@onerjs/core 8.23.12 → 8.25.0
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/Behaviors/Meshes/index.d.ts +1 -0
- package/Behaviors/Meshes/index.js +1 -0
- package/Behaviors/Meshes/index.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.d.ts +6 -34
- package/Behaviors/Meshes/pointerDragBehavior.js +0 -12
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragEvents.d.ts +38 -0
- package/Behaviors/Meshes/pointerDragEvents.js +2 -0
- package/Behaviors/Meshes/pointerDragEvents.js.map +1 -0
- package/Buffers/storageBuffer.d.ts +6 -0
- package/Buffers/storageBuffer.js +8 -0
- package/Buffers/storageBuffer.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.d.ts +2 -1
- package/Engines/Extensions/engine.multiRender.js +12 -7
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.multiview.js +5 -5
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +2 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.js +12 -7
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/webgpuDrawContext.d.ts +6 -0
- package/Engines/WebGPU/webgpuDrawContext.js +9 -0
- package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
- package/Engines/abstractEngine.js +3 -3
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engineCapabilities.d.ts +4 -0
- package/Engines/engineCapabilities.js.map +1 -1
- package/Engines/engineFactory.d.ts +4 -1
- package/Engines/engineFactory.js.map +1 -1
- package/Engines/nativeEngine.js +2 -0
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +2 -0
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.js +17 -0
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +7 -0
- package/Engines/webgpuEngine.js +19 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +12 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +52 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +0 -3
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js +7 -2
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +4 -0
- package/FrameGraph/Tasks/Layers/baseLayerTask.js +7 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js +11 -2
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +6 -6
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +27 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +76 -8
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +2 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/frameGraph.js +0 -7
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphRenderTarget.js +1 -1
- package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
- package/Gizmos/cameraGizmo.js +2 -2
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Gizmos/lightGizmo.js +2 -2
- package/Gizmos/lightGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.d.ts +7 -6
- package/Gizmos/positionGizmo.js +3 -9
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.d.ts +7 -6
- package/Gizmos/rotationGizmo.js +3 -9
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.d.ts +7 -6
- package/Gizmos/scaleGizmo.js +3 -9
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Instrumentation/sceneInstrumentation.d.ts +2 -0
- package/Instrumentation/sceneInstrumentation.js +58 -32
- package/Instrumentation/sceneInstrumentation.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.d.ts +102 -0
- package/Lights/Clustered/clusteredLightContainer.js +487 -0
- package/Lights/Clustered/clusteredLightContainer.js.map +1 -0
- package/Lights/Clustered/clusteredLightingSceneComponent.d.ts +34 -0
- package/Lights/Clustered/clusteredLightingSceneComponent.js +47 -0
- package/Lights/Clustered/clusteredLightingSceneComponent.js.map +1 -0
- package/Lights/Clustered/index.d.ts +6 -0
- package/Lights/Clustered/index.js +7 -0
- package/Lights/Clustered/index.js.map +1 -0
- package/Lights/Shadows/cascadedShadowGenerator.js +1 -0
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +10 -8
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/index.d.ts +1 -0
- package/Lights/index.js +1 -0
- package/Lights/index.js.map +1 -1
