@babylonjs/core 9.4.0 → 9.5.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Cameras/Inputs/freeCameraTouchInput.js +5 -3
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.js +11 -7
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.js.map +1 -1
- package/Cameras/arcRotateCamera.js +2 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.js +1 -0
- package/Cameras/camera.js.map +1 -1
- package/Cameras/followCamera.js +1 -1
- package/Cameras/followCamera.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +12 -0
- package/Collisions/gpuPicker.js +51 -0
- package/Collisions/gpuPicker.js.map +1 -1
- package/Culling/ray.core.js +46 -2
- package/Culling/ray.core.js.map +1 -1
- package/Engines/Native/nativeHelpers.js +26 -0
- package/Engines/Native/nativeHelpers.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +26 -0
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +52 -0
- package/Engines/constants.js +52 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +13 -0
- package/Engines/thinEngine.js +52 -0
- package/Engines/thinEngine.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +10 -3
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +1 -0
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +36 -3
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
- package/FlowGraph/flowGraphEventBlock.d.ts +13 -0
- package/FlowGraph/flowGraphEventBlock.js +21 -2
- package/FlowGraph/flowGraphEventBlock.js.map +1 -1
- package/FrameGraph/frameGraphTextureManager.js +26 -0
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/Layers/layer.js +5 -1
- package/Layers/layer.js.map +1 -1
- package/LensFlares/lensFlareSystem.js +1 -0
- package/LensFlares/lensFlareSystem.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.js +11 -1
- package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +14 -0
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.d.ts +1 -0
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js +6 -3
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +2 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +10 -3
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.d.ts +2 -1
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js +10 -4
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.d.ts +11 -0
- package/Materials/PBR/openpbrMaterial.js +59 -12
- package/Materials/PBR/openpbrMaterial.js.map +1 -1
- package/Materials/Textures/Loaders/ktxTextureLoader.js +26 -0
- package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
- package/Materials/Textures/envCubeTexture.js +33 -15
- package/Materials/Textures/envCubeTexture.js.map +1 -1
- package/Materials/material.d.ts +16 -1
- package/Materials/material.js +16 -1
- package/Materials/material.js.map +1 -1
- package/Materials/standardMaterial.js +4 -2
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +16 -18
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.d.ts +24 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js +93 -18
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js.map +1 -1
- package/Meshes/abstractMesh.js +1 -0
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/mesh.js +3 -0
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/transformNode.d.ts +6 -0
- package/Meshes/transformNode.js +6 -0
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/brdfTextureTools.d.ts +12 -0
- package/Misc/brdfTextureTools.js +22 -0
- package/Misc/brdfTextureTools.js.map +1 -1
- package/Misc/depthReducer.js +1 -1
- package/Misc/depthReducer.js.map +1 -1
- package/Misc/snapshotRenderingHelper.d.ts +7 -1
- package/Misc/snapshotRenderingHelper.js +7 -1
- package/Misc/snapshotRenderingHelper.js.map +1 -1
- package/Misc/textureTools.js +26 -0
- package/Misc/textureTools.js.map +1 -1
- package/Misc/tools.js +1 -1
- package/Misc/tools.js.map +1 -1
- package/Particles/Node/Blocks/Update/updateFlowMapBlock.js +17 -10
- package/Particles/Node/Blocks/Update/updateFlowMapBlock.js.map +1 -1
- package/Particles/Node/Blocks/Update/updateNoiseBlock.js +14 -0
- package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -1
- package/Particles/Node/Blocks/particleSourceTextureBlock.js +114 -12
- package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
- package/Particles/Node/nodeParticleBuildState.d.ts +11 -0
- package/Particles/Node/nodeParticleBuildState.js +15 -0
- package/Particles/Node/nodeParticleBuildState.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.js +23 -22
- package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
- package/Particles/gpuParticleSystem.js +1 -0
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.js +1 -0
- package/Particles/thinParticleSystem.js.map +1 -1
- package/PostProcesses/postProcessManager.d.ts +2 -0
- package/PostProcesses/postProcessManager.js +14 -8
- package/PostProcesses/postProcessManager.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +12 -9
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
- package/Rendering/depthRendererSceneComponent.js +6 -6
- package/Rendering/depthRendererSceneComponent.js.map +1 -1
- package/Rendering/iblCdfGeneratorSceneComponent.d.ts +6 -0
- package/Rendering/iblCdfGeneratorSceneComponent.js +16 -0
- package/Rendering/iblCdfGeneratorSceneComponent.js.map +1 -1
- package/Rendering/prePassRenderer.d.ts +4 -1
- package/Rendering/prePassRenderer.js +31 -9
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js +1 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js +1 -1
- package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrDirectLighting.js +18 -10
- package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +36 -14
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrIblFunctions.js +8 -5
- package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBRDFFunctions.js +10 -6
- package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
- package/Shaders/openpbr.fragment.js +14 -15
- package/Shaders/openpbr.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +19 -11
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js +3 -3
- package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +36 -14
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +5 -3
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +5 -6
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
- package/ShadersWGSL/openpbr.fragment.js +16 -17
- package/ShadersWGSL/openpbr.fragment.js.map +1 -1
- package/Sprites/spriteManager.js +1 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +16 -0
- package/scene.js +13 -0
- package/scene.js.map +1 -1
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"depthRendererSceneComponent.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/depthRendererSceneComponent.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AAEjC,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAwB,uBAAuB,EAAE,MAAM,mBAAmB,CAAC;AAqClF,KAAK,CAAC,SAAS,CAAC,mBAAmB,GAAG,UAClC,MAAyB,EACzB,mBAAmB,GAAG,KAAK,EAC3B,mBAA4B,KAAK,EACjC,YAAY,GAAG,SAAS,CAAC,8BAA8B,EACvD,oBAA6B,KAAK,EAClC,2BAAiD;IAEjD,MAAM,GAAG,MAAM,IAAI,IAAI,CAAC,YAAY,CAAC;IACrC,IAAI,CAAC,MAAM,EAAE,CAAC;QACV,4CAA4C;QAC5C,MAAM,8CAA8C,CAAC;IACzD,CAAC;IACD,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC;QACvB,IAAI,CAAC,cAAc,GAAG,EAAE,CAAC;IAC7B,CAAC;IACD,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,EAAE,CAAC,EAAE,CAAC;QAClC,MAAM,gBAAgB,GAAG,CAAC,CAAC,IAAI,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,kBAAkB,CAAC;QACzE,IAAI,WAAmB,CAAC;QACxB,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,sBAAsB,IAAI,CAAC,CAAC,gBAAgB,IAAI,CAAC,gBAAgB,CAAC,EAAE,CAAC;YAChG,WAAW,GAAG,SAAS,CAAC,sBAAsB,CAAC;QACnD,CAAC;aAAM,IAAI,gBAAgB,EAAE,CAAC;YAC1B,WAAW,GAAG,SAAS,CAAC,iBAAiB,CAAC;QAC9C,CAAC;aAAM,CAAC;YACJ,WAAW,GAAG,SAAS,CAAC,yBAAyB,CAAC;QACtD,CAAC;QACD,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,EAAE,CAAC,GAAG,IAAI,aAAa,CAAC,IAAI,EAAE,WAAW,EAAE,MAAM,EAAE,mBAAmB,EAAE,YAAY,EAAE,iBAAiB,EAAE,SAAS,EAAE,2BAA2B,CAAC,CAAC;IAChL,CAAC;IAED,OAAO,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;AAC1C,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,oBAAoB,GAAG,UAAU,MAAyB;IACtE,MAAM,GAAG,MAAM,IAAI,IAAI,CAAC,YAAY,CAAC;IACrC,IAAI,CAAC,MAAM,IAAI,CAAC,IAAI,CAAC,cAAc,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,EAAE,CAAC,EAAE,CAAC;QACrE,OAAO;IACX,CAAC;IAED,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC,OAAO,EAAE,CAAC;AAC7C,CAAC,CAAC;AAEF;;;GAGG;AACH,MAAM,OAAO,2BAA2B;IAWpC;;;OAGG;IACH,YAAY,KAAY;QAdxB;;WAEG;QACa,SAAI,GAAG,uBAAuB,CAAC,kBAAkB,CAAC;QAY9D,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,QAAQ;QACX,IAAI,CAAC,KAAK,CAAC,yBAAyB,CAAC,YAAY,CAAC,uBAAuB,CAAC,sCAAsC,EAAE,IAAI,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;QACnJ,IAAI,CAAC,KAAK,CAAC,qCAAqC,CAAC,YAAY,CACzD,uBAAuB,CAAC,kDAAkD,EAC1E,IAAI,EACJ,IAAI,CAAC,gCAAgC,CACxC,CAAC;QACF,IAAI,CAAC,KAAK,CAAC,oBAAoB,CAAC,YAAY,CAAC,uBAAuB,CAAC,iCAAiC,EAAE,IAAI,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;IACxI,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,mCAAmC;IACvC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;YAC1C,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC,OAAO,EAAE,CAAC;QAC7C,CAAC;IACL,CAAC;IAEO,oBAAoB,CAAC,aAAyD;QAClF,IAAI,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;YAC5B,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;gBAC1C,MAAM,aAAa,GAAG,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;gBACrD,IAAI,aAAa,CAAC,OAAO,IAAI,CAAC,aAAa,CAAC,qBAAqB,EAAE,CAAC;oBAChE,aAAa,CAAC,IAAI,CAAC,aAAa,CAAC,WAAW,EAAE,CAAC,CAAC;gBACpD,CAAC;YACL,CAAC;QACL,CAAC;IACL,CAAC;IAEO,eAAe,CAAC,IAAkB,EAAE,0BAAmC;QAC3E,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;YAC7B,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;YAC1C,MAAM,aAAa,GAAG,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;YACrD,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,CAAC;gBACzB,SAAS;YACb,CAAC;YACD,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;gBACjB,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,4DAA4D;oBAC5D,IAAI,CAAC,QAAQ,IAAI,QAAQ,CAAC,iBAAiB,IAAI,OAAO,CAAC,aAAa,KAAK,CAAC,EAAE,CAAC;wBACzE,SAAS;oBACb,CAAC;oBACD,IAAI,CAAC,aAAa,CAAC,OAAO,CAAC,OAAO,EAAE,0BAA0B,CAAC,EAAE,CAAC;wBAC9D,OAAO,KAAK,CAAC;oBACjB,CAAC;gBACL,CAAC;YACL,CAAC;QACL,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,gCAAgC,CAAC,aAAyD;QAC9F,IAAI,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;YAC5B,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;gBAC1C,MAAM,aAAa,GAAG,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;gBACrD,IAAI,aAAa,CAAC,OAAO,IAAI,aAAa,CAAC,qBAAqB,IAAI,IAAI,CAAC,KAAK,CAAC,YAAa,CAAC,EAAE,KAAK,GAAG,EAAE,CAAC;oBACtG,aAAa,CAAC,IAAI,CAAC,aAAa,CAAC,WAAW,EAAE,CAAC,CAAC;gBACpD,CAAC;YACL,CAAC;QACL,CAAC;IACL,CAAC;CACJ;AAED,aAAa,CAAC,6BAA6B,GAAG,CAAC,KAAY,EAAE,EAAE;IAC3D,gDAAgD;IAChD,IAAI,SAAS,GAAG,KAAK,CAAC,aAAa,CAAC,uBAAuB,CAAC,kBAAkB,CAAgC,CAAC;IAC/G,IAAI,CAAC,SAAS,EAAE,CAAC;QACb,SAAS,GAAG,IAAI,2BAA2B,CAAC,KAAK,CAAC,CAAC;QACnD,KAAK,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;IACnC,CAAC;AACL,CAAC,CAAC","sourcesContent":["import { type Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { type SmartArrayNoDuplicate } from \"../Misc/smartArray\";\r\nimport { DepthRenderer } from \"./depthRenderer\";\r\nimport { type Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type ISceneComponent, SceneComponentConstants } from \"../sceneComponent\";\r\nimport { type RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _depthRenderer: { [id: string]: DepthRenderer };\r\n\r\n /**\r\n * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.\r\n * @param camera The camera to create the depth renderer on (default: scene's active camera)\r\n * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z\r\n * @param force32bitsFloat Forces 32 bits float when supported (else 16 bits float is prioritized over 32 bits float if supported)\r\n * @param samplingMode The sampling mode to be used with the render target (Linear, Nearest...)\r\n * @param storeCameraSpaceZ Defines whether the depth stored is the Z coordinate in camera space. If true, storeNonLinearDepth has no effect. (Default: false)\r\n * @param existingRenderTargetTexture An existing render target texture to use (default: undefined). If not provided, a new render target texture will be created.\r\n * @returns the created depth renderer\r\n */\r\n enableDepthRenderer(\r\n camera?: Nullable<Camera>,\r\n storeNonLinearDepth?: boolean,\r\n force32bitsFloat?: boolean,\r\n samplingMode?: number,\r\n storeCameraSpaceZ?: boolean,\r\n existingRenderTargetTexture?: RenderTargetTexture\r\n ): DepthRenderer;\r\n\r\n /**\r\n * Disables a depth renderer for a given camera\r\n * @param camera The camera to disable the depth renderer on (default: scene's active camera)\r\n */\r\n disableDepthRenderer(camera?: Nullable<Camera>): void;\r\n }\r\n}\r\n\r\nScene.prototype.enableDepthRenderer = function (\r\n camera?: Nullable<Camera>,\r\n storeNonLinearDepth = false,\r\n force32bitsFloat: boolean = false,\r\n samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n storeCameraSpaceZ: boolean = false,\r\n existingRenderTargetTexture?: RenderTargetTexture\r\n): DepthRenderer {\r\n camera = camera || this.activeCamera;\r\n if (!camera) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"No camera available to enable depth renderer\";\r\n }\r\n if (!this._depthRenderer) {\r\n this._depthRenderer = {};\r\n }\r\n if (!this._depthRenderer[camera.id]) {\r\n const supportFullfloat = !!this.getEngine().getCaps().textureFloatRender;\r\n let textureType: number;\r\n if (this.getEngine().getCaps().textureHalfFloatRender && (!force32bitsFloat || !supportFullfloat)) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (supportFullfloat) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n } else {\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n this._depthRenderer[camera.id] = new DepthRenderer(this, textureType, camera, storeNonLinearDepth, samplingMode, storeCameraSpaceZ, undefined, existingRenderTargetTexture);\r\n }\r\n\r\n return this._depthRenderer[camera.id];\r\n};\r\n\r\nScene.prototype.disableDepthRenderer = function (camera?: Nullable<Camera>): void {\r\n camera = camera || this.activeCamera;\r\n if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {\r\n return;\r\n }\r\n\r\n this._depthRenderer[camera.id].dispose();\r\n};\r\n\r\n/**\r\n * Defines the Depth Renderer scene component responsible to manage a depth buffer useful\r\n * in several rendering techniques.\r\n */\r\nexport class DepthRendererSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_DEPTHRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherRenderTargetsStage.registerStep(SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);\r\n this.scene._gatherActiveCameraRenderTargetsStage.registerStep(\r\n SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER,\r\n this,\r\n this._gatherActiveCameraRenderTargets\r\n );\r\n this.scene._isReadyForMeshStage.registerStep(SceneComponentConstants.STEP_ISREADYFORMESH_DEPTHRENDERER, this, this._isReadyForMesh);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n for (const key in this.scene._depthRenderer) {\r\n this.scene._depthRenderer[key].dispose();\r\n }\r\n }\r\n\r\n private _gatherRenderTargets(renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n if (this.scene._depthRenderer) {\r\n for (const key in this.scene._depthRenderer) {\r\n const depthRenderer = this.scene._depthRenderer[key];\r\n if (depthRenderer.enabled && !depthRenderer.useOnlyInActiveCamera) {\r\n renderTargets.push(depthRenderer.getDepthMap());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _isReadyForMesh(mesh: AbstractMesh, hardwareInstancedRendering: boolean): boolean {\r\n if (!this.scene._depthRenderer) {\r\n return true;\r\n }\r\n\r\n for (const key in this.scene._depthRenderer) {\r\n const depthRenderer = this.scene._depthRenderer[key];\r\n if (!depthRenderer.enabled) {\r\n continue;\r\n }\r\n if (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 // Skip submeshes that the depth renderer would never render\r\n if (!material || material.disableDepthWrite || subMesh.verticesCount === 0) {\r\n continue;\r\n }\r\n if (!depthRenderer.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _gatherActiveCameraRenderTargets(renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n if (this.scene._depthRenderer) {\r\n for (const key in this.scene._depthRenderer) {\r\n const depthRenderer = this.scene._depthRenderer[key];\r\n if (depthRenderer.enabled && depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera!.id === key) {\r\n renderTargets.push(depthRenderer.getDepthMap());\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\nDepthRenderer._SceneComponentInitialization = (scene: Scene) => {\r\n // Register the G Buffer component to the scene.\r\n let component = scene._getComponent(SceneComponentConstants.NAME_DEPTHRENDERER) as DepthRendererSceneComponent;\r\n if (!component) {\r\n component = new DepthRendererSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n};\r\n"]}
|
|
1
|
+
{"version":3,"file":"depthRendererSceneComponent.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/depthRendererSceneComponent.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AAEjC,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAwB,uBAAuB,EAAE,MAAM,mBAAmB,CAAC;AAqClF,KAAK,CAAC,SAAS,CAAC,mBAAmB,GAAG,UAClC,MAAyB,EACzB,mBAAmB,GAAG,KAAK,EAC3B,mBAA4B,KAAK,EACjC,YAAY,GAAG,SAAS,CAAC,8BAA8B,EACvD,oBAA6B,KAAK,EAClC,2BAAiD;IAEjD,MAAM,GAAG,MAAM,IAAI,IAAI,CAAC,YAAY,CAAC;IACrC,IAAI,CAAC,MAAM,EAAE,CAAC;QACV,4CAA4C;QAC5C,MAAM,8CAA8C,CAAC;IACzD,CAAC;IACD,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC;QACvB,IAAI,CAAC,cAAc,GAAG,EAAE,CAAC;IAC7B,CAAC;IACD,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,QAAQ,CAAC,EAAE,CAAC;QACxC,MAAM,gBAAgB,GAAG,CAAC,CAAC,IAAI,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,kBAAkB,CAAC;QACzE,IAAI,WAAmB,CAAC;QACxB,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,sBAAsB,IAAI,CAAC,CAAC,gBAAgB,IAAI,CAAC,gBAAgB,CAAC,EAAE,CAAC;YAChG,WAAW,GAAG,SAAS,CAAC,sBAAsB,CAAC;QACnD,CAAC;aAAM,IAAI,gBAAgB,EAAE,CAAC;YAC1B,WAAW,GAAG,SAAS,CAAC,iBAAiB,CAAC;QAC9C,CAAC;aAAM,CAAC;YACJ,WAAW,GAAG,SAAS,CAAC,yBAAyB,CAAC;QACtD,CAAC;QACD,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,QAAQ,CAAC,GAAG,IAAI,aAAa,CACpD,IAAI,EACJ,WAAW,EACX,MAAM,EACN,mBAAmB,EACnB,YAAY,EACZ,iBAAiB,EACjB,SAAS,EACT,2BAA2B,CAC9B,CAAC;IACN,CAAC;IAED,OAAO,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC;AAChD,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,oBAAoB,GAAG,UAAU,MAAyB;IACtE,MAAM,GAAG,MAAM,IAAI,IAAI,CAAC,YAAY,CAAC;IACrC,IAAI,CAAC,MAAM,IAAI,CAAC,IAAI,CAAC,cAAc,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,QAAQ,CAAC,EAAE,CAAC;QAC3E,OAAO;IACX,CAAC;IAED,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC,OAAO,EAAE,CAAC;AACnD,CAAC,CAAC;AAEF;;;GAGG;AACH,MAAM,OAAO,2BAA2B;IAWpC;;;OAGG;IACH,YAAY,KAAY;QAdxB;;WAEG;QACa,SAAI,GAAG,uBAAuB,CAAC,kBAAkB,CAAC;QAY9D,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,QAAQ;QACX,IAAI,CAAC,KAAK,CAAC,yBAAyB,CAAC,YAAY,CAAC,uBAAuB,CAAC,sCAAsC,EAAE,IAAI,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;QACnJ,IAAI,CAAC,KAAK,CAAC,qCAAqC,CAAC,YAAY,CACzD,uBAAuB,CAAC,kDAAkD,EAC1E,IAAI,EACJ,IAAI,CAAC,gCAAgC,CACxC,CAAC;QACF,IAAI,CAAC,KAAK,CAAC,oBAAoB,CAAC,YAAY,CAAC,uBAAuB,CAAC,iCAAiC,EAAE,IAAI,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;IACxI,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,mCAAmC;IACvC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;YAC1C,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC,OAAO,EAAE,CAAC;QAC7C,CAAC;IACL,CAAC;IAEO,oBAAoB,CAAC,aAAyD;QAClF,IAAI,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;YAC5B,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;gBAC1C,MAAM,aAAa,GAAG,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;gBACrD,IAAI,aAAa,CAAC,OAAO,IAAI,CAAC,aAAa,CAAC,qBAAqB,EAAE,CAAC;oBAChE,aAAa,CAAC,IAAI,CAAC,aAAa,CAAC,WAAW,EAAE,CAAC,CAAC;gBACpD,CAAC;YACL,CAAC;QACL,CAAC;IACL,CAAC;IAEO,eAAe,CAAC,IAAkB,EAAE,0BAAmC;QAC3E,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;YAC7B,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;YAC1C,MAAM,aAAa,GAAG,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;YACrD,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,CAAC;gBACzB,SAAS;YACb,CAAC;YACD,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;gBACjB,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,4DAA4D;oBAC5D,IAAI,CAAC,QAAQ,IAAI,QAAQ,CAAC,iBAAiB,IAAI,OAAO,CAAC,aAAa,KAAK,CAAC,EAAE,CAAC;wBACzE,SAAS;oBACb,CAAC;oBACD,IAAI,CAAC,aAAa,CAAC,OAAO,CAAC,OAAO,EAAE,0BAA0B,CAAC,EAAE,CAAC;wBAC9D,OAAO,KAAK,CAAC;oBACjB,CAAC;gBACL,CAAC;YACL,CAAC;QACL,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,gCAAgC,CAAC,aAAyD;QAC9F,IAAI,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;YAC5B,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;gBAC1C,MAAM,aAAa,GAAG,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;gBACrD,IAAI,aAAa,CAAC,OAAO,IAAI,aAAa,CAAC,qBAAqB,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,YAAa,CAAC,QAAQ,EAAE,KAAK,GAAG,EAAE,CAAC;oBACjH,aAAa,CAAC,IAAI,CAAC,aAAa,CAAC,WAAW,EAAE,CAAC,CAAC;gBACpD,CAAC;YACL,CAAC;QACL,CAAC;IACL,CAAC;CACJ;AAED,aAAa,CAAC,6BAA6B,GAAG,CAAC,KAAY,EAAE,EAAE;IAC3D,gDAAgD;IAChD,IAAI,SAAS,GAAG,KAAK,CAAC,aAAa,CAAC,uBAAuB,CAAC,kBAAkB,CAAgC,CAAC;IAC/G,IAAI,CAAC,SAAS,EAAE,CAAC;QACb,SAAS,GAAG,IAAI,2BAA2B,CAAC,KAAK,CAAC,CAAC;QACnD,KAAK,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;IACnC,CAAC;AACL,CAAC,CAAC","sourcesContent":["import { type Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { type SmartArrayNoDuplicate } from \"../Misc/smartArray\";\r\nimport { DepthRenderer } from \"./depthRenderer\";\r\nimport { type Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type ISceneComponent, SceneComponentConstants } from \"../sceneComponent\";\r\nimport { type RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _depthRenderer: { [id: string]: DepthRenderer };\r\n\r\n /**\r\n * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.\r\n * @param camera The camera to create the depth renderer on (default: scene's active camera)\r\n * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z\r\n * @param force32bitsFloat Forces 32 bits float when supported (else 16 bits float is prioritized over 32 bits float if supported)\r\n * @param samplingMode The sampling mode to be used with the render target (Linear, Nearest...)\r\n * @param storeCameraSpaceZ Defines whether the depth stored is the Z coordinate in camera space. If true, storeNonLinearDepth has no effect. (Default: false)\r\n * @param existingRenderTargetTexture An existing render target texture to use (default: undefined). If not provided, a new render target texture will be created.\r\n * @returns the created depth renderer\r\n */\r\n enableDepthRenderer(\r\n camera?: Nullable<Camera>,\r\n storeNonLinearDepth?: boolean,\r\n force32bitsFloat?: boolean,\r\n samplingMode?: number,\r\n storeCameraSpaceZ?: boolean,\r\n existingRenderTargetTexture?: RenderTargetTexture\r\n ): DepthRenderer;\r\n\r\n /**\r\n * Disables a depth renderer for a given camera\r\n * @param camera The camera to disable the depth renderer on (default: scene's active camera)\r\n */\r\n disableDepthRenderer(camera?: Nullable<Camera>): void;\r\n }\r\n}\r\n\r\nScene.prototype.enableDepthRenderer = function (\r\n camera?: Nullable<Camera>,\r\n storeNonLinearDepth = false,\r\n force32bitsFloat: boolean = false,\r\n samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n storeCameraSpaceZ: boolean = false,\r\n existingRenderTargetTexture?: RenderTargetTexture\r\n): DepthRenderer {\r\n camera = camera || this.activeCamera;\r\n if (!camera) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"No camera available to enable depth renderer\";\r\n }\r\n if (!this._depthRenderer) {\r\n this._depthRenderer = {};\r\n }\r\n if (!this._depthRenderer[camera.uniqueId]) {\r\n const supportFullfloat = !!this.getEngine().getCaps().textureFloatRender;\r\n let textureType: number;\r\n if (this.getEngine().getCaps().textureHalfFloatRender && (!force32bitsFloat || !supportFullfloat)) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (supportFullfloat) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n } else {\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n this._depthRenderer[camera.uniqueId] = new DepthRenderer(\r\n this,\r\n textureType,\r\n camera,\r\n storeNonLinearDepth,\r\n samplingMode,\r\n storeCameraSpaceZ,\r\n undefined,\r\n existingRenderTargetTexture\r\n );\r\n }\r\n\r\n return this._depthRenderer[camera.uniqueId];\r\n};\r\n\r\nScene.prototype.disableDepthRenderer = function (camera?: Nullable<Camera>): void {\r\n camera = camera || this.activeCamera;\r\n if (!camera || !this._depthRenderer || !this._depthRenderer[camera.uniqueId]) {\r\n return;\r\n }\r\n\r\n this._depthRenderer[camera.uniqueId].dispose();\r\n};\r\n\r\n/**\r\n * Defines the Depth Renderer scene component responsible to manage a depth buffer useful\r\n * in several rendering techniques.\r\n */\r\nexport class DepthRendererSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_DEPTHRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherRenderTargetsStage.registerStep(SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);\r\n this.scene._gatherActiveCameraRenderTargetsStage.registerStep(\r\n SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER,\r\n this,\r\n this._gatherActiveCameraRenderTargets\r\n );\r\n this.scene._isReadyForMeshStage.registerStep(SceneComponentConstants.STEP_ISREADYFORMESH_DEPTHRENDERER, this, this._isReadyForMesh);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n for (const key in this.scene._depthRenderer) {\r\n this.scene._depthRenderer[key].dispose();\r\n }\r\n }\r\n\r\n private _gatherRenderTargets(renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n if (this.scene._depthRenderer) {\r\n for (const key in this.scene._depthRenderer) {\r\n const depthRenderer = this.scene._depthRenderer[key];\r\n if (depthRenderer.enabled && !depthRenderer.useOnlyInActiveCamera) {\r\n renderTargets.push(depthRenderer.getDepthMap());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _isReadyForMesh(mesh: AbstractMesh, hardwareInstancedRendering: boolean): boolean {\r\n if (!this.scene._depthRenderer) {\r\n return true;\r\n }\r\n\r\n for (const key in this.scene._depthRenderer) {\r\n const depthRenderer = this.scene._depthRenderer[key];\r\n if (!depthRenderer.enabled) {\r\n continue;\r\n }\r\n if (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 // Skip submeshes that the depth renderer would never render\r\n if (!material || material.disableDepthWrite || subMesh.verticesCount === 0) {\r\n continue;\r\n }\r\n if (!depthRenderer.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _gatherActiveCameraRenderTargets(renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n if (this.scene._depthRenderer) {\r\n for (const key in this.scene._depthRenderer) {\r\n const depthRenderer = this.scene._depthRenderer[key];\r\n if (depthRenderer.enabled && depthRenderer.useOnlyInActiveCamera && `${this.scene.activeCamera!.uniqueId}` === key) {\r\n renderTargets.push(depthRenderer.getDepthMap());\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\nDepthRenderer._SceneComponentInitialization = (scene: Scene) => {\r\n // Register the G Buffer component to the scene.\r\n let component = scene._getComponent(SceneComponentConstants.NAME_DEPTHRENDERER) as DepthRendererSceneComponent;\r\n if (!component) {\r\n component = new DepthRendererSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n};\r\n"]}
|
|
@@ -54,6 +54,12 @@ export declare class IblCdfGeneratorSceneComponent implements ISceneComponent {
|
|
|
54
54
|
* Disposes the component and the associated resources
|
|
55
55
|
*/
|
|
56
56
|
dispose(): void;
|
|
57
|
+
/**
|
|
58
|
+
* @returns true once the CDF generator's procedural textures and effects are ready.
