@babylonjs/core 9.2.0 → 9.2.2

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 (200) hide show
  1. package/Animations/animation.d.ts +9 -0
  2. package/Animations/animation.js +9 -0
  3. package/Animations/animation.js.map +1 -1
  4. package/Animations/runtimeAnimation.js +28 -0
  5. package/Animations/runtimeAnimation.js.map +1 -1
  6. package/Cameras/Inputs/geospatialCameraPointersInput.js +10 -8
  7. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  8. package/Cameras/geospatialCameraMovement.js +21 -21
  9. package/Cameras/geospatialCameraMovement.js.map +1 -1
  10. package/Debug/physicsViewer.js +2 -12
  11. package/Debug/physicsViewer.js.map +1 -1
  12. package/Engines/abstractEngine.js +2 -2
  13. package/Engines/abstractEngine.js.map +1 -1
  14. package/Engines/webgpuEngine.js +2 -0
  15. package/Engines/webgpuEngine.js.map +1 -1
  16. package/FlowGraph/Blocks/flowGraphBlockFactory.js +14 -1
  17. package/FlowGraph/Blocks/flowGraphBlockFactory.js.map +1 -1
  18. package/FlowGraph/flowGraph.js +6 -0
  19. package/FlowGraph/flowGraph.js.map +1 -1
  20. package/FlowGraph/flowGraphEventBlock.d.ts +10 -0
  21. package/FlowGraph/flowGraphEventBlock.js +24 -0
  22. package/FlowGraph/flowGraphEventBlock.js.map +1 -1
  23. package/FlowGraph/flowGraphParser.js +23 -4
  24. package/FlowGraph/flowGraphParser.js.map +1 -1
  25. package/FlowGraph/serialization.js +36 -14
  26. package/FlowGraph/serialization.js.map +1 -1
  27. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.d.ts +105 -0
  28. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.js +318 -0
  29. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.js.map +1 -0
  30. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  31. package/FrameGraph/Node/Blocks/index.js +1 -0
  32. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  33. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +34 -0
  34. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +144 -0
  35. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -0
  36. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +26 -0
  37. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +82 -0
  38. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -0
  39. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +61 -0
  40. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +207 -0
  41. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -0
  42. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +104 -0
  43. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +218 -0
  44. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -0
  45. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.d.ts +217 -0
  46. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js +640 -0
  47. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js.map +1 -0
  48. package/FrameGraph/frameGraph.js +1 -0
  49. package/FrameGraph/frameGraph.js.map +1 -1
  50. package/FrameGraph/index.d.ts +1 -0
  51. package/FrameGraph/index.js +1 -0
  52. package/FrameGraph/index.js.map +1 -1
  53. package/Gizmos/boundingBoxGizmo.js +4 -0
  54. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  55. package/Layers/thinEffectLayer.js +8 -1
  56. package/Layers/thinEffectLayer.js.map +1 -1
  57. package/Lights/Clustered/clusteredLightContainer.js +8 -5
  58. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  59. package/Loading/Plugins/babylonFileLoader.js +26 -0
  60. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  61. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +15 -2
  62. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  63. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +3 -1
  64. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  65. package/Materials/PBR/openpbrMaterial.d.ts +13 -2
  66. package/Materials/PBR/openpbrMaterial.js +47 -16
  67. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  68. package/Materials/PBR/pbrBRDFConfiguration.js +1 -1
  69. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  70. package/Materials/Textures/Filtering/hdrFiltering.js +6 -0
  71. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  72. package/Materials/Textures/envCubeTexture.js +13 -13
  73. package/Materials/Textures/envCubeTexture.js.map +1 -1
  74. package/Materials/materialHelper.functions.js +1 -1
  75. package/Materials/materialHelper.functions.js.map +1 -1
  76. package/Meshes/GaussianSplatting/gaussianSplattingCompoundMesh.d.ts +18 -4
  77. package/Meshes/GaussianSplatting/gaussianSplattingCompoundMesh.js +29 -4
  78. package/Meshes/GaussianSplatting/gaussianSplattingCompoundMesh.js.map +1 -1
  79. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +48 -8
  80. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +373 -84
  81. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  82. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.d.ts +39 -4
  83. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js +152 -47
  84. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js.map +1 -1
  85. package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.d.ts +61 -7
  86. package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.js +94 -11
  87. package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.js.map +1 -1
  88. package/Meshes/mesh.d.ts +15 -0
  89. package/Meshes/mesh.js +40 -1
  90. package/Meshes/mesh.js.map +1 -1
  91. package/Meshes/transformNode.js +2 -2
  92. package/Meshes/transformNode.js.map +1 -1
  93. package/Misc/sceneSerializer.js +2 -1
  94. package/Misc/sceneSerializer.js.map +1 -1
  95. package/Misc/textureTools.d.ts +3 -1
  96. package/Misc/textureTools.js +74 -13
  97. package/Misc/textureTools.js.map +1 -1
  98. package/Misc/tools.js +1 -1
  99. package/Misc/tools.js.map +1 -1
  100. package/Particles/baseParticleSystem.d.ts +47 -1
  101. package/Particles/baseParticleSystem.js +88 -0
  102. package/Particles/baseParticleSystem.js.map +1 -1
  103. package/Particles/computeShaderParticleSystem.js +12 -0
  104. package/Particles/computeShaderParticleSystem.js.map +1 -1
  105. package/Particles/gpuParticleSystem.d.ts +61 -25
  106. package/Particles/gpuParticleSystem.js +249 -75
  107. package/Particles/gpuParticleSystem.js.map +1 -1
  108. package/Particles/particleSystem.d.ts +0 -6
  109. package/Particles/particleSystem.js +3 -14
  110. package/Particles/particleSystem.js.map +1 -1
  111. package/Particles/thinParticleSystem.d.ts +1 -17
  112. package/Particles/thinParticleSystem.js +1 -50
  113. package/Particles/thinParticleSystem.js.map +1 -1
  114. package/Particles/webgl2ParticleSystem.d.ts +1 -0
  115. package/Particles/webgl2ParticleSystem.js +18 -2
  116. package/Particles/webgl2ParticleSystem.js.map +1 -1
  117. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +1 -1
  118. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
  119. package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +3 -1
  120. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +11 -1
  121. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
  122. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +0 -19
  123. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +21 -65
  124. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  125. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +15 -52
  126. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +129 -220
  127. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  128. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +3 -0
  129. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  130. package/Rendering/depthRenderer.js +6 -0
  131. package/Rendering/depthRenderer.js.map +1 -1
  132. package/Rendering/geometryBufferRenderer.d.ts +14 -5
  133. package/Rendering/geometryBufferRenderer.js +6 -2
  134. package/Rendering/geometryBufferRenderer.js.map +1 -1
  135. package/Rendering/geometryBufferRendererSceneComponent.d.ts +4 -6
  136. package/Rendering/geometryBufferRendererSceneComponent.js.map +1 -1
  137. package/Rendering/iblCdfGenerator.d.ts +10 -0
  138. package/Rendering/iblCdfGenerator.js +52 -17
  139. package/Rendering/iblCdfGenerator.js.map +1 -1
  140. package/Rendering/index.d.ts +0 -6
  141. package/Rendering/index.js +0 -6
  142. package/Rendering/index.js.map +1 -1
  143. package/Shaders/ShadersInclude/gaussianSplatting.js +25 -4
  144. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  145. package/Shaders/ShadersInclude/openpbrDirectLighting.js +6 -1
  146. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  147. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +1 -1
  148. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  149. package/Shaders/gaussianSplatting.vertex.js +3 -0
  150. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  151. package/Shaders/gpuRenderParticles.vertex.js +14 -2
  152. package/Shaders/gpuRenderParticles.vertex.js.map +1 -1
  153. package/Shaders/gpuUpdateParticles.vertex.js +24 -6
  154. package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
  155. package/Shaders/iblShadowVoxelTracing.fragment.js +5 -1
  156. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  157. package/Shaders/iblVoxelGrid.fragment.d.ts +1 -0
  158. package/Shaders/iblVoxelGrid.fragment.js +33 -5
  159. package/Shaders/iblVoxelGrid.fragment.js.map +1 -1
  160. package/Shaders/{iblVoxelSlabDebug.fragment.d.ts → lod3D.fragment.d.ts} +1 -1
  161. package/Shaders/lod3D.fragment.js +13 -0
  162. package/Shaders/lod3D.fragment.js.map +1 -0
  163. package/Shaders/openpbr.fragment.js +5 -0
  164. package/Shaders/openpbr.fragment.js.map +1 -1
  165. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +37 -5
  166. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  167. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +6 -1
  168. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  169. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +1 -1
  170. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  171. package/ShadersWGSL/gaussianSplatting.vertex.js +3 -0
  172. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  173. package/ShadersWGSL/gpuUpdateParticles.compute.js +29 -8
  174. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  175. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +5 -1
  176. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
  177. package/ShadersWGSL/iblVoxelGrid.fragment.js +1 -1
  178. package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -1
  179. package/{Shaders/iblVoxelSlabDebug.vertex.d.ts → ShadersWGSL/lod3D.fragment.d.ts} +1 -1
  180. package/ShadersWGSL/lod3D.fragment.js +13 -0
  181. package/ShadersWGSL/lod3D.fragment.js.map +1 -0
  182. package/ShadersWGSL/openpbr.fragment.js +5 -0
  183. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  184. package/package.json +1 -1
  185. package/Shaders/iblVoxelGrid3dDebug.fragment.d.ts +0 -5
  186. package/Shaders/iblVoxelGrid3dDebug.fragment.js +0 -24
  187. package/Shaders/iblVoxelGrid3dDebug.fragment.js.map +0 -1
  188. package/Shaders/iblVoxelSlabDebug.fragment.js +0 -13
  189. package/Shaders/iblVoxelSlabDebug.fragment.js.map +0 -1
  190. package/Shaders/iblVoxelSlabDebug.vertex.js +0 -11
  191. package/Shaders/iblVoxelSlabDebug.vertex.js.map +0 -1
  192. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.d.ts +0 -5
  193. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js +0 -23
  194. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js.map +0 -1
  195. package/ShadersWGSL/iblVoxelSlabDebug.fragment.d.ts +0 -5
  196. package/ShadersWGSL/iblVoxelSlabDebug.fragment.js +0 -14
  197. package/ShadersWGSL/iblVoxelSlabDebug.fragment.js.map +0 -1
  198. package/ShadersWGSL/iblVoxelSlabDebug.vertex.d.ts +0 -5
  199. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js +0 -12
  200. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js.map +0 -1
@@ -1 +1 @@
1
- {"version":3,"file":"thinEffectLayer.js","sourceRoot":"","sources":["../../../../dev/core/src/Layers/thinEffectLayer.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAIhD,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAE7C,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AAIjD,OAAO,EAAqC,aAAa,EAAE,MAAM,+BAA+B,CAAC;AAGjG,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AACjD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAGjD,OAAO,EAAE,eAAe,EAAE,MAAM,8BAA8B,CAAC;AAC/D,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,oBAAoB,EAAE,aAAa,EAAE,iCAAiC,EAAE,MAAM,sCAAsC,CAAC;AAC9H,OAAO,EAAE,mBAAmB,EAAE,yBAAyB,EAAE,0CAA0C,EAAE,0BAA0B,EAAE,MAAM,uCAAuC,CAAC;AAE/K,OAAO,EAAE,cAAc,EAAE,MAAM,+BAA+B,CAAC;AAG/D;;;;GAIG;AACH,MAAM,OAAO,uBAAwB,SAAQ,aAAa;IAWtD,YACI,IAAY,EACZ,SAAmC,IAAI,EAChC,SAAkB,EAClB,MAAc,EACrB,OAAsC;QAEtC,KAAK,CAAC;YACF,GAAG,OAAO;YACV,IAAI;YACJ,MAAM,EAAE,MAAM,IAAI,WAAW,CAAC,iBAAkB;YAChD,cAAc,EAAE,IAAI;YACpB,gBAAgB,EAAE,IAAI;YACtB,cAAc,EAAE,uBAAuB,CAAC,WAAW;YACnD,QAAQ,EAAE,uBAAuB,CAAC,QAAQ;SAC7C,CAAC,CAAC;QAZI,cAAS,GAAT,SAAS,CAAS;QAClB,WAAM,GAAN,MAAM,CAAQ;QAyBlB,iBAAY,GAAW,CAAC,CAAC;QAEzB,kBAAa,GAAW,CAAC,CAAC;IAfjC,CAAC;IAEkB,cAAc,CAAC,SAAkB,EAAE,IAAoB;QACtE,IAAI,SAAS,EAAE,CAAC;YACZ,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;YACzB,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,6CAA6C,CAAC,CAAC,CAAC;QACrE,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,yCAAyC,CAAC,CAAC,CAAC;QACjE,CAAC;QAED,KAAK,CAAC,cAAc,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;IAC1C,CAAC;IAMe,IAAI;QAChB,KAAK,CAAC,IAAI,EAAE,CAAC;QACb,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QACzF,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC,UAAU,CAAC,WAAW,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;QAClE,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;IACjE,CAAC;;AAhDD;;GAEG;AACoB,mCAAW,GAAG,qBAAqB,AAAxB,CAAyB;AAE3D;;GAEG;AACoB,gCAAQ,GAAG,CAAC,YAAY,EAAE,WAAW,EAAE,WAAW,CAAC,AAA3C,CAA4C;AAqF/E;;GAEG;AACH,MAAM,OAAO,eAAe;IAyCxB;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC;IAChC,CAAC;IAED,IAAW,MAAM,CAAC,MAAwB;QACtC,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,MAAM,CAAC;IAClC,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,QAAQ,CAAC,gBAAgB,CAAC;IAC1C,CAAC;IACD,IAAW,gBAAgB,CAAC,gBAAwB;QAChD,IAAI,CAAC,QAAQ,CAAC,gBAAgB,GAAG,gBAAgB,CAAC;IACtD,CAAC;IA+CD;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAID;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAID;;;;OAIG;IACI,uBAAuB,CAAC,IAAmC,EAAE,QAAmB;QACnF,IAAI,CAAC,eAAe,CAAC,uBAAuB,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;QAC7D,IAAI,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;YACtB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;gBACnC,MAAM,WAAW,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC;gBAC5B,IAAI,CAAC,QAAQ,EAAE,CAAC;oBACZ,OAAO,IAAI,CAAC,qBAAqB,CAAC,WAAW,CAAC,QAAQ,CAAC,CAAC;gBAC5D,CAAC;qBAAM,CAAC;oBACJ,IAAI,CAAC,qBAAqB,CAAC,WAAW,CAAC,QAAQ,CAAC,GAAG,CAAC,WAAW,EAAE,QAAQ,CAAC,CAAC;gBAC/E,CAAC;YACL,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,QAAQ,EAAE,CAAC;gBACZ,OAAO,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;YACrD,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;YACjE,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;;OAIG;IACI,kBAAkB,CAAC,IAAkB;QACxC,OAAO,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC;IACrD,CAAC;IAED;;;;OAIG;IACI,kBAAkB,CAAC,IAAkB,EAAE,SAAiB;QAC3D,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG,SAAS,CAAC;IACrD,CAAC;IAED;;;;;;;OAOG;IACH,YACI,IAAY,EACZ,KAAa,EACb,SAAS,GAAG,KAAK,EACjB,gBAAgB,GAAG,KAAK,EAChB,6BAAmD;QAAnD,kCAA6B,GAA7B,6BAA6B,CAAsB;QApLvD,mBAAc,GAA8C,EAAE,CAAC;QAG7D,sBAAiB,GAAG,KAAK,CAAC;QAOpC,gBAAgB;QACT,kBAAa,GAAG,IAAI,CAAC;QAC5B,gBAAgB;QACT,6BAAwB,GAAsD,EAAE,OAAO,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,MAAM,EAAE,EAAE,CAAC;QAC5H,gBAAgB;QACT,qBAAgB,GAAuC,EAAE,CAAC;QACjE,gBAAgB;QACT,mBAAc,GAAoB,EAAE,CAAC;QAa5C;;WAEG;QACI,iBAAY,GAAW,IAAI,MAAM,EAAE,CAAC;QAE3C;;WAEG;QACI,cAAS,GAAY,IAAI,CAAC;QAuBjC;;WAEG;QACI,wCAAmC,GAAG,KAAK,CAAC;QAEnD;;WAEG;QACI,wBAAmB,GAAG,IAAI,UAAU,EAAmB,CAAC;QAE/D;;WAEG;QACI,kCAA6B,GAAG,IAAI,UAAU,EAAmB,CAAC;QAEzE;;WAEG;QACI,8BAAyB,GAAG,IAAI,UAAU,EAAmB,CAAC;QAErE;;WAEG;QACI,+BAA0B,GAAG,IAAI,UAAU,EAAgB,CAAC;QAEnE;;WAEG;QACI,8BAAyB,GAAG,IAAI,UAAU,EAAgB,CAAC;QAElE;;WAEG;QACI,6BAAwB,GAAG,IAAI,UAAU,EAAmB,CAAC;QAEpE;;WAEG;QACI,2BAAsB,GAAG,IAAI,UAAU,EAAmB,CAAC;QAElE;;WAEG;QACI,0BAAqB,GAAG,IAAI,UAAU,EAAmB,CAAC;QASvD,oBAAe,+BAAuB;QASxC,0BAAqB,GAA+C,EAAE,CAAC;QA+E/E,gBAAgB;QACT,mBAAc,GAAG,KAAK,CAAC;QApB1B,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,MAAM,GAAG,KAAK,IAAW,WAAW,CAAC,gBAAgB,CAAC;QAC3D,IAAI,CAAC,iBAAiB,GAAG,gBAAgB,CAAC;QAE1C,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,IAAI,MAAM,CAAC,QAAQ,IAAI,CAAC,SAAS,IAAI,CAAC,eAAe,CAAC,SAAS,EAAE,CAAC;YAC9D,IAAI,CAAC,eAAe,8BAAsB,CAAC;QAC/C,CAAC;QAED,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,IAAI,CAAC,iBAAiB,GAAG,EAAE,CAAC;QAE5B,mBAAmB;QACnB,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAC5B,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAKD;;;OAGG;IACI,aAAa;QAChB,OAAO,EAAE,CAAC;IACd,CAAC;IAED;;;;;OAKG;IACI,OAAO,CAAC,QAAiB,EAAE,aAAsB;QACpD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACI,WAAW;QACd,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,gBAAgB;IACT,kBAAkB;QACrB,MAAM,IAAI,KAAK,CAAC,uCAAuC,CAAC,CAAC;IAC7D,CAAC;IAED,gBAAgB;IACT,8BAA8B,KAAU,CAAC;IAKhD,gBAAgB;IACT,gBAAgB,CAAC,OAAe,EAAE,YAAoB,IAAS,CAAC;IAEvE,gBAAgB;IACT,2BAA2B,CAAC,KAAW,EAAE,QAAiB,EAAE,SAAmB,IAAS,CAAC;IAEhG,gBAAgB;IACT,iBAAiB;QACpB,OAAO,CAAC,CAAC;IACb,CAAC;IAED,gBAAgB;IACT,KAAK,CAAC,OAAgC;QACzC,gBAAgB;QAChB,IAAI,CAAC,QAAQ,GAAG;YACZ,gBAAgB,EAAE,GAAG;YACrB,oBAAoB,EAAE,CAAC;YACvB,eAAe,EAAE,SAAS,CAAC,yBAAyB;YACpD,iBAAiB,EAAE,SAAS,CAAC,kBAAkB;YAC/C,iBAAiB,EAAE,SAAS,CAAC,aAAa;YAC1C,MAAM,EAAE,IAAI;YACZ,gBAAgB,EAAE,CAAC,CAAC;YACpB,GAAG,OAAO;SACb,CAAC;QAEF,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAEO,oBAAoB;QACxB,UAAU;QACV,MAAM,OAAO,GAAG,EAAE,CAAC;QACnB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAEhB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAEhB,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,OAAO,CAAC,CAAC;IAChE,CAAC;IAEO,qBAAqB;QACzB,MAAM;QACN,MAAM,QAAQ,GAAG,EAAE,CAAC;QACpB,QAAQ,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACpB,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACrB,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QACtB,QAAQ,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QAErB,MAAM,YAAY,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,OAAO,EAAE,QAAQ,EAAE,YAAY,CAAC,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QAC1G,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,YAAY,CAAC;IAClE,CAAC;IAES,qBAAqB;QAC3B,IAAI,CAAC,eAAe,GAAG,IAAI,cAAc,CAAC,wCAAwC,IAAI,CAAC,IAAI,EAAE,EAAE,IAAI,CAAC,MAAM,EAAE;YACxG,sBAAsB,EAAE,IAAI;SAC/B,CAAC,CAAC;QACH,IAAI,CAAC,eAAe,CAAC,YAAY,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC;QACzD,IAAI,CAAC,eAAe,CAAC,eAAe,GAAG,KAAK,CAAC;QAC7C,IAAI,CAAC,eAAe,CAAC,UAAU,GAAG,IAAI,CAAC;QAEvC,4EAA4E;QAC5E,MAAM,sBAAsB,GAAG,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,sBAAsB,CAAC;QAEpE,IAAI,0BAA0B,GAAG,KAAK,CAAC;QACvC,IAAI,sBAAsB,EAAE,CAAC;YACzB,IAAI,CAAC,eAAe,CAAC,wBAAwB,CAAC,GAAG,CAAC,GAAG,EAAE;gBACnD,0BAA0B,GAAG,IAAI,CAAC,MAAM,CAAC,sBAAsB,EAAE,CAAC,OAAO,CAAC;gBAC1E,IAAI,CAAC,MAAM,CAAC,sBAAsB,EAAE,CAAC,OAAO,GAAG,CAAC,IAAI,CAAC,mCAAmC,IAAI,0BAA0B,CAAC;YAC3H,CAAC,CAAC,CAAC;YAEH,IAAI,CAAC,eAAe,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;gBAClD,IAAI,CAAC,MAAM,CAAC,sBAAsB,EAAE,CAAC,OAAO,GAAG,0BAA0B,CAAC;YAC9E,CAAC,CAAC,CAAC;QACP,CAAC;QAED,IAAI,CAAC,eAAe,CAAC,qBAAqB,GAAG,CAAC,IAAkB,EAAE,WAAmB,EAAE,OAAiB,EAAE,EAAE;YACxG,IAAI,CAAC,OAAO,IAAI,WAAW,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;gBACnD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;oBAC7C,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;oBAClC,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;oBACvC,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;oBAEjD,IAAI,CAAC,QAAQ,EAAE,CAAC;wBACZ,SAAS;oBACb,CAAC;oBAED,MAAM,KAAK,GAAG,aAAa,CAAC,uBAAuB,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,OAAO,CAAC,kBAAkB,EAAE,CAAC,CAAC;oBACjG,MAAM,0BAA0B,GAAG,KAAK,CAAC,0BAA0B,CAAC,OAAO,CAAC,GAAG,CAAC,IAAI,aAAa,CAAC,gBAAgB,CAAC;oBAEnH,IAAI,CAAC,2BAA2B,CAAC,aAAa,EAAE,OAAO,EAAE,QAAQ,CAAC,CAAC;oBAEnE,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,0BAA0B,EAAE,IAAI,CAAC,wBAAwB,CAAC,OAAO,CAAC,EAAE,CAAC;wBACpG,OAAO,KAAK,CAAC;oBACjB,CAAC;gBACL,CAAC;YACL,CAAC;YAED,OAAO,IAAI,CAAC;QAChB,CAAC,CAAC;QAEF,yBAAyB;QACzB,IAAI,CAAC,eAAe,CAAC,oBAAoB,GAAG,CACxC,eAAoC,EACpC,kBAAuC,EACvC,oBAAyC,EACzC,kBAAuC,EACnC,EAAE;YACN,IAAI,CAAC,6BAA6B,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;YAEzD,IAAI,KAAa,CAAC;YAElB,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;YAEvC,IAAI,kBAAkB,CAAC,MAAM,EAAE,CAAC;gBAC5B,MAAM,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;gBAC5B,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,kBAAkB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;oBACzD,IAAI,CAAC,cAAc,CAAC,kBAAkB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;gBACxD,CAAC;gBACD,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;YAC/B,CAAC;YAED,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBACtD,IAAI,CAAC,cAAc,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;YACrD,CAAC;YAED,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,kBAAkB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBACzD,IAAI,CAAC,cAAc,CAAC,kBAAkB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;YACxD,CAAC;YAED,MAAM,iBAAiB,GAAG,MAAM,CAAC,YAAY,EAAE,CAAC;YAEhD,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBAC3D,MAAM,OAAO,GAAG,oBAAoB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;gBACjD,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;gBACvC,IAAI,QAAQ,IAAI,QAAQ,CAAC,gBAAgB,EAAE,CAAC;oBACxC,MAAM,MAAM,GAAG,QAAQ,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC;oBAC/C,MAAM,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;oBAC5B,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,CAAC;oBAC7B,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;gBAC/B,CAAC;gBACD,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,IAAI,CAAC,CAAC;YACvC,CAAC;YAED,MAAM,CAAC,YAAY,CAAC,iBAAiB,CAAC,CAAC;QAC3C,CAAC,CAAC;IACN,CAAC;IAED,gBAAgB;IACT,uBAAuB,CAAC,QAAkB,IAAS,CAAC;IAE3D,gBAAgB;IACT,uBAAuB,CAAC,OAAgB,EAAE,YAAqB,EAAE,eAAsC;QAC1G,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,IAAI,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;QAE/B,MAAM,iBAAiB,GAAG,IAAI,CAAC,6BAA6B,CAAC,sBAAsB,EAAE,CAAC,MAAM,CAAC,mBAAmB,CAAC,CAAC;QAElH,IAAI,iBAAiB,EAAE,CAAC;YACpB,OAAO,iBAAiB,CAAC,iBAAiB,CAAC,IAAI,EAAE,OAAO,EAAE,YAAY,CAAC,CAAC;QAC5E,CAAC;QAED,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QAEvC,IAAI,CAAC,QAAQ,EAAE,CAAC;YACZ,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,IAAI,IAAI,CAAC,gBAAgB,CAAC,OAAO,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC;YACpD,OAAO,QAAQ,CAAC,iBAAiB,CAAC,OAAO,CAAC,OAAO,EAAE,EAAE,OAAO,EAAE,YAAY,CAAC,CAAC;QAChF,CAAC;QAED,MAAM,OAAO,GAAa,EAAE,CAAC;QAE7B,MAAM,OAAO,GAAG,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAE5C,IAAI,GAAG,GAAG,KAAK,CAAC;QAChB,IAAI,GAAG,GAAG,KAAK,CAAC;QAChB,MAAM,KAAK,GAAG,KAAK,CAAC;QAEpB,UAAU;QACV,IAAI,QAAQ,EAAE,CAAC;YACX,MAAM,aAAa,GAAG,QAAQ,CAAC,uBAAuB,CAAC,IAAI,CAAC,CAAC;YAE7D,MAAM,cAAc,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;YACtD,MAAM,yBAAyB,GAC3B,cAAc,IAAI,cAAc,CAAC,QAAQ,IAAI,CAAE,QAAgB,CAAC,0BAA0B,IAAK,QAAgB,CAAC,0BAA0B,CAAC,CAAC;YAEhJ,IAAI,cAAc,IAAI,CAAC,aAAa,IAAI,yBAAyB,CAAC,EAAE,CAAC;gBACjE,OAAO,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;gBAChC,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,OAAO,CAAC,IAAI,cAAc,CAAC,gBAAgB,KAAK,CAAC,EAAE,CAAC;oBAC5F,OAAO,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;oBACnC,GAAG,GAAG,IAAI,CAAC;gBACf,CAAC;qBAAM,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,MAAM,CAAC,EAAE,CAAC;oBACzD,OAAO,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;oBACnC,GAAG,GAAG,IAAI,CAAC;gBACf,CAAC;gBAED,IAAI,aAAa,EAAE,CAAC;oBAChB,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;oBAClC,OAAO,CAAC,IAAI,CAAC,4BAA4B,CAAC,CAAC;gBAC/C,CAAC;gBACD,IAAI,CAAC,cAAc,CAAC,UAAU,EAAE,CAAC;oBAC7B,OAAO,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;gBAC7C,CAAC;YACL,CAAC;YAED,MAAM,cAAc,GAAI,QAAgB,CAAC,cAAc,CAAC;YACxD,IAAI,cAAc,EAAE,CAAC;gBACjB,OAAO,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;gBAChC,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,OAAO,CAAC,IAAI,cAAc,CAAC,gBAAgB,KAAK,CAAC,EAAE,CAAC;oBAC5F,OAAO,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;oBACnC,GAAG,GAAG,IAAI,CAAC;gBACf,CAAC;qBAAM,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,MAAM,CAAC,EAAE,CAAC;oBACzD,OAAO,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;oBACnC,GAAG,GAAG,IAAI,CAAC;gBACf,CAAC;YACL,CAAC;QACL,CAAC;QAED,WAAW;QACX,IAAI,eAAe,EAAE,CAAC;YAClB,OAAO,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;YACjC,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,OAAO,CAAC,IAAI,eAAe,CAAC,gBAAgB,KAAK,CAAC,EAAE,CAAC;gBAC7F,OAAO,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;gBACpC,GAAG,GAAG,IAAI,CAAC;YACf,CAAC;iBAAM,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,MAAM,CAAC,EAAE,CAAC;gBACzD,OAAO,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;gBACpC,GAAG,GAAG,IAAI,CAAC;YACf,CAAC;YACD,IAAI,CAAC,eAAe,CAAC,UAAU,EAAE,CAAC;gBAC9B,OAAO,CAAC,IAAI,CAAC,2BAA2B,CAAC,CAAC;YAC9C,CAAC;QACL,CAAC;QAED,SAAS;QACT,IAAI,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,SAAS,CAAC,IAAI,IAAI,CAAC,cAAc,IAAI,QAAQ,CAAC,gBAAgB,KAAK,QAAQ,CAAC,eAAe,EAAE,CAAC;YAC9J,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,CAAC;YACrC,OAAO,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;QACxC,CAAC;QAED,IAAI,GAAG,EAAE,CAAC;YACN,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;YAClC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAChC,CAAC;QACD,IAAI,GAAG,EAAE,CAAC;YACN,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;YACnC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAChC,CAAC;QAED,QAAQ;QACR,MAAM,SAAS,GAAG,IAAI,eAAe,EAAE,CAAC;QACxC,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,wBAAwB,EAAE,CAAC;YACjD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,IAAI,IAAI,CAAC,kBAAkB,GAAG,CAAC,EAAE,CAAC;gBAC9B,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC;gBACpD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC;YACxD,CAAC;YAED,OAAO,CAAC,IAAI,CAAC,+BAA+B,GAAG,IAAI,CAAC,kBAAkB,CAAC,CAAC;YAExE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;YAC/B,IAAI,QAAQ,IAAI,QAAQ,CAAC,yBAAyB,EAAE,CAAC;gBACjD,OAAO,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;YACxC,CAAC;iBAAM,CAAC;gBACJ,OAAO,CAAC,IAAI,CAAC,uBAAuB,GAAG,CAAC,QAAQ,CAAC,CAAC,CAAC,QAAQ,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YACvF,CAAC;YAED,IAAI,IAAI,CAAC,kBAAkB,GAAG,CAAC,EAAE,CAAC;gBAC9B,SAAS,CAAC,sBAAsB,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;YAC9C,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,OAAO,CAAC,IAAI,CAAC,gCAAgC,CAAC,CAAC;QACnD,CAAC;QAED,gBAAgB;QAChB,MAAM,mBAAmB,GAAG,IAAI,CAAC,kBAAkB;YAC/C,CAAC,CAAC,0CAA0C,CACtC,IAAI,CAAC,kBAAkB,EACvB,OAAO,EACP,OAAO,EACP,IAAI,EACJ,IAAI,EAAE,mBAAmB;YACzB,KAAK,EAAE,iBAAiB;YACxB,KAAK,EAAE,kBAAkB;YACzB,GAAG,EAAE,aAAa;YAClB,GAAG,EAAE,cAAc;YACnB,KAAK,CAAC,gBAAgB;aACzB;YACH,CAAC,CAAC,CAAC,CAAC;QAER,YAAY;QACZ,IAAI,YAAY,EAAE,CAAC;YACf,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAClC,0BAA0B,CAAC,OAAO,CAAC,CAAC;YACpC,IAAI,OAAO,CAAC,gBAAgB,EAAE,CAAC,gBAAgB,EAAE,CAAC;gBAC9C,OAAO,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;YAC3C,CAAC;QACL,CAAC;QAED,0BAA0B;QAC1B,MAAM,UAAU,GAAG,IAAI,CAAC,2BAA2B,CAAC;QACpD,IAAI,UAAU,IAAI,UAAU,CAAC,SAAS,EAAE,CAAC;YACrC,OAAO,CAAC,IAAI,CAAC,wCAAwC,CAAC,CAAC;YACvD,IAAI,YAAY,EAAE,CAAC;gBACf,OAAO,CAAC,IAAI,CAAC,uCAAuC,CAAC,CAAC;YAC1D,CAAC;QACL,CAAC;QAED,aAAa;QACb,iCAAiC,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC;QAElE,IAAI,CAAC,uBAAuB,CAAC,OAAO,CAAC,CAAC;QAEtC,qBAAqB;QACrB,MAAM,WAAW,GAAG,OAAO,CAAC,eAAe,CAAC,SAAS,EAAE,IAAI,CAAE,CAAC;QAC9D,MAAM,aAAa,GAAG,WAAW,CAAC,OAAiB,CAAC;QACpD,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAChC,IAAI,aAAa,KAAK,IAAI,EAAE,CAAC;YACzB,MAAM,QAAQ,GAAG;gBACb,OAAO;gBACP,QAAQ;gBACR,gBAAgB;gBAChB,WAAW;gBACX,uBAAuB;gBACvB,kBAAkB;gBAClB,iBAAiB;gBACjB,eAAe;gBACf,gBAAgB;gBAChB,eAAe;gBACf,kBAAkB;gBAClB,wBAAwB;gBACxB,2BAA2B;gBAC3B,8BAA8B;gBAC9B,yCAAyC;gBACzC,0BAA0B;gBAC1B,6BAA6B;gBAC7B,eAAe;aAClB,CAAC;YAEF,oBAAoB,CAAC,QAAQ,CAAC,CAAC;YAE/B,WAAW,CAAC,SAAS,CACjB,IAAI,CAAC,OAAO,CAAC,YAAY,CACrB,mBAAmB,EACnB,OAAO,EACP,QAAQ,EACR,CAAC,gBAAgB,EAAE,iBAAiB,EAAE,gBAAgB,EAAE,aAAa,EAAE,cAAc,EAAE,6BAA6B,CAAC,EACrH,IAAI,EACJ,SAAS,EACT,SAAS,EACT,SAAS,EACT,EAAE,2BAA2B,EAAE,mBAAmB,EAAE,EACpD,IAAI,CAAC,eAAe,EACpB,IAAI,CAAC,cAAc;gBACf,CAAC,CAAC,SAAS;gBACX,CAAC,CAAC,KAAK,IAAI,EAAE;oBACP,MAAM,IAAI,CAAC,mBAAmB,EAAE,CAAC;oBACjC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;gBAC/B,CAAC,CACV,EACD,IAAI,CACP,CAAC;QACN,CAAC;QAED,MAAM,aAAa,GAAG,WAAW,CAAC,MAAO,CAAC,OAAO,EAAE,CAAC;QAEpD,OAAO,aAAa,IAAI,CAAC,IAAI,CAAC,iBAAiB,IAAI,CAAC,CAAC,IAAI,CAAC,iBAAiB,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC;IACzG,CAAC;IAED,gBAAgB;IACT,eAAe,CAAC,OAAgB,EAAE,YAAqB,EAAE,eAAsC;QAClG,OAAO,IAAI,CAAC,uBAAuB,CAAC,OAAO,EAAE,YAAY,EAAE,eAAe,CAAC,CAAC;IAChF,CAAC;IAES,KAAK,CAAC,mBAAmB;QAC/B,IAAI,IAAI,CAAC,eAAe,gCAAwB,EAAE,CAAC;YAC/C,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,yCAAyC,CAAC,EAAE,MAAM,CAAC,2CAA2C,CAAC,CAAC,CAAC,CAAC;QAChI,CAAC;aAAM,CAAC;YACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,qCAAqC,CAAC,EAAE,MAAM,CAAC,uCAAuC,CAAC,CAAC,CAAC,CAAC;QACxH,CAAC;QACD,mEAAmE;QACnE,IAAI,CAAC,6BAA6B,EAAE,EAAE,CAAC;IAC3C,CAAC;IAED,gBAAgB;IACT,qBAAqB;QACxB,IAAI,OAAO,GAAG,IAAI,CAAC;QAEnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YAClD,OAAO,GAAG,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,IAAI,OAAO,CAAC;QAC1D,CAAC;QAED,MAAM,QAAQ,GAAG,IAAI,CAAC,iBAAiB,EAAE,CAAC;QAE1C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,EAAE,EAAE,CAAC,EAAE,CAAC;YAChC,IAAI,aAAa,GAAG,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC,CAAC;YAC9C,IAAI,CAAC,aAAa,EAAE,CAAC;gBACjB,aAAa,GAAG,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;gBAC1E,aAAa,CAAC,SAAS,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC,CAAC;YACvD,CAAC;YACD,OAAO,GAAG,aAAa,CAAC,MAAO,CAAC,OAAO,EAAE,IAAI,OAAO,CAAC;QACzD,CAAC;QAED,OAAO,OAAO,CAAC;IACnB,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACxC,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,IAAI,CAAC,IAAI,CAAC,iBAAiB,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE,EAAE,CAAC;YAClD,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,QAAQ,GAAG,IAAI,CAAC,iBAAiB,EAAE,CAAC;QAE1C,IAAI,CAAC,yBAAyB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QAErD,MAAM,iBAAiB,GAAG,MAAM,CAAC,YAAY,EAAE,CAAC;QAEhD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,EAAE,EAAE,CAAC,EAAE,CAAC;YAChC,MAAM,aAAa,GAAG,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC,CAAC;YAEhD,SAAS;YACT,MAAM,CAAC,YAAY,CAAC,aAAa,CAAC,CAAC;YACnC,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;YAEvB,OAAO;YACP,MAAM,CAAC,WAAW,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,YAAY,EAAE,aAAa,CAAC,MAAO,CAAC,CAAC;YAElF,YAAY;YACZ,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,QAAQ,CAAC,iBAAiB,CAAC,CAAC;YAErD,qCAAqC;YACrC,IAAI,CAAC,gBAAgB,CAAC,aAAa,CAAC,MAAO,EAAE,CAAC,CAAC,CAAC;QACpD,CAAC;QAED,gBAAgB;QAChB,MAAM,CAAC,YAAY,CAAC,iBAAiB,CAAC,CAAC;QAEvC,IAAI,CAAC,wBAAwB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QAEpD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,gBAAgB;IACT,gBAAgB,CAAC,IAAkB;QACtC,IAAI,IAAI,CAAC,gBAAgB,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC,gBAAgB,KAAK,IAAI,CAAC,gBAAgB,EAAE,CAAC;YAClF,OAAO,IAAI,CAAC;QAChB,CAAC;QACD,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;OAIG;IACI,OAAO,CAAC,IAAkB;QAC7B,OAAO,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC;IACvC,CAAC;IAED,gBAAgB;IACT,qBAAqB;QACxB,OAAO,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,aAAa,CAAC;IAChD,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACxC,CAAC;IAED,gBAAgB;IACT,iBAAiB,CAAC,KAAmB;QACxC,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,gBAAgB;IACT,sBAAsB,CAAC,IAAkB,EAAE,QAAkB;QAChE,OAAO,CAAC,QAAQ,CAAC,wBAAwB,CAAC,IAAI,CAAC,CAAC;IACpD,CAAC;IAED,gBAAgB;IACT,cAAc,CAAC,IAAkB,EAAE,QAAkB;QACxD,OAAO,IAAI,CAAC,sBAAsB,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;IACvD,CAAC;IAES,cAAc,CAAC,OAAgB,EAAE,kBAA2B,KAAK;QACvE,IAAI,CAAC,IAAI,CAAC,qBAAqB,EAAE,EAAE,CAAC;YAChC,OAAO;QACX,CAAC;QAED,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QACvC,MAAM,SAAS,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;QACpC,MAAM,eAAe,GAAG,OAAO,CAAC,kBAAkB,EAAE,CAAC;QACrD,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;QACjD,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;QACjD,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAC1B,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,aAAa,CAAC,6BAA6B,CAAC,qBAAqB,GAAG,KAAK,CAAC;QAE1E,IAAI,CAAC,QAAQ,EAAE,CAAC;YACZ,OAAO;QACX,CAAC;QAED,8BAA8B;QAC9B,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,aAAa,EAAE,QAAQ,CAAC,EAAE,CAAC;YAChD,OAAO;QACX,CAAC;QAED,UAAU;QACV,IAAI,eAAe,GAAG,QAAQ,CAAC,wBAAwB,CAAC,aAAa,CAAC,CAAC;QACvE,MAAM,eAAe,GAAG,aAAa,CAAC,0BAA0B,EAAE,CAAC;QACnE,IAAI,eAAe,GAAG,CAAC,EAAE,CAAC;YACtB,eAAe,GAAG,eAAe,KAAK,QAAQ,CAAC,wBAAwB,CAAC,CAAC,CAAC,QAAQ,CAAC,+BAA+B,CAAC,CAAC,CAAC,QAAQ,CAAC,wBAAwB,CAAC;QAC3J,CAAC;QAED,MAAM,OAAO,GAAG,eAAe,KAAK,QAAQ,CAAC,wBAAwB,CAAC;QAEtE,qBAAqB;QACrB,MAAM,KAAK,GAAG,aAAa,CAAC,uBAAuB,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,eAAe,CAAC,CAAC;QACpF,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;YACnB,OAAO;QACX,CAAC;QAED,sBAAsB;QACtB,IAAI,CAAC,IAAI,CAAC,iBAAiB,CAAC,aAAa,CAAC,EAAE,CAAC;YACzC,OAAO;QACX,CAAC;QAED,MAAM,0BAA0B,GAAG,KAAK,CAAC,0BAA0B,CAAC,OAAO,CAAC,GAAG,CAAC,IAAI,aAAa,CAAC,gBAAgB,CAAC;QAEnH,IAAI,CAAC,2BAA2B,CAAC,aAAa,EAAE,OAAO,EAAE,QAAQ,CAAC,CAAC;QAEnE,IAAI,CAAC,0BAA0B,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QAE3D,IAAI,IAAI,CAAC,gBAAgB,CAAC,aAAa,CAAC,EAAE,CAAC;YACvC,OAAO,CAAC,WAAW,EAAG,CAAC,gBAAgB,GAAG,IAAI,CAAC;YAC/C,aAAa,CAAC,MAAM,CAAC,OAAO,EAAE,eAAe,EAAE,eAAe,IAAI,SAAS,CAAC,CAAC;YAC7E,OAAO,CAAC,WAAW,EAAG,CAAC,gBAAgB,GAAG,KAAK,CAAC;QACpD,CAAC;aAAM,IAAI,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,0BAA0B,EAAE,IAAI,CAAC,wBAAwB,CAAC,OAAO,CAAC,EAAE,CAAC;YAC1G,MAAM,iBAAiB,GAAG,aAAa,CAAC,6BAA6B,CAAC,sBAAsB,EAAE,CAAC,MAAM,CAAC,mBAAmB,CAAC,CAAC;YAE3H,IAAI,WAAW,GAAG,OAAO,CAAC,eAAe,EAAE,CAAC;YAC5C,IAAI,