- package/Lights/light.d.ts +7 -1
- package/Lights/light.js +7 -1
- package/Lights/light.js.map +1 -1
- package/Lights/lightConstants.d.ts +4 -0
- package/Lights/lightConstants.js +4 -0
- package/Lights/lightConstants.js.map +1 -1
- package/Lights/spotLight.d.ts +6 -3
- package/Lights/spotLight.js.map +1 -1
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js +0 -5
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +3 -2
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +5 -0
- package/Materials/Textures/renderTargetTexture.js +9 -0
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/materialHelper.functions.d.ts +2 -1
- package/Materials/materialHelper.functions.js +12 -4
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/standardMaterial.js +4 -3
- package/Materials/standardMaterial.js.map +1 -1
- package/Materials/uniformBuffer.d.ts +7 -4
- package/Materials/uniformBuffer.js +37 -15
- package/Materials/uniformBuffer.js.map +1 -1
- package/Maths/math.vector.d.ts +1 -1
- package/Maths/math.vector.js +2 -2
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +25 -0
- package/Meshes/abstractMesh.hotSpot.js +37 -25
- package/Meshes/abstractMesh.hotSpot.js.map +1 -1
- package/Meshes/abstractMesh.js +4 -0
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/csg2.js +6 -4
- package/Meshes/csg2.js.map +1 -1
- package/Meshes/geometry.js +1 -1
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/instancedMesh.d.ts +1 -0
- package/Meshes/instancedMesh.js +3 -0
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/linesMesh.d.ts +5 -3
- package/Meshes/linesMesh.js +27 -8
- package/Meshes/linesMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +0 -19
- package/Meshes/mesh.js +2 -26
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.d.ts +2 -2
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Misc/dumpTools.d.ts +1 -1
- package/Misc/dumpTools.js +23 -14
- package/Misc/dumpTools.js.map +1 -1
- package/Misc/fileTools.js +8 -1
- package/Misc/fileTools.js.map +1 -1
- package/Misc/index.d.ts +1 -0
- package/Misc/index.js +1 -0
- package/Misc/index.js.map +1 -1
- package/Misc/khronosTextureContainer2.js +16 -7
- package/Misc/khronosTextureContainer2.js.map +1 -1
- package/Misc/lazy.d.ts +16 -0
- package/Misc/lazy.js +25 -0
- package/Misc/lazy.js.map +1 -0
- package/Misc/screenshotTools.js +1 -1
- package/Misc/screenshotTools.js.map +1 -1
- package/Misc/snapshotRenderingHelper.d.ts +6 -3
- package/Misc/snapshotRenderingHelper.js +37 -6
- package/Misc/snapshotRenderingHelper.js.map +1 -1
- package/Particles/IParticleSystem.d.ts +4 -0
- package/Particles/IParticleSystem.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/createParticleBlock.d.ts +4 -0
- package/Particles/Node/Blocks/Emitters/createParticleBlock.js +17 -3
- package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +0 -1
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Update/basicColorUpdateBlock.d.ts +31 -0
- package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js +67 -0
- package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js.map +1 -0
- package/Particles/Node/Blocks/index.d.ts +1 -0
- package/Particles/Node/Blocks/index.js +1 -0
- package/Particles/Node/Blocks/index.js.map +1 -1
- package/Particles/Node/Blocks/particleInputBlock.js +1 -0
- package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
- package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +2 -2
- package/Particles/Node/Blocks/particleSourceTextureBlock.js +3 -3
- package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
- package/Particles/Node/Blocks/systemBlock.d.ts +3 -0
- package/Particles/Node/Blocks/systemBlock.js +3 -0
- package/Particles/Node/Blocks/systemBlock.js.map +1 -1
- package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +3 -1
- package/Particles/Node/Enums/nodeParticleContextualSources.js +2 -0
- package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
- package/Particles/Node/nodeParticleBuildState.js +3 -1