|
|
59
|
+
* Used by `Scene.isReady` so that `executeWhenReady` waits for the CDF maps to be
|
|
60
|
+
* generated before declaring the scene ready to render.
|
|
61
|
+
*/
|
|
62
|
+
isReady(): boolean;
|
|
57
63
|
private _updateIblSource;
|
|
58
64
|
private _newIblObserver;
|
|
59
65
|
}
|
|
@@ -56,6 +56,7 @@ export class IblCdfGeneratorSceneComponent {
|
|
|
56
56
|
register() {
|
|
57
57
|
this._updateIblSource();
|
|
58
58
|
this._newIblObserver = this.scene.onEnvironmentTextureChangedObservable.add(this._updateIblSource.bind(this));
|
|
59
|
+
this.scene.addIsReadyCheck(this);
|
|
59
60
|
}
|
|
60
61
|
/**
|
|
61
62
|
* Rebuilds the elements related to this component in case of
|
|
@@ -69,6 +70,21 @@ export class IblCdfGeneratorSceneComponent {
|
|
|
69
70
|
*/
|
|
70
71
|
dispose() {
|
|
71
72
|
this.scene.onEnvironmentTextureChangedObservable.remove(this._newIblObserver);
|
|
73
|
+
this.scene.removeIsReadyCheck(this);
|
|
74
|
+
}
|
|
75
|
+
/**
|
|
76
|
+
* @returns true once the CDF generator's procedural textures and effects are ready.
|
|
77
|
+
* Used by `Scene.isReady` so that `executeWhenReady` waits for the CDF maps to be
|
|
78
|
+
* generated before declaring the scene ready to render.
|
|
79
|
+
*/
|
|
80
|
+
isReady() {
|
|
81
|
+
const generator = this.scene._iblCdfGenerator;
|
|
82
|
+
// If there's no generator, or no environment texture for it to consume,
|
|
83
|
+
// there's nothing to wait for - report ready so Scene.isReady() doesn't stall.
|
|
84
|
+
if (!generator || !this.scene.environmentTexture) {
|
|
85
|
+
return true;
|
|
86
|
+
}
|
|
87
|
+
return !!generator.isReady();
|
|
72
88
|
}
|
|
73
89
|
_updateIblSource() {
|
|
74
90
|
if (this.scene.iblCdfGenerator && this.scene.environmentTexture) {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"iblCdfGeneratorSceneComponent.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/iblCdfGeneratorSceneComponent.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AACjC,OAAO,EAAwB,uBAAuB,EAAE,MAAM,mBAAmB,CAAC;AAClF,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AA+BpD,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,SAAS,EAAE,iBAAiB,EAAE;IACtD,GAAG,EAAE;QACD,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IACD,GAAG,EAAE,UAAuB,KAAgC;QACxD,IAAI,KAAK,EAAE,CAAC;YACR,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;QAClC,CAAC;IACL,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAEH,KAAK,CAAC,SAAS,CAAC,qBAAqB,GAAG;IACpC,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACxB,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IAED,IAAI,CAAC,gBAAgB,GAAG,IAAI,eAAe,CAAC,IAAI,CAAC,CAAC;IAClD,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC,WAAW,EAAE,CAAC;QACrC,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;QAC7B,OAAO,IAAI,CAAC;IAChB,CAAC;IACD,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAC1B,IAAI,CAAC,gBAAgB,CAAC,SAAS,GAAG,IAAI,CAAC,kBAAkB,CAAC;IAC9D,CAAC;IACD,OAAO,IAAI,CAAC,gBAAgB,CAAC;AACjC,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,sBAAsB,GAAG;IACrC,IAAI,CAAC,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACzB,OAAO;IACX,CAAC;IAED,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,CAAC;IAChC,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;AACjC,CAAC,CAAC;AAEF;;GAEG;AACH,MAAM,OAAO,6BAA6B;IAWtC;;;OAGG;IACH,YAAY,KAAY;QAdxB;;WAEG;QACa,SAAI,GAAG,uBAAuB,CAAC,oBAAoB,CAAC;
|
|
1
|
+
{"version":3,"file":"iblCdfGeneratorSceneComponent.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/iblCdfGeneratorSceneComponent.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AACjC,OAAO,EAAwB,uBAAuB,EAAE,MAAM,mBAAmB,CAAC;AAClF,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AA+BpD,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,SAAS,EAAE,iBAAiB,EAAE;IACtD,GAAG,EAAE;QACD,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IACD,GAAG,EAAE,UAAuB,KAAgC;QACxD,IAAI,KAAK,EAAE,CAAC;YACR,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;QAClC,CAAC;IACL,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAEH,KAAK,CAAC,SAAS,CAAC,qBAAqB,GAAG;IACpC,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACxB,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IAED,IAAI,CAAC,gBAAgB,GAAG,IAAI,eAAe,CAAC,IAAI,CAAC,CAAC;IAClD,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC,WAAW,EAAE,CAAC;QACrC,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;QAC7B,OAAO,IAAI,CAAC;IAChB,CAAC;IACD,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAC1B,IAAI,CAAC,gBAAgB,CAAC,SAAS,GAAG,IAAI,CAAC,kBAAkB,CAAC;IAC9D,CAAC;IACD,OAAO,IAAI,CAAC,gBAAgB,CAAC;AACjC,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,sBAAsB,GAAG;IACrC,IAAI,CAAC,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACzB,OAAO;IACX,CAAC;IAED,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,CAAC;IAChC,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;AACjC,CAAC,CAAC;AAEF;;GAEG;AACH,MAAM,OAAO,6BAA6B;IAWtC;;;OAGG;IACH,YAAY,KAAY;QAdxB;;WAEG;QACa,SAAI,GAAG,uBAAuB,CAAC,oBAAoB,CAAC;QA6D5D,oBAAe,GAA8C,IAAI,CAAC;QAjDtE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,QAAQ;QACX,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACxB,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,KAAK,CAAC,qCAAqC,CAAC,GAAG,CAAC,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC;QAC9G,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IACrC,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,mCAAmC;IACvC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,KAAK,CAAC,qCAAqC,CAAC,MAAM,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;QAC9E,IAAI,CAAC,KAAK,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;IACxC,CAAC;IAED;;;;OAIG;IACI,OAAO;QACV,MAAM,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,gBAAgB,CAAC;QAC9C,wEAAwE;QACxE,+EAA+E;QAC/E,IAAI,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,kBAAkB,EAAE,CAAC;YAC/C,OAAO,IAAI,CAAC;QAChB,CAAC;QACD,OAAO,CAAC,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;IACjC,CAAC;IAEO,gBAAgB;QACpB,IAAI,IAAI,CAAC,KAAK,CAAC,eAAe,IAAI,IAAI,CAAC,KAAK,CAAC,kBAAkB,EAAE,CAAC;YAC9D,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,kBAAkB,CAAC;QACzE,CAAC;IACL,CAAC;CAGJ;AAED,eAAe,CAAC,6BAA6B,GAAG,CAAC,KAAY,EAAE,EAAE;IAC7D,qDAAqD;IACrD,IAAI,SAAS,GAAG,KAAK,CAAC,aAAa,CAAC,uBAAuB,CAAC,oBAAoB,CAAkC,CAAC;IACnH,IAAI,CAAC,SAAS,EAAE,CAAC;QACb,SAAS,GAAG,IAAI,6BAA6B,CAAC,KAAK,CAAC,CAAC;QACrD,KAAK,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;IACnC,CAAC;AACL,CAAC,CAAC","sourcesContent":["import { type Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { type ISceneComponent, SceneComponentConstants } from \"../sceneComponent\";\r\nimport { IblCdfGenerator } from \"./iblCdfGenerator\";\r\nimport { type BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { type Observer } from \"../Misc/observable\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _iblCdfGenerator: Nullable<IblCdfGenerator>;\r\n\r\n /**\r\n * Gets or Sets the current CDF generator associated to the scene.\r\n * The CDF (cumulative distribution function) generator creates CDF maps\r\n * for a given IBL texture that can then be used for more efficient\r\n * importance sampling.\r\n */\r\n iblCdfGenerator: Nullable<IblCdfGenerator>;\r\n\r\n /**\r\n * Enables a IblCdfGenerator and associates it with the scene.\r\n * @returns the IblCdfGenerator\r\n */\r\n enableIblCdfGenerator(): Nullable<IblCdfGenerator>;\r\n\r\n /**\r\n * Disables the GeometryBufferRender associated with the scene\r\n */\r\n disableIblCdfGenerator(): void;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"iblCdfGenerator\", {\r\n get: function (this: Scene) {\r\n return this._iblCdfGenerator;\r\n },\r\n set: function (this: Scene, value: Nullable<IblCdfGenerator>) {\r\n if (value) {\r\n this._iblCdfGenerator = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.enableIblCdfGenerator = function (): Nullable<IblCdfGenerator> {\r\n if (this._iblCdfGenerator) {\r\n return this._iblCdfGenerator;\r\n }\r\n\r\n this._iblCdfGenerator = new IblCdfGenerator(this);\r\n if (!this._iblCdfGenerator.isSupported) {\r\n this._iblCdfGenerator = null;\r\n return null;\r\n }\r\n if (this.environmentTexture) {\r\n this._iblCdfGenerator.iblSource = this.environmentTexture;\r\n }\r\n return this._iblCdfGenerator;\r\n};\r\n\r\nScene.prototype.disableIblCdfGenerator = function (): void {\r\n if (!this._iblCdfGenerator) {\r\n return;\r\n }\r\n\r\n this._iblCdfGenerator.dispose();\r\n this._iblCdfGenerator = null;\r\n};\r\n\r\n/**\r\n * Defines the IBL CDF Generator scene component responsible for generating CDF maps for a given IBL.\r\n */\r\nexport class IblCdfGeneratorSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_IBLCDFGENERATOR;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this._updateIblSource();\r\n this._newIblObserver = this.scene.onEnvironmentTextureChangedObservable.add(this._updateIblSource.bind(this));\r\n this.scene.addIsReadyCheck(this);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n this.scene.onEnvironmentTextureChangedObservable.remove(this._newIblObserver);\r\n this.scene.removeIsReadyCheck(this);\r\n }\r\n\r\n /**\r\n * @returns true once the CDF generator's procedural textures and effects are ready.\r\n * Used by `Scene.isReady` so that `executeWhenReady` waits for the CDF maps to be\r\n * generated before declaring the scene ready to render.\r\n */\r\n public isReady(): boolean {\r\n const generator = this.scene._iblCdfGenerator;\r\n // If there's no generator, or no environment texture for it to consume,\r\n // there's nothing to wait for - report ready so Scene.isReady() doesn't stall.\r\n if (!generator || !this.scene.environmentTexture) {\r\n return true;\r\n }\r\n return !!generator.isReady();\r\n }\r\n\r\n private _updateIblSource(): void {\r\n if (this.scene.iblCdfGenerator && this.scene.environmentTexture) {\r\n this.scene.iblCdfGenerator.iblSource = this.scene.environmentTexture;\r\n }\r\n }\r\n\r\n private _newIblObserver: Nullable<Observer<Nullable<BaseTexture>>> = null;\r\n}\r\n\r\nIblCdfGenerator._SceneComponentInitialization = (scene: Scene) => {\r\n // Register the CDF generator component to the scene.\r\n let component = scene._getComponent(SceneComponentConstants.NAME_IBLCDFGENERATOR) as IblCdfGeneratorSceneComponent;\r\n if (!component) {\r\n component = new IblCdfGeneratorSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n};\r\n"]}
|
|
@@ -119,8 +119,11 @@ export declare class PrePassRenderer {
|
|
|
119
119
|
private readonly _clearColor;
|
|
120
120
|
private readonly _clearDepthColor;
|
|
121
121
|
private _enabled;
|
|
122
|
+
private readonly _geometryBufferRenderList;
|
|
122
123
|
private _needsCompositionForThisPass;
|
|
123
|
-
private _postProcessesSourceForThisPass;
|
|
124
|
+
private readonly _postProcessesSourceForThisPass;
|
|
125
|
+
private readonly _postProcessChainForThisPass;
|
|
126
|
+
private readonly _postProcessesForUpdate;
|
|
124
127
|
/**
|
|
125
128
|
* Indicates if the prepass is enabled
|
|
126
129
|
*/
|
|
@@ -152,7 +152,11 @@ export class PrePassRenderer {
|
|
|
152
152
|
this._clearColor = new Color4(0, 0, 0, 0);
|
|
153
153
|
this._clearDepthColor = new Color4(0, 0, 0, 1); // // sets an invalid value by default - depth in the depth texture is view.z, so 0 is not possible because view.z can't be less than camera.minZ
|
|
154
154
|
this._enabled = false;
|
|
155
|
+
this._geometryBufferRenderList = [];
|
|
155
156
|
this._needsCompositionForThisPass = false;
|
|
157
|
+
this._postProcessesSourceForThisPass = [];
|
|
158
|
+
this._postProcessChainForThisPass = [];
|
|
159
|
+
this._postProcessesForUpdate = [];
|
|
156
160
|
/**
|
|
157
161
|
* Set to true to disable gamma transform in PrePass.
|
|
158
162
|
* Can be useful in case you already proceed to gamma transform on a material level
|
|
@@ -342,7 +346,10 @@ export class PrePassRenderer {
|
|
|
342
346
|
return;
|
|
343
347
|
}
|
|
344
348
|
if (this._geometryBuffer) {
|
|
345
|
-
this.