CAAC,WAAW,IAAI,iBAAiB,EAAE,CAAC;gBACpC,WAAW,GAAG,iBAAiB,CAAC,eAAe,EAAE,CAAC;YACtD,CAAC;YAED,IAAI,CAAC,WAAW,EAAE,CAAC;gBACf,OAAO;YACX,CAAC;YAED,MAAM,MAAM,GAAG,WAAW,CAAC,MAAO,CAAC;YAEnC,MAAM,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;YACjC,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,eAAe,EAAE,QAAQ,CAAC,OAAO,EAAE,SAAS,EAAE,OAAO,EAAE,QAAQ,CAAC,aAAa,EAAE,QAAQ,CAAC,OAAO,EAAE,QAAQ,CAAC,YAAY,CAAC,CAAC;YAEjJ,MAAM,iBAAiB,GAAG,MAAM,CAAC,aAAa,EAAE,CAAC;YACjD,MAAM,iBAAiB,GAAG,MAAM,CAAC,aAAa,EAAE,CAAC;YACjD,MAAM,oBAAoB,GAAG,MAAM,CAAC,gBAAgB,EAAE,IAAI,CAAC,CAAC;YAE5D,IAAI,QAAQ,CAAC,iBAAiB,EAAE,CAAC;gBAC7B,MAAM,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;YAChC,CAAC;iBAAM,IAAI,QAAQ,CAAC,eAAe,EAAE,CAAC;gBAClC,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;YAC/B,CAAC;YACD,IAAI,QAAQ,CAAC,iBAAiB,EAAE,CAAC;gBAC7B,MAAM,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;YAChC,CAAC;YAED,IAAI,QAAQ,CAAC,aAAa,KAAK,CAAC,EAAE,CAAC;gBAC/B,MAAM,CAAC,gBAAgB,CAAC,QAAQ,CAAC,aAAa,CAAC,CAAC;YACpD,CAAC;YAED,IAAI,CAAC,0BAA0B,EAAE,CAAC;gBAC9B,aAAa,CAAC,KAAK,CAAC,OAAO,EAAE,MAAM,EAAE,QAAQ,CAAC,QAAQ,CAAC,CAAC;YAC5D,CAAC;YAED,IAAI,CAAC,iBAAiB,EAAE,CAAC;gBACrB,MAAM,CAAC,SAAS,CAAC,gBAAgB,EAAE,KAAK,CAAC,kBAAkB,EAAE,CAAC,CAAC;gBAC/D,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,aAAa,CAAC,cAAc,EAAE,CAAC,CAAC;gBAC1D,MAAM,CAAC,SAAS,CACZ,WAAW,EACX,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,CAAC,EACrC,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,CAAC,EACrC,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,CAAC,EACrC,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,CAAC,CACxC,CAAC;YACN,CAAC;iBAAM,CAAC;gBACJ,iBAAiB,CAAC,cAAc,CAAC,aAAa,CAAC,cAAc,EAAE,EAAE,aAAqB,EAAE,OAAO,CAAC,CAAC;YACrG,CAAC;YAED,IAAI,CAAC,iBAAiB,EAAE,CAAC;gBACrB,MAAM,aAAa,GAAG,QAAQ,CAAC,uBAAuB,CAAC,aAAa,CAAC,CAAC;gBAEtE,MAAM,cAAc,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;gBACtD,MAAM,yBAAyB,GAC3B,cAAc,IAAI,cAAc,CAAC,QAAQ,IAAI,CAAE,QAAgB,CAAC,0BAA0B,IAAK,QAAgB,CAAC,0BAA0B,CAAC,CAAC;gBAEhJ,IAAI,cAAc,IAAI,CAAC,aAAa,IAAI,yBAAyB,CAAC,EAAE,CAAC;oBACjE,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,cAAc,CAAC,CAAC;oBACpD,MAAM,aAAa,GAAG,cAAc,CAAC,gBAAgB,EAAE,CAAC;oBAExD,IAAI,aAAa,EAAE,CAAC;wBAChB,MAAM,CAAC,SAAS,CAAC,eAAe,EAAE,aAAa,CAAC,CAAC;oBACrD,CAAC;gBACL,CAAC;gBAED,MAAM,cAAc,GAAI,QAAgB,CAAC,cAAc,CAAC;gBACxD,IAAI,cAAc,EAAE,CAAC;oBACjB,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,cAAc,CAAC,CAAC;oBACpD,MAAM,CAAC,QAAQ,CAAC,kBAAkB,EAAE,cAAc,CAAC,KAAK,CAAC,CAAC;oBAC1D,MAAM,aAAa,GAAG,cAAc,CAAC,gBAAgB,EAAE,CAAC;oBACxD,IAAI,aAAa,EAAE,CAAC;wBAChB,MAAM,CAAC,SAAS,CAAC,eAAe,EAAE,aAAa,CAAC,CAAC;oBACrD,CAAC;gBACL,CAAC;gBAED,qBAAqB;gBACrB,IAAI,IAAI,CAAC,wBAAwB,CAAC,OAAO,EAAE,CAAC;oBACxC,MAAM,CAAC,UAAU,CAAC,iBAAiB,EAAE,IAAI,CAAC,wBAAwB,CAAC,OAAO,CAAC,CAAC;oBAC5E,MAAM,CAAC,SAAS,CAAC,gBAAgB,EAAE,IAAI,CAAC,wBAAwB,CAAC,OAAO,CAAC,gBAAgB,EAAE,CAAC,CAAC;gBACjG,CAAC;gBAED,QAAQ;gBACR,mBAAmB,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;gBAE3C,gBAAgB;gBAChB,yBAAyB,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;gBACjD,IAAI,aAAa,CAAC,kBAAkB,IAAI,aAAa,CAAC,kBAAkB,CAAC,wBAAwB,EAAE,CAAC;oBAChG,aAAa,CAAC,kBAAkB,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;gBACnD,CAAC;gBAED,0BAA0B;gBAC1B,MAAM,UAAU,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC,2BAA2B,CAAC;gBACjE,IAAI,UAAU,IAAI,UAAU,CAAC,SAAS,EAAE,CAAC;oBACrC,UAAU,CAAC,IAAI,CAAC,MAAM,EAAE,0BAA0B,CAAC,CAAC;gBACxD,CAAC;gBAED,aAAa;gBACb,IAAI,eAAe,EAAE,CAAC;oBAClB,MAAM,CAAC,YAAY,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;gBAC5C,CAAC;gBAED,sBAAsB;gBACtB,MAAM,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,kBAAkB,CAAC,aAAa,CAAC,CAAC,CAAC;gBAEzE,cAAc;gBACd,aAAa,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;YAC3C,CAAC;YAED,OAAO;YACP,aAAa,CAAC,iBAAiB,CAAC,aAAa,EAAE,OAAO,EAAE,MAAM,EAAE,QAAQ,CAAC,QAAQ,EAAE,KAAK,EAAE,0BAA0B,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,EAAE,CACxI,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,CAAC,CACnC,CAAC;YAEF,IAAI,QAAQ,CAAC,iBAAiB,IAAI,QAAQ,CAAC,eAAe,EAAE,CAAC;gBACzD,MAAM,CAAC,aAAa,CAAC,iBAAiB,CAAC,CAAC;YAC5C,CAAC;YACD,IAAI,QAAQ,CAAC,iBAAiB,EAAE,CAAC;gBAC7B,MAAM,CAAC,aAAa,CAAC,iBAAiB,CAAC,CAAC;YAC5C,CAAC;YACD,IAAI,QAAQ,CAAC,aAAa,KAAK,CAAC,EAAE,CAAC;gBAC/B,MAAM,CAAC,gBAAgB,CAAC,oBAAoB,CAAC,CAAC;YAClD,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,6CAA6C;YAC7C,IAAI,CAAC,eAAe,CAAC,mBAAmB,EAAE,CAAC;QAC/C,CAAC;QAED,IAAI,CAAC,yBAAyB,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;IAC9D,CAAC;IAED,gBAAgB;IACT,gBAAgB,CAAC,KAAmB;QACvC,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,gBAAgB;IACT,QAAQ;QACX,MAAM,EAAE,GAAG,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAE1D,IAAI,EAAE,EAAE,CAAC;YACL,EAAE,CAAC,QAAQ,EAAE,CAAC;QAClB,CAAC;QAED,IAAI,CAAC,oBAAoB,EAAE,CAAC;IAChC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QACpE,IAAI,YAAY,EAAE,CAAC;YACf,YAAY,CAAC,OAAO,EAAE,CAAC;YACvB,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,IAAI,CAAC;QAC1D,CAAC;QAED,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;YACpB,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YAC1D,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;QAC7B,CAAC;QAED,KAAK,MAAM,WAAW,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;YAC/C,WAAW,CAAC,OAAO,EAAE,CAAC;QAC1B,CAAC;QACD,IAAI,CAAC,iBAAiB,GAAG,EAAE,CAAC;QAE5B,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,CAAC;QAE/B,WAAW;QACX,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QAE/C,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,CAAC;QACjC,IAAI,CAAC,6BAA6B,CAAC,KAAK,EAAE,CAAC;QAC3C,IAAI,CAAC,yBAAyB,CAAC,KAAK,EAAE,CAAC;QACvC,IAAI,CAAC,0BAA0B,CAAC,KAAK,EAAE,CAAC;QACxC,IAAI,CAAC,yBAAyB,CAAC,KAAK,EAAE,CAAC;QACvC,IAAI,CAAC,wBAAwB,CAAC,KAAK,EAAE,CAAC;IAC1C,CAAC;;AA/7BD;;;GAGG;AACW,yBAAS,GAAG,KAAK,AAAR,CAAS","sourcesContent":["import { type SmartArray } from \"../Misc/smartArray\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type Camera } from \"../Cameras/camera\";\r\nimport { type Scene } from \"../scene\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { type SubMesh } from \"../Meshes/subMesh\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { type Mesh } from \"../Meshes/mesh\";\r\nimport { type EffectWrapperCreationOptions, EffectWrapper } from \"core/Materials/effectRenderer\";\r\nimport { type BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { type Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { EffectFallbacks } from \"../Materials/effectFallbacks\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\r\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { ObjectRenderer } from \"core/Rendering/objectRenderer\";\r\nimport { type Vector2 } from \"../Maths/math.vector\";\r\n\r\n/**\r\n * Special Glow Blur post process only blurring the alpha channel\r\n * It enforces keeping the most luminous color in the color channel.\r\n * @internal\r\n */\r\nexport class ThinGlowBlurPostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"glowBlurPostProcess\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\"screenSize\", \"direction\", \"blurWidth\"];\r\n\r\n constructor(\r\n name: string,\r\n engine: Nullable<AbstractEngine> = null,\r\n public direction: Vector2,\r\n public kernel: number,\r\n options?: EffectWrapperCreationOptions\r\n ) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || EngineStore.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinGlowBlurPostProcess.FragmentUrl,\r\n uniforms: ThinGlowBlurPostProcess.Uniforms,\r\n });\r\n }\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/glowBlurPostProcess.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/glowBlurPostProcess.fragment\"));\r\n }\r\n\r\n super._gatherImports(useWebGPU, list);\r\n }\r\n\r\n public textureWidth: number = 0;\r\n\r\n public textureHeight: number = 0;\r\n\r\n public override bind() {\r\n super.bind();\r\n this._drawWrapper.effect!.setFloat2(\"screenSize\", this.textureWidth, this.textureHeight);\r\n this._drawWrapper.effect!.setVector2(\"direction\", this.direction);\r\n this._drawWrapper.effect!.setFloat(\"blurWidth\", this.kernel);\r\n }\r\n}\r\n\r\n/**\r\n * Effect layer options. This helps customizing the behaviour\r\n * of the effect layer.\r\n */\r\nexport interface IThinEffectLayerOptions {\r\n /**\r\n * Multiplication factor apply to the canvas size to compute the render target size\r\n * used to generated the glowing objects (the smaller the faster). Default: 0.5\r\n */\r\n mainTextureRatio?: number;\r\n\r\n /**\r\n * Enforces a fixed size texture to ensure resize independent blur. Default: undefined\r\n */\r\n mainTextureFixedSize?: number;\r\n\r\n /**\r\n * The type of the main texture. Default: TEXTURETYPE_UNSIGNED_BYTE\r\n */\r\n mainTextureType?: number;\r\n\r\n /**\r\n * The format of the main texture. Default: TEXTUREFORMAT_RGBA\r\n */\r\n mainTextureFormat?: number;\r\n\r\n /**\r\n * Alpha blending mode used to apply the blur. Default depends of the implementation. Default: ALPHA_COMBINE\r\n */\r\n alphaBlendingMode?: number;\r\n\r\n /**\r\n * The camera attached to the layer. Default: null\r\n */\r\n camera?: Nullable<Camera>;\r\n\r\n /**\r\n * The rendering group to draw the layer in. Default: -1\r\n */\r\n renderingGroupId?: number;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ThinEffectLayer {\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _mergeDrawWrapper: DrawWrapper[];\r\n protected _dontCheckIfReady = false;\r\n\r\n protected _scene: Scene;\r\n protected _engine: AbstractEngine;\r\n /** @internal */\r\n public _options: Required<IThinEffectLayerOptions>;\r\n protected _objectRenderer: ObjectRenderer;\r\n /** @internal */\r\n public _shouldRender = true;\r\n /** @internal */\r\n public _emissiveTextureAndColor: { texture: Nullable<BaseTexture>; color: Color4 } = { texture: null, color: new Color4() };\r\n /** @internal */\r\n public _effectIntensity: { [meshUniqueId: number]: number } = {};\r\n /** @internal */\r\n public _postProcesses: EffectWrapper[] = [];\r\n\r\n /**\r\n * Force all the effect layers to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n\r\n /**\r\n * The name of the layer\r\n */\r\n public name: string;\r\n\r\n /**\r\n * The clear color of the texture used to generate the glow map.\r\n */\r\n public neutralColor: Color4 = new Color4();\r\n\r\n /**\r\n * Specifies whether the effect layer is enabled or not.\r\n */\r\n public isEnabled: boolean = true;\r\n\r\n /**\r\n * Gets/sets the camera attached to the layer.\r\n */\r\n public get camera(): Nullable<Camera> {\r\n return this._options.camera;\r\n }\r\n\r\n public set camera(camera: Nullable<Camera>) {\r\n this._options.camera = camera;\r\n }\r\n\r\n /**\r\n * Gets the rendering group id the layer should render in.\r\n */\r\n public get renderingGroupId(): number {\r\n return this._options.renderingGroupId;\r\n }\r\n public set renderingGroupId(renderingGroupId: number) {\r\n this._options.renderingGroupId = renderingGroupId;\r\n }\r\n\r\n /**\r\n * Specifies if the bounding boxes should be rendered normally or if they should undergo the effect of the layer\r\n */\r\n public disableBoundingBoxesFromEffectLayer = false;\r\n\r\n /**\r\n * An event triggered when the effect layer has been disposed.\r\n */\r\n public onDisposeObservable = new Observable<ThinEffectLayer>();\r\n\r\n /**\r\n * An event triggered when the effect layer is about rendering the main texture with the glowy parts.\r\n */\r\n public onBeforeRenderLayerObservable = new Observable<ThinEffectLayer>();\r\n\r\n /**\r\n * An event triggered when the generated texture is being merged in the scene.\r\n */\r\n public onBeforeComposeObservable = new Observable<ThinEffectLayer>();\r\n\r\n /**\r\n * An event triggered when the mesh is rendered into the effect render target.\r\n */\r\n public onBeforeRenderMeshToEffect = new Observable<AbstractMesh>();\r\n\r\n /**\r\n * An event triggered after the mesh has been rendered into the effect render target.\r\n */\r\n public onAfterRenderMeshToEffect = new Observable<AbstractMesh>();\r\n\r\n /**\r\n * An event triggered when the generated texture has been merged in the scene.\r\n */\r\n public onAfterComposeObservable = new Observable<ThinEffectLayer>();\r\n\r\n /**\r\n * An event triggered when the layer is being blurred.\r\n */\r\n public onBeforeBlurObservable = new Observable<ThinEffectLayer>();\r\n\r\n /**\r\n * An event triggered when the layer has been blurred.\r\n */\r\n public onAfterBlurObservable = new Observable<ThinEffectLayer>();\r\n\r\n /**\r\n * Gets the object renderer used to render objects in the layer\r\n */\r\n public get objectRenderer() {\r\n return this._objectRenderer;\r\n }\r\n\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this material.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private _materialForRendering: { [id: string]: [AbstractMesh, Material] } = {};\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes in the layer\r\n * @param mesh mesh or array of meshes\r\n * @param material material to use by the layer when rendering the mesh(es). If undefined is passed, the specific material created by the layer will be used.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material): void {\r\n this._objectRenderer.setMaterialForRendering(mesh, material);\r\n if (Array.isArray(mesh)) {\r\n for (let i = 0; i < mesh.length; ++i) {\r\n const currentMesh = mesh[i];\r\n if (!material) {\r\n delete this._materialForRendering[currentMesh.uniqueId];\r\n } else {\r\n this._materialForRendering[currentMesh.uniqueId] = [currentMesh, material];\r\n }\r\n }\r\n } else {\r\n if (!material) {\r\n delete this._materialForRendering[mesh.uniqueId];\r\n } else {\r\n this._materialForRendering[mesh.uniqueId] = [mesh, material];\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the intensity of the effect for a specific mesh.\r\n * @param mesh The mesh to get the effect intensity for\r\n * @returns The intensity of the effect for the mesh\r\n */\r\n public getEffectIntensity(mesh: AbstractMesh) {\r\n return this._effectIntensity[mesh.uniqueId] ?? 1;\r\n }\r\n\r\n /**\r\n * Sets the intensity of the effect for a specific mesh.\r\n * @param mesh The mesh to set the effect intensity for\r\n * @param intensity The intensity of the effect for the mesh\r\n */\r\n public setEffectIntensity(mesh: AbstractMesh, intensity: number): void {\r\n this._effectIntensity[mesh.uniqueId] = intensity;\r\n }\r\n\r\n /**\r\n * Instantiates a new effect Layer\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false\r\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.\r\n * @param _additionalImportShadersAsync Additional shaders to import when the layer is created\r\n */\r\n constructor(\r\n name: string,\r\n scene?: Scene,\r\n forceGLSL = false,\r\n dontCheckIfReady = false,\r\n private _additionalImportShadersAsync?: () => Promise<void>\r\n ) {\r\n this.name = name;\r\n this._scene = scene || <Scene>EngineStore.LastCreatedScene;\r\n this._dontCheckIfReady = dontCheckIfReady;\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n if (engine.isWebGPU && !forceGLSL && !ThinEffectLayer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n this._engine = this._scene.getEngine();\r\n\r\n this._mergeDrawWrapper = [];\r\n\r\n // Generate Buffers\r\n this._generateIndexBuffer();\r\n this._generateVertexBuffer();\r\n }\r\n\r\n /** @internal */\r\n public _shadersLoaded = false;\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @returns The effect name\r\n */\r\n public getEffectName(): string {\r\n return \"\";\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param _subMesh the mesh to check for\r\n * @param _useInstances specify whether or not to use instances to render the mesh\r\n * @returns true if ready otherwise, false\r\n */\r\n public isReady(_subMesh: SubMesh, _useInstances: boolean): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n * @returns true if the effect requires stencil during the main canvas render pass.