- package/Particles/Node/nodeParticleBuildState.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.helper.d.ts +2 -1
- package/Particles/Node/nodeParticleSystemSet.helper.js +118 -61
- package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.js +1 -0
- package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
- package/Particles/particle.d.ts +8 -0
- package/Particles/particle.js +10 -0
- package/Particles/particle.js.map +1 -1
- package/Particles/particleSystem.d.ts +2 -4
- package/Particles/particleSystem.js +2 -4
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.d.ts +6 -0
- package/Particles/thinParticleSystem.function.d.ts +2 -0
- package/Particles/thinParticleSystem.function.js +3 -0
- package/Particles/thinParticleSystem.function.js.map +1 -1
- package/Particles/thinParticleSystem.js +15 -5
- package/Particles/thinParticleSystem.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +33 -3
- package/Rendering/objectRenderer.js +164 -38
- package/Rendering/objectRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/clusteredLightingFunctions.d.ts +5 -0
- package/Shaders/ShadersInclude/clusteredLightingFunctions.js +19 -0
- package/Shaders/ShadersInclude/clusteredLightingFunctions.js.map +1 -0
- package/Shaders/ShadersInclude/helperFunctions.js +6 -1
- package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragment.js +33 -1
- package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -0
- package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightUboDeclaration.js +5 -0
- package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightVxUboDeclaration.js +2 -0
- package/Shaders/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightsFragmentFunctions.d.ts +1 -0
- package/Shaders/ShadersInclude/lightsFragmentFunctions.js +20 -0
- package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockPrePass.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
- package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.d.ts +7 -0
- package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js +125 -0
- package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js.map +1 -0
- package/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.js +3 -0
- package/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.js.map +1 -1
- package/Shaders/default.fragment.js +5 -0
- package/Shaders/default.fragment.js.map +1 -1
- package/Shaders/default.vertex.js +6 -0
- package/Shaders/default.vertex.js.map +1 -1
- package/Shaders/lightProxy.fragment.d.ts +5 -0
- package/Shaders/lightProxy.fragment.js +13 -0
- package/Shaders/lightProxy.fragment.js.map +1 -0
- package/Shaders/lightProxy.vertex.d.ts +8 -0
- package/Shaders/lightProxy.vertex.js +19 -0
- package/Shaders/lightProxy.vertex.js.map +1 -0
- package/Shaders/pbr.fragment.d.ts +1 -0
- package/Shaders/pbr.fragment.js +4 -0
- package/Shaders/pbr.fragment.js.map +1 -1
- package/Shaders/pbr.vertex.js +6 -0
- package/Shaders/pbr.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.js +24 -0
- package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/lightFragment.js +33 -1
- package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +6 -0
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js +3 -0
- package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.d.ts +1 -0
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +22 -1
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +3 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.d.ts +2 -0
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +115 -0
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js +3 -0
- package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js.map +1 -1
- package/ShadersWGSL/default.fragment.js +5 -0
- package/ShadersWGSL/default.fragment.js.map +1 -1
- package/ShadersWGSL/default.vertex.js +6 -0
- package/ShadersWGSL/default.vertex.js.map +1 -1
- package/ShadersWGSL/lightProxy.fragment.d.ts +5 -0