|
|
349
|
+
this._geometryBufferRenderList.length = 0;
|
|
350
|
+
if (this._geometryBuffer.renderList !== this._geometryBufferRenderList) {
|
|
351
|
+
this._geometryBuffer.renderList = this._geometryBufferRenderList;
|
|
352
|
+
}
|
|
346
353
|
}
|
|
347
354
|
this._setupOutputForThisPass(this._currentTarget, camera);
|
|
348
355
|
}
|
|
@@ -378,7 +385,12 @@ export class PrePassRenderer {
|
|
|
378
385
|
// Build post process chain for this prepass post draw
|
|
379
386
|
let postProcessChain = this._currentTarget._beforeCompositionPostProcesses;
|
|
380
387
|
if (this._needsCompositionForThisPass) {
|
|
381
|
-
postProcessChain =
|
|
388
|
+
postProcessChain = this._postProcessChainForThisPass;
|
|
389
|
+
postProcessChain.length = 0;
|
|
390
|
+
for (let index = 0; index < this._currentTarget._beforeCompositionPostProcesses.length; index++) {
|
|
391
|
+
postProcessChain.push(this._currentTarget._beforeCompositionPostProcesses[index]);
|
|
392
|
+
}
|
|
393
|
+
postProcessChain.push(this._currentTarget.imageProcessingPostProcess);
|
|
382
394
|
}
|
|
383
395
|
// Activates and renders the chain
|
|
384
396
|
if (postProcessChain.length) {
|
|
@@ -531,10 +543,14 @@ export class PrePassRenderer {
|
|
|
531
543
|
_setupOutputForThisPass(prePassRenderTarget, camera) {
|
|
532
544
|
// Order is : draw ===> prePassRenderTarget._postProcesses ==> ipp ==> camera._postProcesses
|
|
533
545
|
const secondaryCamera = camera && this._scene.activeCameras && !!this._scene.activeCameras.length && this._scene.activeCameras.indexOf(camera) !== 0;
|
|
534
|
-
|
|
535
|
-
this._postProcessesSourceForThisPass =
|
|
536
|
-
|
|
537
|
-
|
|
546
|
+
const postProcessesSource = this._getPostProcessesSource(prePassRenderTarget, camera);
|
|
547
|
+
this._postProcessesSourceForThisPass.length = 0;
|
|
548
|
+
for (let index = 0; index < postProcessesSource.length; index++) {
|
|
549
|
+
const postProcess = postProcessesSource[index];
|
|
550
|
+
if (postProcess) {
|
|
551
|
+
this._postProcessesSourceForThisPass.push(postProcess);
|
|
552
|
+
}
|
|
553
|
+
}
|
|
538
554
|
this._scene.autoClear = true;
|
|
539
555
|
const cameraHasImageProcessing = this._hasImageProcessing(this._postProcessesSourceForThisPass);
|
|
540
556
|
this._needsCompositionForThisPass = !cameraHasImageProcessing && !this.disableGammaTransform && this._needsImageProcessing() && !secondaryCamera;
|
|
@@ -689,9 +705,15 @@ export class PrePassRenderer {
|
|
|
689
705
|
if (!postProcesses) {
|
|
690
706
|
continue;
|
|
691
707
|
}
|
|
692
|
-
|
|
693
|
-
|
|
694
|
-
|
|
708
|
+
const postProcessesSource = postProcesses;
|
|
709
|
+
postProcesses = this._postProcessesForUpdate;
|
|
710
|
+
postProcesses.length = 0;
|
|
711
|
+
for (let j = 0; j < postProcessesSource.length; j++) {
|
|
712
|
+
const postProcess = postProcessesSource[j];
|
|
713
|
+
if (postProcess) {
|
|
714
|
+
postProcesses.push(postProcess);
|
|
715
|
+
}
|
|
716
|
+
}
|
|
695
717
|
if (postProcesses) {
|
|
696
718
|
for (let j = 0; j < postProcesses.length; j++) {
|
|
697
719
|
if (postProcesses[j].setPrePassRenderer(this)) {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"prePassRenderer.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/prePassRenderer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,MAAM,2CAA2C,CAAC;AAGhF,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAGjD,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAI7C,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AAIjD,OAAO,EAAE,sBAAsB,EAAE,MAAM,qCAAqC,CAAC;AAE7E,OAAO,0CAA0C,CAAC;AAClD,OAAO,wCAAwC,CAAC;AAEhD;;;;;GAKG;AACH,MAAM,OAAO,eAAe;IAwCxB;;OAEG;IACH,IAAW,2BAA2B;QAClC,OAAO,IAAI,CAAC,4BAA4B,CAAC;IAC7C,CAAC;IAED,IAAW,2BAA2B,CAAC,KAAc;QACjD,IAAI,IAAI,CAAC,4BAA4B,KAAK,KAAK,EAAE,CAAC;YAC9C,OAAO;QACX,CAAC;QAED,IAAI,CAAC,4BAA4B,GAAG,KAAK,CAAC;QAC1C,IAAI,CAAC,+BAA+B,EAAE,CAAC;IAC3C,CAAC;IAED;;;;OAIG;IACI,QAAQ,CAAC,IAAY;QACxB,OAAO,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IACtC,CAAC;IAED;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC;IAClC,CAAC;IAED,IAAW,OAAO,CAAC,CAAS;QACxB,IAAI,CAAC,SAAS,CAAC,OAAO,GAAG,CAAC,CAAC;IAC/B,CAAC;IAID;;;OAGG;IACH,IAAW,+BAA+B;QACtC,OAAO,IAAI,CAAC,gCAAgC,CAAC;IACjD,CAAC;IAED,IAAW,+BAA+B,CAAC,KAAc;QACrD,IAAI,IAAI,CAAC,gCAAgC,KAAK,KAAK,EAAE,CAAC;YAClD,OAAO;QACX,CAAC;QAED,IAAI,CAAC,gCAAgC,GAAG,KAAK,CAAC;QAC9C,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;IACzB,CAAC;IAkGD;;;;OAIG;IACI,eAAe;QAClB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACI,gBAAgB,CAAC,mBAAkD;QACtE,IAAI,mBAAmB,EAAE,CAAC;YACtB,IAAI,CAAC,cAAc,GAAG,mBAAmB,CAAC;QAC9C,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,SAAS,CAAC;YACrC,IAAI,CAAC,OAAO,CAAC,mBAAmB,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,YAAY,IAAI,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC;QAClH,CAAC;IACL,CAAC;IAED;;;OAGG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,cAAc,KAAK,IAAI,CAAC,SAAS,CAAC;IAClD,CAAC;IASO,kCAAkC;QACtC,IAAI,CAAC,IAAI,CAAC,gCAAgC,EAAE,CAAC;YACzC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,EAAE,CAAC;YAElE,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC;gBACxB,gBAAgB;gBAChB,IAAI,CAAC,gCAAgC,GAAG,IAAI,CAAC;gBAC7C,OAAO;YACX,CAAC;YAED,IAAI,CAAC,eAAe,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC;QACpD,CAAC;aAAM,CAAC;YACJ,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;gBACvB,IAAI,CAAC,eAAe,CAAC,sBAAsB,EAAE,CAAC;YAClD,CAAC;YACD,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;YAC5B,IAAI,CAAC,MAAM,CAAC,6BAA6B,EAAE,CAAC;QAChD,CAAC;IACL,CAAC;IAiBD;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IASD;;;OAGG;IACH,YAAY,KAAY;QAlRxB;;WAEG;QACI,wBAAmB,GAAmB,EAAE,CAAC;QAEhD;;;;WAIG;QACI,sBAAiB,GAAe,EAAE,CAAC;QAK1C;;WAEG;QACI,aAAQ,GAAW,CAAC,CAAC;QAEpB,cAAS,GAAa,EAAE,CAAC;QACzB,gBAAW,GAAa,EAAE,CAAC;QAC3B,eAAU,GAAa,EAAE,CAAC;QAC1B,cAAS,GAAa,EAAE,CAAC;QACzB,oBAAe,GAAa,EAAE,CAAC;QAM/B,iCAA4B,GAAG,KAAK,CAAC;QAsCrC,qCAAgC,GAAG,KAAK,CAAC;QAuGzC,aAAQ,GAAY,IAAI,CAAC;QAOjC;;WAEG;QACK,0BAAqB,GAAiC,EAAE,CAAC;QAmCjE;;WAEG;QACI,qCAAgC,GAAG,IAAI,CAAC;QAwB/C;;WAEG;QACI,kBAAa,GAA0B,EAAE,CAAC;QAEhC,gBAAW,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACrC,qBAAgB,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,kJAAkJ;QAEtM,aAAQ,GAAY,KAAK,CAAC;QAE1B,iCAA4B,GAAG,KAAK,CAAC;QAU7C;;;;WAIG;QACI,0BAAqB,GAAG,KAAK,CAAC;QAOjC,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,IAAI,IAAI,GAAG,SAAS,CAAC,yBAAyB,CAAC;QAC/C,IAAI,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,YAAY,IAAI,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,2BAA2B,EAAE,CAAC;YACpF,IAAI,GAAG,SAAS,CAAC,iBAAiB,CAAC;QACvC,CAAC;aAAM,IAAI,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,gBAAgB,IAAI,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,+BAA+B,EAAE,CAAC;YACnG,IAAI,GAAG,SAAS,CAAC,sBAAsB,CAAC;QAC5C,CAAC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,eAAe,CAAC,cAAc,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;YAC7D,MAAM,MAAM,GAAG,eAAe,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC;YACxD,IAAI,eAAe,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,SAAS,CAAC,iBAAiB,EAAE,CAAC;gBACzE,eAAe,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,IAAI,CAAC;gBAC9C,IACI,IAAI,KAAK,SAAS,CAAC,iBAAiB;oBACpC,CAAC,MAAM,KAAK,SAAS,CAAC,eAAe,IAAI,MAAM,KAAK,SAAS,CAAC,gBAAgB,IAAI,MAAM,KAAK,SAAS,CAAC,kBAAkB,CAAC;oBAC1H,CAAC,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,2BAA2B,EACjD,CAAC;oBACC,wKAAwK;oBACxK,eAAe,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,SAAS,CAAC,sBAAsB,CAAC;gBAC9E,CAAC;YACL,CAAC;QACL,CAAC;QAED,eAAe,CAAC,6BAA6B,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAC3D,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,mBAAmB,CAAC,gBAAgB,EAAE,IAAI,CAAC,CAAC;QAClE,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,SAAS,CAAC;IACzC,CAAC;IAED;;;;;;;OAOG;IACI,mBAAmB,CAAC,IAAY,EAAE,mBAAkD;QACvF,MAAM,EAAE,GAAG,IAAI,mBAAmB,CAAC,IAAI,EAAE,mBAAmB,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,EAAE;YAC5J,eAAe,EAAE,KAAK;YACtB,qBAAqB,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe;YACnD,WAAW,EAAE,SAAS,CAAC,yBAAyB;YAChD,KAAK,EAAE,EAAE;YACT,kCAAkC,EAAE,IAAI;SAC3C,CAAC,CAAC;QAEH,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;QAE5B,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,yHAAyH;YACzH,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC;QAED,OAAO,EAAE,CAAC;IACd,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,oBAAoB,CAAC;IAClE,CAAC;IAED;;;;OAIG;IACI,wBAAwB,CAAC,MAAc,EAAE,OAAgB;QAC5D,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QACvC,MAAM,gBAAgB,GAAG,QAAQ,IAAI,QAAQ,CAAC,gBAAgB,CAAC;QAC/D,MAAM,QAAQ,GAAG,QAAQ,IAAI,IAAI,CAAC,iBAAiB,CAAC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC;QAE7E,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC9C,IAAI,MAAM,CAAC,YAAY,IAAI,gBAAgB,IAAI,CAAC,QAAQ,EAAE,CAAC;gBACvD,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,uBAAuB,CAAC,CAAC;YAC/D,CAAC;iBAAM,CAAC;gBACJ,IAAI,IAAI,CAAC,OAAO,CAAC,oBAAoB,EAAE,CAAC;oBACpC,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;gBAC3D,CAAC;qBAAM,CAAC;oBACJ,IAAI,CAAC,OAAO,CAAC,uBAAuB,EAAE,CAAC;gBAC3C,CAAC;gBAED,IAAI,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,kBAAkB,IAAI,CAAC,QAAQ,EAAE,CAAC;oBAC/D,IAAI,CAAC,eAAe,CAAC,UAAW,CAAC,IAAI,CAAC,OAAO,CAAC,gBAAgB,EAAE,CAAC,CAAC;gBACtE,CAAC;YACL,CAAC;QACL,CAAC;IACL,CAAC;IAEO,wBAAwB;QAC5B,MAAM,iBAAiB,GAAG,EAAE,CAAC;QAC7B,MAAM,WAAW,GAAG,CAAC,KAAK,CAAC,CAAC;QAC5B,MAAM,gBAAgB,GAAG,CAAC,KAAK,CAAC,CAAC;QACjC,MAAM,aAAa,GAAG,CAAC,IAAI,CAAC,CAAC;QAE7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;YACrC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YAE7B,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC;gBACR,IAAI,IAAI,CAAC,gCAAgC,IAAI,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,KAAK,SAAS,CAAC,0BAA0B,EAAE,CAAC;oBACvG,WAAW,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;oBACxB,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBAChC,CAAC;qBAAM,CAAC;oBACJ,WAAW,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;oBACvB,gBAAgB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;gBACjC,CAAC;gBACD,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YAC9B,CAAC;QACL,CAAC;QAED,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,iBAAiB,CAAC,CAAC;QAClF,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,WAAW,CAAC,CAAC;QACtE,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,gBAAgB,CAAC,CAAC;QAChF,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,aAAa,CAAC,CAAC;IAC9E,CAAC;IAEO,YAAY;QAChB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,eAAe,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YAC7D,IAAI,CAAC,eAAe,CAAC,eAAe,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC;QACzE,CAAC;QAED,IAAI,CAAC,eAAe,CAAC,SAAS,CAAC,0BAA0B,CAAC,GAAG,CAAC,CAAC;QAC/D,IAAI,CAAC,UAAU,GAAG,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC;QACzD,IAAI,CAAC,SAAS,GAAG,CAAC,eAAe,CAAC,cAAc,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC,IAAI,CAAC,CAAC;QAC7F,IAAI,CAAC,WAAW,GAAG,CAAC,eAAe,CAAC,cAAc,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC,MAAM,CAAC,CAAC;QACjG,IAAI,CAAC,SAAS,GAAG,CAAC,eAAe,CAAC,cAAc,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC,IAAI,CAAC,CAAC;QAC7F,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;IACtB,CAAC;IAEO,2BAA2B;QAC/B,IAAI,CAAC,kCAAkC,EAAE,CAAC;QAE1C,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACvB,IAAI,CAAC,eAAe,CAAC,YAAY,EAAE,CAAC;YAEpC,MAAM,iBAAiB,GAAG,EAAE,CAAC;YAE7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBAC9C,iBAAiB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YAClC,CAAC;YAED,IAAI,CAAC,eAAe,CAAC,oBAAoB,CAAC,IAAI,CAAC,SAAS,CAAC,kBAAkB,EAAG,CAAC,CAAC;YAEhF,MAAM,OAAO,GAAG;gBACZ;oBACI,eAAe,EAAE,SAAS,CAAC,0BAA0B;oBACrD,sBAAsB,EAAE,sBAAsB,CAAC,kBAAkB;iBACpE;gBACD;oBACI,eAAe,EAAE,SAAS,CAAC,2BAA2B;oBACtD,sBAAsB,EAAE,sBAAsB,CAAC,mBAAmB;iBACrE;gBACD;oBACI,eAAe,EAAE,SAAS,CAAC,6BAA6B;oBACxD,sBAAsB,EAAE,sBAAsB,CAAC,qBAAqB;iBACvE;gBACD;oBACI,eAAe,EAAE,SAAS,CAAC,iCAAiC;oBAC5D,sBAAsB,EAAE,sBAAsB,CAAC,yBAAyB;iBAC3E;gBACD;oBACI,eAAe,EAAE,SAAS,CAAC,6BAA6B;oBACxD,sBAAsB,EAAE,sBAAsB,CAAC,qBAAqB;iBACvE;aACJ,CAAC;YAEF,4CAA4C;YAC5C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBACtC,MAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,eAAe,CAAC,CAAC;gBAClE,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;oBACf,IAAI,CAAC,eAAe,CAAC,iBAAiB,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,sBAAsB,EAAE,KAAK,CAAC,CAAC;oBACjF,iBAAiB,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC;gBACpC,CAAC;YACL,CAAC;YAED,IAAI,CAAC,eAAe,CAAC,eAAe,CAAC,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,iBAAiB,CAAC,CAAC,CAAC;QAC7F,CAAC;IACL,CAAC;IAED;;OAEG;IACI,kBAAkB;QACrB,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC1E,IAAI,IAAI,CAAC,OAAO,CAAC,oBAAoB,EAAE,CAAC;gBACpC,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAC3D,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,OAAO,CAAC,uBAAuB,EAAE,CAAC;YAC3C,CAAC;QACL,CAAC;IACL,CAAC;IAED;;OAEG;IACH,6DAA6D;IACtD,WAAW,CAAC,MAAe,EAAE,SAAkB,EAAE,KAAc;QAClE,wEAAwE;QAExE,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YACjD,OAAO;QACX,CAAC;QAED,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACvB,IAAI,CAAC,eAAe,CAAC,UAAU,GAAG,EAAE,CAAC;QACzC,CAAC;QAED,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,cAAc,EAAE,MAAM,CAAC,CAAC;IAC9D,CAAC;IAEO,aAAa,CAAC,mBAAwC,EAAE,SAAkB,EAAE,KAAc;QAC9F,IAAI,mBAAmB,CAAC,mBAAmB,EAAE,CAAC;YAC1C,mBAAmB,CAAC,mBAAmB,CAAC,aAAa,CAAC,IAAI,CAAC,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,mBAAmB,CAAC,mBAAmB,CAAC,sBAAsB,CAAC,CAAC;QACzJ,CAAC;aAAM,IAAI,IAAI,CAAC,+BAA+B,CAAC,MAAM,EAAE,CAAC;YACrD,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,aAAa,EAAE,CAAC;QACnD,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,OAAO,CAAC,yBAAyB,EAAE,CAAC;QAC7C,CAAC;IACL,CAAC;IAED;;;;;;OAMG;IACI,eAAe,CAAC,EAAuB;QAC1C,MAAM,OAAO,GAAG,IAAI,CAAC,+BAA+B,CAAC,CAAC,CAAC,CAAC;QACxD,IAAI,CAAC,OAAO,EAAE,CAAC;YACX,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,CAAC,YAAY,GAAG,EAAE,CAAC,YAAa,CAAC;QAExC,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,oBAAoB,CAAC,mBAAwC,EAAE,SAAkB;QACrF,MAAM,OAAO,GAAG,IAAI,CAAC,+BAA+B,CAAC,CAAC,CAAC,CAAC;QACxD,MAAM,aAAa,GAAG,OAAO,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,mBAAmB,CAAC,mBAAmB,CAAC,CAAC,CAAC,mBAAmB,CAAC,mBAAmB,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC;QAE7J,sDAAsD;QACtD,IAAI,gBAAgB,GAAG,IAAI,CAAC,cAAc,CAAC,+BAA+B,CAAC;QAE3E,IAAI,IAAI,CAAC,4BAA4B,EAAE,CAAC;YACpC,gBAAgB,GAAG,gBAAgB,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC,0BAA0B,CAAC,CAAC,CAAC;QACjG,CAAC;QAED,kCAAkC;QAClC,IAAI,gBAAgB,CAAC,MAAM,EAAE,CAAC;YAC1B,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,aAAa,CAAC,IAAI,CAAC,cAAc,CAAC,YAAY,EAAE,OAAO,EAAE,gBAAgB,CAAC,CAAC;YAC1G,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,YAAY,CAAC,gBAAgB,EAAE,aAAa,EAAE,KAAK,EAAE,SAAS,CAAC,CAAC;QACnG,CAAC;IACL,CAAC;IAED;;OAEG;IACI,UAAU,CAAC,SAAkB,EAAE,KAAc;QAChD,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC/C,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,cAAc,EAAE,SAAS,EAAE,KAAK,CAAC,CAAC;YAC1D,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,cAAc,EAAE,SAAS,CAAC,CAAC;QAC9D,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,MAAM;QACT,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC;QAED,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC/C,IAAI,CAAC,gBAAgB,EAAE,CAAC;YAExB,4DAA4D;YAC5D,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;YACrD,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;YACzD,IAAI,IAAI,CAAC,gCAAgC,EAAE,CAAC;gBACxC,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,sBAAsB,CAAC,CAAC;gBAC1D,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;YAClE,CAAC;YACD,uEAAuE;YACvE,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;QAC3D,CAAC;IACL,CAAC;IAED,6DAA6D;IACrD,gBAAgB;QACpB,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC/C,IAAI,CAAC,cAAc,CAAC,UAAU,EAAE,CAAC;YACjC,MAAM,eAAe,GAAG,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC;YACzD,IAAI,eAAe,EAAE,CAAC;gBAClB,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,eAAe,CAAC,CAAC;YAClD,CAAC;QACL,CAAC;IACL,CAAC;IAEO,WAAW,CAAC,OAAgB;QAChC,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;IAC5B,CAAC;IAEO,uBAAuB,CAAC,mBAAwC,EAAE,OAAgB;QACtF,mBAAmB,CAAC,OAAO,GAAG,OAAO,CAAC;QACtC,IAAI,CAAC,OAAO,EAAE,CAAC;YACX,IAAI,CAAC,sBAAsB,CAAC,mBAAmB,CAAC,CAAC;QACrD,CAAC;IACL,CAAC;IAED;;;;;;OAMG;IACI,sBAAsB,CAAC,GAA+B;QACzD,mBAAmB;QACnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,GAAG,CAAC,IAAI,EAAE,CAAC;gBAClD,OAAO,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;YACzC,CAAC;QACL,CAAC;QAED,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;QACrC,IAAI,GAAG,CAAC,UAAU,EAAE,CAAC;YACjB,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;QAC9C,CAAC;QACD,OAAO,GAAG,CAAC;IACf,CAAC;IAED;;;;OAIG;IACI,sBAAsB,CAAC,IAAY;QACtC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,IAAI,EAAE,CAAC;gBAC9C,OAAO,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;YACzC,CAAC;QACL,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,OAAO;QACX,MAAM,gBAAgB,GAAG,IAAI,CAAC,QAAQ,CAAC;QAEvC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;gBACxC,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,gBAAgB,CAAC,CAAC;YACzE,CAAC;QACL,CAAC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACjD,IAAI,IAAI,CAAC,QAAQ,KAAK,gBAAgB,IAAI,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,KAAK,KAAK,IAAI,CAAC,QAAQ,EAAE,CAAC;gBACtF,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,IAAI,CAAC,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,SAAS,EAAE,OAAO,EAAE,IAAI,CAAC,WAAW,EAAE,EAAE,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC;YACzJ,CAAC;YAED,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,sBAAsB,EAAE,CAAC;YAE/C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBACzD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;oBACxC,qEAAqE;oBACrE,oIAAoI;oBACpI,gFAAgF;oBAChF,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,WAAW,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,iBAAiB,EAAE,CAAC;wBAChG,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,iBAAkB,EAAE,CAAC;oBACvD,CAAC;oBAED,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,WAAW,EAAE,CAAC;wBAC5C,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,WAAY,CAAC,CAAC;oBAC3G,CAAC;gBACL,CAAC;YACL,CAAC;QACL,CAAC;QAED,IAAI,CAAC,wBAAwB,EAAE,CAAC;QAChC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;QACvB,IAAI,CAAC,2BAA2B,EAAE,CAAC;IACvC,CAAC;IAEO,QAAQ;QACZ,IAAI,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAExB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACjD,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;QAC/D,CAAC;QAED,IAAI,CAAC,YAAY,EAAE,CAAC;QAEpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzD,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,GAAG,KAAK,CAAC;QAClD,CAAC;IACL,CAAC;IAEO,uBAAuB,CAAC,mBAAwC,EAAE,MAAe;QACrF,IAAI,MAAM,EAAE,CAAC;YACT,OAAO,MAAM,CAAC,cAAc,CAAC;QACjC,CAAC;aAAM,IAAI,mBAAmB,CAAC,mBAAmB,EAAE,CAAC;YACjD,IAAI,mBAAmB,CAAC,mBAAmB,CAAC,sBAAsB,EAAE,CAAC;gBACjE,MAAM,MAAM,GAAG,mBAAmB,CAAC,mBAAmB,CAAC,YAAY,CAAC,CAAC,CAAC,mBAAmB,CAAC,mBAAmB,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;gBACtJ,OAAO,MAAM,CAAC,CAAC,CAAC,MAAM,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,CAAC;YAC/C,CAAC;iBAAM,IAAI,mBAAmB,CAAC,mBAAmB,CAAC,aAAa,EAAE,CAAC;gBAC/D,OAAO,mBAAmB,CAAC,mBAAmB,CAAC,aAAa,CAAC;YACjE,CAAC;iBAAM,CAAC;gBACJ,OAAO,EAAE,CAAC;YACd,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,OAAO,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,CAAC;QACnF,CAAC;IACL,CAAC;IAEO,uBAAuB,CAAC,mBAAwC,EAAE,MAAe;QACrF,4FAA4F;QAC5F,MAAM,eAAe,GAAG,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,IAAI,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,OAAO,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;QACrJ,IAAI,CAAC,+BAA+B,GAAG,IAAI,CAAC,uBAAuB,CAAC,mBAAmB,EAAE,MAAM,CAAC,CAAC;QACjG,IAAI,CAAC,+BAA+B,GAAG,IAAI,CAAC,+BAA+B,CAAC,MAAM,CAAC,CAAC,EAAE,EAAE,EAAE;YACtF,OAAO,EAAE,IAAI,IAAI,CAAC;QACtB,CAAC,CAAC,CAAC;QACH,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;QAE7B,MAAM,wBAAwB,GAAG,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,+BAA+B,CAAC,CAAC;QAChG,IAAI,CAAC,4BAA4B,GAAG,CAAC,wBAAwB,IAAI,CAAC,IAAI,CAAC,qBAAqB,IAAI,IAAI,CAAC,qBAAqB,EAAE,IAAI,CAAC,eAAe,CAAC;QAEjJ,MAAM,aAAa,GAAG,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,+BAA+B,CAAC,CAAC;QACtF,MAAM,cAAc,GAAG,mBAAmB,CAAC,+BAA+B,IAAI,mBAAmB,CAAC,+BAA+B,CAAC,CAAC,CAAC,CAAC;QACrI,IAAI,OAAO,GAAG,IAAI,CAAC;QAEnB,oDAAoD;QACpD,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,IAAI,CAAC,4BAA4B,IAAI,wBAAwB,CAAC;QAE5H,sCAAsC;QACtC,IAAI,IAAI,CAAC,4BAA4B,IAAI,CAAC,mBAAmB,CAAC,0BAA0B,EAAE,CAAC;YACvF,mBAAmB,CAAC,wBAAwB,EAAE,CAAC;QACnD,CAAC;QAED,mEAAmE;QACnE,IAAI,cAAc,EAAE,CAAC;YACjB,OAAO,GAAG,cAAc,CAAC;QAC7B,CAAC;aAAM,IAAI,IAAI,CAAC,4BAA4B,EAAE,CAAC;YAC3C,OAAO,GAAG,mBAAmB,CAAC,0BAA0B,CAAC;QAC7D,CAAC;aAAM,IAAI,aAAa,EAAE,CAAC;YACvB,OAAO,GAAG,aAAa,CAAC;QAC5B,CAAC;QAED,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACxB,IAAI,CAAC,oBAAoB,CAAC,mBAAmB,EAAE,OAAO,CAAC,CAAC;IAC5D,CAAC;IAEO,oBAAoB,CAAC,mBAAwC,EAAE,WAAkC;QACrG,IAAI,WAAW,EAAE,CAAC;YACd,WAAW,CAAC,SAAS,GAAG,KAAK,CAAC;YAC9B,WAAW,CAAC,YAAY,GAAG,mBAAmB,CAAC,YAAa,CAAC;QACjE,CAAC;QAED,IAAI,mBAAmB,CAAC,kBAAkB,KAAK,WAAW,EAAE,CAAC;YACzD,IAAI,mBAAmB,CAAC,kBAAkB,EAAE,CAAC;gBACzC,IAAI,CAAC,sBAAsB,CAAC,mBAAmB,CAAC,CAAC;YACrD,CAAC;YACD,mBAAmB,CAAC,kBAAkB,GAAG,WAAW,CAAC;QACzD,CAAC;QAED,IAAI,mBAAmB,CAAC,qBAAqB,EAAE,CAAC;YAC5C,IAAI,CAAC,2BAA2B,EAAE,CAAC;YACnC,mBAAmB,CAAC,qBAAqB,GAAG,KAAK,CAAC;QACtD,CAAC;IACL,CAAC;IAED;;OAEG;IACI,sBAAsB,CAAC,mBAAwC;QAClE,IAAI,mBAAmB,CAAC,kBAAkB,EAAE,CAAC;YACzC,mBAAmB,CAAC,kBAAkB,CAAC,SAAS,GAAG,IAAI,CAAC;YACxD,mBAAmB,CAAC,kBAAkB,CAAC,0BAA0B,EAAE,CAAC;YACpE,mBAAmB,CAAC,kBAAkB,GAAG,IAAI,CAAC;QAClD,CAAC;IACL,CAAC;IAEO,qBAAqB;QACzB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,oBAAoB,EAAE,CAAC;gBAC9F,OAAO,IAAI,CAAC;YAChB,CAAC;QACL,CAAC;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAEO,mBAAmB,CAAC,aAAsC;QAC9D,IAAI,mBAAmB,GAAG,KAAK,CAAC;QAChC,IAAI,aAAa,EAAE,CAAC;YAChB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBAC5C,IAAI,aAAa,CAAC,CAAC,CAAC,EAAE,YAAY,EAAE,KAAK,4BAA4B,EAAE,CAAC;oBACpE,mBAAmB,GAAG,IAAI,CAAC;oBAC3B,MAAM;gBACV,CAAC;YACL,CAAC;QACL,CAAC;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACK,oBAAoB,CAAC,aAAsC;QAC/D,KAAK,IAAI,OAAO,GAAG,CAAC,EAAE,OAAO,GAAG,aAAa,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,CAAC;YAC9D,IAAI,aAAa,CAAC,OAAO,CAAC,KAAK,IAAI,EAAE,CAAC;gBAClC,OAAO,aAAa,CAAC,OAAO,CAAC,CAAC;YAClC,CAAC;QACL,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,WAAW;QACd,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;IACzB,CAAC;IAED;;;OAGG;IACK,eAAe,CAAC,KAAe;QACnC,mEAAmE;QACnE,IAAI,CAAC,MAAM,CAAC,0BAA0B,GAAG,KAAK,CAAC;QAE/C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACpC,MAAM,IAAI,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC;YAEtB,IAAI,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;gBACpC,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;gBACpD,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBAE3B,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,eAAe,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;gBAC/D,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,eAAe,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,MAAM,CAAC,CAAC;gBACnE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,eAAe,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;gBAC/D,IAAI,CAAC,QAAQ,EAAE,CAAC;YACpB,CAAC;YAED,IAAI,IAAI,KAAK,SAAS,CAAC,6BAA6B,IAAI,IAAI,KAAK,SAAS,CAAC,oCAAoC,EAAE,CAAC;gBAC9G,IAAI,CAAC,MAAM,CAAC,0BAA0B,GAAG,IAAI,CAAC;YAClD,CAAC;QACL,CAAC;IACL,CAAC;IAED;;OAEG;IACI,MAAM;QACT,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC;IACL,CAAC;IAEO,OAAO;QACX,IAAI,CAAC,QAAQ,EAAE,CAAC;QAChB,IAAI,aAAa,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,KAAK,CAAC;QAEpE,IAAI,IAAI,CAAC,MAAM,CAAC,qBAAqB,IAAI,IAAI,CAAC,MAAM,CAAC,+BAA+B,EAAE,CAAC;YACnF,IAAI,CAAC,MAAM,CAAC,qBAAqB,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;YAC3D,aAAa,GAAG,IAAI,CAAC;QACzB,CAAC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACpD,IAAI,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,IAAI,CAAC,EAAE,CAAC;gBACpD,aAAa,GAAG,IAAI,CAAC;YACzB,CAAC;QACL,CAAC;QAED,IAAI,aAAa,EAAE,CAAC;YAChB,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;QACvD,CAAC;QAED,IAAI,aAAa,CAAC;QAElB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACjD,IAAI,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,mBAAmB,EAAE,CAAC;gBAC5C,aAAa,GAAG,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC;YACxE,CAAC;iBAAM,CAAC;gBACJ,wJAAwJ;gBACxJ,+HAA+H;gBAC/H,wEAAwE;gBACxE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,aAAa,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;gBAC3I,IAAI,CAAC,MAAM,EAAE,CAAC;oBACV,SAAS;gBACb,CAAC;gBAED,aAAa,GAAG,MAAM,CAAC,cAAc,CAAC;YAC1C,CAAC;YAED,IAAI,CAAC,aAAa,EAAE,CAAC;gBACjB,SAAS;YACb,CAAC;YAED,aAAa,GAA4B,aAAa,CAAC,MAAM,CAAC,CAAC,EAAE,EAAE,EAAE;gBACjE,OAAO,EAAE,IAAI,IAAI,CAAC;YACtB,CAAC,CAAC,CAAC;YAEH,IAAI,aAAa,EAAE,CAAC;gBAChB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;oBAC5C,IAAI,aAAa,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,IAAI,CAAC,EAAE,CAAC;wBAC5C,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;wBAC1D,aAAa,GAAG,IAAI,CAAC;oBACzB,CAAC;gBACL,CAAC;gBAED,IAAI,IAAI,CAAC,mBAAmB,CAAC,aAAa,CAAC,EAAE,CAAC;oBAC1C,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,IAAI,CAAC;gBACvE,CAAC;YACL,CAAC;QACL,CAAC;QAED,IAAI,CAAC,+BAA+B,EAAE,CAAC;QACvC,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QAEtB,IAAI,aAAa,EAAE,CAAC;YAChB,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC;IACL,CAAC;IAEO,+BAA+B;QACnC,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC;QAExC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACxC,SAAS,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,QAAQ,CAAC,gBAAgB,CAAC,CAAC;QACxD,CAAC;IACL,CAAC;IAED;;OAEG;IACI,OAAO;QACV,KAAK,IAAI,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;YACtD,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;QACpC,CAAC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;gBACxC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAQ,EAAE,CAAC;YAC7C,CAAC;QACL,CAAC;IACL,CAAC;;AA76BD;;GAEG;AACW,6CAA6B,GAA2B,CAAC,CAAC,EAAE,EAAE;IACxE,MAAM,WAAW,CAAC,+BAA+B,CAAC,CAAC;AACvD,CAAC,AAF0C,CAEzC;AAyFF;;GAEG;AACW,8BAAc,GAAG;IAC3B;QACI,OAAO,EAAE,SAAS,CAAC,sCAAsC;QACzD,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,0BAA0B;KACnC;IACD;QACI,OAAO,EAAE,SAAS,CAAC,6BAA6B;QAChD,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,kBAAkB;KAC3B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,6BAA6B;QAChD,IAAI,EAAE,SAAS,CAAC,yBAAyB;QACzC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,kBAAkB;KAC3B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,iCAAiC;QACpD,IAAI,EAAE,SAAS,CAAC,yBAAyB;QACzC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,sBAAsB;KAC/B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,0BAA0B;QAC7C,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,eAAe;KACxB;IACD;QACI,OAAO,EAAE,SAAS,CAAC,0BAA0B;QAC7C,IAAI,EAAE,SAAS,CAAC,iBAAiB;QACjC,MAAM,EAAE,SAAS,CAAC,eAAe;QACjC,IAAI,EAAE,eAAe;KACxB;IACD;QACI,OAAO,EAAE,SAAS,CAAC,2BAA2B;QAC9C,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,gBAAgB;KACzB;IACD;QACI,OAAO,EAAE,SAAS,CAAC,gCAAgC;QACnD,IAAI,EAAE,SAAS,CAAC,yBAAyB;QACzC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,gBAAgB;KACzB;IACD;QACI,OAAO,EAAE,SAAS,CAAC,iCAAiC;QACpD,IAAI,EAAE,SAAS,CAAC,yBAAyB;QACzC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,qBAAqB;KAC9B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,mCAAmC;QACtD,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,uBAAuB;KAChC;IACD;QACI,OAAO,EAAE,SAAS,CAAC,sCAAsC;QACzD,IAAI,EAAE,SAAS,CAAC,iBAAiB;QACjC,MAAM,EAAE,SAAS,CAAC,eAAe;QACjC,IAAI,EAAE,qBAAqB;KAC9B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,oCAAoC;QACvD,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,wBAAwB;KACjC;IACD;QACI,OAAO,EAAE,SAAS,CAAC,+BAA+B;QAClD,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,oBAAoB;KAC7B;CACJ,AA/E2B,CA+E1B","sourcesContent":["import { PrePassRenderTarget } from \"../Materials/Textures/prePassRenderTarget\";\r\nimport { type Scene } from \"../scene\";\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { type Effect } from \"../Materials/effect\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { type Camera } from \"../Cameras/camera\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { type SubMesh } from \"../Meshes/subMesh\";\r\nimport { type PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport { type RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\n\r\nimport \"../Engines/Extensions/engine.multiRender\";\r\nimport \"./geometryBufferRendererSceneComponent\";\r\n\r\n/**\r\n * Renders a pre pass of the scene\r\n * This means every mesh in the scene will be rendered to a render target texture\r\n * And then this texture will be composited to the rendering canvas with post processes\r\n * It is necessary for effects like subsurface scattering or deferred shading\r\n */\r\nexport class PrePassRenderer {\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"PrePassRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * To save performance, we can excluded skinned meshes from the prepass\r\n */\r\n public excludedSkinnedMesh: AbstractMesh[] = [];\r\n\r\n /**\r\n * Force material to be excluded from the prepass\r\n * Can be useful when `useGeometryBufferFallback` is set to `true`\r\n * and you don't want a material to show in the effect.\r\n */\r\n public excludedMaterials: Material[] = [];\r\n\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n\r\n /**\r\n * Number of textures in the multi render target texture where the scene is directly rendered\r\n */\r\n public mrtCount: number = 0;\r\n\r\n private _mrtTypes: number[] = [];\r\n private _mrtFormats: number[] = [];\r\n private _mrtLayout: number[] = [];\r\n private _mrtNames: string[] = [];\r\n private _textureIndices: number[] = [];\r\n\r\n private _multiRenderAttachments: number[];\r\n private _defaultAttachments: number[];\r\n private _clearAttachments: number[];\r\n private _clearDepthAttachments: number[];\r\n private _generateNormalsInWorldSpace = false;\r\n\r\n /**\r\n * Indicates if the prepass renderer is generating normals in world space or camera space (default: camera space)\r\n */\r\n public get generateNormalsInWorldSpace() {\r\n return this._generateNormalsInWorldSpace;\r\n }\r\n\r\n public set generateNormalsInWorldSpace(value: boolean) {\r\n if (this._generateNormalsInWorldSpace === value) {\r\n return;\r\n }\r\n\r\n this._generateNormalsInWorldSpace = value;\r\n this._markAllMaterialsAsPrePassDirty();\r\n }\r\n\r\n /**\r\n * Returns the index of a texture in the multi render target texture array.\r\n * @param type Texture type\r\n * @returns The index\r\n */\r\n public getIndex(type: number): number {\r\n return this._textureIndices[type];\r\n }\r\n\r\n /**\r\n * How many samples are used for MSAA of the scene render target\r\n */\r\n public get samples() {\r\n return this.defaultRT.samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this.defaultRT.samples = n;\r\n }\r\n\r\n private _useSpecificClearForDepthTexture = false;\r\n\r\n /**\r\n * If set to true (default: false), the depth texture will be cleared with the depth value corresponding to the far plane (1 in normal mode, 0 in reverse depth buffer mode)\r\n * If set to false, the depth texture is always cleared with 0.\r\n */\r\n public get useSpecificClearForDepthTexture() {\r\n return this._useSpecificClearForDepthTexture;\r\n }\r\n\r\n public set useSpecificClearForDepthTexture(value: boolean) {\r\n if (this._useSpecificClearForDepthTexture === value) {\r\n return;\r\n }\r\n\r\n this._useSpecificClearForDepthTexture = value;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Describes the types and formats of the textures used by the pre-pass renderer\r\n */\r\n public static TextureFormats = [\r\n {\r\n purpose: Constants.PREPASS_IRRADIANCE_LEGACY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_IrradianceLegacy\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Position\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Velocity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Reflectivity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_COLOR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Color\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_R,\r\n name: \"prePass_Depth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Normal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Albedo\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_WorldNormal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_LocalPosition\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_R,\r\n name: \"prePass_ScreenDepth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_VelocityLinear\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Irradiance\",\r\n },\r\n ];\r\n\r\n private _isDirty: boolean = true;\r\n\r\n /**\r\n * The render target where the scene is directly rendered\r\n */\r\n public defaultRT: PrePassRenderTarget;\r\n\r\n /**\r\n * Configuration for prepass effects\r\n */\r\n private _effectConfigurations: PrePassEffectConfiguration[] = [];\r\n\r\n /**\r\n * @returns the prepass render target for the rendering pass.\r\n * If we are currently rendering a render target, it returns the PrePassRenderTarget\r\n * associated with that render target. Otherwise, it returns the scene default PrePassRenderTarget\r\n */\r\n public getRenderTarget(): PrePassRenderTarget {\r\n return this._currentTarget;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Managed by the scene component\r\n * @param prePassRenderTarget\r\n */\r\n public _setRenderTarget(prePassRenderTarget: Nullable<PrePassRenderTarget>): void {\r\n if (prePassRenderTarget) {\r\n this._currentTarget = prePassRenderTarget;\r\n } else {\r\n this._currentTarget = this.defaultRT;\r\n this._engine.currentRenderPassId = this._scene.activeCamera?.renderPassId ?? this._currentTarget.renderPassId;\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if the currently rendered prePassRenderTarget is the one\r\n * associated with the scene.\r\n */\r\n public get currentRTisSceneRT(): boolean {\r\n return this._currentTarget === this.defaultRT;\r\n }\r\n\r\n private _geometryBuffer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Prevents the PrePassRenderer from using the GeometryBufferRenderer as a fallback\r\n */\r\n public doNotUseGeometryRendererFallback = true;\r\n\r\n private _refreshGeometryBufferRendererLink() {\r\n if (!this.doNotUseGeometryRendererFallback) {\r\n this._geometryBuffer = this._scene.enableGeometryBufferRenderer();\r\n\r\n if (!this._geometryBuffer) {\r\n // Not supported\r\n this.doNotUseGeometryRendererFallback = true;\r\n return;\r\n }\r\n\r\n this._geometryBuffer._linkPrePassRenderer(this);\r\n } else {\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._unlinkPrePassRenderer();\r\n }\r\n this._geometryBuffer = null;\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n }\r\n\r\n private _currentTarget: PrePassRenderTarget;\r\n\r\n /**\r\n * All the render targets generated by prepass\r\n */\r\n public renderTargets: PrePassRenderTarget[] = [];\r\n\r\n private readonly _clearColor = new Color4(0, 0, 0, 0);\r\n private readonly _clearDepthColor = new Color4(0, 0, 0, 1); // // sets an invalid value by default - depth in the depth texture is view.z, so 0 is not possible because view.z can't be less than camera.minZ\r\n\r\n private _enabled: boolean = false;\r\n\r\n private _needsCompositionForThisPass = false;\r\n private _postProcessesSourceForThisPass: Nullable<PostProcess>[];\r\n\r\n /**\r\n * Indicates if the prepass is enabled\r\n */\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n\r\n /**\r\n * Set to true to disable gamma transform in PrePass.\r\n * Can be useful in case you already proceed to gamma transform on a material level\r\n * and your post processes don't need to be in linear color space.\r\n */\r\n public disableGammaTransform = false;\r\n\r\n /**\r\n * Instantiates a prepass renderer\r\n * @param scene The scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this._engine._caps.textureFloat && this._engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (this._engine._caps.textureHalfFloat && this._engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; ++i) {\r\n const format = PrePassRenderer.TextureFormats[i].format;\r\n if (PrePassRenderer.TextureFormats[i].type === Constants.TEXTURETYPE_FLOAT) {\r\n PrePassRenderer.TextureFormats[i].type = type;\r\n if (\r\n type === Constants.TEXTURETYPE_FLOAT &&\r\n (format === Constants.TEXTUREFORMAT_R || format === Constants.TEXTUREFORMAT_RG || format === Constants.TEXTUREFORMAT_RGBA) &&\r\n !this._engine._caps.supportFloatTexturesResolve\r\n ) {\r\n // We don't know in advance if the texture will be used as a resolve target, so we revert to half_float if the extension to resolve full float textures is not supported\r\n PrePassRenderer.TextureFormats[i].type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n }\r\n }\r\n\r\n PrePassRenderer._SceneComponentInitialization(this._scene);\r\n this.defaultRT = this._createRenderTarget(\"sceneprePassRT\", null);\r\n this._currentTarget = this.defaultRT;\r\n }\r\n\r\n /**\r\n * Creates a new PrePassRenderTarget\r\n * This should be the only way to instantiate a `PrePassRenderTarget`\r\n * @param name Name of the `PrePassRenderTarget`\r\n * @param renderTargetTexture RenderTarget the `PrePassRenderTarget` will be attached to.\r\n * Can be `null` if the created `PrePassRenderTarget` is attached to the scene (default framebuffer).\r\n * @internal\r\n */\r\n public _createRenderTarget(name: string, renderTargetTexture: Nullable<RenderTargetTexture>): PrePassRenderTarget {\r\n const rt = new PrePassRenderTarget(name, renderTargetTexture, { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, 0, this._scene, {\r\n generateMipMaps: false,\r\n generateStencilBuffer: this._engine.isStencilEnable,\r\n defaultType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n types: [],\r\n drawOnlyOnFirstAttachmentByDefault: true,\r\n });\r\n\r\n this.renderTargets.push(rt);\r\n\r\n if (this._enabled) {\r\n // The pre-pass renderer is already enabled, so make sure we create the render target with the correct number of textures\r\n this._update();\r\n }\r\n\r\n return rt;\r\n }\r\n\r\n /**\r\n * Indicates if rendering a prepass is supported\r\n */\r\n public get isSupported() {\r\n return this._scene.getEngine().getCaps().drawBuffersExtension;\r\n }\r\n\r\n /**\r\n * Sets the proper output textures to draw in the engine.\r\n * @param effect The effect that is drawn. It can be or not be compatible with drawing to several output textures.\r\n * @param subMesh Submesh on which the effect is applied\r\n */\r\n public bindAttachmentsForEffect(effect: Effect, subMesh: SubMesh) {\r\n const material = subMesh.getMaterial();\r\n const isPrePassCapable = material && material.isPrePassCapable;\r\n const excluded = material && this.excludedMaterials.indexOf(material) !== -1;\r\n\r\n if (this.enabled && this._currentTarget.enabled) {\r\n if (effect._multiTarget && isPrePassCapable && !excluded) {\r\n this._engine.bindAttachments(this._multiRenderAttachments);\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n\r\n if (this._geometryBuffer && this.currentRTisSceneRT && !excluded) {\r\n this._geometryBuffer.renderList!.push(subMesh.getRenderingMesh());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _reinitializeAttachments() {\r\n const multiRenderLayout = [];\r\n const clearLayout = [false];\r\n const clearDepthLayout = [false];\r\n const defaultLayout = [true];\r\n\r\n for (let i = 0; i < this.mrtCount; i++) {\r\n multiRenderLayout.push(true);\r\n\r\n if (i > 0) {\r\n if (this._useSpecificClearForDepthTexture && this._mrtLayout[i] === Constants.PREPASS_DEPTH_TEXTURE_TYPE) {\r\n clearLayout.push(false);\r\n clearDepthLayout.push(true);\r\n } else {\r\n clearLayout.push(true);\r\n clearDepthLayout.push(false);\r\n }\r\n defaultLayout.push(false);\r\n }\r\n }\r\n\r\n this._multiRenderAttachments = this._engine.buildTextureLayout(multiRenderLayout);\r\n this._clearAttachments = this._engine.buildTextureLayout(clearLayout);\r\n this._clearDepthAttachments = this._engine.buildTextureLayout(clearDepthLayout);\r\n this._defaultAttachments = this._engine.buildTextureLayout(defaultLayout);\r\n }\r\n\r\n private _resetLayout() {\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; i++) {\r\n this._textureIndices[PrePassRenderer.TextureFormats[i].purpose] = -1;\r\n }\r\n\r\n this._textureIndices[Constants.PREPASS_COLOR_TEXTURE_TYPE] = 0;\r\n this._mrtLayout = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n this._mrtTypes = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].type];\r\n this._mrtFormats = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].format];\r\n this._mrtNames = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].name];\r\n this.mrtCount = 1;\r\n }\r\n\r\n private _updateGeometryBufferLayout() {\r\n this._refreshGeometryBufferRendererLink();\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._resetLayout();\r\n\r\n const texturesActivated = [];\r\n\r\n for (let i = 0; i < this._mrtLayout.length; i++) {\r\n texturesActivated.push(false);\r\n }\r\n\r\n this._geometryBuffer._linkInternalTexture(this.defaultRT.getInternalTexture()!);\r\n\r\n const matches = [\r\n {\r\n prePassConstant: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.DEPTH_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.NORMAL_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.POSITION_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE,\r\n },\r\n ];\r\n\r\n // replace textures in the geometryBuffer RT\r\n for (let i = 0; i < matches.length; i++) {\r\n const index = this._mrtLayout.indexOf(matches[i].prePassConstant);\r\n if (index !