\r\n */\r\n public needStencil(): boolean {\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _createMergeEffect(): Effect {\r\n throw new Error(\"Effect Layer: no merge effect defined\");\r\n }\r\n\r\n /** @internal */\r\n public _createTextureAndPostProcesses(): void {}\r\n\r\n /** @internal */\r\n public bindTexturesForCompose: (effect: Effect) => void;\r\n\r\n /** @internal */\r\n public _internalCompose(_effect: Effect, _renderIndex: number): void {}\r\n\r\n /** @internal */\r\n public _setEmissiveTextureAndColor(_mesh: Mesh, _subMesh: SubMesh, _material: Material): void {}\r\n\r\n /** @internal */\r\n public _numInternalDraws(): number {\r\n return 1;\r\n }\r\n\r\n /** @internal */\r\n public _init(options: IThinEffectLayerOptions): void {\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: 0.5,\r\n mainTextureFixedSize: 0,\r\n mainTextureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n mainTextureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n alphaBlendingMode: Constants.ALPHA_COMBINE,\r\n camera: null,\r\n renderingGroupId: -1,\r\n ...options,\r\n };\r\n\r\n this._createObjectRenderer();\r\n }\r\n\r\n private _generateIndexBuffer(): void {\r\n // Indices\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = this._engine.createIndexBuffer(indices);\r\n }\r\n\r\n private _generateVertexBuffer(): void {\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n const vertexBuffer = new VertexBuffer(this._engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;\r\n }\r\n\r\n protected _createObjectRenderer(): void {\r\n this._objectRenderer = new ObjectRenderer(`ObjectRenderer for thin effect layer ${this.name}`, this._scene, {\r\n doNotChangeAspectRatio: true,\r\n });\r\n this._objectRenderer.activeCamera = this._options.camera;\r\n this._objectRenderer.renderParticles = false;\r\n this._objectRenderer.renderList = null;\r\n\r\n // Prevent package size in es6 (getBoundingBoxRenderer might not be present)\r\n const hasBoundingBoxRenderer = !!this._scene.getBoundingBoxRenderer;\r\n\r\n let boundingBoxRendererEnabled = false;\r\n if (hasBoundingBoxRenderer) {\r\n this._objectRenderer.onBeforeRenderObservable.add(() => {\r\n boundingBoxRendererEnabled = this._scene.getBoundingBoxRenderer().enabled;\r\n this._scene.getBoundingBoxRenderer().enabled = !this.disableBoundingBoxesFromEffectLayer && boundingBoxRendererEnabled;\r\n });\r\n\r\n this._objectRenderer.onAfterRenderObservable.add(() => {\r\n this._scene.getBoundingBoxRenderer().enabled = boundingBoxRendererEnabled;\r\n });\r\n }\r\n\r\n this._objectRenderer.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n if (!material) {\r\n continue;\r\n }\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id] || renderingMesh.hasThinInstances;\r\n\r\n this._setEmissiveTextureAndColor(renderingMesh, subMesh, material);\r\n\r\n if (!this._isSubMeshReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n // Custom render function\r\n this._objectRenderer.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n this.onBeforeRenderLayerObservable.notifyObservers(this);\r\n\r\n let index: number;\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n this._renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n this._renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n this._renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n const previousAlphaMode = engine.getAlphaMode();\r\n\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n const subMesh = transparentSubMeshes.data[index];\r\n const material = subMesh.getMaterial();\r\n if (material && material.needDepthPrePass) {\r\n const engine = material.getScene().getEngine();\r\n engine.setColorWrite(false);\r\n this._renderSubMesh(subMesh);\r\n engine.setColorWrite(true);\r\n }\r\n this._renderSubMesh(subMesh, true);\r\n }\r\n\r\n engine.setAlphaMode(previousAlphaMode);\r\n };\r\n }\r\n\r\n /** @internal */\r\n public _addCustomEffectDefines(_defines: string[]): void {}\r\n\r\n /** @internal */\r\n public _internalIsSubMeshReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean {\r\n const engine = this._scene.getEngine();\r\n const mesh = subMesh.getMesh();\r\n\r\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n if (renderingMaterial) {\r\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\r\n }\r\n\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return false;\r\n }\r\n\r\n if (this._useMeshMaterial(subMesh.getRenderingMesh())) {\r\n return material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances);\r\n }\r\n\r\n const defines: string[] = [];\r\n\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n let uv1 = false;\r\n let uv2 = false;\r\n const color = false;\r\n\r\n // Diffuse\r\n if (material) {\r\n const needAlphaTest = material.needAlphaTestingForMesh(mesh);\r\n\r\n const diffuseTexture = material.getAlphaTestTexture();\r\n const needAlphaBlendFromDiffuse =\r\n diffuseTexture && diffuseTexture.hasAlpha && ((material as any).useAlphaFromDiffuseTexture || (material as any)._useAlphaFromAlbedoTexture);\r\n\r\n if (diffuseTexture && (needAlphaTest || needAlphaBlendFromDiffuse)) {\r\n defines.push(\"#define DIFFUSE\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) && diffuseTexture.coordinatesIndex === 1) {\r\n defines.push(\"#define DIFFUSEUV2\");\r\n uv2 = true;\r\n } else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n defines.push(\"#define DIFFUSEUV1\");\r\n uv1 = true;\r\n }\r\n\r\n if (needAlphaTest) {\r\n defines.push(\"#define ALPHATEST\");\r\n defines.push(\"#define ALPHATESTVALUE 0.4\");\r\n }\r\n if (!diffuseTexture.gammaSpace) {\r\n defines.push(\"#define DIFFUSE_ISLINEAR\");\r\n }\r\n }\r\n\r\n const opacityTexture = (material as any).opacityTexture;\r\n if (opacityTexture) {\r\n defines.push(\"#define OPACITY\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) && opacityTexture.coordinatesIndex === 1) {\r\n defines.push(\"#define OPACITYUV2\");\r\n uv2 = true;\r\n } else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n defines.push(\"#define OPACITYUV1\");\r\n uv1 = true;\r\n }\r\n }\r\n }\r\n\r\n // Emissive\r\n if (emissiveTexture) {\r\n defines.push(\"#define EMISSIVE\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) && emissiveTexture.coordinatesIndex === 1) {\r\n defines.push(\"#define EMISSIVEUV2\");\r\n uv2 = true;\r\n } else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n defines.push(\"#define EMISSIVEUV1\");\r\n uv1 = true;\r\n }\r\n if (!emissiveTexture.gammaSpace) {\r\n defines.push(\"#define EMISSIVE_ISLINEAR\");\r\n }\r\n }\r\n\r\n // Vertex\r\n if (mesh.useVertexColors && mesh.isVerticesDataPresent(VertexBuffer.ColorKind) && mesh.hasVertexAlpha && material.transparencyMode !== Material.MATERIAL_OPAQUE) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n defines.push(\"#define VERTEXALPHA\");\r\n }\r\n\r\n if (uv1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (uv2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n\r\n // Bones\r\n const fallbacks = new EffectFallbacks();\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n\r\n const skeleton = mesh.skeleton;\r\n if (skeleton && skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton ? skeleton.bones.length + 1 : 0));\r\n }\r\n\r\n if (mesh.numBoneInfluencers > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const numMorphInfluencers = mesh.morphTargetManager\r\n ? PrepareDefinesAndAttributesForMorphTargets(\r\n mesh.morphTargetManager,\r\n defines,\r\n attribs,\r\n mesh,\r\n true, // usePositionMorph\r\n false, // useNormalMorph\r\n false, // useTangentMorph\r\n uv1, // useUVMorph\r\n uv2, // useUV2Morph\r\n color // useColorMorph\r\n )\r\n : 0;\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = mesh.bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\r\n if (useInstances) {\r\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\r\n }\r\n }\r\n\r\n // ClipPlanes\r\n PrepareStringDefinesForClipPlanes(material, this._scene, defines);\r\n\r\n this._addCustomEffectDefines(defines);\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines as string;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"viewProjection\",\r\n \"glowColor\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetCount\",\r\n \"boneTextureInfo\",\r\n \"diffuseMatrix\",\r\n \"emissiveMatrix\",\r\n \"opacityMatrix\",\r\n \"opacityIntensity\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"bakedVertexAnimationSettings\",\r\n \"bakedVertexAnimationTextureSizeInverted\",\r\n \"bakedVertexAnimationTime\",\r\n \"bakedVertexAnimationTexture\",\r\n \"glowIntensity\",\r\n ];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n drawWrapper.setEffect(\r\n this._engine.createEffect(\r\n \"glowMapGeneration\",\r\n attribs,\r\n uniforms,\r\n [\"diffuseSampler\", \"emissiveSampler\", \"opacitySampler\", \"boneSampler\", \"morphTargets\", \"bakedVertexAnimationTexture\"],\r\n join,\r\n fallbacks,\r\n undefined,\r\n undefined,\r\n { maxSimultaneousMorphTargets: numMorphInfluencers },\r\n this._shaderLanguage,\r\n this._shadersLoaded\r\n ? undefined\r\n : async () => {\r\n await this._importShadersAsync();\r\n this._shadersLoaded = true;\r\n }\r\n ),\r\n join\r\n );\r\n }\r\n\r\n const effectIsReady = drawWrapper.effect!.isReady();\r\n\r\n return effectIsReady && (this._dontCheckIfReady || (!this._dontCheckIfReady && this.isLayerReady()));\r\n }\r\n\r\n /** @internal */\r\n public _isSubMeshReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean {\r\n return this._internalIsSubMeshReady(subMesh, useInstances, emissiveTexture);\r\n }\r\n\r\n protected async _importShadersAsync(): Promise<void> {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/glowMapGeneration.vertex\"), import(\"../ShadersWGSL/glowMapGeneration.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/glowMapGeneration.vertex\"), import(\"../Shaders/glowMapGeneration.fragment\")]);\r\n }\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._additionalImportShadersAsync?.();\r\n }\r\n\r\n /** @internal */\r\n public _internalIsLayerReady(): boolean {\r\n let isReady = true;\r\n\r\n for (let i = 0; i < this._postProcesses.length; i++) {\r\n isReady = this._postProcesses[i].isReady() && isReady;\r\n }\r\n\r\n const numDraws = this._numInternalDraws();\r\n\r\n for (let i = 0; i < numDraws; ++i) {\r\n let currentEffect = this._mergeDrawWrapper[i];\r\n if (!currentEffect) {\r\n currentEffect = this._mergeDrawWrapper[i] = new DrawWrapper(this._engine);\r\n currentEffect.setEffect(this._createMergeEffect());\r\n }\r\n isReady = currentEffect.effect!.isReady() && isReady;\r\n }\r\n\r\n return isReady;\r\n }\r\n\r\n /**\r\n * Checks if the layer is ready to be used.\r\n * @returns true if the layer is ready to be used\r\n */\r\n public isLayerReady(): boolean {\r\n return this._internalIsLayerReady();\r\n }\r\n\r\n /**\r\n * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.\r\n * @returns true if the rendering was successful\r\n */\r\n public compose(): boolean {\r\n if (!this._dontCheckIfReady && !this.isLayerReady()) {\r\n return false;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const numDraws = this._numInternalDraws();\r\n\r\n this.onBeforeComposeObservable.notifyObservers(this);\r\n\r\n const previousAlphaMode = engine.getAlphaMode();\r\n\r\n for (let i = 0; i < numDraws; ++i) {\r\n const currentEffect = this._mergeDrawWrapper[i];\r\n\r\n // Render\r\n engine.enableEffect(currentEffect);\r\n engine.setState(false);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect.effect!);\r\n\r\n // Go Blend.\r\n engine.setAlphaMode(this._options.alphaBlendingMode);\r\n\r\n // Blends the map on the main canvas.\r\n this._internalCompose(currentEffect.effect!, i);\r\n }\r\n\r\n // Restore Alpha\r\n engine.setAlphaMode(previousAlphaMode);\r\n\r\n this.onAfterComposeObservable.notifyObservers(this);\r\n\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n public _internalHasMesh(mesh: AbstractMesh): boolean {\r\n if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be used in the current effect.\r\n * @param mesh mesh to test\r\n * @returns true if the mesh will be used\r\n */\r\n public hasMesh(mesh: AbstractMesh): boolean {\r\n return this._internalHasMesh(mesh);\r\n }\r\n\r\n /** @internal */\r\n public _internalShouldRender(): boolean {\r\n return this.isEnabled && this._shouldRender;\r\n }\r\n\r\n /**\r\n * Returns true if the layer contains information to display, otherwise false.\r\n * @returns true if the glow layer should be rendered\r\n */\r\n public shouldRender(): boolean {\r\n return this._internalShouldRender();\r\n }\r\n\r\n /** @internal */\r\n public _shouldRenderMesh(_mesh: AbstractMesh): boolean {\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n public _internalCanRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n return !material.needAlphaBlendingForMesh(mesh);\r\n }\r\n\r\n /** @internal */\r\n public _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n return this._internalCanRenderMesh(mesh, material);\r\n }\r\n\r\n protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode: boolean = false): void {\r\n if (!this._internalShouldRender()) {\r\n return;\r\n }\r\n\r\n const material = subMesh.getMaterial();\r\n const ownerMesh = subMesh.getMesh();\r\n const replacementMesh = subMesh.getReplacementMesh();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n // Do not block in blend mode.\r\n if (!this._canRenderMesh(renderingMesh, material)) {\r\n return;\r\n }\r\n\r\n // Culling\r\n let sideOrientation = material._getEffectiveOrientation(renderingMesh);\r\n const mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\r\n if (mainDeterminant < 0) {\r\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\r\n }\r\n\r\n const reverse = sideOrientation === Material.ClockWiseSideOrientation;\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!replacementMesh);\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n // Early Exit per mesh\r\n if (!this._shouldRenderMesh(renderingMesh)) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id] || renderingMesh.hasThinInstances;\r\n\r\n this._setEmissiveTextureAndColor(renderingMesh, subMesh, material);\r\n\r\n this.onBeforeRenderMeshToEffect.notifyObservers(ownerMesh);\r\n\r\n if (this._useMeshMaterial(renderingMesh)) {\r\n subMesh.getMaterial()!._glowModeEnabled = true;\r\n renderingMesh.render(subMesh, enableAlphaMode, replacementMesh || undefined);\r\n subMesh.getMaterial()!._glowModeEnabled = false;\r\n } else if (this._isSubMeshReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {\r\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n let drawWrapper = subMesh._getDrawWrapper();\r\n if (!drawWrapper && renderingMaterial) {\r\n drawWrapper = renderingMaterial._getDrawWrapper();\r\n }\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n engine.setState(material.backFaceCulling, material.zOffset, undefined, reverse, material.cullBackFaces, material.stencil, material.zOffsetUnits);\r\n\r\n const currentDepthWrite = engine.getDepthWrite();\r\n const currentColorWrite = engine.getColorWrite();\r\n const currentDepthFunction = engine.getDepthFunction() || 0;\r\n\r\n if (material.disableDepthWrite) {\r\n engine.setDepthWrite(false);\r\n } else if (material.forceDepthWrite) {\r\n engine.setDepthWrite(true);\r\n }\r\n if (material.disableColorWrite) {\r\n engine.setColorWrite(false);\r\n }\r\n\r\n if (material.depthFunction !== 0) {\r\n engine.setDepthFunction(material.depthFunction);\r\n }\r\n\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (!renderingMaterial) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n effect.setFloat4(\r\n \"glowColor\",\r\n this._emissiveTextureAndColor.color.r,\r\n this._emissiveTextureAndColor.color.g,\r\n this._emissiveTextureAndColor.color.b,\r\n this._emissiveTextureAndColor.color.a\r\n );\r\n } else {\r\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\r\n }\r\n\r\n if (!renderingMaterial) {\r\n const needAlphaTest = material.needAlphaTestingForMesh(effectiveMesh);\r\n\r\n const diffuseTexture = material.getAlphaTestTexture();\r\n const needAlphaBlendFromDiffuse =\r\n diffuseTexture && diffuseTexture.hasAlpha && ((material as any).useAlphaFromDiffuseTexture || (material as any)._useAlphaFromAlbedoTexture);\r\n\r\n if (diffuseTexture && (needAlphaTest || needAlphaBlendFromDiffuse)) {\r\n effect.setTexture(\"diffuseSampler\", diffuseTexture);\r\n const textureMatrix = diffuseTexture.getTextureMatrix();\r\n\r\n if (textureMatrix) {\r\n effect.setMatrix(\"diffuseMatrix\", textureMatrix);\r\n }\r\n }\r\n\r\n const opacityTexture = (material as any).opacityTexture;\r\n if (opacityTexture) {\r\n effect.setTexture(\"opacitySampler\", opacityTexture);\r\n effect.setFloat(\"opacityIntensity\", opacityTexture.level);\r\n const textureMatrix = opacityTexture.getTextureMatrix();\r\n if (textureMatrix) {\r\n effect.setMatrix(\"opacityMatrix\", textureMatrix);\r\n }\r\n }\r\n\r\n // Glow emissive only\r\n if (this._emissiveTextureAndColor.texture) {\r\n effect.setTexture(\"emissiveSampler\", this._emissiveTextureAndColor.texture);\r\n effect.setMatrix(\"emissiveMatrix\", this._emissiveTextureAndColor.texture.getTextureMatrix());\r\n }\r\n\r\n // Bones\r\n BindBonesParameters(renderingMesh, effect);\r\n\r\n // Morph targets\r\n BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n bvaManager.bind(effect, hardwareInstancedRendering);\r\n }\r\n\r\n // Alpha mode\r\n if (enableAlphaMode) {\r\n engine.setAlphaMode(material.alphaMode);\r\n }\r\n\r\n // Intensity of effect\r\n effect.setFloat(\"glowIntensity\", this.getEffectIntensity(renderingMesh));\r\n\r\n // Clip planes\r\n BindClipPlane(effect, material, scene);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\r\n effect.setMatrix(\"world\", world)\r\n );\r\n\r\n if (material.disableDepthWrite || material.forceDepthWrite) {\r\n engine.setDepthWrite(currentDepthWrite);\r\n }\r\n if (material.disableColorWrite) {\r\n engine.setColorWrite(currentColorWrite);\r\n }\r\n if (material.depthFunction !== 0) {\r\n engine.setDepthFunction(currentDepthFunction);\r\n }\r\n } else {\r\n // Need to reset refresh rate of the main map\r\n this._objectRenderer.resetRefreshCounter();\r\n }\r\n\r\n this.onAfterRenderMeshToEffect.notifyObservers(ownerMesh);\r\n }\r\n\r\n /** @internal */\r\n public _useMeshMaterial(_mesh: AbstractMesh): boolean {\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._generateIndexBuffer();\r\n }\r\n\r\n /**\r\n * Dispose the effect layer and free resources.