- package/ShadersWGSL/lightProxy.fragment.js +13 -0
- package/ShadersWGSL/lightProxy.fragment.js.map +1 -0
- package/ShadersWGSL/lightProxy.vertex.d.ts +7 -0
- package/ShadersWGSL/lightProxy.vertex.js +19 -0
- package/ShadersWGSL/lightProxy.vertex.js.map +1 -0
- package/ShadersWGSL/pbr.vertex.js +6 -0
- package/ShadersWGSL/pbr.vertex.js.map +1 -1
- package/Sprites/spriteManager.d.ts +5 -0
- package/Sprites/spriteManager.js +6 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spriteRenderer.d.ts +5 -2
- package/Sprites/spriteRenderer.js.map +1 -1
- package/States/alphaCullingState.d.ts +3 -1
- package/States/alphaCullingState.js +39 -37
- package/States/alphaCullingState.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +28 -1
- package/scene.js +198 -34
- package/scene.js.map +1 -1
- package/sceneComponent.d.ts +2 -0
- package/sceneComponent.js +2 -0
- package/sceneComponent.js.map +1 -1
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"objectRenderer.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/objectRenderer.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,gBAAgB,EAAE,MAAM,+BAA+B,CAAC;AACjE,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AAcnD;;;GAGG;AACH,MAAM,OAAO,cAAc;IAwBvB;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,UAAU,CAAC,KAAoC;QACtD,IAAI,IAAI,CAAC,WAAW,KAAK,KAAK,EAAE,CAAC;YAC7B,OAAO;QACX,CAAC;QACD,IAAI,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;QACrC,CAAC;QAED,IAAI,KAAK,EAAE,CAAC;YACR,IAAI,CAAC,oBAAoB,GAAG,aAAa,CAAC,KAAK,EAAE,IAAI,CAAC,qBAAqB,CAAC,CAAC;QACjF,CAAC;QAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;IAC7B,CAAC;IA6DD;;;OAGG;IACH,IAAW,sBAAsB;QAC7B,OAAO,IAAI,CAAC,uBAAuB,CAAC;IACxC,CAAC;IAED,IAAW,sBAAsB,CAAC,KAAc;QAC5C,IAAI,KAAK,KAAK,IAAI,CAAC,uBAAuB,EAAE,CAAC;YACzC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;QACrC,IAAI,CAAC,MAAM,CAAC,uBAAuB,CAAC,SAAS,CAAC,iCAAiC,CAAC,CAAC;IACrF,CAAC;IA0DD;;OAEG;IACH,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED,IAAW,IAAI,CAAC,KAAa;QACzB,IAAI,IAAI,CAAC,KAAK,KAAK,KAAK,EAAE,CAAC;YACvB,OAAO;QACX,CAAC;QAED,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QAEnB,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,CAAC;YACf,OAAO;QACX,CAAC;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;YAClD,MAAM,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC;YAC5C,MAAM,CAAC,gBAAgB,CAAC,YAAY,CAAC,GAAG,GAAG,IAAI,CAAC,KAAK,IAAI,CAAC,EAAE,CAAC;QACjE,CAAC;IACL,CAAC;IAOD;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,iBAAiB,CAAC;IAClC,CAAC;IAED;;;;OAIG;IACI,uBAAuB,CAAC,IAAmC,EAAE,QAAgC;QAChG,IAAI,MAAM,CAAC;QACX,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;YACvB,MAAM,GAAG,CAAC,IAAI,CAAC,CAAC;QACpB,CAAC;aAAM,CAAC;YACJ,MAAM,GAAG,IAAI,CAAC;QAClB,CAAC;QACD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;YACrC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC,EAAE,CAAC;gBAC9C,IAAI,IAAI,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;gBACrB,IAAI,MAAM,CAAC,CAAC,CAAC,CAAC,YAAY,EAAE,CAAC;oBACzB,IAAI,GAAI,MAAM,CAAC,CAAC,CAAmB,CAAC,UAAU,CAAC;gBACnD,CAAC;gBACD,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,QAAQ,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;YACnJ,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACH,YAAY,IAAY,EAAE,KAAY,EAAE,OAA+B;QAvO/D,yBAAoB,GAAyB,IAAI,CAAC;QAyBlD,0BAAqB,GAAG,CAAC,aAAqB,EAAE,cAAsB,EAAE,EAAE;YAC9E,MAAM,SAAS,GAAG,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;YACjE,IAAI,CAAC,cAAc,KAAK,CAAC,IAAI,SAAS,GAAG,CAAC,CAAC,IAAI,SAAS,KAAK,CAAC,EAAE,CAAC;gBAC7D,KAAK,MAAM,IAAI,IAAI,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;oBACpC,IAAI,CAAC,0BAA0B,EAAE,CAAC;gBACtC,CAAC;YACL,CAAC;QACL,CAAC,CAAC;QAEF;;;WAGG;QACI,uBAAkB,GAAqC,IAAI,CAAC;QAEnE;;;;;;;;WAQG;QACI,wBAAmB,GACtB,IAAI,CAAC;QAET;;WAEG;QACI,oBAAe,GAAG,IAAI,CAAC;QAE9B;;WAEG;QACI,kBAAa,GAAG,KAAK,CAAC;QAE7B;;WAEG;QACI,wBAAmB,GAAG,KAAK,CAAC;QAEnC;;WAEG;QACI,+BAA0B,GAAG,KAAK,CAAC;QAalC,4BAAuB,GAAG,KAAK,CAAC;QAkCxC;;WAEG;QACa,6BAAwB,GAAG,IAAI,UAAU,EAAU,CAAC