== -1) {\r\n this._geometryBuffer._forceTextureType(matches[i].geometryBufferConstant, index);\r\n texturesActivated[index] = true;\r\n }\r\n }\r\n\r\n this._geometryBuffer._setAttachments(this._engine.buildTextureLayout(texturesActivated));\r\n }\r\n }\r\n\r\n /**\r\n * Restores attachments for single texture draw.\r\n */\r\n public restoreAttachments() {\r\n if (this.enabled && this._currentTarget.enabled && this._defaultAttachments) {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public _beforeDraw(camera?: Camera, faceIndex?: number, layer?: number) {\r\n // const previousEnabled = this._enabled && this._currentTarget.enabled;\r\n\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (!this._enabled || !this._currentTarget.enabled) {\r\n return;\r\n }\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer.renderList = [];\r\n }\r\n\r\n this._setupOutputForThisPass(this._currentTarget, camera);\r\n }\r\n\r\n private _prepareFrame(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number, layer?: number) {\r\n if (prePassRenderTarget.renderTargetTexture) {\r\n prePassRenderTarget.renderTargetTexture._prepareFrame(this._scene, faceIndex, layer, prePassRenderTarget.renderTargetTexture.useCameraPostProcesses);\r\n } else if (this._postProcessesSourceForThisPass.length) {\r\n this._scene.postProcessManager._prepareFrame();\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an intermediary texture between prepass and postprocesses. This texture\r\n * will be used as input for post processes\r\n * @param rt The render target texture to use\r\n * @returns true if there are postprocesses that will use this texture,\r\n * false if there is no postprocesses - and the function has no effect\r\n */\r\n public setCustomOutput(rt: RenderTargetTexture) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n if (!firstPP) {\r\n return false;\r\n }\r\n\r\n firstPP.inputTexture = rt.renderTarget!;\r\n\r\n return true;\r\n }\r\n\r\n private _renderPostProcesses(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n const outputTexture = firstPP ? firstPP.inputTexture : prePassRenderTarget.renderTargetTexture ? prePassRenderTarget.renderTargetTexture.renderTarget : null;\r\n\r\n // Build post process chain for this prepass post draw\r\n let postProcessChain = this._currentTarget._beforeCompositionPostProcesses;\r\n\r\n if (this._needsCompositionForThisPass) {\r\n postProcessChain = postProcessChain.concat([this._currentTarget.imageProcessingPostProcess]);\r\n }\r\n\r\n // Activates and renders the chain\r\n if (postProcessChain.length) {\r\n this._scene.postProcessManager._prepareFrame(this._currentTarget.renderTarget?.texture, postProcessChain);\r\n this._scene.postProcessManager.directRender(postProcessChain, outputTexture, false, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _afterDraw(faceIndex?: number, layer?: number) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._prepareFrame(this._currentTarget, faceIndex, layer);\r\n this._renderPostProcesses(this._currentTarget, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Clears the current prepass render target (in the sense of settings pixels to the scene clear color value)\r\n * @internal\r\n */\r\n public _clear() {\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._bindFrameBuffer();\r\n\r\n // Clearing other attachment with 0 on all other attachments\r\n this._engine.bindAttachments(this._clearAttachments);\r\n this._engine.clear(this._clearColor, true, false, false);\r\n if (this._useSpecificClearForDepthTexture) {\r\n this._engine.bindAttachments(this._clearDepthAttachments);\r\n this._engine.clear(this._clearDepthColor, true, false, false);\r\n }\r\n // Regular clear color with the scene clear color of the 1st attachment\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _bindFrameBuffer() {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._currentTarget._checkSize();\r\n const internalTexture = this._currentTarget.renderTarget;\r\n if (internalTexture) {\r\n this._engine.bindFramebuffer(internalTexture);\r\n }\r\n }\r\n }\r\n\r\n private _setEnabled(enabled: boolean) {\r\n this._enabled = enabled;\r\n }\r\n\r\n private _setRenderTargetEnabled(prePassRenderTarget: PrePassRenderTarget, enabled: boolean) {\r\n prePassRenderTarget.enabled = enabled;\r\n if (!enabled) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Adds an effect configuration to the prepass render target.\r\n * If an effect has already been added, it won't add it twice and will return the configuration\r\n * already present.\r\n * @param cfg the effect configuration\r\n * @returns the effect configuration now used by the prepass\r\n */\r\n public addEffectConfiguration(cfg: PrePassEffectConfiguration): PrePassEffectConfiguration {\r\n // Do not add twice\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === cfg.name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n this._effectConfigurations.push(cfg);\r\n if (cfg.clearColor) {\r\n this._clearColor.copyFrom(cfg.clearColor);\r\n }\r\n return cfg;\r\n }\r\n\r\n /**\r\n * Retrieves an effect configuration by name\r\n * @param name the name of the effect configuration\r\n * @returns the effect configuration, or null if not present\r\n */\r\n public getEffectConfiguration(name: string): Nullable<PrePassEffectConfiguration> {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n private _enable() {\r\n const previousMrtCount = this.mrtCount;\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled) {\r\n this._enableTextures(this._effectConfigurations[i].texturesRequired);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.mrtCount !== previousMrtCount || this.renderTargets[i].count !== this.mrtCount) {\r\n this.renderTargets[i].updateCount(this.mrtCount, { types: this._mrtTypes, formats: this._mrtFormats }, this._mrtNames.concat(\"prePass_DepthBuffer\"));\r\n }\r\n\r\n this.renderTargets[i]._resetPostProcessChain();\r\n\r\n for (let j = 0; j < this._effectConfigurations.length; j++) {\r\n if (this._effectConfigurations[j].enabled) {\r\n // TODO : subsurface scattering has 1 scene-wide effect configuration\r\n // solution : do not stock postProcess on effectConfiguration, but in the prepassRenderTarget (hashmap configuration => postProcess)\r\n // And call createPostProcess whenever the post process does not exist in the RT\r\n if (!this._effectConfigurations[j].postProcess && this._effectConfigurations[j].createPostProcess) {\r\n this._effectConfigurations[j].createPostProcess!();\r\n }\r\n\r\n if (this._effectConfigurations[j].postProcess) {\r\n this.renderTargets[i]._beforeCompositionPostProcesses.push(this._effectConfigurations[j].postProcess!);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._reinitializeAttachments();\r\n this._setEnabled(true);\r\n this._updateGeometryBufferLayout();\r\n }\r\n\r\n private _disable() {\r\n this._setEnabled(false);\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], false);\r\n }\r\n\r\n this._resetLayout();\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n this._effectConfigurations[i].enabled = false;\r\n }\r\n }\r\n\r\n private _getPostProcessesSource(prePassRenderTarget: PrePassRenderTarget, camera?: Camera): Nullable<PostProcess>[] {\r\n if (camera) {\r\n return camera._postProcesses;\r\n } else if (prePassRenderTarget.renderTargetTexture) {\r\n if (prePassRenderTarget.renderTargetTexture.useCameraPostProcesses) {\r\n const camera = prePassRenderTarget.renderTargetTexture.activeCamera ? prePassRenderTarget.renderTargetTexture.activeCamera : this._scene.activeCamera;\r\n return camera ? camera._postProcesses : [];\r\n } else if (prePassRenderTarget.renderTargetTexture.postProcesses) {\r\n return prePassRenderTarget.renderTargetTexture.postProcesses;\r\n } else {\r\n return [];\r\n }\r\n } else {\r\n return this._scene.activeCamera ? this._scene.activeCamera._postProcesses : [];\r\n }\r\n }\r\n\r\n private _setupOutputForThisPass(prePassRenderTarget: PrePassRenderTarget, camera?: Camera) {\r\n // Order is : draw ===> prePassRenderTarget._postProcesses ==> ipp ==> camera._postProcesses\r\n const secondaryCamera = camera && this._scene.activeCameras && !!this._scene.activeCameras.length && this._scene.activeCameras.indexOf(camera) !== 0;\r\n this._postProcessesSourceForThisPass = this._getPostProcessesSource(prePassRenderTarget, camera);\r\n this._postProcessesSourceForThisPass = this._postProcessesSourceForThisPass.filter((pp) => {\r\n return pp != null;\r\n });\r\n this._scene.autoClear = true;\r\n\r\n const cameraHasImageProcessing = this._hasImageProcessing(this._postProcessesSourceForThisPass);\r\n this._needsCompositionForThisPass = !cameraHasImageProcessing && !this.disableGammaTransform && this._needsImageProcessing() && !secondaryCamera;\r\n\r\n const firstCameraPP = this._getFirstPostProcess(this._postProcessesSourceForThisPass);\r\n const firstPrePassPP = prePassRenderTarget._beforeCompositionPostProcesses && prePassRenderTarget._beforeCompositionPostProcesses[0];\r\n let firstPP = null;\r\n\r\n // Setting the scene-wide post process configuration\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = this._needsCompositionForThisPass || cameraHasImageProcessing;\r\n\r\n // Create composition effect if needed\r\n if (this._needsCompositionForThisPass && !prePassRenderTarget.imageProcessingPostProcess) {\r\n prePassRenderTarget._createCompositionEffect();\r\n }\r\n\r\n // Setting the prePassRenderTarget as input texture of the first PP\r\n if (firstPrePassPP) {\r\n firstPP = firstPrePassPP;\r\n } else if (this._needsCompositionForThisPass) {\r\n firstPP = prePassRenderTarget.imageProcessingPostProcess;\r\n } else if (firstCameraPP) {\r\n firstPP = firstCameraPP;\r\n }\r\n\r\n this._bindFrameBuffer();\r\n this._linkInternalTexture(prePassRenderTarget, firstPP);\r\n }\r\n\r\n private _linkInternalTexture(prePassRenderTarget: PrePassRenderTarget, postProcess: Nullable<PostProcess>) {\r\n if (postProcess) {\r\n postProcess.autoClear = false;\r\n postProcess.inputTexture = prePassRenderTarget.renderTarget!;\r\n }\r\n\r\n if (prePassRenderTarget._outputPostProcess !== postProcess) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n prePassRenderTarget._outputPostProcess = postProcess;\r\n }\r\n\r\n if (prePassRenderTarget._internalTextureDirty) {\r\n this._updateGeometryBufferLayout();\r\n prePassRenderTarget._internalTextureDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _unlinkInternalTexture(prePassRenderTarget: PrePassRenderTarget) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n prePassRenderTarget._outputPostProcess.autoClear = true;\r\n prePassRenderTarget._outputPostProcess.restoreDefaultInputTexture();\r\n prePassRenderTarget._outputPostProcess = null;\r\n }\r\n }\r\n\r\n private _needsImageProcessing(): boolean {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled && this._effectConfigurations[i].needsImageProcessing) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _hasImageProcessing(postProcesses: Nullable<PostProcess>[]): boolean {\r\n let isIPPAlreadyPresent = false;\r\n if (postProcesses) {\r\n for (let i = 0; i < postProcesses.length; i++) {\r\n if (postProcesses[i]?.getClassName() === \"ImageProcessingPostProcess\") {\r\n isIPPAlreadyPresent = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return isIPPAlreadyPresent;\r\n }\r\n\r\n /**\r\n * Internal, gets the first post proces.\r\n * @param postProcesses\r\n * @returns the first post process to be run on this camera.\r\n */\r\n private _getFirstPostProcess(postProcesses: Nullable<PostProcess>[]): Nullable<PostProcess> {\r\n for (let ppIndex = 0; ppIndex < postProcesses.length; ppIndex++) {\r\n if (postProcesses[ppIndex] !== null) {\r\n return postProcesses[ppIndex];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Marks the prepass renderer as dirty, triggering a check if the prepass is necessary for the next rendering.\r\n */\r\n public markAsDirty() {\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Enables a texture on the MultiRenderTarget for prepass\r\n * @param types\r\n */\r\n private _enableTextures(types: number[]) {\r\n // For velocity : enable storage of previous matrices for instances\r\n this._scene.needsPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < types.length; i++) {\r\n const type = types[i];\r\n\r\n if (this._textureIndices[type] === -1) {\r\n this._textureIndices[type] = this._mrtLayout.length;\r\n this._mrtLayout.push(type);\r\n\r\n this._mrtTypes.push(PrePassRenderer.TextureFormats[type].type);\r\n this._mrtFormats.push(PrePassRenderer.TextureFormats[type].format);\r\n this._mrtNames.push(PrePassRenderer.TextureFormats[type].name);\r\n this.mrtCount++;\r\n }\r\n\r\n if (type === Constants.PREPASS_VELOCITY_TEXTURE_TYPE || type === Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE) {\r\n this._scene.needsPreviousWorldMatrices = true;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Makes sure that the prepass renderer is up to date if it has been dirtified.\r\n */\r\n public update() {\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n }\r\n\r\n private _update() {\r\n this._disable();\r\n let enablePrePass = false;\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n\r\n if (this._scene._depthPeelingRenderer && this._scene.useOrderIndependentTransparency) {\r\n this._scene._depthPeelingRenderer.setPrePassRenderer(this);\r\n enablePrePass = true;\r\n }\r\n\r\n for (let i = 0; i < this._scene.materials.length; i++) {\r\n if (this._scene.materials[i].setPrePassRenderer(this)) {\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (enablePrePass) {\r\n this._setRenderTargetEnabled(this.defaultRT, true);\r\n }\r\n\r\n let postProcesses;\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.renderTargets[i].renderTargetTexture) {\r\n postProcesses = this._getPostProcessesSource(this.renderTargets[i]);\r\n } else {\r\n // When there are multiple active cameras, we have to choose one. We assume it's the first one and not scene.activeCamera, because in a number of cases,\r\n // _update() will be called from an async method, meaning the active camera will be the last one in the list of active cameras,\r\n // which is generally not the right camera to use for the prepass setup.\r\n const camera = this._scene.activeCameras && this._scene.activeCameras.length > 0 ? this._scene.activeCameras[0] : this._scene.activeCamera;\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n postProcesses = camera._postProcesses;\r\n }\r\n\r\n if (!postProcesses) {\r\n continue;\r\n }\r\n\r\n postProcesses = <Nullable<PostProcess[]>>postProcesses.filter((pp) => {\r\n return pp != null;\r\n });\r\n\r\n if (postProcesses) {\r\n for (let j = 0; j < postProcesses.length; j++) {\r\n if (postProcesses[j].setPrePassRenderer(this)) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], true);\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (this._hasImageProcessing(postProcesses)) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n }\r\n }\r\n\r\n this._markAllMaterialsAsPrePassDirty();\r\n this._isDirty = false;\r\n\r\n if (enablePrePass) {\r\n this._enable();\r\n }\r\n }\r\n\r\n private _markAllMaterialsAsPrePassDirty() {\r\n const materials = this._scene.materials;\r\n\r\n for (let i = 0; i < materials.length; i++) {\r\n materials[i].markAsDirty(Material.PrePassDirtyFlag);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the prepass renderer.\r\n */\r\n public dispose() {\r\n for (let i = this.renderTargets.length - 1; i >= 0; i--) {\r\n this.renderTargets[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].dispose) {\r\n this._effectConfigurations[i].dispose!();\r\n }\r\n }\r\n }\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"prePassRenderer.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/prePassRenderer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,MAAM,2CAA2C,CAAC;AAGhF,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAGjD,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAI7C,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AAIjD,OAAO,EAAE,sBAAsB,EAAE,MAAM,qCAAqC,CAAC;AAE7E,OAAO,0CAA0C,CAAC;AAClD,OAAO,wCAAwC,CAAC;AAEhD;;;;;GAKG;AACH,MAAM,OAAO,eAAe;IAwCxB;;OAEG;IACH,IAAW,2BAA2B;QAClC,OAAO,IAAI,CAAC,4BAA4B,CAAC;IAC7C,CAAC;IAED,IAAW,2BAA2B,CAAC,KAAc;QACjD,IAAI,IAAI,CAAC,4BAA4B,KAAK,KAAK,EAAE,CAAC;YAC9C,OAAO;QACX,CAAC;QAED,IAAI,CAAC,4BAA4B,GAAG,KAAK,CAAC;QAC1C,IAAI,CAAC,+BAA+B,EAAE,CAAC;IAC3C,CAAC;IAED;;;;OAIG;IACI,QAAQ,CAAC,IAAY;QACxB,OAAO,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IACtC,CAAC;IAED;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC;IAClC,CAAC;IAED,IAAW,OAAO,CAAC,CAAS;QACxB,IAAI,CAAC,SAAS,CAAC,OAAO,GAAG,CAAC,CAAC;IAC/B,CAAC;IAID;;;OAGG;IACH,IAAW,+BAA+B;QACtC,OAAO,IAAI,CAAC,gCAAgC,CAAC;IACjD,CAAC;IAED,IAAW,+BAA+B,CAAC,KAAc;QACrD,IAAI,IAAI,CAAC,gCAAgC,KAAK,KAAK,EAAE,CAAC;YAClD,OAAO;QACX,CAAC;QAED,IAAI,CAAC,gCAAgC,GAAG,KAAK,CAAC;QAC9C,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;IACzB,CAAC;IAkGD;;;;OAIG;IACI,eAAe;QAClB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACI,gBAAgB,CAAC,mBAAkD;QACtE,IAAI,mBAAmB,EAAE,CAAC;YACtB,IAAI,CAAC,cAAc,GAAG,mBAAmB,CAAC;QAC9C,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,SAAS,CAAC;YACrC,IAAI,CAAC,OAAO,CAAC,mBAAmB,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,YAAY,IAAI,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC;QAClH,CAAC;IACL,CAAC;IAED;;;OAGG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,cAAc,KAAK,IAAI,CAAC,SAAS,CAAC;IAClD,CAAC;IASO,kCAAkC;QACtC,IAAI,CAAC,IAAI,CAAC,gCAAgC,EAAE,CAAC;YACzC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,EAAE,CAAC;YAElE,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC;gBACxB,gBAAgB;gBAChB,IAAI,CAAC,gCAAgC,GAAG,IAAI,CAAC;gBAC7C,OAAO;YACX,CAAC;YAED,IAAI,CAAC,eAAe,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC;QACpD,CAAC;aAAM,CAAC;YACJ,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;gBACvB,IAAI,CAAC,eAAe,CAAC,sBAAsB,EAAE,CAAC;YAClD,CAAC;YACD,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;YAC5B,IAAI,CAAC,MAAM,CAAC,6BAA6B,EAAE,CAAC;QAChD,CAAC;IACL,CAAC;IAoBD;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IASD;;;OAGG;IACH,YAAY,KAAY;QArRxB;;WAEG;QACI,wBAAmB,GAAmB,EAAE,CAAC;QAEhD;;;;WAIG;QACI,sBAAiB,GAAe,EAAE,CAAC;QAK1C;;WAEG;QACI,aAAQ,GAAW,CAAC,CAAC;QAEpB,cAAS,GAAa,EAAE,CAAC;QACzB,gBAAW,GAAa,EAAE,CAAC;QAC3B,eAAU,GAAa,EAAE,CAAC;QAC1B,cAAS,GAAa,EAAE,CAAC;QACzB,oBAAe,GAAa,EAAE,CAAC;QAM/B,iCAA4B,GAAG,KAAK,CAAC;QAsCrC,qCAAgC,GAAG,KAAK,CAAC;QAuGzC,aAAQ,GAAY,IAAI,CAAC;QAOjC;;WAEG;QACK,0BAAqB,GAAiC,EAAE,CAAC;QAmCjE;;WAEG;QACI,qCAAgC,GAAG,IAAI,CAAC;QAwB/C;;WAEG;QACI,kBAAa,GAA0B,EAAE,CAAC;QAEhC,gBAAW,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACrC,qBAAgB,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,kJAAkJ;QAEtM,aAAQ,GAAY,KAAK,CAAC;QAEjB,8BAAyB,GAAmB,EAAE,CAAC;QACxD,iCAA4B,GAAG,KAAK,CAAC;QAC5B,oCAA+B,GAAkB,EAAE,CAAC;QACpD,iCAA4B,GAAkB,EAAE,CAAC;QACjD,4BAAuB,GAAkB,EAAE,CAAC;QAS7D;;;;WAIG;QACI,0BAAqB,GAAG,KAAK,CAAC;QAOjC,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,IAAI,IAAI,GAAG,SAAS,CAAC,yBAAyB,CAAC;QAC/C,IAAI,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,YAAY,IAAI,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,2BAA2B,EAAE,CAAC;YACpF,IAAI,GAAG,SAAS,CAAC,iBAAiB,CAAC;QACvC,CAAC;aAAM,IAAI,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,gBAAgB,IAAI,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,+BAA+B,EAAE,CAAC;YACnG,IAAI,GAAG,SAAS,CAAC,sBAAsB,CAAC;QAC5C,CAAC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,eAAe,CAAC,cAAc,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;YAC7D,MAAM,MAAM,GAAG,eAAe,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC;YACxD,IAAI,eAAe,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,SAAS,CAAC,iBAAiB,EAAE,CAAC;gBACzE,eAAe,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,IAAI,CAAC;gBAC9C,IACI,IAAI,KAAK,SAAS,CAAC,iBAAiB;oBACpC,CAAC,MAAM,KAAK,SAAS,CAAC,eAAe,IAAI,MAAM,KAAK,SAAS,CAAC,gBAAgB,IAAI,MAAM,KAAK,SAAS,CAAC,kBAAkB,CAAC;oBAC1H,CAAC,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,2BAA2B,EACjD,CAAC;oBACC,wKAAwK;oBACxK,eAAe,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,SAAS,CAAC,sBAAsB,CAAC;gBAC9E,CAAC;YACL,CAAC;QACL,CAAC;QAED,eAAe,CAAC,6BAA6B,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAC3D,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,mBAAmB,CAAC,gBAAgB,EAAE,