\r\n */\r\n public dispose(): void {\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n for (const drawWrapper of this._mergeDrawWrapper) {\r\n drawWrapper.dispose();\r\n }\r\n this._mergeDrawWrapper = [];\r\n\r\n this._objectRenderer.dispose();\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n\r\n this.onDisposeObservable.clear();\r\n this.onBeforeRenderLayerObservable.clear();\r\n this.onBeforeComposeObservable.clear();\r\n this.onBeforeRenderMeshToEffect.clear();\r\n this.onAfterRenderMeshToEffect.clear();\r\n this.onAfterComposeObservable.clear();\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"thinEffectLayer.js","sourceRoot":"","sources":["../../../../dev/core/src/Layers/thinEffectLayer.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAIhD,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAE7C,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AAIjD,OAAO,EAAqC,aAAa,EAAE,MAAM,+BAA+B,CAAC;AAGjG,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AACjD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAGjD,OAAO,EAAE,eAAe,EAAE,MAAM,8BAA8B,CAAC;AAC/D,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,oBAAoB,EAAE,aAAa,EAAE,iCAAiC,EAAE,MAAM,sCAAsC,CAAC;AAC9H,OAAO,EAAE,mBAAmB,EAAE,yBAAyB,EAAE,0CAA0C,EAAE,0BAA0B,EAAE,MAAM,uCAAuC,CAAC;AAE/K,OAAO,EAAE,cAAc,EAAE,MAAM,+BAA+B,CAAC;AAG/D;;;;GAIG;AACH,MAAM,OAAO,uBAAwB,SAAQ,aAAa;IAWtD,YACI,IAAY,EACZ,SAAmC,IAAI,EAChC,SAAkB,EAClB,MAAc,EACrB,OAAsC;QAEtC,KAAK,CAAC;YACF,GAAG,OAAO;YACV,IAAI;YACJ,MAAM,EAAE,MAAM,IAAI,WAAW,CAAC,iBAAkB;YAChD,cAAc,EAAE,IAAI;YACpB,gBAAgB,EAAE,IAAI;YACtB,cAAc,EAAE,uBAAuB,CAAC,WAAW;YACnD,QAAQ,EAAE,uBAAuB,CAAC,QAAQ;SAC7C,CAAC,CAAC;QAZI,cAAS,GAAT,SAAS,CAAS;QAClB,WAAM,GAAN,MAAM,CAAQ;QAyBlB,iBAAY,GAAW,CAAC,CAAC;QAEzB,kBAAa,GAAW,CAAC,CAAC;IAfjC,CAAC;IAEkB,cAAc,CAAC,SAAkB,EAAE,IAAoB;QACtE,IAAI,SAAS,EAAE,CAAC;YACZ,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;YACzB,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,6CAA6C,CAAC,CAAC,CAAC;QACrE,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,yCAAyC,CAAC,CAAC,CAAC;QACjE,CAAC;QAED,KAAK,CAAC,cAAc,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;IAC1C,CAAC;IAMe,IAAI;QAChB,KAAK,CAAC,IAAI,EAAE,CAAC;QACb,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QACzF,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC,UAAU,CAAC,WAAW,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;QAClE,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;IACjE,CAAC;;AAhDD;;GAEG;AACoB,mCAAW,GAAG,qBAAqB,AAAxB,CAAyB;AAE3D;;GAEG;AACoB,gCAAQ,GAAG,CAAC,YAAY,EAAE,WAAW,EAAE,WAAW,CAAC,AAA3C,CAA4C;AAqF/E;;GAEG;AACH,MAAM,OAAO,eAAe;IAyCxB;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC;IAChC,CAAC;IAED,IAAW,MAAM,CAAC,MAAwB;QACtC,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,MAAM,CAAC;IAClC,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,QAAQ,CAAC,gBAAgB,CAAC;IAC1C,CAAC;IACD,IAAW,gBAAgB,CAAC,gBAAwB;QAChD,IAAI,CAAC,QAAQ,CAAC,gBAAgB,GAAG,gBAAgB,CAAC;IACtD,CAAC;IA+CD;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAID;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAID;;;;OAIG;IACI,uBAAuB,CAAC,IAAmC,EAAE,QAAmB;QACnF,IAAI,CAAC,eAAe,CAAC,uBAAuB,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;QAC7D,IAAI,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;YACtB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;gBACnC,MAAM,WAAW,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC;gBAC5B,IAAI,CAAC,QAAQ,EAAE,CAAC;oBACZ,OAAO,IAAI,CAAC,qBAAqB,CAAC,WAAW,CAAC,QAAQ,CAAC,CAAC;gBAC5D,CAAC;qBAAM,CAAC;oBACJ,IAAI,CAAC,qBAAqB,CAAC,WAAW,CAAC,QAAQ,CAAC,GAAG,CAAC,WAAW,EAAE,QAAQ,CAAC,CAAC;gBAC/E,CAAC;YACL,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,QAAQ,EAAE,CAAC;gBACZ,OAAO,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;YACrD,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;YACjE,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;;OAIG;IACI,kBAAkB,CAAC,IAAkB;QACxC,OAAO,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC;IACrD,CAAC;IAED;;;;OAIG;IACI,kBAAkB,CAAC,IAAkB,EAAE,SAAiB;QAC3D,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG,SAAS,CAAC;IACrD,CAAC;IAED;;;;;;;OAOG;IACH,YACI,IAAY,EACZ,KAAa,EACb,SAAS,GAAG,KAAK,EACjB,gBAAgB,GAAG,KAAK,EAChB,6BAAmD;QAAnD,kCAA6B,GAA7B,6BAA6B,CAAsB;QApLvD,mBAAc,GAA8C,EAAE,CAAC;QAG7D,sBAAiB,GAAG,KAAK,CAAC;QAOpC,gBAAgB;QACT,kBAAa,GAAG,IAAI,CAAC;QAC5B,gBAAgB;QACT,6BAAwB,GAAsD,EAAE,OAAO,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,MAAM,EAAE,EAAE,CAAC;QAC5H,gBAAgB;QACT,qBAAgB,GAAuC,EAAE,CAAC;QACjE,gBAAgB;QACT,mBAAc,GAAoB,EAAE,CAAC;QAa5C;;WAEG;QACI,iBAAY,GAAW,IAAI,MAAM,EAAE,CAAC;QAE3C;;WAEG;QACI,cAAS,GAAY,IAAI,CAAC;QAuBjC;;WAEG;QACI,wCAAmC,GAAG,KAAK,CAAC;QAEnD;;WAEG;QACI,wBAAmB,GAAG,IAAI,UAAU,EAAmB,CAAC;QAE/D;;WAEG;QACI,kCAA6B,GAAG,IAAI,UAAU,EAAmB,CAAC;QAEzE;;WAEG;QACI,8BAAyB,GAAG,IAAI,UAAU,EAAmB,CAAC;QAErE;;WAEG;QACI,+BAA0B,GAAG,IAAI,UAAU,EAAgB,CAAC;QAEnE;;WAEG;QACI,8BAAyB,GAAG,IAAI,UAAU,EAAgB,CAAC;QAElE;;WAEG;QACI,6BAAwB,GAAG,IAAI,UAAU,EAAmB,CAAC;QAEpE;;WAEG;QACI,2BAAsB,GAAG,IAAI,UAAU,EAAmB,CAAC;QAElE;;WAEG;QACI,0BAAqB,GAAG,IAAI,UAAU,EAAmB,CAAC;QASvD,oBAAe,+BAAuB;QASxC,0BAAqB,GAA+C,EAAE,CAAC;QA+E/E,gBAAgB;QACT,mBAAc,GAAG,KAAK,CAAC;QApB1B,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,MAAM,GAAG,KAAK,IAAW,WAAW,CAAC,gBAAgB,CAAC;QAC3D,IAAI,CAAC,iBAAiB,GAAG,gBAAgB,CAAC;QAE1C,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,IAAI,MAAM,CAAC,QAAQ,IAAI,CAAC,SAAS,IAAI,CAAC,eAAe,CAAC,SAAS,EAAE,CAAC;YAC9D,IAAI,CAAC,eAAe,8BAAsB,CAAC;QAC/C,CAAC;QAED,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,IAAI,CAAC,iBAAiB,GAAG,EAAE,CAAC;QAE5B,mBAAmB;QACnB,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAC5B,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAKD;;;OAGG;IACI,aAAa;QAChB,OAAO,EAAE,CAAC;IACd,CAAC;IAED;;;;;OAKG;IACI,OAAO,CAAC,QAAiB,EAAE,aAAsB;QACpD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACI,WAAW;QACd,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,gBAAgB;IACT,kBAAkB;QACrB,MAAM,IAAI,KAAK,CAAC,uCAAuC,CAAC,CAAC;IAC7D,CAAC;IAED,gBAAgB;IACT,8BAA8B,KAAU,CAAC;IAKhD,gBAAgB;IACT,gBAAgB,CAAC,OAAe,EAAE,YAAoB,IAAS,CAAC;IAEvE,gBAAgB;IACT,2BAA2B,CAAC,KAAW,EAAE,QAAiB,EAAE,SAAmB,IAAS,CAAC;IAEhG,gBAAgB;IACT,iBAAiB;QACpB,OAAO,CAAC,CAAC;IACb,CAAC;IAED,gBAAgB;IACT,KAAK,CAAC,OAAgC;QACzC,gBAAgB;QAChB,IAAI,CAAC,QAAQ,GAAG;YACZ,gBAAgB,EAAE,GAAG;YACrB,oBAAoB,EAAE,CAAC;YACvB,eAAe,EAAE,SAAS,CAAC,yBAAyB;YACpD,iBAAiB,EAAE,SAAS,CAAC,kBAAkB;YAC/C,iBAAiB,EAAE,SAAS,CAAC,aAAa;YAC1C,MAAM,EAAE,IAAI;YACZ,gBAAgB,EAAE,CAAC,CAAC;YACpB,GAAG,OAAO;SACb,CAAC;QAEF,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAEO,oBAAoB;QACxB,UAAU;QACV,MAAM,OAAO,GAAG,EAAE,CAAC;QACnB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAEhB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAEhB,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,OAAO,CAAC,CAAC;IAChE,CAAC;IAEO,qBAAqB;QACzB,MAAM;QACN,MAAM,QAAQ,GAAG,EAAE,CAAC;QACpB,QAAQ,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACpB,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACrB,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QACtB,QAAQ,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QAErB,MAAM,YAAY,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,OAAO,EAAE,QAAQ,EAAE,YAAY,CAAC,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QAC1G,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,YAAY,CAAC;IAClE,CAAC;IAES,qBAAqB;QAC3B,IAAI,CAAC,eAAe,GAAG,IAAI,cAAc,CAAC,wCAAwC,IAAI,CAAC,IAAI,EAAE,EAAE,IAAI,CAAC,MAAM,EAAE;YACxG,sBAAsB,EAAE,IAAI;SAC/B,CAAC,CAAC;QACH,IAAI,CAAC,eAAe,CAAC,YAAY,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC;QACzD,IAAI,CAAC,eAAe,CAAC,eAAe,GAAG,KAAK,CAAC;QAC7C,IAAI,CAAC,eAAe,CAAC,UAAU,GAAG,IAAI,CAAC;QAEvC,4EAA4E;QAC5E,MAAM,sBAAsB,GAAG,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,sBAAsB,CAAC;QAEpE,IAAI,0BAA0B,GAAG,KAAK,CAAC;QACvC,IAAI,sBAAsB,EAAE,CAAC;YACzB,IAAI,CAAC,eAAe,CAAC,wBAAwB,CAAC,GAAG,CAAC,GAAG,EAAE;gBACnD,0BAA0B,GAAG,IAAI,CAAC,MAAM,CAAC,sBAAsB,EAAE,CAAC,OAAO,CAAC;gBAC1E,IAAI,CAAC,MAAM,CAAC,sBAAsB,EAAE,CAAC,OAAO,GAAG,CAAC,IAAI,CAAC,mCAAmC,IAAI,0BAA0B,CAAC;YAC3H,CAAC,CAAC,CAAC;YAEH,IAAI,CAAC,eAAe,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;gBAClD,IAAI,CAAC,MAAM,CAAC,sBAAsB,EAAE,CAAC,OAAO,GAAG,0BAA0B,CAAC;YAC9E,CAAC,CAAC,CAAC;QACP,CAAC;QAED,IAAI,CAAC,eAAe,CAAC,qBAAqB,GAAG,CAAC,IAAkB,EAAE,WAAmB,EAAE,OAAiB,EAAE,EAAE;YACxG,IAAI,CAAC,OAAO,IAAI,WAAW,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;gBACnD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;oBAC7C,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;oBAClC,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;oBACvC,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;oBAEjD,IAAI,CAAC,QAAQ,EAAE,CAAC;wBACZ,SAAS;oBACb,CAAC;oBAED,MAAM,KAAK,GAAG,aAAa,CAAC,uBAAuB,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,OAAO,CAAC,kBAAkB,EAAE,CAAC,CAAC;oBACjG,MAAM,0BAA0B,GAAG,KAAK,CAAC,0BAA0B,CAAC,OAAO,CAAC,GAAG,CAAC,IAAI,aAAa,CAAC,gBAAgB,CAAC;oBAEnH,IAAI,CAAC,2BAA2B,CAAC,aAAa,EAAE,OAAO,EAAE,QAAQ,CAAC,CAAC;oBAEnE,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,0BAA0B,EAAE,IAAI,CAAC,wBAAwB,CAAC,OAAO,CAAC,EAAE,CAAC;wBACpG,OAAO,KAAK,CAAC;oBACjB,CAAC;gBACL,CAAC;YACL,CAAC;YAED,OAAO,IAAI,CAAC;QAChB,CAAC,CAAC;QAEF,yBAAyB;QACzB,IAAI,CAAC,eAAe,CAAC,oBAAoB,GAAG,CACxC,eAAoC,EACpC,kBAAuC,EACvC,oBAAyC,EACzC,kBAAuC,EACnC,EAAE;YACN,IAAI,CAAC,6BAA6B,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;YAEzD,IAAI,KAAa,CAAC;YAElB,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;YAEvC,IAAI,kBAAkB,CAAC,MAAM,EAAE,CAAC;gBAC5B,MAAM,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;gBAC5B,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,kBAAkB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;oBACzD,IAAI,CAAC,cAAc,CAAC,kBAAkB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;gBACxD,CAAC;gBACD,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;YAC/B,CAAC;YAED,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBACtD,IAAI,CAAC,cAAc,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;YACrD,CAAC;YAED,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,kBAAkB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBACzD,IAAI,CAAC,cAAc,CAAC,kBAAkB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;YACxD,CAAC;YAED,MAAM,iBAAiB,GAAG,MAAM,CAAC,YAAY,EAAE,CAAC;YAEhD,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBAC3D,MAAM,OAAO,GAAG,oBAAoB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;gBACjD,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;gBACvC,IAAI,QAAQ,IAAI,QAAQ,CAAC,gBAAgB,EAAE,CAAC;oBACxC,MAAM,MAAM,GAAG,QAAQ,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC;oBAC/C,MAAM,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;oBAC5B,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,CAAC;oBAC7B,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;gBAC/B,CAAC;gBACD,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,IAAI,CAAC,CAAC;YACvC,CAAC;YAED,MAAM,CAAC,YAAY,CAAC,iBAAiB,CAAC,CAAC;QAC3C,CAAC,CAAC;IACN,CAAC;IAED,gBAAgB;IACT,uBAAuB,CAAC,QAAkB,IAAS,CAAC;IAE3D,gBAAgB;IACT,uBAAuB,CAAC,OAAgB,EAAE,YAAqB,EAAE,eAAsC;QAC1G,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,IAAI,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;QAE/B,MAAM,iBAAiB,GAAG,IAAI,CAAC,6BAA6B,CAAC,sBAAsB,EAAE,CAAC,MAAM,CAAC,mBAAmB,CAAC,CAAC;QAElH,IAAI,iBAAiB,EAAE,CAAC;YACpB,OAAO,iBAAiB,CAAC,iBAAiB,CAAC,IAAI,EAAE,OAAO,EAAE,YAAY,CAAC,CAAC;QAC5E,CAAC;QAED,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QAEvC,IAAI,CAAC,QAAQ,EAAE,CAAC;YACZ,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,IAAI,IAAI,CAAC,gBAAgB,CAAC,OAAO,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC;YACpD,uEAAuE;YACvE,kFAAkF;YAClF,kCAAkC;YAClC,iEAAiE;YACjE,QAAQ,CAAC,gBAAgB,GAAG,IAAI,CAAC;YACjC,MAAM,OAAO,GAAG,QAAQ,CAAC,iBAAiB,CAAC,OAAO,CAAC,OAAO,EAAE,EAAE,OAAO,EAAE,YAAY,CAAC,CAAC;YACrF,QAAQ,CAAC,gBAAgB,GAAG,KAAK,CAAC;YAClC,OAAO,OAAO,CAAC;QACnB,CAAC;QAED,MAAM,OAAO,GAAa,EAAE,CAAC;QAE7B,MAAM,OAAO,GAAG,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAE5C,IAAI,GAAG,GAAG,KAAK,CAAC;QAChB,IAAI,GAAG,GAAG,KAAK,CAAC;QAChB,MAAM,KAAK,GAAG,KAAK,CAAC;QAEpB,UAAU;QACV,IAAI,QAAQ,EAAE,CAAC;YACX,MAAM,aAAa,GAAG,QAAQ,CAAC,uBAAuB,CAAC,IAAI,CAAC,CAAC;YAE7D,MAAM,cAAc,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;YACtD,MAAM,yBAAyB,GAC3B,cAAc,IAAI,cAAc,CAAC,QAAQ,IAAI,CAAE,QAAgB,CAAC,0BAA0B,IAAK,QAAgB,CAAC,0BAA0B,CAAC,CAAC;YAEhJ,IAAI,cAAc,IAAI,CAAC,aAAa,IAAI,yBAAyB,CAAC,EAAE,CAAC;gBACjE,OAAO,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;gBAChC,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,OAAO,CAAC,IAAI,cAAc,CAAC,gBAAgB,KAAK,CAAC,EAAE,CAAC;oBAC5F,OAAO,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;oBACnC,GAAG,GAAG,IAAI,CAAC;gBACf,CAAC;qBAAM,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,MAAM,CAAC,EAAE,CAAC;oBACzD,OAAO,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;oBACnC,GAAG,GAAG,IAAI,CAAC;gBACf,CAAC;gBAED,IAAI,aAAa,EAAE,CAAC;oBAChB,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;oBAClC,OAAO,CAAC,IAAI,CAAC,4BAA4B,CAAC,CAAC;gBAC/C,CAAC;gBACD,IAAI,CAAC,cAAc,CAAC,UAAU,EAAE,CAAC;oBAC7B,OAAO,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;gBAC7C,CAAC;YACL,CAAC;YAED,MAAM,cAAc,GAAI,QAAgB,CAAC,cAAc,CAAC;YACxD,IAAI,cAAc,EAAE,CAAC;gBACjB,OAAO,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;gBAChC,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,OAAO,CAAC,IAAI,cAAc,CAAC,gBAAgB,KAAK,CAAC,EAAE,CAAC;oBAC5F,OAAO,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;oBACnC,GAAG,GAAG,IAAI,CAAC;gBACf,CAAC;qBAAM,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,MAAM,CAAC,EAAE,CAAC;oBACzD,OAAO,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;oBACnC,GAAG,GAAG,IAAI,CAAC;gBACf,CAAC;YACL,CAAC;QACL,CAAC;QAED,WAAW;QACX,IAAI,eAAe,EAAE,CAAC;YAClB,OAAO,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;YACjC,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,OAAO,CAAC,IAAI,eAAe,CAAC,gBAAgB,KAAK,CAAC,EAAE,CAAC;gBAC7F,OAAO,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;gBACpC,GAAG,GAAG,IAAI,CAAC;YACf,CAAC;iBAAM,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,MAAM,CAAC,EAAE,CAAC;gBACzD,OAAO,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;gBACpC,GAAG,GAAG,IAAI,CAAC;YACf,CAAC;YACD,IAAI,CAAC,eAAe,CAAC,UAAU,EAAE,CAAC;gBAC9B,OAAO,CAAC,IAAI,CAAC,2BAA2B,CAAC,CAAC;YAC9C,CAAC;QACL,CAAC;QAED,SAAS;QACT,IAAI,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,SAAS,CAAC,IAAI,IAAI,CAAC,cAAc,IAAI,QAAQ,CAAC,gBAAgB,KAAK,QAAQ,CAAC,eAAe,EAAE,CAAC;YAC9J,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,CAAC;YACrC,OAAO,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;QACxC,CAAC;QAED,IAAI,GAAG,EAAE,CAAC;YACN,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;YAClC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAChC,CAAC;QACD,IAAI,GAAG,EAAE,CAAC;YACN,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;YACnC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAChC,CAAC;QAED,QAAQ;QACR,MAAM,SAAS,GAAG,IAAI,eAAe,EAAE,CAAC;QACxC,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,wBAAwB,EAAE,CAAC;YACjD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,IAAI,IAAI,CAAC,kBAAkB,GAAG,CAAC,EAAE,CAAC;gBAC9B,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC;gBACpD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC;YACxD,CAAC;YAED,OAAO,CAAC,IAAI,CAAC,+BAA+B,GAAG,IAAI,CAAC,kBAAkB,CAAC,CAAC;YAExE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;YAC/B,IAAI,QAAQ,IAAI,QAAQ,CAAC,yBAAyB,EAAE,CAAC;gBACjD,OAAO,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;YACxC,CAAC;iBAAM,CAAC;gBACJ,OAAO,CAAC,IAAI,CAAC,uBAAuB,GAAG,CAAC,QAAQ,CAAC,CAAC,CAAC,QAAQ,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YACvF,CAAC;YAED,IAAI,IAAI,CAAC,kBAAkB,GAAG,CAAC,EAAE,CAAC;gBAC9B,SAAS,CAAC,sBAAsB,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;YAC9C,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,OAAO,CAAC,IAAI,CAAC,gCAAgC,CAAC,CAAC;QACnD,CAAC;QAED,gBAAgB;QAChB,MAAM,mBAAmB,GAAG,IAAI,CAAC,kBAAkB;YAC/C,CAAC,CAAC,0CAA0C,CACtC,IAAI,CAAC,kBAAkB,EACvB,OAAO,EACP,OAAO,EACP,IAAI,EACJ,IAAI,EAAE,mBAAmB;YACzB,KAAK,EAAE,iBAAiB;YACxB,KAAK,EAAE,kBAAkB;YACzB,GAAG,EAAE,aAAa;YAClB,GAAG,EAAE,cAAc;YACnB,KAAK,CAAC,gBAAgB;aACzB;YACH,CAAC,CAAC,CAAC,CAAC;QAER,YAAY;QACZ,IAAI,YAAY,EAAE,CAAC;YACf,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAClC,0BAA0B,CAAC,OAAO,CAAC,CAAC;YACpC,IAAI,OAAO,CAAC,gBAAgB,EAAE,CAAC,gBAAgB,EAAE,CAAC;gBAC9C,OAAO,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;YAC3C,CAAC;QACL,CAAC;QAED,0BAA0B;QAC1B,MAAM,UAAU,GAAG,IAAI,CAAC,2BAA2B,CAAC;QACpD,IAAI,UAAU,IAAI,UAAU,CAAC,SAAS,EAAE,CAAC;YACrC,OAAO,CAAC,IAAI,CAAC,wCAAwC,CAAC,CAAC;YACvD,IAAI,YAAY,EAAE,CAAC;gBACf,OAAO,CAAC,IAAI,CAAC,uCAAuC,CAAC,CAAC;YAC1D,CAAC;QACL,CAAC;QAED,aAAa;QACb,iCAAiC,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC;QAElE,IAAI,CAAC,uBAAuB,CAAC,OAAO,CAAC,CAAC;QAEtC,qBAAqB;QACrB,MAAM,WAAW,GAAG,OAAO,CAAC,eAAe,CAAC,SAAS,EAAE,IAAI,CAAE,CAAC;QAC9D,MAAM,aAAa,GAAG,WAAW,CAAC,OAAiB,CAAC;QACpD,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAChC,IAAI,aAAa,KAAK,IAAI,EAAE,CAAC;YACzB,MAAM,QAAQ,GAAG;gBACb,OAAO;gBACP,QAAQ;gBACR,gBAAgB;gBAChB,WAAW;gBACX,uBAAuB;gBACvB,kBAAkB;gBAClB,iBAAiB;gBACjB,eAAe;gBACf,gBAAgB;gBAChB,eAAe;gBACf,kBAAkB;gBAClB,wBAAwB;gBACxB,2BAA2B;gBAC3B,8BAA8B;gBAC9B,yCAAyC;gBACzC,0BAA0B;gBAC1B,6BAA6B;gBAC7B,eAAe;aAClB,CAAC;YAEF,oBAAoB,CAAC,QAAQ,CAAC,CAAC;YAE/B,WAAW,CAAC,SAAS,CACjB,IAAI,CAAC,OAAO,CAAC,YAAY,CACrB,mBAAmB,EACnB,OAAO,EACP,QAAQ,EACR,CAAC,gBAAgB,EAAE,iBAAiB,EAAE,gBAAgB,EAAE,aAAa,EAAE,cAAc,EAAE,6BAA6B,CAAC,EACrH,IAAI,EACJ,SAAS,EACT,SAAS,EACT,SAAS,EACT,EAAE,2BAA2B,EAAE,mBAAmB,EAAE,EACpD,IAAI,CAAC,eAAe,EACpB,IAAI,CAAC,cAAc;gBACf,CAAC,CAAC,SAAS;gBACX,CAAC,CAAC,KAAK,IAAI,EAAE;oBACP,MAAM,IAAI,CAAC,mBAAmB,EAAE,CAAC;oBACjC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;gBAC/B,CAAC,CACV,EACD,IAAI,CACP,CAAC;QACN,CAAC;QAED,MAAM,aAAa,GAAG,WAAW,CAAC,MAAO,CAAC,OAAO,EAAE,CAAC;QAEpD,OAAO,aAAa,IAAI,CAAC,IAAI,CAAC,iBAAiB,IAAI,CAAC,CAAC,IAAI,CAAC,iBAAiB,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC;IACzG,CAAC;IAED,gBAAgB;IACT,eAAe,CAAC,OAAgB,EAAE,YAAqB,EAAE,eAAsC;QAClG,OAAO,IAAI,CAAC,uBAAuB,CAAC,OAAO,EAAE,YAAY,EAAE,eAAe,CAAC,CAAC;IAChF,CAAC;IAES,KAAK,CAAC,mBAAmB;QAC/B,IAAI,IAAI,CAAC,eAAe,gCAAwB,EAAE,CAAC;YAC/C,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,yCAAyC,CAAC,EAAE,MAAM,CAAC,2CAA2C,CAAC,CAAC,CAAC,CAAC;QAChI,CAAC;aAAM,CAAC;YACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,qCAAqC,CAAC,EAAE,MAAM,CAAC,uCAAuC,CAAC,CAAC,CAAC,CAAC;QACxH,CAAC;QACD,mEAAmE;QACnE,IAAI,CAAC,6BAA6B,EAAE,EAAE,CAAC;IAC3C,CAAC;IAED,gBAAgB;IACT,qBAAqB;QACxB,IAAI,OAAO,GAAG,IAAI,CAAC;QAEnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YAClD,OAAO,GAAG,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,IAAI,OAAO,CAAC;QAC1D,CAAC;QAED,MAAM,QAAQ,GAAG,IAAI,CAAC,iBAAiB,EAAE,CAAC;QAE1C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,EAAE,EAAE,CAAC,EAAE,CAAC;YAChC,IAAI,aAAa,GAAG,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC,CAAC;YAC9C,IAAI,CAAC,aAAa,EAAE,CAAC;gBACjB,aAAa,GAAG,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;gBAC1E,aAAa,CAAC,SAAS,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC,CAAC;YACvD,CAAC;YACD,OAAO,GAAG,aAAa,CAAC,MAAO,CAAC,OAAO,EAAE,IAAI,OAAO,CAAC;QACzD,CAAC;QAED,OAAO,OAAO,CAAC;IACnB,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACxC,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,IAAI,CAAC,IAAI,CAAC,iBAAiB,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE,EAAE,CAAC;YAClD,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,QAAQ,GAAG,IAAI,CAAC,iBAAiB,EAAE,CAAC;QAE1C,IAAI,CAAC,yBAAyB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QAErD,MAAM,iBAAiB,GAAG,MAAM,CAAC,YAAY,EAAE,CAAC;QAEhD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,EAAE,EAAE,CAAC,EAAE,CAAC;YAChC,MAAM,aAAa,GAAG,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC,CAAC;YAEhD,SAAS;YACT,MAAM,CAAC,YAAY,CAAC,aAAa,CAAC,CAAC;YACnC,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;YAEvB,OAAO;YACP,MAAM,CAAC,WAAW,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,YAAY,EAAE,aAAa,CAAC,MAAO,CAAC,CAAC;YAElF,YAAY;YACZ,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,QAAQ,CAAC,iBAAiB,CAAC,CAAC;YAErD,qCAAqC;YACrC,IAAI,CAAC,gBAAgB,CAAC,aAAa,CAAC,MAAO,EAAE,CAAC,CAAC,CAAC;QACpD,CAAC;QAED,gBAAgB;QAChB,MAAM,CAAC,YAAY,CAAC,iBAAiB,CAAC,CAAC;QAEvC,IAAI,CAAC,wBAAwB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QAEpD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,gBAAgB;IACT,gBAAgB,CAAC,IAAkB;QACtC,IAAI,IAAI,CAAC,gBAAgB,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC,gBAAgB,KAAK,IAAI,CAAC,gBAAgB,EAAE,CAAC;YAClF,OAAO,IAAI,CAAC;QAChB,CAAC;QACD,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;OAIG;IACI,OAAO,CAAC,IAAkB;QAC7B,OAAO,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC;IACvC,CAAC;IAED,gBAAgB;IACT,qBAAqB;QACxB,OAAO,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,aAAa,CAAC;IAChD,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACxC,CAAC;IAED,gBAAgB;IACT,iBAAiB,CAAC,KAAmB;QACxC,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,gBAAgB;IACT,sBAAsB,CAAC,IAAkB,EAAE,QAAkB;QAChE,OAAO,CAAC,QAAQ,CAAC,wBAAwB,CAAC,IAAI,CAAC,CAAC;IACpD,CAAC;IAED,gBAAgB;IACT,cAAc,CAAC,IAAkB,EAAE,QAAkB;QACxD,OAAO,IAAI,CAAC,sBAAsB,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;IACvD,CAAC;IAES,cAAc,CAAC,OAAgB,EAAE,kBAA2B,KAAK;QACvE,IAAI,CAAC,IAAI,CAAC,qBAAqB,EAAE,EAAE,CAAC;YAChC,OAAO;QACX,CAAC;QAED,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QACvC,MAAM,SAAS,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;QACpC,MAAM,eAAe,GAAG,OAAO,CAAC,kBAAkB,EAAE,CAAC;QACrD,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;QACjD,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;QACjD,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAC1B,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,aAAa,CAAC,6BAA6B,CAAC,qBAAqB,GAAG,KAAK,CAAC;QAE1E,IAAI,CAAC,QAAQ,EAAE,CAAC;YACZ,OAAO;QACX,CAAC;QAED,8BAA8B;QAC9B,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,aAAa,EAAE,QAAQ,CAAC,EAAE,CAAC;YAChD,OAAO;QACX,CAAC;QAED,UAAU;QACV,IAAI,eAAe,GAAG,QAAQ,CAAC,wBAAwB,CAAC,aAAa,CAAC,CAAC;QACvE,MAAM,eAAe,GAAG,aAAa,CAAC,0BAA0B,EAAE,CAAC;QACnE,IAAI,eAAe,GAAG,CAAC,EAAE,CAAC;YACtB,eAAe,GAAG,eAAe,KAAK,QAAQ,CAAC,wBAAwB,CAAC,CAAC,CAAC,QAAQ,CAAC,+BAA+B,CAAC,CAAC,CAAC,QAAQ,CAAC,wBAAwB,CAAC;QAC3J,CAAC;QAED,MAAM,OAAO,GAAG,eAAe,KAAK,QAAQ,CAAC,wBAAwB,CAAC;QAEtE,qBAAqB;QACrB,MAAM,KAAK,GAAG,aAAa,CAAC,uBAAuB,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,eAAe,CAAC,CAAC;QACpF,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;YACnB,OAAO;QACX,CAAC;QAED,sBAAsB;QACtB,IAAI,CAAC,IAAI,CAAC,iBAAiB,CAAC,aAAa,CAAC,EAAE,CAAC;YACzC,OAAO;QACX,CAAC;QAED,MAAM,0BAA0B,GAAG,KAAK,CAAC,0BAA0B,CAAC,OAAO,CAAC,GAAG,CAAC,IAAI,aAAa,CAAC,gBAAgB,CAAC;QAEnH,IAAI,CAAC,2BAA2B,CAAC,aAAa,EAAE,OAAO,EAAE,QAAQ,CAAC,CAAC;QAEnE,IAAI,CAAC,0BAA0B,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QAE3D,IAAI,IAAI,CAAC,gBAAgB,CAAC,aAAa,CAAC,EAAE,CAAC;YACvC,OAAO,CAAC,WAAW,EAAG,CAAC,gBAAgB,GAAG,IAAI,CAAC;YAC/C,aAAa,CAAC,MAAM,CAAC,OAAO,EAAE,eAAe,EAAE,eAAe,IAAI,SAAS,CAAC,CAAC;YAC7E,OAAO,CAAC,WAAW,EAAG,CAAC,gBAAgB,GAAG,KAAK,CAAC;QACpD,CAAC;aAAM,IAAI,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,0BAA0B,EAAE,IAAI,CAAC,wBAAwB,CAAC,OAAO,CAAC,EAAE,CAAC;YAC1G,MAAM,iBAAiB,GAAG,aAAa,CAAC,6BAA6B,CAAC,sBAAsB,EAAE,CAAC,MAAM,CAAC,mBAAmB,CAAC,CAAC;YAE3H,IAAI,WAAW,GAAG,OAAO,CAAC,eAAe,EAAE,CAAC;YAC5C,IAAI,CAAC,WAAW,IAAI,iBAAiB,EAAE,CAAC;gBACpC,WAAW,GAAG,iBAAiB,CAAC,eAAe,EAAE,CAAC;YACtD,CAAC;YAED,IAAI,CAAC,WAAW,EAAE,CAAC;gBACf,OAAO;YACX,CAAC;YAED,MAAM,MAAM,GAAG,WAAW,CAAC,MAAO,CAAC;YAEnC,MAAM,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;YACjC,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,eAAe,EAAE,QAAQ,CAAC,OAAO,EAAE,SAAS,EAAE,OAAO,EAAE,QAAQ,CAAC,aAAa,EAAE,QAAQ,CAAC,OAAO,EAAE,QAAQ,CAAC,YAAY,CAAC,CAAC;YAEjJ,MAAM,iBAAiB,GAAG,MAAM,CAAC,aAAa,EAAE,CAAC;YACjD,MAAM,iBAAiB,GAAG,MAAM,CAAC,aAAa,EAAE,CAAC;YACjD,MAAM,oBAAoB,GAAG,MAAM,CAAC,gBAAgB,EAAE,IAAI,CAAC,CAAC;YAE5D,IAAI,QAAQ,CAAC,iBAAiB,EAAE,CAAC;gBAC7B,MAAM,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;YAChC,CAAC;iBAAM,IAAI,QAAQ,CAAC,eAAe,EAAE,CAAC;gBAClC,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;YAC/B,CAAC;YACD,IAAI,QAAQ,CAAC,iBAAiB,EAAE,CAAC;gBAC7B,MAAM,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;YAChC,CAAC;YAED,IAAI,QAAQ,CAAC,aAAa,KAAK,CAAC,EAAE,CAAC;gBAC/B,MAAM,CAAC,gBAAgB,CAAC,QAAQ,CAAC,aAAa,CAAC,CAAC;YACpD,CAAC;YAED,IAAI,CAAC,0BAA0B,EAAE,CAAC;gBAC9B,aAAa,CAAC,KAAK,CAAC,OAAO,EAAE,MAAM,EAAE,QAAQ,CAAC,QAAQ,CAAC,CAAC;YAC5D,CAAC;YAED,IAAI,CAAC,iBAAiB,EAAE,CAAC;gBACrB,MAAM,CAAC,SAAS,CAAC,gBAAgB,EAAE,KAAK,CAAC,kBAAkB,EAAE,CAAC,CAAC;gBAC/D,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,aAAa,CAAC,cAAc,EAAE,CAAC,CAAC;gBAC1D,MAAM,CAAC,SAAS,CACZ,WAAW,EACX,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,CAAC,EACrC,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,CAAC,EACrC,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,CAAC,EACrC,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,CAAC,CACxC,CAAC;YACN,CAAC;iBAAM,CAAC;gBACJ,iBAAiB,CAAC,cAAc,CAAC,aAAa,CAAC,cAAc,EAAE,EAAE,aAAqB,EAAE,OAAO,CAAC,CAAC;YACrG,CAAC;YAED,IAAI,CAAC,iBAAiB,EAAE,CAAC;gBACrB,MAAM,aAAa,GAAG,QAAQ,CAAC,uBAAuB,CAAC,aAAa,CAAC,CAAC;gBAEtE,MAAM,cAAc,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;gBACtD,MAAM,yBAAyB,GAC3B,cAAc,IAAI,cAAc,CAAC,QAAQ,IAAI,CAAE,QAAgB,CAAC,0BAA0B,IAAK,QAAgB,CAAC,0BAA0B,CAAC,CAAC;gBAEhJ,IAAI,cAAc,IAAI,CAAC,aAAa,IAAI,yBAAyB,CAAC,EAAE,CAAC;oBACjE,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,cAAc,CAAC,CAAC;oBACpD,MAAM,aAAa,GAAG,cAAc,CAAC,gBAAgB,EAAE,CAAC;oBAExD,IAAI,aAAa,EAAE,CAAC;wBAChB,MAAM,CAAC,SAAS,CAAC,eAAe,EAAE,aAAa,CAAC,CAAC;oBACrD,CAAC;gBACL,CAAC;gBAED,MAAM,cAAc,GAAI,QAAgB,CAAC,cAAc,CAAC;gBACxD,IAAI,cAAc,EAAE,CAAC;oBACjB,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,cAAc,CAAC,CAAC;oBACpD,MAAM,CAAC,QAAQ,CAAC,kBAAkB,EAAE,cAAc,CAAC,KAAK,CAAC,CAAC;oBAC1D,MAAM,aAAa,GAAG,cAAc,CAAC,gBAAgB,EAAE,CAAC;oBACxD,IAAI,aAAa,EAAE,CAAC;wBAChB,MAAM,CAAC,SAAS,CAAC,eAAe,EAAE,aAAa,CAAC,CAAC;oBACrD,CAAC;gBACL,CAAC;gBAED,qBAAqB;gBACrB,IAAI,IAAI,CAAC,wBAAwB,CAAC,OAAO,EAAE,CAAC;oBACxC,MAAM,CAAC,UAAU,CAAC,iBAAiB,EAAE,IAAI,CAAC,wBAAwB,CAAC,OAAO,CAAC,CAAC;oBAC5E,MAAM,CAAC,SAAS,CAAC,gBAAgB,EAAE,IAAI,CAAC,wBAAwB,CAAC,OAAO,CAAC,gBAAgB,EAAE,CAAC,CAAC;gBACjG,CAAC;gBAED,QAAQ;gBACR,mBAAmB,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;gBAE3C,gBAAgB;gBAChB,yBAAyB,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;gBACjD,IAAI,aAAa,CAAC,kBAAkB,IAAI,aAAa,CAAC,kBAAkB,CAAC,wBAAwB,EAAE,CAAC;oBAChG,aAAa,CAAC,kBAAkB,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;gBACnD,CAAC;gBAED,0BAA0B;gBAC1B,MAAM,UAAU,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC,2BAA2B,CAAC;gBACjE,IAAI,UAAU,IAAI,UAAU,CAAC,SAAS,EAAE,CAAC;oBACrC,UAAU,CAAC,IAAI,CAAC,MAAM,EAAE,0BAA0B,CAAC,CAAC;gBACxD,CAAC;gBAED,aAAa;gBACb,IAAI,eAAe,EAAE,CAAC;oBAClB,MAAM,CAAC,YAAY,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;gBAC5C,CAAC;gBAED,sBAAsB;gBACtB,MAAM,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,kBAAkB,CAAC,aAAa,CAAC,CAAC,CAAC;gBAEzE,cAAc;gBACd,aAAa,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;YAC3C,CAAC;YAED,OAAO;YACP,aAAa,CAAC,iBAAiB,CAAC,aAAa,EAAE,OAAO,EAAE,MAAM,EAAE,QAAQ,CAAC,QAAQ,EAAE,KAAK,EAAE,0BAA0B,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,EAAE,CACxI,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,CAAC,CACnC,CAAC;YAEF,IAAI,QAAQ,CAAC,iBAAiB,IAAI,QAAQ,CAAC,eAAe,EAAE,CAAC;gBACzD,MAAM,CAAC,aAAa,CAAC,iBAAiB,CAAC,CAAC;YAC5C,CAAC;YACD,IAAI,QAAQ,CAAC,iBAAiB,EAAE,CAAC;gBAC7B,MAAM,CAAC,aAAa,CAAC,iBAAiB,CAAC,CAAC;YAC5C,CAAC;YACD,IAAI,QAAQ,CAAC,aAAa,KAAK,CAAC,EAAE,CAAC;gBAC/B,MAAM,CAAC,gBAAgB,CAAC,oBAAoB,CAAC,CAAC;YAClD,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,6CAA6C;YAC7C,IAAI,CAAC,eAAe,CAAC,mBAAmB,EAAE,CAAC;QAC/C,CAAC;QAED,IAAI,CAAC,yBAAyB,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;IAC9D,CAAC;IAED,gBAAgB;IACT,gBAAgB,CAAC,KAAmB;QACvC,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,gBAAgB;IACT,QAAQ;QACX,MAAM,EAAE,GAAG,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAE1D,IAAI,EAAE,EAAE,CAAC;YACL,EAAE,CAAC,QAAQ,EAAE,CAAC;QAClB,CAAC;QAED,IAAI,CAAC,oBAAoB,EAAE,CAAC;IAChC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QACpE,IAAI,YAAY,EAAE,CAAC;YACf,YAAY,CAAC,OAAO,EAAE,CAAC;YACvB,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,CAAC,GAAG,IAAI,CAAC;QAC1D,CAAC;QAED,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;YACpB,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YAC1D,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;QAC7B,CAAC;QAED,KAAK,MAAM,WAAW,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;YAC/C,WAAW,CAAC,OAAO,EAAE,CAAC;QAC1B,CAAC;QACD,IAAI,CAAC,iBAAiB,GAAG,EAAE,CAAC;QAE5B,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,CAAC;QAE/B,WAAW;QACX,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QAE/C,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,CAAC;QACjC,IAAI,CAAC,6BAA6B,CAAC,KAAK,EAAE,CAAC;QAC3C,IAAI,CAAC,yBAAyB,CAAC,KAAK,EAAE,CAAC;QACvC,IAAI,CAAC,0BAA0B,CAAC,KAAK,EAAE,CAAC;QACxC,IAAI,CAAC,yBAAyB,CAAC,KAAK,EAAE,CAAC;QACvC,IAAI,CAAC,wBAAwB,CAAC,KAAK,EAAE,CAAC;IAC1C,CAAC;;AAt8BD;;;GAGG;AACW,yBAAS,GAAG,KAAK,AAAR,CAAS","sourcesContent":["import { type SmartArray } from \"../Misc/smartArray\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type Camera } from \"../Cameras/camera\";\r\nimport { type Scene } from \"../scene\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { type SubMesh } from \"../Meshes/subMesh\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { type Mesh } from \"../Meshes/mesh\";\r\nimport { type EffectWrapperCreationOptions, EffectWrapper } from \"core/Materials/effectRenderer\";\r\nimport { type BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { type Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { EffectFallbacks } from \"../Materials/effectFallbacks\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\r\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { ObjectRenderer } from \"core/Rendering/objectRenderer\";\r\nimport { type Vector2 } from \"../Maths/math.vector\";\r\n\r\n/**\r\n * Special Glow Blur post process only blurring the alpha channel\r\n * It enforces keeping the most luminous color in the color channel.\r\n * @internal\r\n */\r\nexport class ThinGlowBlurPostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"glowBlurPostProcess\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\"screenSize\", \"direction\", \"blurWidth\"];\r\n\r\n constructor(\r\n name: string,\r\n engine: Nullable<AbstractEngine> = null,\r\n public direction: Vector2,\r\n public kernel: number,\r\n options?: EffectWrapperCreationOptions\r\n ) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || EngineStore.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinGlowBlurPostProcess.FragmentUrl,\r\n uniforms: ThinGlowBlurPostProcess.Uniforms,\r\n });\r\n }\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/glowBlurPostProcess.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/glowBlurPostProcess.fragment\"));\r\n }\r\n\r\n super._gatherImports(useWebGPU, list);\r\n }\r\n\r\n public textureWidth: number = 0;\r\n\r\n public textureHeight: number = 0;\r\n\r\n public override bind() {\r\n super.bind();\r\n this._drawWrapper.effect!.setFloat2(\"screenSize\", this.textureWidth, this.textureHeight);\r\n this._drawWrapper.effect!.setVector2(\"direction\", this.direction);\r\n this._drawWrapper.effect!.setFloat(\"blurWidth\", this.kernel);\r\n }\r\n}\r\n\r\n/**\r\n * Effect layer options. This helps customizing the behaviour\r\n * of the effect layer.\r\n */\r\nexport interface IThinEffectLayerOptions {\r\n /**\r\n * Multiplication factor apply to the canvas size to compute the render target size\r\n * used to generated the glowing objects (the smaller the faster). Default: 0.5\r\n */\r\n mainTextureRatio?: number;\r\n\r\n /**\r\n * Enforces a fixed size texture to ensure resize independent blur. Default: undefined\r\n */\r\n mainTextureFixedSize?: number;\r\n\r\n /**\r\n * The type of the main texture. Default: TEXTURETYPE_UNSIGNED_BYTE\r\n */\r\n mainTextureType?: number;\r\n\r\n /**\r\n * The format of the main texture. Default: TEXTUREFORMAT_RGBA\r\n */\r\n mainTextureFormat?: number;\r\n\r\n /**\r\n * Alpha blending mode used to apply the blur. Default depends of the implementation. Default: ALPHA_COMBINE\r\n */\r\n alphaBlendingMode?: number;\r\n\r\n /**\r\n * The camera attached to the layer. Default: null\r\n */\r\n camera?: Nullable<Camera>;\r\n\r\n /**\r\n * The rendering group to draw the layer in. Default: -1\r\n */\r\n renderingGroupId?: number;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ThinEffectLayer {\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _mergeDrawWrapper: DrawWrapper[];\r\n protected _dontCheckIfReady = false;\r\n\r\n protected _scene: Scene;\r\n protected _engine: AbstractEngine;\r\n /** @internal */\r\n public _options: Required<IThinEffectLayerOptions>;\r\n protected _objectRenderer: ObjectRenderer;\r\n /** @internal */\r\n public _shouldRender = true;\r\n /** @internal */\r\n public _emissiveTextureAndColor: { texture: Nullable<BaseTexture>; color: Color4 } = { texture: null, color: new Color4() };\r\n /** @internal */\r\n public _effectIntensity: { [meshUniqueId: number]: number } = {};\r\n /** @internal */\r\n public _postProcesses: EffectWrapper[] = [];\r\n\r\n /**\r\n * Force all the effect layers to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n\r\n /**\r\n * The name of the layer\r\n */\r\n public name: string;\r\n\r\n /**\r\n * The clear color of the texture used to generate the glow map.\r\n */\r\n public neutralColor: Color4 = new Color4();\r\n\r\n /**\r\n * Specifies whether the effect layer is enabled or not.\r\n */\r\n public isEnabled: boolean = true;\r\n\r\n /**\r\n * Gets/sets the camera attached to the layer.\r\n */\r\n public get camera(): Nullable<Camera> {\r\n return this._options.camera;\r\n }\r\n\r\n public set camera(camera: Nullable<Camera>) {\r\n this._options.camera = camera;\r\n }\r\n\r\n /**\r\n * Gets the rendering group id the layer should render in.\r\n */\r\n public get renderingGroupId(): number {\r\n return this._options.renderingGroupId;\r\n }\r\n public set renderingGroupId(renderingGroupId: number) {\r\n this._options.renderingGroupId = renderingGroupId;\r\n }\r\n\r\n /**\r\n * Specifies if the bounding boxes should be rendered normally or if they should undergo the effect of the layer\r\n */\r\n public disableBoundingBoxesFromEffectLayer = false;\r\n\r\n /**\r\n * An event triggered when the effect layer has been disposed.