffersStorage.sizes[kind];\n\n if (Object.keys(mesh._userInstancedBuffersStorage.vertexBuffers).length === 0) {\n mesh._userInstancedBuffersStorage = undefined!;\n }\n }\n if (mesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] !== undefined) {\n delete mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName];\n }\n\n // In WebGPU non-compat mode, cached render bundles (fastBundle) bake\n // vertex-buffer GPU handles at record time. Because the new VBO has\n // the same format (and thus the same hashCode), the pipeline cache\n // won't detect the change and would replay the stale bundle.\n // Resetting the draw cache forces new bundles to be recorded.\n if (this._engine.isWebGPU && !this._engine.compatibilityMode) {\n mesh.resetDrawCache();\n }\n }\n\n /**\n * Adds mesh or group of mesh to the current selection\n *\n * If a group of meshes is provided, they will outline as a single unit\n * @param meshOrGroup Meshes to add to the selection\n */\n public addSelection(meshOrGroup: AbstractMesh | AbstractMesh[]): void {\n if (!this._selection) {\n return;\n }\n\n const nextId = this._nextSelectionId;\n\n const group = Array.isArray(meshOrGroup) ? meshOrGroup : [meshOrGroup];\n if (group.length === 0) {\n return;\n }\n\n for (let meshIndex = 0; meshIndex < group.length; ++meshIndex) {\n const mesh = group[meshIndex];\n\n this._selection.push(mesh); // add to render list\n\n if (mesh.hasInstances || mesh.isAnInstance) {\n const sourceMesh = (mesh as InstancedMesh).sourceMesh ?? (mesh as Mesh);\n\n if (sourceMesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] === undefined) {\n sourceMesh.registerInstancedBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, 1);\n }\n this._instancedBufferSources.add(sourceMesh);\n\n mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] = nextId;\n } else if (mesh.hasThinInstances) {\n const thinInstanceCount = (mesh as Mesh).thinInstanceCount;\n const selectionIdData = new Float32Array(thinInstanceCount);\n for (let i = 0; i < thinInstanceCount; i++) {\n selectionIdData[i] = nextId;\n }\n (mesh as Mesh).thinInstanceSetBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, selectionIdData, 1);\n } else {\n this._meshUniqueIdToSelectionId[mesh.uniqueId] = nextId;\n }\n }\n this._nextSelectionId += 1;\n\n this._shouldRender = true;\n }\n\n /**\n * Free any resources and references associated to a mesh.\n * Internal use\n * @param mesh The mesh to free.\n * @internal\n */\n public _disposeMesh(mesh: Mesh): void {\n const selection = this._selection;\n if (!selection) {\n return;\n }\n\n const index = selection.indexOf(mesh);\n if (index !== -1) {\n selection.splice(index, 1);\n\n if (mesh.hasInstances) {\n mesh.removeVerticesData(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName);\n } else if (mesh.hasThinInstances) {\n (mesh as Mesh).thinInstanceSetBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, null);\n }\n\n if (mesh.isAnInstance) {\n const sourceMesh = (mesh as unknown as InstancedMesh).sourceMesh;\n // Only remove the source from tracking if no other selected\n // instance shares it, to avoid leaking its GPU resources.\n if (sourceMesh && !selection.some((m) => m !== mesh && m.isAnInstance && (m as unknown as InstancedMesh).sourceMesh === sourceMesh)) {\n this._instancedBufferSources.delete(sourceMesh);\n }\n }\n\n if (selection.length === 0) {\n this._shouldRender = false;\n }\n }\n }\n\n /**\n * Dispose the effect layer and free resources.\n */\n public override dispose(): void {\n this.clearSelection();\n this._selection = null;\n\n super.dispose();\n }\n}\n"]}
@@ -102,4 +102,10 @@ export declare class ClusteredLightContainer extends Light {
102
102
  transferToNodeMaterialEffect(_effect: Effect): Light;
103
103
  prepareLightSpecificDefines(defines: any, lightIndex: number): void;
104
104
  _isReady(): boolean;
105
+ /**
106
+ * Serializes the ClusteredLightContainer to a JSON object, including all child lights.
107
+ * @returns the serialized object
108
+ */
109
+ serialize(): any;
110
+ protected _onParsed(parsedLight: any, scene: Scene): void;
105
111
  }
@@ -492,6 +492,45 @@ export class ClusteredLightContainer extends Light {
492
492
  this._updateBatches();
493
493
  return this._proxyMesh.isReady(true, true);
494
494
  }
495
+ /**
496
+ * Serializes the ClusteredLightContainer to a JSON object, including all child lights.
497
+ * @returns the serialized object
498
+ */
499
+ serialize() {
500
+ const serializationObject = super.serialize();
501
+ // Serialize child lights inline so they round-trip with the container.
502
+ // Child lights are removed from scene.lights by addLight(), so the scene
503
+ // serializer would not reach them on its own.
504
+ serializationObject.clusteredLights = [];
505
+ for (const light of this._lights) {
506
+ if (!light.doNotSerialize) {
507
+ serializationObject.clusteredLights.push(light.serialize());
508
+ }
509
+ }
510
+ return serializationObject;
511
+ }
512
+ _onParsed(parsedLight, scene) {
513
+ if (parsedLight.clusteredLights) {
514
+ // Parse child lights first, but defer addLight() until after the loader
515
+ // fixup passes (parent resolution, excluded/included mesh resolution)
516
+ // have run on scene.lights. addLight() removes lights from scene.lights,
517
+ // which would cause those fixups to miss the child lights.
518
+ const parsedChildLights = [];
519
+ for (const parsedChildLight of parsedLight.clusteredLights) {
520
+ const childLight = Light.Parse(parsedChildLight, scene);
521
+ if (childLight) {
522
+ parsedChildLights.push(childLight);
523
+ }
524
+ }
525
+ if (parsedChildLights.length > 0) {
526
+ scene.onDataLoadedObservable.addOnce(() => {
527
+ for (const childLight of parsedChildLights) {
528
+ this.addLight(childLight);
529
+ }
530
+ });
531
+ }
532
+ }
533
+ }
495
534
  }
496
535
  /** @internal */
497
536
  ClusteredLightContainer._SceneComponentInitialization = () => {
@@ -503,6 +542,9 @@ __decorate([
503
542
  __decorate([
504
543
  serialize()
505
544
  ], ClusteredLightContainer.prototype, "verticalTiles", null);
545
+ __decorate([
546
+ serialize()
547
+ ], ClusteredLightContainer.prototype, "depthSlices", null);
506
548
  __decorate([
507
549
  serialize()
508
550
  ], ClusteredLightContainer.prototype, "maxRange", null);