IAAI,CAAC,CAAC;QAClE,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,SAAS,CAAC;IACzC,CAAC;IAED;;;;;;;OAOG;IACI,mBAAmB,CAAC,IAAY,EAAE,mBAAkD;QACvF,MAAM,EAAE,GAAG,IAAI,mBAAmB,CAAC,IAAI,EAAE,mBAAmB,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,EAAE;YAC5J,eAAe,EAAE,KAAK;YACtB,qBAAqB,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe;YACnD,WAAW,EAAE,SAAS,CAAC,yBAAyB;YAChD,KAAK,EAAE,EAAE;YACT,kCAAkC,EAAE,IAAI;SAC3C,CAAC,CAAC;QAEH,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;QAE5B,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,yHAAyH;YACzH,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC;QAED,OAAO,EAAE,CAAC;IACd,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,oBAAoB,CAAC;IAClE,CAAC;IAED;;;;OAIG;IACI,wBAAwB,CAAC,MAAc,EAAE,OAAgB;QAC5D,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QACvC,MAAM,gBAAgB,GAAG,QAAQ,IAAI,QAAQ,CAAC,gBAAgB,CAAC;QAC/D,MAAM,QAAQ,GAAG,QAAQ,IAAI,IAAI,CAAC,iBAAiB,CAAC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC;QAE7E,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC9C,IAAI,MAAM,CAAC,YAAY,IAAI,gBAAgB,IAAI,CAAC,QAAQ,EAAE,CAAC;gBACvD,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,uBAAuB,CAAC,CAAC;YAC/D,CAAC;iBAAM,CAAC;gBACJ,IAAI,IAAI,CAAC,OAAO,CAAC,oBAAoB,EAAE,CAAC;oBACpC,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;gBAC3D,CAAC;qBAAM,CAAC;oBACJ,IAAI,CAAC,OAAO,CAAC,uBAAuB,EAAE,CAAC;gBAC3C,CAAC;gBAED,IAAI,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,kBAAkB,IAAI,CAAC,QAAQ,EAAE,CAAC;oBAC/D,IAAI,CAAC,eAAe,CAAC,UAAW,CAAC,IAAI,CAAC,OAAO,CAAC,gBAAgB,EAAE,CAAC,CAAC;gBACtE,CAAC;YACL,CAAC;QACL,CAAC;IACL,CAAC;IAEO,wBAAwB;QAC5B,MAAM,iBAAiB,GAAG,EAAE,CAAC;QAC7B,MAAM,WAAW,GAAG,CAAC,KAAK,CAAC,CAAC;QAC5B,MAAM,gBAAgB,GAAG,CAAC,KAAK,CAAC,CAAC;QACjC,MAAM,aAAa,GAAG,CAAC,IAAI,CAAC,CAAC;QAE7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;YACrC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YAE7B,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC;gBACR,IAAI,IAAI,CAAC,gCAAgC,IAAI,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,KAAK,SAAS,CAAC,0BAA0B,EAAE,CAAC;oBACvG,WAAW,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;oBACxB,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBAChC,CAAC;qBAAM,CAAC;oBACJ,WAAW,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;oBACvB,gBAAgB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;gBACjC,CAAC;gBACD,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YAC9B,CAAC;QACL,CAAC;QAED,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,iBAAiB,CAAC,CAAC;QAClF,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,WAAW,CAAC,CAAC;QACtE,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,gBAAgB,CAAC,CAAC;QAChF,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,aAAa,CAAC,CAAC;IAC9E,CAAC;IAEO,YAAY;QAChB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,eAAe,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YAC7D,IAAI,CAAC,eAAe,CAAC,eAAe,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC;QACzE,CAAC;QAED,IAAI,CAAC,eAAe,CAAC,SAAS,CAAC,0BAA0B,CAAC,GAAG,CAAC,CAAC;QAC/D,IAAI,CAAC,UAAU,GAAG,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC;QACzD,IAAI,CAAC,SAAS,GAAG,CAAC,eAAe,CAAC,cAAc,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC,IAAI,CAAC,CAAC;QAC7F,IAAI,CAAC,WAAW,GAAG,CAAC,eAAe,CAAC,cAAc,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC,MAAM,CAAC,CAAC;QACjG,IAAI,CAAC,SAAS,GAAG,CAAC,eAAe,CAAC,cAAc,CAAC,SAAS,CAAC,0BAA0B,CAAC,CAAC,IAAI,CAAC,CAAC;QAC7F,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;IACtB,CAAC;IAEO,2BAA2B;QAC/B,IAAI,CAAC,kCAAkC,EAAE,CAAC;QAE1C,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACvB,IAAI,CAAC,eAAe,CAAC,YAAY,EAAE,CAAC;YAEpC,MAAM,iBAAiB,GAAG,EAAE,CAAC;YAE7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBAC9C,iBAAiB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YAClC,CAAC;YAED,IAAI,CAAC,eAAe,CAAC,oBAAoB,CAAC,IAAI,CAAC,SAAS,CAAC,kBAAkB,EAAG,CAAC,CAAC;YAEhF,MAAM,OAAO,GAAG;gBACZ;oBACI,eAAe,EAAE,SAAS,CAAC,0BAA0B;oBACrD,sBAAsB,EAAE,sBAAsB,CAAC,kBAAkB;iBACpE;gBACD;oBACI,eAAe,EAAE,SAAS,CAAC,2BAA2B;oBACtD,sBAAsB,EAAE,sBAAsB,CAAC,mBAAmB;iBACrE;gBACD;oBACI,eAAe,EAAE,SAAS,CAAC,6BAA6B;oBACxD,sBAAsB,EAAE,sBAAsB,CAAC,qBAAqB;iBACvE;gBACD;oBACI,eAAe,EAAE,SAAS,CAAC,iCAAiC;oBAC5D,sBAAsB,EAAE,sBAAsB,CAAC,yBAAyB;iBAC3E;gBACD;oBACI,eAAe,EAAE,SAAS,CAAC,6BAA6B;oBACxD,sBAAsB,EAAE,sBAAsB,CAAC,qBAAqB;iBACvE;aACJ,CAAC;YAEF,4CAA4C;YAC5C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBACtC,MAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,eAAe,CAAC,CAAC;gBAClE,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;oBACf,IAAI,CAAC,eAAe,CAAC,iBAAiB,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,sBAAsB,EAAE,KAAK,CAAC,CAAC;oBACjF,iBAAiB,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC;gBACpC,CAAC;YACL,CAAC;YAED,IAAI,CAAC,eAAe,CAAC,eAAe,CAAC,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,iBAAiB,CAAC,CAAC,CAAC;QAC7F,CAAC;IACL,CAAC;IAED;;OAEG;IACI,kBAAkB;QACrB,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC1E,IAAI,IAAI,CAAC,OAAO,CAAC,oBAAoB,EAAE,CAAC;gBACpC,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAC3D,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,OAAO,CAAC,uBAAuB,EAAE,CAAC;YAC3C,CAAC;QACL,CAAC;IACL,CAAC;IAED;;OAEG;IACH,6DAA6D;IACtD,WAAW,CAAC,MAAe,EAAE,SAAkB,EAAE,KAAc;QAClE,wEAAwE;QAExE,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YACjD,OAAO;QACX,CAAC;QAED,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACvB,IAAI,CAAC,yBAAyB,CAAC,MAAM,GAAG,CAAC,CAAC;YAC1C,IAAI,IAAI,CAAC,eAAe,CAAC,UAAU,KAAK,IAAI,CAAC,yBAAyB,EAAE,CAAC;gBACrE,IAAI,CAAC,eAAe,CAAC,UAAU,GAAG,IAAI,CAAC,yBAAyB,CAAC;YACrE,CAAC;QACL,CAAC;QAED,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,cAAc,EAAE,MAAM,CAAC,CAAC;IAC9D,CAAC;IAEO,aAAa,CAAC,mBAAwC,EAAE,SAAkB,EAAE,KAAc;QAC9F,IAAI,mBAAmB,CAAC,mBAAmB,EAAE,CAAC;YAC1C,mBAAmB,CAAC,mBAAmB,CAAC,aAAa,CAAC,IAAI,CAAC,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,mBAAmB,CAAC,mBAAmB,CAAC,sBAAsB,CAAC,CAAC;QACzJ,CAAC;aAAM,IAAI,IAAI,CAAC,+BAA+B,CAAC,MAAM,EAAE,CAAC;YACrD,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,aAAa,EAAE,CAAC;QACnD,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,OAAO,CAAC,yBAAyB,EAAE,CAAC;QAC7C,CAAC;IACL,CAAC;IAED;;;;;;OAMG;IACI,eAAe,CAAC,EAAuB;QAC1C,MAAM,OAAO,GAAG,IAAI,CAAC,+BAA+B,CAAC,CAAC,CAAC,CAAC;QACxD,IAAI,CAAC,OAAO,EAAE,CAAC;YACX,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,CAAC,YAAY,GAAG,EAAE,CAAC,YAAa,CAAC;QAExC,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,oBAAoB,CAAC,mBAAwC,EAAE,SAAkB;QACrF,MAAM,OAAO,GAAG,IAAI,CAAC,+BAA+B,CAAC,CAAC,CAAC,CAAC;QACxD,MAAM,aAAa,GAAG,OAAO,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,mBAAmB,CAAC,mBAAmB,CAAC,CAAC,CAAC,mBAAmB,CAAC,mBAAmB,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC;QAE7J,sDAAsD;QACtD,IAAI,gBAAgB,GAAG,IAAI,CAAC,cAAc,CAAC,+BAA+B,CAAC;QAE3E,IAAI,IAAI,CAAC,4BAA4B,EAAE,CAAC;YACpC,gBAAgB,GAAG,IAAI,CAAC,4BAA4B,CAAC;YACrD,gBAAgB,CAAC,MAAM,GAAG,CAAC,CAAC;YAC5B,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,cAAc,CAAC,+BAA+B,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBAC9F,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,+BAA+B,CAAC,KAAK,CAAC,CAAC,CAAC;YACtF,CAAC;YACD,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,0BAA0B,CAAC,CAAC;QAC1E,CAAC;QAED,kCAAkC;QAClC,IAAI,gBAAgB,CAAC,MAAM,EAAE,CAAC;YAC1B,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,aAAa,CAAC,IAAI,CAAC,cAAc,CAAC,YAAY,EAAE,OAAO,EAAE,gBAAgB,CAAC,CAAC;YAC1G,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,YAAY,CAAC,gBAAgB,EAAE,aAAa,EAAE,KAAK,EAAE,SAAS,CAAC,CAAC;QACnG,CAAC;IACL,CAAC;IAED;;OAEG;IACI,UAAU,CAAC,SAAkB,EAAE,KAAc;QAChD,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC/C,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,cAAc,EAAE,SAAS,EAAE,KAAK,CAAC,CAAC;YAC1D,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,cAAc,EAAE,SAAS,CAAC,CAAC;QAC9D,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,MAAM;QACT,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC;QAED,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC/C,IAAI,CAAC,gBAAgB,EAAE,CAAC;YAExB,4DAA4D;YAC5D,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;YACrD,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;YACzD,IAAI,IAAI,CAAC,gCAAgC,EAAE,CAAC;gBACxC,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,sBAAsB,CAAC,CAAC;gBAC1D,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;YAClE,CAAC;YACD,uEAAuE;YACvE,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;QAC3D,CAAC;IACL,CAAC;IAED,6DAA6D;IACrD,gBAAgB;QACpB,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC/C,IAAI,CAAC,cAAc,CAAC,UAAU,EAAE,CAAC;YACjC,MAAM,eAAe,GAAG,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC;YACzD,IAAI,eAAe,EAAE,CAAC;gBAClB,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,eAAe,CAAC,CAAC;YAClD,CAAC;QACL,CAAC;IACL,CAAC;IAEO,WAAW,CAAC,OAAgB;QAChC,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;IAC5B,CAAC;IAEO,uBAAuB,CAAC,mBAAwC,EAAE,OAAgB;QACtF,mBAAmB,CAAC,OAAO,GAAG,OAAO,CAAC;QACtC,IAAI,CAAC,OAAO,EAAE,CAAC;YACX,IAAI,CAAC,sBAAsB,CAAC,mBAAmB,CAAC,CAAC;QACrD,CAAC;IACL,CAAC;IAED;;;;;;OAMG;IACI,sBAAsB,CAAC,GAA+B;QACzD,mBAAmB;QACnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,GAAG,CAAC,IAAI,EAAE,CAAC;gBAClD,OAAO,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;YACzC,CAAC;QACL,CAAC;QAED,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;QACrC,IAAI,GAAG,CAAC,UAAU,EAAE,CAAC;YACjB,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;QAC9C,CAAC;QACD,OAAO,GAAG,CAAC;IACf,CAAC;IAED;;;;OAIG;IACI,sBAAsB,CAAC,IAAY;QACtC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,IAAI,EAAE,CAAC;gBAC9C,OAAO,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;YACzC,CAAC;QACL,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,OAAO;QACX,MAAM,gBAAgB,GAAG,IAAI,CAAC,QAAQ,CAAC;QAEvC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;gBACxC,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,gBAAgB,CAAC,CAAC;YACzE,CAAC;QACL,CAAC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACjD,IAAI,IAAI,CAAC,QAAQ,KAAK,gBAAgB,IAAI,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,KAAK,KAAK,IAAI,CAAC,QAAQ,EAAE,CAAC;gBACtF,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,IAAI,CAAC,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,SAAS,EAAE,OAAO,EAAE,IAAI,CAAC,WAAW,EAAE,EAAE,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC;YACzJ,CAAC;YAED,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,sBAAsB,EAAE,CAAC;YAE/C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBACzD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;oBACxC,qEAAqE;oBACrE,oIAAoI;oBACpI,gFAAgF;oBAChF,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,WAAW,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,iBAAiB,EAAE,CAAC;wBAChG,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,iBAAkB,EAAE,CAAC;oBACvD,CAAC;oBAED,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,WAAW,EAAE,CAAC;wBAC5C,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,+BAA+B,CAAC,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,WAAY,CAAC,CAAC;oBAC3G,CAAC;gBACL,CAAC;YACL,CAAC;QACL,CAAC;QAED,IAAI,CAAC,wBAAwB,EAAE,CAAC;QAChC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;QACvB,IAAI,CAAC,2BAA2B,EAAE,CAAC;IACvC,CAAC;IAEO,QAAQ;QACZ,IAAI,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAExB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACjD,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;QAC/D,CAAC;QAED,IAAI,CAAC,YAAY,EAAE,CAAC;QAEpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzD,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,GAAG,KAAK,CAAC;QAClD,CAAC;IACL,CAAC;IAEO,uBAAuB,CAAC,mBAAwC,EAAE,MAAe;QACrF,IAAI,MAAM,EAAE,CAAC;YACT,OAAO,MAAM,CAAC,cAAc,CAAC;QACjC,CAAC;aAAM,IAAI,mBAAmB,CAAC,mBAAmB,EAAE,CAAC;YACjD,IAAI,mBAAmB,CAAC,mBAAmB,CAAC,sBAAsB,EAAE,CAAC;gBACjE,MAAM,MAAM,GAAG,mBAAmB,CAAC,mBAAmB,CAAC,YAAY,CAAC,CAAC,CAAC,mBAAmB,CAAC,mBAAmB,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;gBACtJ,OAAO,MAAM,CAAC,CAAC,CAAC,MAAM,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,CAAC;YAC/C,CAAC;iBAAM,IAAI,mBAAmB,CAAC,mBAAmB,CAAC,aAAa,EAAE,CAAC;gBAC/D,OAAO,mBAAmB,CAAC,mBAAmB,CAAC,aAAa,CAAC;YACjE,CAAC;iBAAM,CAAC;gBACJ,OAAO,EAAE,CAAC;YACd,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,OAAO,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,CAAC;QACnF,CAAC;IACL,CAAC;IAEO,uBAAuB,CAAC,mBAAwC,EAAE,MAAe;QACrF,4FAA4F;QAC5F,MAAM,eAAe,GAAG,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,IAAI,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,OAAO,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;QACrJ,MAAM,mBAAmB,GAAG,IAAI,CAAC,uBAAuB,CAAC,mBAAmB,EAAE,MAAM,CAAC,CAAC;QACtF,IAAI,CAAC,+BAA+B,CAAC,MAAM,GAAG,CAAC,CAAC;QAChD,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,mBAAmB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;YAC9D,MAAM,WAAW,GAAG,mBAAmB,CAAC,KAAK,CAAC,CAAC;YAC/C,IAAI,WAAW,EAAE,CAAC;gBACd,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;YAC3D,CAAC;QACL,CAAC;QACD,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;QAE7B,MAAM,wBAAwB,GAAG,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,+BAA+B,CAAC,CAAC;QAChG,IAAI,CAAC,4BAA4B,GAAG,CAAC,wBAAwB,IAAI,CAAC,IAAI,CAAC,qBAAqB,IAAI,IAAI,CAAC,qBAAqB,EAAE,IAAI,CAAC,eAAe,CAAC;QAEjJ,MAAM,aAAa,GAAG,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,+BAA+B,CAAC,CAAC;QACtF,MAAM,cAAc,GAAG,mBAAmB,CAAC,+BAA+B,IAAI,mBAAmB,CAAC,+BAA+B,CAAC,CAAC,CAAC,CAAC;QACrI,IAAI,OAAO,GAAG,IAAI,CAAC;QAEnB,oDAAoD;QACpD,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,IAAI,CAAC,4BAA4B,IAAI,wBAAwB,CAAC;QAE5H,sCAAsC;QACtC,IAAI,IAAI,CAAC,4BAA4B,IAAI,CAAC,mBAAmB,CAAC,0BAA0B,EAAE,CAAC;YACvF,mBAAmB,CAAC,wBAAwB,EAAE,CAAC;QACnD,CAAC;QAED,mEAAmE;QACnE,IAAI,cAAc,EAAE,CAAC;YACjB,OAAO,GAAG,cAAc,CAAC;QAC7B,CAAC;aAAM,IAAI,IAAI,CAAC,4BAA4B,EAAE,CAAC;YAC3C,OAAO,GAAG,mBAAmB,CAAC,0BAA0B,CAAC;QAC7D,CAAC;aAAM,IAAI,aAAa,EAAE,CAAC;YACvB,OAAO,GAAG,aAAa,CAAC;QAC5B,CAAC;QAED,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACxB,IAAI,CAAC,oBAAoB,CAAC,mBAAmB,EAAE,OAAO,CAAC,CAAC;IAC5D,CAAC;IAEO,oBAAoB,CAAC,mBAAwC,EAAE,WAAkC;QACrG,IAAI,WAAW,EAAE,CAAC;YACd,WAAW,CAAC,SAAS,GAAG,KAAK,CAAC;YAC9B,WAAW,CAAC,YAAY,GAAG,mBAAmB,CAAC,YAAa,CAAC;QACjE,CAAC;QAED,IAAI,mBAAmB,CAAC,kBAAkB,KAAK,WAAW,EAAE,CAAC;YACzD,IAAI,mBAAmB,CAAC,kBAAkB,EAAE,CAAC;gBACzC,IAAI,CAAC,sBAAsB,CAAC,mBAAmB,CAAC,CAAC;YACrD,CAAC;YACD,mBAAmB,CAAC,kBAAkB,GAAG,WAAW,CAAC;QACzD,CAAC;QAED,IAAI,mBAAmB,CAAC,qBAAqB,EAAE,CAAC;YAC5C,IAAI,CAAC,2BAA2B,EAAE,CAAC;YACnC,mBAAmB,CAAC,qBAAqB,GAAG,KAAK,CAAC;QACtD,CAAC;IACL,CAAC;IAED;;OAEG;IACI,sBAAsB,CAAC,mBAAwC;QAClE,IAAI,mBAAmB,CAAC,kBAAkB,EAAE,CAAC;YACzC,mBAAmB,CAAC,kBAAkB,CAAC,SAAS,GAAG,IAAI,CAAC;YACxD,mBAAmB,CAAC,kBAAkB,CAAC,0BAA0B,EAAE,CAAC;YACpE,mBAAmB,CAAC,kBAAkB,GAAG,IAAI,CAAC;QAClD,CAAC;IACL,CAAC;IAEO,qBAAqB;QACzB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,oBAAoB,EAAE,CAAC;gBAC9F,OAAO,IAAI,CAAC;YAChB,CAAC;QACL,CAAC;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAEO,mBAAmB,CAAC,aAAsC;QAC9D,IAAI,mBAAmB,GAAG,KAAK,CAAC;QAChC,IAAI,aAAa,EAAE,CAAC;YAChB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBAC5C,IAAI,aAAa,CAAC,CAAC,CAAC,EAAE,YAAY,EAAE,KAAK,4BAA4B,EAAE,CAAC;oBACpE,mBAAmB,GAAG,IAAI,CAAC;oBAC3B,MAAM;gBACV,CAAC;YACL,CAAC;QACL,CAAC;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACK,oBAAoB,CAAC,aAAsC;QAC/D,KAAK,IAAI,OAAO,GAAG,CAAC,EAAE,OAAO,GAAG,aAAa,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,CAAC;YAC9D,IAAI,aAAa,CAAC,OAAO,CAAC,KAAK,IAAI,EAAE,CAAC;gBAClC,OAAO,aAAa,CAAC,OAAO,CAAC,CAAC;YAClC,CAAC;QACL,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,WAAW;QACd,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;IACzB,CAAC;IAED;;;OAGG;IACK,eAAe,CAAC,KAAe;QACnC,mEAAmE;QACnE,IAAI,CAAC,MAAM,CAAC,0BAA0B,GAAG,KAAK,CAAC;QAE/C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACpC,MAAM,IAAI,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC;YAEtB,IAAI,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;gBACpC,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;gBACpD,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBAE3B,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,eAAe,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;gBAC/D,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,eAAe,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,MAAM,CAAC,CAAC;gBACnE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,eAAe,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;gBAC/D,IAAI,CAAC,QAAQ,EAAE,CAAC;YACpB,CAAC;YAED,IAAI,IAAI,KAAK,SAAS,CAAC,6BAA6B,IAAI,IAAI,KAAK,SAAS,CAAC,oCAAoC,EAAE,CAAC;gBAC9G,IAAI,CAAC,MAAM,CAAC,0BAA0B,GAAG,IAAI,CAAC;YAClD,CAAC;QACL,CAAC;IACL,CAAC;IAED;;OAEG;IACI,MAAM;QACT,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC;IACL,CAAC;IAEO,OAAO;QACX,IAAI,CAAC,QAAQ,EAAE,CAAC;QAChB,IAAI,aAAa,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,KAAK,CAAC;QAEpE,IAAI,IAAI,CAAC,MAAM,CAAC,qBAAqB,IAAI,IAAI,CAAC,MAAM,CAAC,+BAA+B,EAAE,CAAC;YACnF,IAAI,CAAC,MAAM,CAAC,qBAAqB,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;YAC3D,aAAa,GAAG,IAAI,CAAC;QACzB,CAAC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACpD,IAAI,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,IAAI,CAAC,EAAE,CAAC;gBACpD,aAAa,GAAG,IAAI,CAAC;YACzB,CAAC;QACL,CAAC;QAED,IAAI,aAAa,EAAE,CAAC;YAChB,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;QACvD,CAAC;QAED,IAAI,aAAa,CAAC;QAElB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACjD,IAAI,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,mBAAmB,EAAE,CAAC;gBAC5C,aAAa,GAAG,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC;YACxE,CAAC;iBAAM,CAAC;gBACJ,wJAAwJ;gBACxJ,+HAA+H;gBAC/H,wEAAwE;gBACxE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,aAAa,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;gBAC3I,IAAI,CAAC,MAAM,EAAE,CAAC;oBACV,SAAS;gBACb,CAAC;gBAED,aAAa,GAAG,MAAM,CAAC,cAAc,CAAC;YAC1C,CAAC;YAED,IAAI,CAAC,aAAa,EAAE,CAAC;gBACjB,SAAS;YACb,CAAC;YAED,MAAM,mBAAmB,GAAG,aAAa,CAAC;YAC1C,aAAa,GAAG,IAAI,CAAC,uBAAuB,CAAC;YAC7C,aAAa,CAAC,MAAM,GAAG,CAAC,CAAC;YACzB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,mBAAmB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBAClD,MAAM,WAAW,GAAG,mBAAmB,CAAC,CAAC,CAAC,CAAC;gBAC3C,IAAI,WAAW,EAAE,CAAC;oBACd,aAAa,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;gBACpC,CAAC;YACL,CAAC;YAED,IAAI,aAAa,EAAE,CAAC;gBAChB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;oBAC5C,IAAI,aAAa,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,IAAI,CAAC,EAAE,CAAC;wBAC5C,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;wBAC1D,aAAa,GAAG,IAAI,CAAC;oBACzB,CAAC;gBACL,CAAC;gBAED,IAAI,IAAI,CAAC,mBAAmB,CAAC,aAAa,CAAC,EAAE,CAAC;oBAC1C,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,IAAI,CAAC;gBACvE,CAAC;YACL,CAAC;QACL,CAAC;QAED,IAAI,CAAC,+BAA+B,EAAE,CAAC;QACvC,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QAEtB,IAAI,aAAa,EAAE,CAAC;YAChB,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC;IACL,CAAC;IAEO,+BAA+B;QACnC,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC;QAExC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACxC,SAAS,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,QAAQ,CAAC,gBAAgB,CAAC,CAAC;QACxD,CAAC;IACL,CAAC;IAED;;OAEG;IACI,OAAO;QACV,KAAK,IAAI,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;YACtD,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;QACpC,CAAC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzD,IAAI,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;gBACxC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAQ,EAAE,CAAC;YAC7C,CAAC;QACL,CAAC;IACL,CAAC;;AAl8BD;;GAEG;AACW,6CAA6B,GAA2B,CAAC,CAAC,EAAE,EAAE;IACxE,MAAM,WAAW,CAAC,+BAA+B,CAAC,CAAC;AACvD,CAAC,AAF0C,CAEzC;AAyFF;;GAEG;AACW,8BAAc,GAAG;IAC3B;QACI,OAAO,EAAE,SAAS,CAAC,sCAAsC;QACzD,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,0BAA0B;KACnC;IACD;QACI,OAAO,EAAE,SAAS,CAAC,6BAA6B;QAChD,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,kBAAkB;KAC3B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,6BAA6B;QAChD,IAAI,EAAE,SAAS,CAAC,yBAAyB;QACzC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,kBAAkB;KAC3B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,iCAAiC;QACpD,IAAI,EAAE,SAAS,CAAC,yBAAyB;QACzC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,sBAAsB;KAC/B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,0BAA0B;QAC7C,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,eAAe;KACxB;IACD;QACI,OAAO,EAAE,SAAS,CAAC,0BAA0B;QAC7C,IAAI,EAAE,SAAS,CAAC,iBAAiB;QACjC,MAAM,EAAE,SAAS,CAAC,eAAe;QACjC,IAAI,EAAE,eAAe;KACxB;IACD;QACI,OAAO,EAAE,SAAS,CAAC,2BAA2B;QAC9C,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,gBAAgB;KACzB;IACD;QACI,OAAO,EAAE,SAAS,CAAC,gCAAgC;QACnD,IAAI,EAAE,SAAS,CAAC,yBAAyB;QACzC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,gBAAgB;KACzB;IACD;QACI,OAAO,EAAE,SAAS,CAAC,iCAAiC;QACpD,IAAI,EAAE,SAAS,CAAC,yBAAyB;QACzC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,qBAAqB;KAC9B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,mCAAmC;QACtD,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,uBAAuB;KAChC;IACD;QACI,OAAO,EAAE,SAAS,CAAC,sCAAsC;QACzD,IAAI,EAAE,SAAS,CAAC,iBAAiB;QACjC,MAAM,EAAE,SAAS,CAAC,eAAe;QACjC,IAAI,EAAE,qBAAqB;KAC9B;IACD;QACI,OAAO,EAAE,SAAS,CAAC,oCAAoC;QACvD,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,wBAAwB;KACjC;IACD;QACI,OAAO,EAAE,SAAS,CAAC,+BAA+B;QAClD,IAAI,EAAE,SAAS,CAAC,sBAAsB;QACtC,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,IAAI,EAAE,oBAAoB;KAC7B;CACJ,AA/E2B,CA+E1B","sourcesContent":["import { PrePassRenderTarget } from \"../Materials/Textures/prePassRenderTarget\";\r\nimport { type Scene } from \"../scene\";\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { type Effect } from \"../Materials/effect\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { type Camera } from \"../Cameras/camera\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { type SubMesh } from \"../Meshes/subMesh\";\r\nimport { type PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport { type RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\n\r\nimport \"../Engines/Extensions/engine.multiRender\";\r\nimport \"./geometryBufferRendererSceneComponent\";\r\n\r\n/**\r\n * Renders a pre pass of the scene\r\n * This means every mesh in the scene will be rendered to a render target texture\r\n * And then this texture will be composited to the rendering canvas with post processes\r\n * It is necessary for effects like subsurface scattering or deferred shading\r\n */\r\nexport class PrePassRenderer {\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"PrePassRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * To save performance, we can excluded skinned meshes from the prepass\r\n */\r\n public excludedSkinnedMesh: AbstractMesh[] = [];\r\n\r\n /**\r\n * Force material to be excluded from the prepass\r\n * Can be useful when `useGeometryBufferFallback` is set to `true`\r\n * and you don't want a material to show in the effect.