\r\n */\r\n public onDisposeObservable = new Observable<ThinEffectLayer>();\r\n\r\n /**\r\n * An event triggered when the effect layer is about rendering the main texture with the glowy parts.\r\n */\r\n public onBeforeRenderLayerObservable = new Observable<ThinEffectLayer>();\r\n\r\n /**\r\n * An event triggered when the generated texture is being merged in the scene.\r\n */\r\n public onBeforeComposeObservable = new Observable<ThinEffectLayer>();\r\n\r\n /**\r\n * An event triggered when the mesh is rendered into the effect render target.\r\n */\r\n public onBeforeRenderMeshToEffect = new Observable<AbstractMesh>();\r\n\r\n /**\r\n * An event triggered after the mesh has been rendered into the effect render target.\r\n */\r\n public onAfterRenderMeshToEffect = new Observable<AbstractMesh>();\r\n\r\n /**\r\n * An event triggered when the generated texture has been merged in the scene.\r\n */\r\n public onAfterComposeObservable = new Observable<ThinEffectLayer>();\r\n\r\n /**\r\n * An event triggered when the layer is being blurred.\r\n */\r\n public onBeforeBlurObservable = new Observable<ThinEffectLayer>();\r\n\r\n /**\r\n * An event triggered when the layer has been blurred.\r\n */\r\n public onAfterBlurObservable = new Observable<ThinEffectLayer>();\r\n\r\n /**\r\n * Gets the object renderer used to render objects in the layer\r\n */\r\n public get objectRenderer() {\r\n return this._objectRenderer;\r\n }\r\n\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this material.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private _materialForRendering: { [id: string]: [AbstractMesh, Material] } = {};\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes in the layer\r\n * @param mesh mesh or array of meshes\r\n * @param material material to use by the layer when rendering the mesh(es). If undefined is passed, the specific material created by the layer will be used.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material): void {\r\n this._objectRenderer.setMaterialForRendering(mesh, material);\r\n if (Array.isArray(mesh)) {\r\n for (let i = 0; i < mesh.length; ++i) {\r\n const currentMesh = mesh[i];\r\n if (!material) {\r\n delete this._materialForRendering[currentMesh.uniqueId];\r\n } else {\r\n this._materialForRendering[currentMesh.uniqueId] = [currentMesh, material];\r\n }\r\n }\r\n } else {\r\n if (!material) {\r\n delete this._materialForRendering[mesh.uniqueId];\r\n } else {\r\n this._materialForRendering[mesh.uniqueId] = [mesh, material];\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the intensity of the effect for a specific mesh.\r\n * @param mesh The mesh to get the effect intensity for\r\n * @returns The intensity of the effect for the mesh\r\n */\r\n public getEffectIntensity(mesh: AbstractMesh) {\r\n return this._effectIntensity[mesh.uniqueId] ?? 1;\r\n }\r\n\r\n /**\r\n * Sets the intensity of the effect for a specific mesh.\r\n * @param mesh The mesh to set the effect intensity for\r\n * @param intensity The intensity of the effect for the mesh\r\n */\r\n public setEffectIntensity(mesh: AbstractMesh, intensity: number): void {\r\n this._effectIntensity[mesh.uniqueId] = intensity;\r\n }\r\n\r\n /**\r\n * Instantiates a new effect Layer\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false\r\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.\r\n * @param _additionalImportShadersAsync Additional shaders to import when the layer is created\r\n */\r\n constructor(\r\n name: string,\r\n scene?: Scene,\r\n forceGLSL = false,\r\n dontCheckIfReady = false,\r\n private _additionalImportShadersAsync?: () => Promise<void>\r\n ) {\r\n this.name = name;\r\n this._scene = scene || <Scene>EngineStore.LastCreatedScene;\r\n this._dontCheckIfReady = dontCheckIfReady;\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n if (engine.isWebGPU && !forceGLSL && !ThinEffectLayer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n this._engine = this._scene.getEngine();\r\n\r\n this._mergeDrawWrapper = [];\r\n\r\n // Generate Buffers\r\n this._generateIndexBuffer();\r\n this._generateVertexBuffer();\r\n }\r\n\r\n /** @internal */\r\n public _shadersLoaded = false;\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @returns The effect name\r\n */\r\n public getEffectName(): string {\r\n return \"\";\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param _subMesh the mesh to check for\r\n * @param _useInstances specify whether or not to use instances to render the mesh\r\n * @returns true if ready otherwise, false\r\n */\r\n public isReady(_subMesh: SubMesh, _useInstances: boolean): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n * @returns true if the effect requires stencil during the main canvas render pass.\r\n */\r\n public needStencil(): boolean {\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _createMergeEffect(): Effect {\r\n throw new Error(\"Effect Layer: no merge effect defined\");\r\n }\r\n\r\n /** @internal */\r\n public _createTextureAndPostProcesses(): void {}\r\n\r\n /** @internal */\r\n public bindTexturesForCompose: (effect: Effect) => void;\r\n\r\n /** @internal */\r\n public _internalCompose(_effect: Effect, _renderIndex: number): void {}\r\n\r\n /** @internal */\r\n public _setEmissiveTextureAndColor(_mesh: Mesh, _subMesh: SubMesh, _material: Material): void {}\r\n\r\n /** @internal */\r\n public _numInternalDraws(): number {\r\n return 1;\r\n }\r\n\r\n /** @internal */\r\n public _init(options: IThinEffectLayerOptions): void {\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: 0.5,\r\n mainTextureFixedSize: 0,\r\n mainTextureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n mainTextureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n alphaBlendingMode: Constants.ALPHA_COMBINE,\r\n camera: null,\r\n renderingGroupId: -1,\r\n ...options,\r\n };\r\n\r\n this._createObjectRenderer();\r\n }\r\n\r\n private _generateIndexBuffer(): void {\r\n // Indices\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = this._engine.createIndexBuffer(indices);\r\n }\r\n\r\n private _generateVertexBuffer(): void {\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n const vertexBuffer = new VertexBuffer(this._engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;\r\n }\r\n\r\n protected _createObjectRenderer(): void {\r\n this._objectRenderer = new ObjectRenderer(`ObjectRenderer for thin effect layer ${this.name}`, this._scene, {\r\n doNotChangeAspectRatio: true,\r\n });\r\n this._objectRenderer.activeCamera = this._options.camera;\r\n this._objectRenderer.renderParticles = false;\r\n this._objectRenderer.renderList = null;\r\n\r\n // Prevent package size in es6 (getBoundingBoxRenderer might not be present)\r\n const hasBoundingBoxRenderer = !!this._scene.getBoundingBoxRenderer;\r\n\r\n let boundingBoxRendererEnabled = false;\r\n if (hasBoundingBoxRenderer) {\r\n this._objectRenderer.onBeforeRenderObservable.add(() => {\r\n boundingBoxRendererEnabled = this._scene.getBoundingBoxRenderer().enabled;\r\n this._scene.getBoundingBoxRenderer().enabled = !this.disableBoundingBoxesFromEffectLayer && boundingBoxRendererEnabled;\r\n });\r\n\r\n this._objectRenderer.onAfterRenderObservable.add(() => {\r\n this._scene.getBoundingBoxRenderer().enabled = boundingBoxRendererEnabled;\r\n });\r\n }\r\n\r\n this._objectRenderer.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n if (!material) {\r\n continue;\r\n }\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id] || renderingMesh.hasThinInstances;\r\n\r\n this._setEmissiveTextureAndColor(renderingMesh, subMesh, material);\r\n\r\n if (!this._isSubMeshReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n // Custom render function\r\n this._objectRenderer.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n this.onBeforeRenderLayerObservable.notifyObservers(this);\r\n\r\n let index: number;\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n this._renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n this._renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n this._renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n const previousAlphaMode = engine.getAlphaMode();\r\n\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n const subMesh = transparentSubMeshes.data[index];\r\n const material = subMesh.getMaterial();\r\n if (material && material.needDepthPrePass) {\r\n const engine = material.getScene().getEngine();\r\n engine.setColorWrite(false);\r\n this._renderSubMesh(subMesh);\r\n engine.setColorWrite(true);\r\n }\r\n this._renderSubMesh(subMesh, true);\r\n }\r\n\r\n engine.setAlphaMode(previousAlphaMode);\r\n };\r\n }\r\n\r\n /** @internal */\r\n public _addCustomEffectDefines(_defines: string[]): void {}\r\n\r\n /** @internal */\r\n public _internalIsSubMeshReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean {\r\n const engine = this._scene.getEngine();\r\n const mesh = subMesh.getMesh();\r\n\r\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n if (renderingMaterial) {\r\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\r\n }\r\n\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return false;\r\n }\r\n\r\n if (this._useMeshMaterial(subMesh.getRenderingMesh())) {\r\n // Enable glow mode during readiness check so the material compiles the\r\n // correct shader variant (e.g. the USEADDITIONALCOLOR define / useAdditionalColor\r\n // uniform path for NodeMaterial).\r\n // This mirrors what _renderSubMesh does when actually rendering.\r\n material._glowModeEnabled = true;\r\n const isReady = material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances);\r\n material._glowModeEnabled = false;\r\n return isReady;\r\n }\r\n\r\n const defines: string[] = [];\r\n\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n let uv1 = false;\r\n let uv2 = false;\r\n const color = false;\r\n\r\n // Diffuse\r\n if (material) {\r\n const needAlphaTest = material.needAlphaTestingForMesh(mesh);\r\n\r\n const diffuseTexture = material.getAlphaTestTexture();\r\n const needAlphaBlendFromDiffuse =\r\n diffuseTexture && diffuseTexture.hasAlpha && ((material as any).useAlphaFromDiffuseTexture || (material as any)._useAlphaFromAlbedoTexture);\r\n\r\n if (diffuseTexture && (needAlphaTest || needAlphaBlendFromDiffuse)) {\r\n defines.push(\"#define DIFFUSE\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) && diffuseTexture.coordinatesIndex === 1) {\r\n defines.push(\"#define DIFFUSEUV2\");\r\n uv2 = true;\r\n } else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n defines.push(\"#define DIFFUSEUV1\");\r\n uv1 = true;\r\n }\r\n\r\n if (needAlphaTest) {\r\n defines.push(\"#define ALPHATEST\");\r\n defines.push(\"#define ALPHATESTVALUE 0.4\");\r\n }\r\n if (!diffuseTexture.gammaSpace) {\r\n defines.push(\"#define DIFFUSE_ISLINEAR\");\r\n }\r\n }\r\n\r\n const opacityTexture = (material as any).opacityTexture;\r\n if (opacityTexture) {\r\n defines.push(\"#define OPACITY\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) && opacityTexture.coordinatesIndex === 1) {\r\n defines.push(\"#define OPACITYUV2\");\r\n uv2 = true;\r\n } else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n defines.push(\"#define OPACITYUV1\");\r\n uv1 = true;\r\n }\r\n }\r\n }\r\n\r\n // Emissive\r\n if (emissiveTexture) {\r\n defines.push(\"#define EMISSIVE\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) && emissiveTexture.coordinatesIndex === 1) {\r\n defines.push(\"#define EMISSIVEUV2\");\r\n uv2 = true;\r\n } else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n defines.push(\"#define EMISSIVEUV1\");\r\n uv1 = true;\r\n }\r\n if (!emissiveTexture.gammaSpace) {\r\n defines.push(\"#define EMISSIVE_ISLINEAR\");\r\n }\r\n }\r\n\r\n // Vertex\r\n if (mesh.useVertexColors && mesh.isVerticesDataPresent(VertexBuffer.ColorKind) && mesh.hasVertexAlpha && material.transparencyMode !== Material.MATERIAL_OPAQUE) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n defines.push(\"#define VERTEXALPHA\");\r\n }\r\n\r\n if (uv1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (uv2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n\r\n // Bones\r\n const fallbacks = new EffectFallbacks();\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n\r\n const skeleton = mesh.skeleton;\r\n if (skeleton && skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton ? skeleton.bones.length + 1 : 0));\r\n }\r\n\r\n if (mesh.numBoneInfluencers > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const numMorphInfluencers = mesh.morphTargetManager\r\n ? PrepareDefinesAndAttributesForMorphTargets(\r\n mesh.morphTargetManager,\r\n defines,\r\n attribs,\r\n mesh,\r\n true, // usePositionMorph\r\n false, // useNormalMorph\r\n false, // useTangentMorph\r\n uv1, // useUVMorph\r\n uv2, // useUV2Morph\r\n color // useColorMorph\r\n )\r\n : 0;\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = mesh.bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\r\n if (useInstances) {\r\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\r\n }\r\n }\r\n\r\n // ClipPlanes\r\n PrepareStringDefinesForClipPlanes(material, this._scene, defines);\r\n\r\n this._addCustomEffectDefines(defines);\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines as string;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"viewProjection\",\r\n \"glowColor\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetCount\",\r\n \"boneTextureInfo\",\r\n \"diffuseMatrix\",\r\n \"emissiveMatrix\",\r\n \"opacityMatrix\",\r\n \"opacityIntensity\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"bakedVertexAnimationSettings\",\r\n \"bakedVertexAnimationTextureSizeInverted\",\r\n \"bakedVertexAnimationTime\",\r\n \"bakedVertexAnimationTexture\",\r\n \"glowIntensity\",\r\n ];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n drawWrapper.setEffect(\r\n this._engine.createEffect(\r\n \"glowMapGeneration\",\r\n attribs,\r\n uniforms,\r\n [\"diffuseSampler\", \"emissiveSampler\", \"opacitySampler\", \"boneSampler\", \"morphTargets\", \"bakedVertexAnimationTexture\"],\r\n join,\r\n fallbacks,\r\n undefined,\r\n undefined,\r\n { maxSimultaneousMorphTargets: numMorphInfluencers },\r\n this._shaderLanguage,\r\n this._shadersLoaded\r\n ? undefined\r\n : async () => {\r\n await this._importShadersAsync();\r\n this._shadersLoaded = true;\r\n }\r\n ),\r\n join\r\n );\r\n }\r\n\r\n const effectIsReady = drawWrapper.effect!.isReady();\r\n\r\n return effectIsReady && (this._dontCheckIfReady || (!this._dontCheckIfReady && this.isLayerReady()));\r\n }\r\n\r\n /** @internal */\r\n public _isSubMeshReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean {\r\n return this._internalIsSubMeshReady(subMesh, useInstances, emissiveTexture);\r\n }\r\n\r\n protected async _importShadersAsync(): Promise<void> {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/glowMapGeneration.vertex\"), import(\"../ShadersWGSL/glowMapGeneration.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/glowMapGeneration.vertex\"), import(\"../Shaders/glowMapGeneration.fragment\")]);\r\n }\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._additionalImportShadersAsync?.();\r\n }\r\n\r\n /** @internal */\r\n public _internalIsLayerReady(): boolean {\r\n let isReady = true;\r\n\r\n for (let i = 0; i < this._postProcesses.length; i++) {\r\n isReady = this._postProcesses[i].isReady() && isReady;\r\n }\r\n\r\n const numDraws = this._numInternalDraws();\r\n\r\n for (let i = 0; i < numDraws; ++i) {\r\n let currentEffect = this._mergeDrawWrapper[i];\r\n if (!currentEffect) {\r\n currentEffect = this._mergeDrawWrapper[i] = new DrawWrapper(this._engine);\r\n currentEffect.setEffect(this._createMergeEffect());\r\n }\r\n isReady = currentEffect.effect!.isReady() && isReady;\r\n }\r\n\r\n return isReady;\r\n }\r\n\r\n /**\r\n * Checks if the layer is ready to be used.\r\n * @returns true if the layer is ready to be used\r\n */\r\n public isLayerReady(): boolean {\r\n return this._internalIsLayerReady();\r\n }\r\n\r\n /**\r\n * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.\r\n * @returns true if the rendering was successful\r\n */\r\n public compose(): boolean {\r\n if (!this._dontCheckIfReady && !this.isLayerReady()) {\r\n return false;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const numDraws = this._numInternalDraws();\r\n\r\n this.onBeforeComposeObservable.notifyObservers(this);\r\n\r\n const previousAlphaMode = engine.getAlphaMode();\r\n\r\n for (let i = 0; i < numDraws; ++i) {\r\n const currentEffect = this._mergeDrawWrapper[i];\r\n\r\n // Render\r\n engine.enableEffect(currentEffect);\r\n engine.setState(false);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect.effect!);\r\n\r\n // Go Blend.\r\n engine.setAlphaMode(this._options.alphaBlendingMode);\r\n\r\n // Blends the map on the main canvas.\r\n this._internalCompose(currentEffect.effect!, i);\r\n }\r\n\r\n // Restore Alpha\r\n engine.setAlphaMode(previousAlphaMode);\r\n\r\n this.onAfterComposeObservable.notifyObservers(this);\r\n\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n public _internalHasMesh(mesh: AbstractMesh): boolean {\r\n if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be used in the current effect.