\r\n */\r\n public excludedMaterials: Material[] = [];\r\n\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n\r\n /**\r\n * Number of textures in the multi render target texture where the scene is directly rendered\r\n */\r\n public mrtCount: number = 0;\r\n\r\n private _mrtTypes: number[] = [];\r\n private _mrtFormats: number[] = [];\r\n private _mrtLayout: number[] = [];\r\n private _mrtNames: string[] = [];\r\n private _textureIndices: number[] = [];\r\n\r\n private _multiRenderAttachments: number[];\r\n private _defaultAttachments: number[];\r\n private _clearAttachments: number[];\r\n private _clearDepthAttachments: number[];\r\n private _generateNormalsInWorldSpace = false;\r\n\r\n /**\r\n * Indicates if the prepass renderer is generating normals in world space or camera space (default: camera space)\r\n */\r\n public get generateNormalsInWorldSpace() {\r\n return this._generateNormalsInWorldSpace;\r\n }\r\n\r\n public set generateNormalsInWorldSpace(value: boolean) {\r\n if (this._generateNormalsInWorldSpace === value) {\r\n return;\r\n }\r\n\r\n this._generateNormalsInWorldSpace = value;\r\n this._markAllMaterialsAsPrePassDirty();\r\n }\r\n\r\n /**\r\n * Returns the index of a texture in the multi render target texture array.\r\n * @param type Texture type\r\n * @returns The index\r\n */\r\n public getIndex(type: number): number {\r\n return this._textureIndices[type];\r\n }\r\n\r\n /**\r\n * How many samples are used for MSAA of the scene render target\r\n */\r\n public get samples() {\r\n return this.defaultRT.samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this.defaultRT.samples = n;\r\n }\r\n\r\n private _useSpecificClearForDepthTexture = false;\r\n\r\n /**\r\n * If set to true (default: false), the depth texture will be cleared with the depth value corresponding to the far plane (1 in normal mode, 0 in reverse depth buffer mode)\r\n * If set to false, the depth texture is always cleared with 0.\r\n */\r\n public get useSpecificClearForDepthTexture() {\r\n return this._useSpecificClearForDepthTexture;\r\n }\r\n\r\n public set useSpecificClearForDepthTexture(value: boolean) {\r\n if (this._useSpecificClearForDepthTexture === value) {\r\n return;\r\n }\r\n\r\n this._useSpecificClearForDepthTexture = value;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Describes the types and formats of the textures used by the pre-pass renderer\r\n */\r\n public static TextureFormats = [\r\n {\r\n purpose: Constants.PREPASS_IRRADIANCE_LEGACY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_IrradianceLegacy\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Position\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Velocity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Reflectivity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_COLOR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Color\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_R,\r\n name: \"prePass_Depth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Normal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Albedo\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_WorldNormal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_LocalPosition\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_R,\r\n name: \"prePass_ScreenDepth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_VelocityLinear\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Irradiance\",\r\n },\r\n ];\r\n\r\n private _isDirty: boolean = true;\r\n\r\n /**\r\n * The render target where the scene is directly rendered\r\n */\r\n public defaultRT: PrePassRenderTarget;\r\n\r\n /**\r\n * Configuration for prepass effects\r\n */\r\n private _effectConfigurations: PrePassEffectConfiguration[] = [];\r\n\r\n /**\r\n * @returns the prepass render target for the rendering pass.\r\n * If we are currently rendering a render target, it returns the PrePassRenderTarget\r\n * associated with that render target. Otherwise, it returns the scene default PrePassRenderTarget\r\n */\r\n public getRenderTarget(): PrePassRenderTarget {\r\n return this._currentTarget;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Managed by the scene component\r\n * @param prePassRenderTarget\r\n */\r\n public _setRenderTarget(prePassRenderTarget: Nullable<PrePassRenderTarget>): void {\r\n if (prePassRenderTarget) {\r\n this._currentTarget = prePassRenderTarget;\r\n } else {\r\n this._currentTarget = this.defaultRT;\r\n this._engine.currentRenderPassId = this._scene.activeCamera?.renderPassId ?? this._currentTarget.renderPassId;\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if the currently rendered prePassRenderTarget is the one\r\n * associated with the scene.\r\n */\r\n public get currentRTisSceneRT(): boolean {\r\n return this._currentTarget === this.defaultRT;\r\n }\r\n\r\n private _geometryBuffer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Prevents the PrePassRenderer from using the GeometryBufferRenderer as a fallback\r\n */\r\n public doNotUseGeometryRendererFallback = true;\r\n\r\n private _refreshGeometryBufferRendererLink() {\r\n if (!this.doNotUseGeometryRendererFallback) {\r\n this._geometryBuffer = this._scene.enableGeometryBufferRenderer();\r\n\r\n if (!this._geometryBuffer) {\r\n // Not supported\r\n this.doNotUseGeometryRendererFallback = true;\r\n return;\r\n }\r\n\r\n this._geometryBuffer._linkPrePassRenderer(this);\r\n } else {\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._unlinkPrePassRenderer();\r\n }\r\n this._geometryBuffer = null;\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n }\r\n\r\n private _currentTarget: PrePassRenderTarget;\r\n\r\n /**\r\n * All the render targets generated by prepass\r\n */\r\n public renderTargets: PrePassRenderTarget[] = [];\r\n\r\n private readonly _clearColor = new Color4(0, 0, 0, 0);\r\n private readonly _clearDepthColor = new Color4(0, 0, 0, 1); // // sets an invalid value by default - depth in the depth texture is view.z, so 0 is not possible because view.z can't be less than camera.minZ\r\n\r\n private _enabled: boolean = false;\r\n\r\n private readonly _geometryBufferRenderList: AbstractMesh[] = [];\r\n private _needsCompositionForThisPass = false;\r\n private readonly _postProcessesSourceForThisPass: PostProcess[] = [];\r\n private readonly _postProcessChainForThisPass: PostProcess[] = [];\r\n private readonly _postProcessesForUpdate: PostProcess[] = [];\r\n\r\n /**\r\n * Indicates if the prepass is enabled\r\n */\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n\r\n /**\r\n * Set to true to disable gamma transform in PrePass.\r\n * Can be useful in case you already proceed to gamma transform on a material level\r\n * and your post processes don't need to be in linear color space.\r\n */\r\n public disableGammaTransform = false;\r\n\r\n /**\r\n * Instantiates a prepass renderer\r\n * @param scene The scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this._engine._caps.textureFloat && this._engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (this._engine._caps.textureHalfFloat && this._engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; ++i) {\r\n const format = PrePassRenderer.TextureFormats[i].format;\r\n if (PrePassRenderer.TextureFormats[i].type === Constants.TEXTURETYPE_FLOAT) {\r\n PrePassRenderer.TextureFormats[i].type = type;\r\n if (\r\n type === Constants.TEXTURETYPE_FLOAT &&\r\n (format === Constants.TEXTUREFORMAT_R || format === Constants.TEXTUREFORMAT_RG || format === Constants.TEXTUREFORMAT_RGBA) &&\r\n !this._engine._caps.supportFloatTexturesResolve\r\n ) {\r\n // We don't know in advance if the texture will be used as a resolve target, so we revert to half_float if the extension to resolve full float textures is not supported\r\n PrePassRenderer.TextureFormats[i].type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n }\r\n }\r\n\r\n PrePassRenderer._SceneComponentInitialization(this._scene);\r\n this.defaultRT = this._createRenderTarget(\"sceneprePassRT\", null);\r\n this._currentTarget = this.defaultRT;\r\n }\r\n\r\n /**\r\n * Creates a new PrePassRenderTarget\r\n * This should be the only way to instantiate a `PrePassRenderTarget`\r\n * @param name Name of the `PrePassRenderTarget`\r\n * @param renderTargetTexture RenderTarget the `PrePassRenderTarget` will be attached to.\r\n * Can be `null` if the created `PrePassRenderTarget` is attached to the scene (default framebuffer).\r\n * @internal\r\n */\r\n public _createRenderTarget(name: string, renderTargetTexture: Nullable<RenderTargetTexture>): PrePassRenderTarget {\r\n const rt = new PrePassRenderTarget(name, renderTargetTexture, { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, 0, this._scene, {\r\n generateMipMaps: false,\r\n generateStencilBuffer: this._engine.isStencilEnable,\r\n defaultType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n types: [],\r\n drawOnlyOnFirstAttachmentByDefault: true,\r\n });\r\n\r\n this.renderTargets.push(rt);\r\n\r\n if (this._enabled) {\r\n // The pre-pass renderer is already enabled, so make sure we create the render target with the correct number of textures\r\n this._update();\r\n }\r\n\r\n return rt;\r\n }\r\n\r\n /**\r\n * Indicates if rendering a prepass is supported\r\n */\r\n public get isSupported() {\r\n return this._scene.getEngine().getCaps().drawBuffersExtension;\r\n }\r\n\r\n /**\r\n * Sets the proper output textures to draw in the engine.\r\n * @param effect The effect that is drawn. It can be or not be compatible with drawing to several output textures.\r\n * @param subMesh Submesh on which the effect is applied\r\n */\r\n public bindAttachmentsForEffect(effect: Effect, subMesh: SubMesh) {\r\n const material = subMesh.getMaterial();\r\n const isPrePassCapable = material && material.isPrePassCapable;\r\n const excluded = material && this.excludedMaterials.indexOf(material) !== -1;\r\n\r\n if (this.enabled && this._currentTarget.enabled) {\r\n if (effect._multiTarget && isPrePassCapable && !excluded) {\r\n this._engine.bindAttachments(this._multiRenderAttachments);\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n\r\n if (this._geometryBuffer && this.currentRTisSceneRT && !excluded) {\r\n this._geometryBuffer.renderList!.push(subMesh.getRenderingMesh());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _reinitializeAttachments() {\r\n const multiRenderLayout = [];\r\n const clearLayout = [false];\r\n const clearDepthLayout = [false];\r\n const defaultLayout = [true];\r\n\r\n for (let i = 0; i < this.mrtCount; i++) {\r\n multiRenderLayout.push(true);\r\n\r\n if (i > 0) {\r\n if (this._useSpecificClearForDepthTexture && this._mrtLayout[i] === Constants.PREPASS_DEPTH_TEXTURE_TYPE) {\r\n clearLayout.push(false);\r\n clearDepthLayout.push(true);\r\n } else {\r\n clearLayout.push(true);\r\n clearDepthLayout.push(false);\r\n }\r\n defaultLayout.push(false);\r\n }\r\n }\r\n\r\n this._multiRenderAttachments = this._engine.buildTextureLayout(multiRenderLayout);\r\n this._clearAttachments = this._engine.buildTextureLayout(clearLayout);\r\n this._clearDepthAttachments = this._engine.buildTextureLayout(clearDepthLayout);\r\n this._defaultAttachments = this._engine.buildTextureLayout(defaultLayout);\r\n }\r\n\r\n private _resetLayout() {\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; i++) {\r\n this._textureIndices[PrePassRenderer.TextureFormats[i].purpose] = -1;\r\n }\r\n\r\n this._textureIndices[Constants.PREPASS_COLOR_TEXTURE_TYPE] = 0;\r\n this._mrtLayout = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n this._mrtTypes = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].type];\r\n this._mrtFormats = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].format];\r\n this._mrtNames = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].name];\r\n this.mrtCount = 1;\r\n }\r\n\r\n private _updateGeometryBufferLayout() {\r\n this._refreshGeometryBufferRendererLink();\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._resetLayout();\r\n\r\n const texturesActivated = [];\r\n\r\n for (let i = 0; i < this._mrtLayout.length; i++) {\r\n texturesActivated.push(false);\r\n }\r\n\r\n this._geometryBuffer._linkInternalTexture(this.defaultRT.getInternalTexture()!);\r\n\r\n const matches = [\r\n {\r\n prePassConstant: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.DEPTH_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.NORMAL_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.POSITION_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE,\r\n },\r\n ];\r\n\r\n // replace textures in the geometryBuffer RT\r\n for (let i = 0; i < matches.length; i++) {\r\n const index = this._mrtLayout.indexOf(matches[i].prePassConstant);\r\n if (index !== -1) {\r\n this._geometryBuffer._forceTextureType(matches[i].geometryBufferConstant, index);\r\n texturesActivated[index] = true;\r\n }\r\n }\r\n\r\n this._geometryBuffer._setAttachments(this._engine.buildTextureLayout(texturesActivated));\r\n }\r\n }\r\n\r\n /**\r\n * Restores attachments for single texture draw.\r\n */\r\n public restoreAttachments() {\r\n if (this.enabled && this._currentTarget.enabled && this._defaultAttachments) {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public _beforeDraw(camera?: Camera, faceIndex?: number, layer?: number) {\r\n // const previousEnabled = this._enabled && this._currentTarget.enabled;\r\n\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (!this._enabled || !this._currentTarget.enabled) {\r\n return;\r\n }\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBufferRenderList.length = 0;\r\n if (this._geometryBuffer.renderList !== this._geometryBufferRenderList) {\r\n this._geometryBuffer.renderList = this._geometryBufferRenderList;\r\n }\r\n }\r\n\r\n this._setupOutputForThisPass(this._currentTarget, camera);\r\n }\r\n\r\n private _prepareFrame(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number, layer?: number) {\r\n if (prePassRenderTarget.renderTargetTexture) {\r\n prePassRenderTarget.renderTargetTexture._prepareFrame(this._scene, faceIndex, layer, prePassRenderTarget.renderTargetTexture.useCameraPostProcesses);\r\n } else if (this._postProcessesSourceForThisPass.length) {\r\n this._scene.postProcessManager._prepareFrame();\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an intermediary texture between prepass and postprocesses. This texture\r\n * will be used as input for post processes\r\n * @param rt The render target texture to use\r\n * @returns true if there are postprocesses that will use this texture,\r\n * false if there is no postprocesses - and the function has no effect\r\n */\r\n public setCustomOutput(rt: RenderTargetTexture) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n if (!firstPP) {\r\n return false;\r\n }\r\n\r\n firstPP.inputTexture = rt.renderTarget!;\r\n\r\n return true;\r\n }\r\n\r\n private _renderPostProcesses(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n const outputTexture = firstPP ? firstPP.inputTexture : prePassRenderTarget.renderTargetTexture ? prePassRenderTarget.renderTargetTexture.renderTarget : null;\r\n\r\n // Build post process chain for this prepass post draw\r\n let postProcessChain = this._currentTarget._beforeCompositionPostProcesses;\r\n\r\n if (this._needsCompositionForThisPass) {\r\n postProcessChain = this._postProcessChainForThisPass;\r\n postProcessChain.length = 0;\r\n for (let index = 0; index < this._currentTarget._beforeCompositionPostProcesses.length; index++) {\r\n postProcessChain.push(this._currentTarget._beforeCompositionPostProcesses[index]);\r\n }\r\n postProcessChain.push(this._currentTarget.imageProcessingPostProcess);\r\n }\r\n\r\n // Activates and renders the chain\r\n if (postProcessChain.length) {\r\n this._scene.postProcessManager._prepareFrame(this._currentTarget.renderTarget?.texture, postProcessChain);\r\n this._scene.postProcessManager.directRender(postProcessChain, outputTexture, false, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _afterDraw(faceIndex?: number, layer?: number) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._prepareFrame(this._currentTarget, faceIndex, layer);\r\n this._renderPostProcesses(this._currentTarget, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Clears the current prepass render target (in the sense of settings pixels to the scene clear color value)\r\n * @internal\r\n */\r\n public _clear() {\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._bindFrameBuffer();\r\n\r\n // Clearing other attachment with 0 on all other attachments\r\n this._engine.bindAttachments(this._clearAttachments);\r\n this._engine.clear(this._clearColor, true, false, false);\r\n if (this._useSpecificClearForDepthTexture) {\r\n this._engine.bindAttachments(this._clearDepthAttachments);\r\n this._engine.clear(this._clearDepthColor, true, false, false);\r\n }\r\n // Regular clear color with the scene clear color of the 1st attachment\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _bindFrameBuffer() {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._currentTarget._checkSize();\r\n const internalTexture = this._currentTarget.renderTarget;\r\n if (internalTexture) {\r\n this._engine.bindFramebuffer(internalTexture);\r\n }\r\n }\r\n }\r\n\r\n private _setEnabled(enabled: boolean) {\r\n this._enabled = enabled;\r\n }\r\n\r\n private _setRenderTargetEnabled(prePassRenderTarget: PrePassRenderTarget, enabled: boolean) {\r\n prePassRenderTarget.enabled = enabled;\r\n if (!enabled) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Adds an effect configuration to the prepass render target.\r\n * If an effect has already been added, it won't add it twice and will return the configuration\r\n * already present.\r\n * @param cfg the effect configuration\r\n * @returns the effect configuration now used by the prepass\r\n */\r\n public addEffectConfiguration(cfg: PrePassEffectConfiguration): PrePassEffectConfiguration {\r\n // Do not add twice\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === cfg.name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n this._effectConfigurations.push(cfg);\r\n if (cfg.clearColor) {\r\n this._clearColor.copyFrom(cfg.clearColor);\r\n }\r\n return cfg;\r\n }\r\n\r\n /**\r\n * Retrieves an effect configuration by name\r\n * @param name the name of the effect configuration\r\n * @returns the effect configuration, or null if not present\r\n */\r\n public getEffectConfiguration(name: string): Nullable<PrePassEffectConfiguration> {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n private _enable() {\r\n const previousMrtCount = this.mrtCount;\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled) {\r\n this._enableTextures(this._effectConfigurations[i].texturesRequired);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.mrtCount !== previousMrtCount || this.renderTargets[i].count !== this.mrtCount) {\r\n this.renderTargets[i].updateCount(this.mrtCount, { types: this._mrtTypes, formats: this._mrtFormats }, this._mrtNames.concat(\"prePass_DepthBuffer\"));\r\n }\r\n\r\n this.renderTargets[i]._resetPostProcessChain();\r\n\r\n for (let j = 0; j < this._effectConfigurations.length; j++) {\r\n if (this._effectConfigurations[j].enabled) {\r\n // TODO : subsurface scattering has 1 scene-wide effect configuration\r\n // solution : do not stock postProcess on effectConfiguration, but in the prepassRenderTarget (hashmap configuration => postProcess)\r\n // And call createPostProcess whenever the post process does not exist in the RT\r\n if (!this._effectConfigurations[j].postProcess && this._effectConfigurations[j].createPostProcess) {\r\n this._effectConfigurations[j].createPostProcess!();\r\n }\r\n\r\n if (this._effectConfigurations[j].postProcess) {\r\n this.renderTargets[i]._beforeCompositionPostProcesses.push(this._effectConfigurations[j].postProcess!);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._reinitializeAttachments();\r\n this._setEnabled(true);\r\n this._updateGeometryBufferLayout();\r\n }\r\n\r\n private _disable() {\r\n this._setEnabled(false);\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], false);\r\n }\r\n\r\n this._resetLayout();\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n this._effectConfigurations[i].enabled = false;\r\n }\r\n }\r\n\r\n private _getPostProcessesSource(prePassRenderTarget: PrePassRenderTarget, camera?: Camera): Nullable<PostProcess>[] {\r\n if (camera) {\r\n return camera._postProcesses;\r\n } else if (prePassRenderTarget.renderTargetTexture) {\r\n if (prePassRenderTarget.renderTargetTexture.useCameraPostProcesses) {\r\n const camera = prePassRenderTarget.renderTargetTexture.activeCamera ? prePassRenderTarget.renderTargetTexture.activeCamera : this._scene.activeCamera;\r\n return camera ? camera._postProcesses : [];\r\n } else if (prePassRenderTarget.renderTargetTexture.postProcesses) {\r\n return prePassRenderTarget.renderTargetTexture.postProcesses;\r\n } else {\r\n return [];\r\n }\r\n } else {\r\n return this._scene.activeCamera ? this._scene.activeCamera._postProcesses : [];\r\n }\r\n }\r\n\r\n private _setupOutputForThisPass(prePassRenderTarget: PrePassRenderTarget, camera?: Camera) {\r\n // Order is : draw ===> prePassRenderTarget._postProcesses ==> ipp ==> camera._postProcesses\r\n const secondaryCamera = camera && this._scene.activeCameras && !!this._scene.activeCameras.length && this._scene.activeCameras.indexOf(camera) !== 0;\r\n const postProcessesSource = this._getPostProcessesSource(prePassRenderTarget, camera);\r\n this._postProcessesSourceForThisPass.length = 0;\r\n for (let index = 0; index < postProcessesSource.length; index++) {\r\n const postProcess = postProcessesSource[index];\r\n if (postProcess) {\r\n this._postProcessesSourceForThisPass.push(postProcess);\r\n }\r\n }\r\n this._scene.autoClear = true;\r\n\r\n const cameraHasImageProcessing = this._hasImageProcessing(this._postProcessesSourceForThisPass);\r\n this._needsCompositionForThisPass = !cameraHasImageProcessing && !this.disableGammaTransform && this._needsImageProcessing() && !secondaryCamera;\r\n\r\n const firstCameraPP = this._getFirstPostProcess(this._postProcessesSourceForThisPass);\r\n const firstPrePassPP = prePassRenderTarget._beforeCompositionPostProcesses && prePassRenderTarget._beforeCompositionPostProcesses[0];\r\n let firstPP = null;\r\n\r\n // Setting the scene-wide post process configuration\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = this._needsCompositionForThisPass || cameraHasImageProcessing;\r\n\r\n // Create composition effect if needed\r\n if (this._needsCompositionForThisPass && !prePassRenderTarget.imageProcessingPostProcess) {\r\n prePassRenderTarget._createCompositionEffect();\r\n }\r\n\r\n // Setting the prePassRenderTarget as input texture of the first PP\r\n if (firstPrePassPP) {\r\n firstPP = firstPrePassPP;\r\n } else if (this._needsCompositionForThisPass) {\r\n firstPP = prePassRenderTarget.imageProcessingPostProcess;\r\n } else if (firstCameraPP) {\r\n firstPP = firstCameraPP;\r\n }\r\n\r\n this._bindFrameBuffer();\r\n this._linkInternalTexture(prePassRenderTarget, firstPP);\r\n }\r\n\r\n private _linkInternalTexture(prePassRenderTarget: PrePassRenderTarget, postProcess: Nullable<PostProcess>) {\r\n if (postProcess) {\r\n postProcess.autoClear = false;\r\n postProcess.inputTexture = prePassRenderTarget.renderTarget!;\r\n }\r\n\r\n if (prePassRenderTarget._outputPostProcess !== postProcess) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n prePassRenderTarget._outputPostProcess = postProcess;\r\n }\r\n\r\n if (prePassRenderTarget._internalTextureDirty) {\r\n this._updateGeometryBufferLayout();\r\n prePassRenderTarget._internalTextureDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _unlinkInternalTexture(prePassRenderTarget: PrePassRenderTarget) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n prePassRenderTarget._outputPostProcess.autoClear = true;\r\n prePassRenderTarget._outputPostProcess.restoreDefaultInputTexture();\r\n prePassRenderTarget._outputPostProcess = null;\r\n }\r\n }\r\n\r\n private _needsImageProcessing(): boolean {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled && this._effectConfigurations[i].needsImageProcessing) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _hasImageProcessing(postProcesses: Nullable<PostProcess>[]): boolean {\r\n let isIPPAlreadyPresent = false;\r\n if (postProcesses) {\r\n for (let i = 0; i < postProcesses.length; i++) {\r\n if (postProcesses[i]?.getClassName() === \"ImageProcessingPostProcess\") {\r\n isIPPAlreadyPresent = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return isIPPAlreadyPresent;\r\n }\r\n\r\n /**\r\n * Internal, gets the first post proces.\r\n * @param postProcesses\r\n * @returns the first post process to be run on this camera.\r\n */\r\n private _getFirstPostProcess(postProcesses: Nullable<PostProcess>[]): Nullable<PostProcess> {\r\n for (let ppIndex = 0; ppIndex < postProcesses.length; ppIndex++) {\r\n if (postProcesses[ppIndex] !== null) {\r\n return postProcesses[ppIndex];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Marks the prepass renderer as dirty, triggering a check if the prepass is necessary for the next rendering.\r\n */\r\n public markAsDirty() {\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Enables a texture on the MultiRenderTarget for prepass\r\n * @param types\r\n */\r\n private _enableTextures(types: number[]) {\r\n // For velocity : enable storage of previous matrices for instances\r\n this._scene.needsPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < types.length; i++) {\r\n const type = types[i];\r\n\r\n if (this._textureIndices[type] === -1) {\r\n this._textureIndices[type] = this._mrtLayout.length;\r\n this._mrtLayout.push(type);\r\n\r\n this._mrtTypes.push(PrePassRenderer.TextureFormats[type].type);\r\n this._mrtFormats.push(PrePassRenderer.TextureFormats[type].format);\r\n this._mrtNames.push(PrePassRenderer.TextureFormats[type].name);\r\n this.mrtCount++;\r\n }\r\n\r\n if (type === Constants.PREPASS_VELOCITY_TEXTURE_TYPE || type === Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE) {\r\n this._scene.needsPreviousWorldMatrices = true;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Makes sure that the prepass renderer is up to date if it has been dirtified.\r\n */\r\n public update() {\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n }\r\n\r\n private _update() {\r\n this._disable();\r\n let enablePrePass = false;\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n\r\n if (this._scene._depthPeelingRenderer && this._scene.useOrderIndependentTransparency) {\r\n this._scene._depthPeelingRenderer.setPrePassRenderer(this);\r\n enablePrePass = true;\r\n }\r\n\r\n for (let i = 0; i < this._scene.materials.length; i++) {\r\n if (this._scene.materials[i].setPrePassRenderer(this)) {\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (enablePrePass) {\r\n this._setRenderTargetEnabled(this.defaultRT, true);\r\n }\r\n\r\n let postProcesses;\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.renderTargets[i].renderTargetTexture) {\r\n postProcesses = this._getPostProcessesSource(this.renderTargets[i]);\r\n } else {\r\n // When there are multiple active cameras, we have to choose one. We assume it's the first one and not scene.activeCamera, because in a number of cases,\r\n // _update() will be called from an async method, meaning the active camera will be the last one in the list of active cameras,\r\n // which is generally not the right camera to use for the prepass setup.\r\n const camera = this._scene.activeCameras && this._scene.activeCameras.length > 0 ? this._scene.activeCameras[0] : this._scene.activeCamera;\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n postProcesses = camera._postProcesses;\r\n }\r\n\r\n if (!postProcesses) {\r\n continue;\r\n }\r\n\r\n const postProcessesSource = postProcesses;\r\n postProcesses = this._postProcessesForUpdate;\r\n postProcesses.length = 0;\r\n for (let j = 0; j < postProcessesSource.length; j++) {\r\n const postProcess = postProcessesSource[j];\r\n if (postProcess) {\r\n postProcesses.push(postProcess);\r\n }\r\n }\r\n\r\n if (postProcesses) {\r\n for (let j = 0; j < postProcesses.length; j++) {\r\n if (postProcesses[j].setPrePassRenderer(this)) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], true);\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (this._hasImageProcessing(postProcesses)) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n }\r\n }\r\n\r\n this._markAllMaterialsAsPrePassDirty();\r\n this._isDirty = false;\r\n\r\n if (enablePrePass) {\r\n this._enable();\r\n }\r\n }\r\n\r\n private _markAllMaterialsAsPrePassDirty() {\r\n const materials = this._scene.materials;\r\n\r\n for (let i = 0; i < materials.length; i++) {\r\n materials[i].markAsDirty(Material.PrePassDirtyFlag);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the prepass renderer.\r\n */\r\n public dispose() {\r\n for (let i = this.renderTargets.length - 1; i >= 0; i--) {\r\n this.renderTargets[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].dispose) {\r\n this._effectConfigurations[i].dispose!();\r\n }\r\n }\r\n }\r\n}\r\n"]}
|
|
@@ -95,7 +95,7 @@ result=result/clampedAlbedo;
|
|
|
95
95
|
return result;}
|
|
96
96
|
#define inline
|
|
97
97
|
vec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)
|
|
98
|
-
{vec3 n=normalize(inputN);vec3 c=
|
|
98
|
+
{vec3 n=normalize(inputN);vec3 c=textureCubeLodEXT(inputTexture,n,0.).rgb;
|
|
99
99
|
if (alphaG==0.) {
|
|
100
100
|
#if GAMMA_INPUT
|
|
101
101
|
c=toLinearSpace(c);
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiJd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#if NUM_SAMPLES\n#if NUM_SAMPLES>0\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfloat radicalInverse_VdC(uint bits) \n{bits=(bits<<16u) | (bits>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return float(bits)*2.3283064365386963e-10; }\nvec2 hammersley(uint i,uint N)\n{return vec2(float(i)/float(N),radicalInverse_VdC(i));}\n#else\nfloat vanDerCorpus(int n,int base)\n{float invBase=1.0/float(base);float denom =1.0;float result =0.0;for(int i=0; i<32; ++i)\n{if(n>0)\n{denom =mod(float(n),2.0);result+=denom*invBase;invBase=invBase/2.0;n =int(float(n)/2.0);}}\nreturn result;}\nvec2 hammersley(int i,int N)\n{return vec2(float(i)/float(N),vanDerCorpus(i,2));}\n#endif\nfloat log4(float x) {return log2(x)/2.;}\nvec3 uv_to_normal(vec2 uv) {vec3 N;vec2 uvRange=uv;float theta=uvRange.x*2.*PI;float phi=uvRange.y*PI;float sinPhi=sin(phi);N.x=cos(theta)*sinPhi;N.z=sin(theta)*sinPhi;N.y=cos(phi);return N;}\nconst float NUM_SAMPLES_FLOAT=float(NUM_SAMPLES);const float NUM_SAMPLES_FLOAT_INVERSED=1./NUM_SAMPLES_FLOAT;const float K=4.;\n#define inline\nvec3 irradiance(\n#ifdef CUSTOM_IRRADIANCE_FILTERING_INPUT\nCUSTOM_IRRADIANCE_FILTERING_INPUT\n#else\nsamplerCube inputTexture,\n#endif\nvec3 inputN,vec2 filteringInfo,\nfloat diffuseRoughness,\nvec3 surfaceAlbedo,\nvec3 inputV\n#if IBL_CDF_FILTERING\n,sampler2D icdfSampler\n#endif\n)\n{vec3 n=normalize(inputN);vec3 result=vec3(0.);\n#ifndef IBL_CDF_FILTERING\nvec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);mat3 tbnInverse=mat3(tangent.x,bitangent.x,n.x,tangent.y,bitangent.y,n.y,tangent.z,bitangent.z,n.z);\n#endif\nfloat maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);vec3 clampedAlbedo=clamp(surfaceAlbedo,vec3(0.1),vec3(1.0));\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\n#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\n#endif\n{vec2 Xi=hammersley(i,NUM_SAMPLES);\n#if IBL_CDF_FILTERING\nvec2 T;T.x=texture2D(icdfSampler,vec2(Xi.x,0.)).x;T.y=texture2D(icdfSampler,vec2(T.x,Xi.y)).y;vec3 Ls=uv_to_normal(vec2(1.0-fract(T.x+0.25),T.y));float NoL=dot(n,Ls);float NoV=dot(n,inputV);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,inputV);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(inputV+Ls)*0.5;float VoH=dot(inputV,H);\n#endif\n#else\nvec3 Ls=hemisphereCosSample(Xi);Ls=normalize(Ls);float NoL=Ls.z; \nvec3 V=tbnInverse*inputV;float NoV=V.z; \n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,V);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(V+Ls)*0.5;float VoH=dot(V,H);\n#endif\n#endif\nif (NoL>0.) {\n#if IBL_CDF_FILTERING\nfloat pdf=texture2D(icdfSampler,T).z;vec3 c=textureCubeLodEXT(inputTexture,Ls,0.).rgb;\n#else\nfloat pdf_inversed=PI/NoL;float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(l,0.,maxLevel);\n#ifdef CUSTOM_IRRADIANCE_FILTERING_FUNCTION\nCUSTOM_IRRADIANCE_FILTERING_FUNCTION\n#else\nvec3 c=textureCubeLodEXT(inputTexture,tbn*Ls,mipLevel).rgb;\n#endif\n#endif\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nvec3 diffuseRoughnessTerm=vec3(1.0);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\ndiffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseRoughnessTerm=vec3(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\n#if IBL_CDF_FILTERING\nvec3 light=pdf<1e-6 ? vec3(0.0) : vec3(1.0)/vec3(pdf)*c;result+=NoL*diffuseRoughnessTerm*light;\n#else\nresult+=c*diffuseRoughnessTerm;\n#endif\n}}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nresult=result/clampedAlbedo;\n#endif\nreturn result;}\n#define inline\nvec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\n{vec3 n=normalize(inputN);vec3 c=
|
|
1
|
+
{"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiJd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#if NUM_SAMPLES\n#if NUM_SAMPLES>0\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfloat radicalInverse_VdC(uint bits) \n{bits=(bits<<16u) | (bits>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return float(bits)*2.3283064365386963e-10; }\nvec2 hammersley(uint i,uint N)\n{return vec2(float(i)/float(N),radicalInverse_VdC(i));}\n#else\nfloat vanDerCorpus(int n,int base)\n{float invBase=1.0/float(base);float denom =1.0;float result =0.0;for(int i=0; i<32; ++i)\n{if(n>0)\n{denom =mod(float(n),2.0);result+=denom*invBase;invBase=invBase/2.0;n =int(float(n)/2.0);}}\nreturn result;}\nvec2 hammersley(int i,int N)\n{return vec2(float(i)/float(N),vanDerCorpus(i,2));}\n#endif\nfloat log4(float x) {return log2(x)/2.;}\nvec3 uv_to_normal(vec2 uv) {vec3 N;vec2 uvRange=uv;float theta=uvRange.x*2.*PI;float phi=uvRange.y*PI;float sinPhi=sin(phi);N.x=cos(theta)*sinPhi;N.z=sin(theta)*sinPhi;N.y=cos(phi);return N;}\nconst float NUM_SAMPLES_FLOAT=float(NUM_SAMPLES);const float NUM_SAMPLES_FLOAT_INVERSED=1./NUM_SAMPLES_FLOAT;const float K=4.;\n#define inline\nvec3 irradiance(\n#ifdef CUSTOM_IRRADIANCE_FILTERING_INPUT\nCUSTOM_IRRADIANCE_FILTERING_INPUT\n#else\nsamplerCube inputTexture,\n#endif\nvec3 inputN,vec2 filteringInfo,\nfloat diffuseRoughness,\nvec3 surfaceAlbedo,\nvec3 inputV\n#if IBL_CDF_FILTERING\n,sampler2D icdfSampler\n#endif\n)\n{vec3 n=normalize(inputN);vec3 result=vec3(0.);\n#ifndef IBL_CDF_FILTERING\nvec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);mat3 tbnInverse=mat3(tangent.x,bitangent.x,n.x,tangent.y,bitangent.y,n.y,tangent.z,bitangent.z,n.z);\n#endif\nfloat maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);vec3 clampedAlbedo=clamp(surfaceAlbedo,vec3(0.1),vec3(1.0));\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\n#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\n#endif\n{vec2 Xi=hammersley(i,NUM_SAMPLES);\n#if IBL_CDF_FILTERING\nvec2 T;T.x=texture2D(icdfSampler,vec2(Xi.x,0.)).x;T.y=texture2D(icdfSampler,vec2(T.x,Xi.y)).y;vec3 Ls=uv_to_normal(vec2(1.0-fract(T.x+0.25),T.y));float NoL=dot(n,Ls);float NoV=dot(n,inputV);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,inputV);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(inputV+Ls)*0.5;float VoH=dot(inputV,H);\n#endif\n#else\nvec3 Ls=hemisphereCosSample(Xi);Ls=normalize(Ls);float NoL=Ls.z; \nvec3 V=tbnInverse*inputV;float NoV=V.z; \n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,V);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(V+Ls)*0.5;float VoH=dot(V,H);\n#endif\n#endif\nif (NoL>0.) {\n#if IBL_CDF_FILTERING\nfloat pdf=texture2D(icdfSampler,T).z;vec3 c=textureCubeLodEXT(inputTexture,Ls,0.).rgb;\n#else\nfloat pdf_inversed=PI/NoL;float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(l,0.,maxLevel);\n#ifdef CUSTOM_IRRADIANCE_FILTERING_FUNCTION\nCUSTOM_IRRADIANCE_FILTERING_FUNCTION\n#else\nvec3 c=textureCubeLodEXT(inputTexture,tbn*Ls,mipLevel).rgb;\n#endif\n#endif\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nvec3 diffuseRoughnessTerm=vec3(1.0);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\ndiffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseRoughnessTerm=vec3(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\n#if IBL_CDF_FILTERING\nvec3 light=pdf<1e-6 ? vec3(0.0) : vec3(1.0)/vec3(pdf)*c;result+=NoL*diffuseRoughnessTerm*light;\n#else\nresult+=c*diffuseRoughnessTerm;\n#endif\n}}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nresult=result/clampedAlbedo;\n#endif\nreturn result;}\n#define inline\nvec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\n{vec3 n=normalize(inputN);vec3 c=textureCubeLodEXT(inputTexture,n,0.).rgb; \nif (alphaG==0.) {\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;} else {vec3 result=vec3(0.);vec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);float maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);float weight=0.;\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\n#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\n#endif\n{vec2 Xi=hammersley(i,NUM_SAMPLES);vec3 H=hemisphereImportanceSampleDggx(Xi,alphaG);float NoV=1.;float NoH=H.z;float NoH2=H.z*H.z;float NoL=2.*NoH2-1.;vec3 L=vec3(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {float pdf_inversed=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(float(l),0.0,maxLevel);weight+=NoL;vec3 c=textureCubeLodEXT(inputTexture,tbn*L,mipLevel).rgb;\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}}\n#ifdef ANISOTROPIC\n#define inline\nvec3 radianceAnisotropic(\nfloat alphaTangent, \nfloat alphaBitangent, \nsamplerCube inputTexture,\nvec3 inputView, \nvec3 inputTangent, \nvec3 inputBitangent, \nvec3 inputNormal, \nvec2 filteringInfo,\nvec2 noiseInput, \nbool isRefraction,\nfloat ior \n)\n{vec3 V=inputView;vec3 N=inputNormal;vec3 T=inputTangent;vec3 B=inputBitangent;vec3 result=vec3(0.);float maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float clampedAlphaT=max(alphaTangent,MINIMUMVARIANCE);float clampedAlphaB=max(alphaBitangent,MINIMUMVARIANCE);float effectiveDim=dim0*sqrt(clampedAlphaT*clampedAlphaB);float omegaP=(4.*PI)/(6.*effectiveDim*effectiveDim);const float noiseScale=clamp(log2(float(NUM_SAMPLES))/12.0f,0.0f,1.0f);float weight=0.;\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\n#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\n#endif\n{vec2 Xi=hammersley(i,NUM_SAMPLES);Xi=fract(Xi+noiseInput*mix(0.5f,0.015f,noiseScale)); \nvec3 H_tangent=hemisphereImportanceSampleDggxAnisotropic(Xi,clampedAlphaT,clampedAlphaB);vec3 H=normalize(H_tangent.x*T+H_tangent.y*B+H_tangent.z*N);vec3 L;if (isRefraction) {L=refract(-V,H,1.0/ior);} else {L=reflect(-V,H);}\nfloat NoH=max(dot(N,H),0.001);float VoH=max(dot(V,H),0.001);float NoL=max(dot(N,L),0.001);if (NoL>0.) {float pdf_inversed=4./normalDistributionFunction_BurleyGGX_Anisotropic(\nH_tangent.z,H_tangent.x,H_tangent.y,vec2(clampedAlphaT,clampedAlphaB)\n);float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(float(l),0.0,maxLevel);weight+=NoL;vec3 c=textureCubeLodEXT(inputTexture,L,mipLevel).rgb;\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const hdrFilteringFunctions = { name, shader };\n"]}
|