\r\n * @param mesh mesh to test\r\n * @returns true if the mesh will be used\r\n */\r\n public hasMesh(mesh: AbstractMesh): boolean {\r\n return this._internalHasMesh(mesh);\r\n }\r\n\r\n /** @internal */\r\n public _internalShouldRender(): boolean {\r\n return this.isEnabled && this._shouldRender;\r\n }\r\n\r\n /**\r\n * Returns true if the layer contains information to display, otherwise false.\r\n * @returns true if the glow layer should be rendered\r\n */\r\n public shouldRender(): boolean {\r\n return this._internalShouldRender();\r\n }\r\n\r\n /** @internal */\r\n public _shouldRenderMesh(_mesh: AbstractMesh): boolean {\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n public _internalCanRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n return !material.needAlphaBlendingForMesh(mesh);\r\n }\r\n\r\n /** @internal */\r\n public _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n return this._internalCanRenderMesh(mesh, material);\r\n }\r\n\r\n protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode: boolean = false): void {\r\n if (!this._internalShouldRender()) {\r\n return;\r\n }\r\n\r\n const material = subMesh.getMaterial();\r\n const ownerMesh = subMesh.getMesh();\r\n const replacementMesh = subMesh.getReplacementMesh();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n // Do not block in blend mode.\r\n if (!this._canRenderMesh(renderingMesh, material)) {\r\n return;\r\n }\r\n\r\n // Culling\r\n let sideOrientation = material._getEffectiveOrientation(renderingMesh);\r\n const mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\r\n if (mainDeterminant < 0) {\r\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\r\n }\r\n\r\n const reverse = sideOrientation === Material.ClockWiseSideOrientation;\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!replacementMesh);\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n // Early Exit per mesh\r\n if (!this._shouldRenderMesh(renderingMesh)) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id] || renderingMesh.hasThinInstances;\r\n\r\n this._setEmissiveTextureAndColor(renderingMesh, subMesh, material);\r\n\r\n this.onBeforeRenderMeshToEffect.notifyObservers(ownerMesh);\r\n\r\n if (this._useMeshMaterial(renderingMesh)) {\r\n subMesh.getMaterial()!._glowModeEnabled = true;\r\n renderingMesh.render(subMesh, enableAlphaMode, replacementMesh || undefined);\r\n subMesh.getMaterial()!._glowModeEnabled = false;\r\n } else if (this._isSubMeshReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {\r\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n let drawWrapper = subMesh._getDrawWrapper();\r\n if (!drawWrapper && renderingMaterial) {\r\n drawWrapper = renderingMaterial._getDrawWrapper();\r\n }\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n engine.setState(material.backFaceCulling, material.zOffset, undefined, reverse, material.cullBackFaces, material.stencil, material.zOffsetUnits);\r\n\r\n const currentDepthWrite = engine.getDepthWrite();\r\n const currentColorWrite = engine.getColorWrite();\r\n const currentDepthFunction = engine.getDepthFunction() || 0;\r\n\r\n if (material.disableDepthWrite) {\r\n engine.setDepthWrite(false);\r\n } else if (material.forceDepthWrite) {\r\n engine.setDepthWrite(true);\r\n }\r\n if (material.disableColorWrite) {\r\n engine.setColorWrite(false);\r\n }\r\n\r\n if (material.depthFunction !== 0) {\r\n engine.setDepthFunction(material.depthFunction);\r\n }\r\n\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (!renderingMaterial) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n effect.setFloat4(\r\n \"glowColor\",\r\n this._emissiveTextureAndColor.color.r,\r\n this._emissiveTextureAndColor.color.g,\r\n this._emissiveTextureAndColor.color.b,\r\n this._emissiveTextureAndColor.color.a\r\n );\r\n } else {\r\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\r\n }\r\n\r\n if (!renderingMaterial) {\r\n const needAlphaTest = material.needAlphaTestingForMesh(effectiveMesh);\r\n\r\n const diffuseTexture = material.getAlphaTestTexture();\r\n const needAlphaBlendFromDiffuse =\r\n diffuseTexture && diffuseTexture.hasAlpha && ((material as any).useAlphaFromDiffuseTexture || (material as any)._useAlphaFromAlbedoTexture);\r\n\r\n if (diffuseTexture && (needAlphaTest || needAlphaBlendFromDiffuse)) {\r\n effect.setTexture(\"diffuseSampler\", diffuseTexture);\r\n const textureMatrix = diffuseTexture.getTextureMatrix();\r\n\r\n if (textureMatrix) {\r\n effect.setMatrix(\"diffuseMatrix\", textureMatrix);\r\n }\r\n }\r\n\r\n const opacityTexture = (material as any).opacityTexture;\r\n if (opacityTexture) {\r\n effect.setTexture(\"opacitySampler\", opacityTexture);\r\n effect.setFloat(\"opacityIntensity\", opacityTexture.level);\r\n const textureMatrix = opacityTexture.getTextureMatrix();\r\n if (textureMatrix) {\r\n effect.setMatrix(\"opacityMatrix\", textureMatrix);\r\n }\r\n }\r\n\r\n // Glow emissive only\r\n if (this._emissiveTextureAndColor.texture) {\r\n effect.setTexture(\"emissiveSampler\", this._emissiveTextureAndColor.texture);\r\n effect.setMatrix(\"emissiveMatrix\", this._emissiveTextureAndColor.texture.getTextureMatrix());\r\n }\r\n\r\n // Bones\r\n BindBonesParameters(renderingMesh, effect);\r\n\r\n // Morph targets\r\n BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n bvaManager.bind(effect, hardwareInstancedRendering);\r\n }\r\n\r\n // Alpha mode\r\n if (enableAlphaMode) {\r\n engine.setAlphaMode(material.alphaMode);\r\n }\r\n\r\n // Intensity of effect\r\n effect.setFloat(\"glowIntensity\", this.getEffectIntensity(renderingMesh));\r\n\r\n // Clip planes\r\n BindClipPlane(effect, material, scene);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\r\n effect.setMatrix(\"world\", world)\r\n );\r\n\r\n if (material.disableDepthWrite || material.forceDepthWrite) {\r\n engine.setDepthWrite(currentDepthWrite);\r\n }\r\n if (material.disableColorWrite) {\r\n engine.setColorWrite(currentColorWrite);\r\n }\r\n if (material.depthFunction !== 0) {\r\n engine.setDepthFunction(currentDepthFunction);\r\n }\r\n } else {\r\n // Need to reset refresh rate of the main map\r\n this._objectRenderer.resetRefreshCounter();\r\n }\r\n\r\n this.onAfterRenderMeshToEffect.notifyObservers(ownerMesh);\r\n }\r\n\r\n /** @internal */\r\n public _useMeshMaterial(_mesh: AbstractMesh): boolean {\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._generateIndexBuffer();\r\n }\r\n\r\n /**\r\n * Dispose the effect layer and free resources.\r\n */\r\n public dispose(): void {\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n for (const drawWrapper of this._mergeDrawWrapper) {\r\n drawWrapper.dispose();\r\n }\r\n this._mergeDrawWrapper = [];\r\n\r\n this._objectRenderer.dispose();\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n\r\n this.onDisposeObservable.clear();\r\n this.onBeforeRenderLayerObservable.clear();\r\n this.onBeforeComposeObservable.clear();\r\n this.onBeforeRenderMeshToEffect.clear();\r\n this.onAfterRenderMeshToEffect.clear();\r\n this.onAfterComposeObservable.clear();\r\n }\r\n}\r\n"]}
@@ -261,6 +261,13 @@ export class ClusteredLightContainer extends Light {
261
261
  this._tileMaskTexture.onBeforeBindObservable.add(() => {
262
262
  currentRenderTarget = engine._currentRenderTarget;
263
263
  this._updateLightData();
264
+ // On WebGPU, clear the storage buffer here (before bindFramebuffer) because
265
+ // clearBuffer is a command encoder operation that cannot run while a render pass is open.
266
+ // In snapshot rendering mode, bindFramebuffer eagerly creates the render pass, so
267
+ // clearing must happen before that point.
268
+ if (engine.isWebGPU) {
269
+ this._tileMaskBuffer?.clear();
270
+ }
264
271
  });
265
272
  this._tileMaskTexture.onAfterUnbindObservable.add(() => {
266
273
  if (engine._currentRenderTarget !== currentRenderTarget) {
@@ -273,11 +280,7 @@ export class ClusteredLightContainer extends Light {
273
280
  }
274
281
  });
275
282
  this._tileMaskTexture.onClearObservable.add(() => {
276
- if (engine.isWebGPU) {
277
- // Clear the storage buffer for WebGPU
278
- this._tileMaskBuffer?.clear();
279
- }
280
- else {
283
+ if (!engine.isWebGPU) {
281
284
  // Only clear the texture on WebGL
282
285
  engine.clear({ r: 0, g: 0, b: 0, a: 1 }, true, false);
283
286
  }
@@ -1 +1 @@
1
- {"version":3,"file":"clusteredLightContainer.js","sourceRoot":"","sources":["../../../../../dev/core/src/Lights/Clustered/clusteredLightContainer.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAG3D,OAAO,EAAE,SAAS,EAAE,MAAM,wBAAwB,CAAC;AAInD,OAAO,EAAE,cAAc,EAAE,MAAM,+BAA+B,CAAC;AAC/D,OAAO,EAAE,UAAU,EAAE,MAAM,oCAAoC,CAAC;AAChE,OAAO,EAAE,mBAAmB,EAAE,MAAM,6CAA6C,CAAC;AAClF,OAAO,EAAE,aAAa,EAAE,MAAM,8BAA8B,CAAC;AAC7D,OAAO,EAAE,SAAS,EAAE,MAAM,uBAAuB,CAAC;AAClD,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,MAAM,wBAAwB,CAAC;AAC7D,OAAO,EAAE,WAAW,EAAE,MAAM,mCAAmC,CAAC;AAEhE,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,WAAW,EAAE,MAAM,oBAAoB,CAAC;AACjD,OAAO,EAAE,MAAM,EAAE,MAAM,kBAAkB,CAAC;AAC1C,OAAO,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AACpD,OAAO,EAAE,IAAI,EAAE,MAAM,WAAW,CAAC;AAIjC,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AACjC,OAAO,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAKnD,OAAO,8BAA8B,CAAC;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;IAEH,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;QAxHN,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;QA8BlC,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;IAED;;;OAGG;IACa,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAE9C,uEAAuE;QACvE,yEAAyE;QACzE,8CAA8C;QAC9C,mBAAmB,CAAC,eAAe,GAAG,EAAE,CAAC;QACzC,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YAC/B,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;gBACxB,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC,CAAC;YAChE,CAAC;QACL,CAAC;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEkB,SAAS,CAAC,WAAgB,EAAE,KAAY;QACvD,IAAI,WAAW,CAAC,eAAe,EAAE,CAAC;YAC9B,wEAAwE;YACxE,sEAAsE;YACtE,yEAAyE;YACzE,2DAA2D;YAC3D,MAAM,iBAAiB,GAAY,EAAE,CAAC;YACtC,KAAK,MAAM,gBAAgB,IAAI,WAAW,CAAC,eAAe,EAAE,CAAC;gBACzD,MAAM,UAAU,GAAG,KAAK,CAAC,KAAK,CAAC,gBAAgB,EAAE,KAAK,CAAC,CAAC;gBACxD,IAAI,UAAU,EAAE,CAAC;oBACb,iBAAiB,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;gBACvC,CAAC;YACL,CAAC;YAED,IAAI,iBAAiB,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;gBAC/B,KAAK,CAAC,sBAAsB,CAAC,OAAO,CAAC,GAAG,EAAE;oBACtC,KAAK,MAAM,UAAU,IAAI,iBAAiB,EAAE,CAAC;wBACzC,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;oBAC9B,CAAC;gBACL,CAAC,CAAC,CAAC;YACP,CAAC;QACL,CAAC;IACL,CAAC;;AAjiBD,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;AAqBD;IADC,SAAS,EAAE;0DAGX;AA6BD;IADC,SAAS,EAAE;uDAGX;AAgbL,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 @serialize()\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 * Serializes the ClusteredLightContainer to a JSON object, including all child lights.\n * @returns the serialized object\n */\n public override serialize(): any {\n const serializationObject = super.serialize();\n\n // Serialize child lights inline so they round-trip with the container.\n // Child lights are removed from scene.lights by addLight(), so the scene\n // serializer would not reach them on its own.\n serializationObject.clusteredLights = [];\n for (const light of this._lights) {\n if (!light.doNotSerialize) {\n serializationObject.clusteredLights.push(light.serialize());\n }\n }\n\n return serializationObject;\n }\n\n protected override _onParsed(parsedLight: any, scene: Scene): void {\n if (parsedLight.clusteredLights) {\n // Parse child lights first, but defer addLight() until after the loader\n // fixup passes (parent resolution, excluded/included mesh resolution)\n // have run on scene.lights. addLight() removes lights from scene.lights,\n // which would cause those fixups to miss the child lights.\n const parsedChildLights: Light[] = [];\n for (const parsedChildLight of parsedLight.clusteredLights) {\n const childLight = Light.Parse(parsedChildLight, scene);\n if (childLight) {\n parsedChildLights.push(childLight);\n }\n }\n\n if (parsedChildLights.length > 0) {\n scene.onDataLoadedObservable.addOnce(() => {\n for (const childLight of parsedChildLights) {\n this.addLight(childLight);\n }\n });\n }\n }\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,MAAM,4BAA4B,CAAC;AAG3D,OAAO,EAAE,SAAS,EAAE,MAAM,wBAAwB,CAAC;AAInD,OAAO,EAAE,cAAc,EAAE,MAAM,+BAA+B,CAAC;AAC/D,OAAO,EAAE,UAAU,EAAE,MAAM,oCAAoC,CAAC;AAChE,OAAO,EAAE,mBAAmB,EAAE,MAAM,6CAA6C,CAAC;AAClF,OAAO,EAAE,aAAa,EAAE,MAAM,8BAA8B,CAAC;AAC7D,OAAO,EAAE,SAAS,EAAE,MAAM,uBAAuB,CAAC;AAClD,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,MAAM,wBAAwB,CAAC;AAC7D,OAAO,EAAE,WAAW,EAAE,MAAM,mCAAmC,CAAC;AAEhE,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,WAAW,EAAE,MAAM,oBAAoB,CAAC;AACjD,OAAO,EAAE,MAAM,EAAE,MAAM,kBAAkB,CAAC;AAC1C,OAAO,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AACpD,OAAO,EAAE,IAAI,EAAE,MAAM,WAAW,CAAC;AAIjC,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AACjC,OAAO,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAKnD,OAAO,8BAA8B,CAAC;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;IAEH,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;QAxHN,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;QA8BlC,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;YACxB,4EAA4E;YAC5E,0FAA0F;YAC1F,kFAAkF;YAClF,0CAA0C;YAC1C,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;gBAClB,IAAI,CAAC,eAAe,EAAE,KAAK,EAAE,CAAC;YAClC,CAAC;QACL,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,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC;gBACnB,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;IAED;;;OAGG;IACa,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAE9C,uEAAuE;QACvE,yEAAyE;QACzE,8CAA8C;QAC9C,mBAAmB,CAAC,eAAe,GAAG,EAAE,CAAC;QACzC,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YAC/B,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;gBACxB,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC,CAAC;YAChE,CAAC;QACL,CAAC;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEkB,SAAS,CAAC,WAAgB,EAAE,KAAY;QACvD,IAAI,WAAW,CAAC,eAAe,EAAE,CAAC;YAC9B,wEAAwE;YACxE,sEAAsE;YACtE,yEAAyE;YACzE,2DAA2D;YAC3D,MAAM,iBAAiB,GAAY,EAAE,CAAC;YACtC,KAAK,MAAM,gBAAgB,IAAI,WAAW,CAAC,eAAe,EAAE,CAAC;gBACzD,MAAM,UAAU,GAAG,KAAK,CAAC,KAAK,CAAC,gBAAgB,EAAE,KAAK,CAAC,CAAC;gBACxD,IAAI,UAAU,EAAE,CAAC;oBACb,iBAAiB,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;gBACvC,CAAC;YACL,CAAC;YAED,IAAI,iBAAiB,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;gBAC/B,KAAK,CAAC,sBAAsB,CAAC,OAAO,CAAC,GAAG,EAAE;oBACtC,KAAK,MAAM,UAAU,IAAI,iBAAiB,EAAE,CAAC;wBACzC,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;oBAC9B,CAAC;gBACL,CAAC,CAAC,CAAC;YACP,CAAC;QACL,CAAC;IACL,CAAC;;AAriBD,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;AAqBD;IADC,SAAS,EAAE;0DAGX;AA6BD;IADC,SAAS,EAAE;uDAGX;AAobL,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 @serialize()\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 // On WebGPU, clear the storage buffer here (before bindFramebuffer) because\n // clearBuffer is a command encoder operation that cannot run while a render pass is open.\n // In snapshot rendering mode, bindFramebuffer eagerly creates the render pass, so\n // clearing must happen before that point.\n if (engine.isWebGPU) {\n this._tileMaskBuffer?.clear();\n }\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 // 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 * Serializes the ClusteredLightContainer to a JSON object, including all child lights.\n * @returns the serialized object\n */\n public override serialize(): any {\n const serializationObject = super.serialize();\n\n // Serialize child lights inline so they round-trip with the container.\n // Child lights are removed from scene.lights by addLight(), so the scene\n // serializer would not reach them on its own.\n serializationObject.clusteredLights = [];\n for (const light of this._lights) {\n if (!light.doNotSerialize) {\n serializationObject.clusteredLights.push(light.serialize());\n }\n }\n\n return serializationObject;\n }\n\n protected override _onParsed(parsedLight: any, scene: Scene): void {\n if (parsedLight.clusteredLights) {\n // Parse child lights first, but defer addLight() until after the loader\n // fixup passes (parent resolution, excluded/included mesh resolution)\n // have run on scene.lights. addLight() removes lights from scene.lights,\n // which would cause those fixups to miss the child lights.\n const parsedChildLights: Light[] = [];\n for (const parsedChildLight of parsedLight.clusteredLights) {\n const childLight = Light.Parse(parsedChildLight, scene);\n if (childLight) {\n parsedChildLights.push(childLight);\n }\n }\n\n if (parsedChildLights.length > 0) {\n scene.onDataLoadedObservable.addOnce(() => {\n for (const childLight of parsedChildLights) {\n this.addLight(childLight);\n }\n });\n }\n }\n }\n}\n\n// Register Class Name\nRegisterClass(\"BABYLON.ClusteredLightContainer\", ClusteredLightContainer);\n"]}