;QAEpE;;WAEG;QACa,4BAAuB,GAAG,IAAI,UAAU,EAAU,CAAC;QAEnE;;WAEG;QACa,6CAAwC,GAAG,IAAI,UAAU,EAAU,CAAC;QAEpF;;WAEG;QACa,4CAAuC,GAAG,IAAI,UAAU,EAAU,CAAC;QAEnF;;WAEG;QACa,+BAA0B,GAAG,IAAI,UAAU,EAAU,CAAC;QAO5D,sBAAiB,GAAG,CAAC,CAAC,CAAC;QACvB,iBAAY,GAAG,CAAC,CAAC;QACjB,sCAAiC,GAAG,KAAK,CAAC;QAmO5C,wBAAmB,GAAqB,IAAI,CAAC;QAhJjD,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,IAAI,CAAC,UAAU,GAAG,EAAoB,CAAC;QACvC,IAAI,CAAC,cAAc,GAAG,EAAE,CAAC;QAEzB,IAAI,CAAC,OAAO,GAAG;YACX,SAAS,EAAE,CAAC;YACZ,sBAAsB,EAAE,IAAI;YAC5B,GAAG,OAAO;SACb,CAAC;QAEF,IAAI,CAAC,mBAAmB,EAAE,CAAC;QAE3B,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC;QAE3C,mBAAmB;QACnB,IAAI,CAAC,iBAAiB,GAAG,IAAI,gBAAgB,CAAC,KAAK,CAAC,CAAC;QACrD,IAAI,CAAC,iBAAiB,CAAC,uBAAuB,GAAG,IAAI,CAAC;IAC1D,CAAC;IAEO,oBAAoB;QACxB,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC,EAAE,CAAC;YAC9C,MAAM,CAAC,mBAAmB,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC;QACvD,CAAC;QACD,IAAI,CAAC,cAAc,CAAC,MAAM,GAAG,CAAC,CAAC;IACnC,CAAC;IAEO,mBAAmB;QACvB,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAE5B,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC,EAAE,CAAC;YAC9C,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,kBAAkB,CAAC,GAAG,IAAI,CAAC,IAAI,IAAI,CAAC,EAAE,CAAC,CAAC;QAC5E,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,mBAAmB;QACtB,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;IAChC,CAAC;IAED;;;OAGG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IACD,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,mBAAmB,EAAE,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACI,YAAY;QACf,IAAI,IAAI,CAAC,iBAAiB,KAAK,CAAC,CAAC,EAAE,CAAC;YAChC,uBAAuB;YACvB,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC;YAC3B,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,IAAI,CAAC,WAAW,KAAK,IAAI,CAAC,iBAAiB,EAAE,CAAC;YAC9C,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC;YAC3B,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,CAAC,iBAAiB,EAAE,CAAC;QACzB,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;;OAKG;IACI,mBAAmB,CAAC,aAAqB,EAAE,cAAsB;QACpE,IAAI,CAAC,iBAAiB,EAAE,CAAC;QACzB,IAAI,CAAC,UAAU,CAAC,aAAa,EAAE,cAAc,CAAC,CAAC;QAE/C,MAAM,OAAO,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QAEvC,IAAI,CAAC,YAAY,EAAE,CAAC;QAEpB,OAAO,OAAO,CAAC;IACnB,CAAC;IAED;;;OAGG;IACI,iBAAiB;QACpB,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAE1B,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,IAAI,CAAC,IAAI,CAAC,mBAAmB,EAAE,CAAC;gBAC5B,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;gBACrB,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,kBAAkB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;oBAClE,MAAM,EAAE,GAAG,IAAI,CAAC,kBAAkB,CAAC,KAAK,CAAC,CAAC;oBAC1C,MAAM,IAAI,GAAG,KAAK,CAAC,WAAW,CAAC,EAAE,CAAC,CAAC;oBACnC,IAAI,IAAI,EAAE,CAAC;wBACP,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;oBAC/B,CAAC;gBACL,CAAC;YACL,CAAC;YACD,IAAI,CAAC,kBAAkB,GAAG,SAAS,CAAC;QACxC,CAAC;QAED,wBAAwB;QACxB,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC3B,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;gBAClB,IAAI,CAAC,UAAU,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,4BAA4B;YAC5D,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;YACzB,CAAC;YAED,MAAM,WAAW,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC;YAEvC,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,WAAW,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBACtD,MAAM,IAAI,GAAG,WAAW,CAAC,KAAK,CAAC,CAAC;gBAChC,IAAI,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,EAAE,CAAC;oBACjC,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBAC/B,CAAC;YACL,CAAC;QACL,CAAC;QAED,IAAI,CAAC,iCAAiC,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;QACrG,IAAI,IAAI,CAAC,uBAAuB,EAAE,CAAC;YAC/B,+GAA+G;YAC/G,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,mBAAmB,GAAG,IAAI,CAAC,uBAAuB,CAAC;QAChG,CAAC;IACL,CAAC;IAKD;;;;OAIG;IACI,UAAU,CAAC,aAAqB,EAAE,cAAsB;QAC3D,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,MAAM,GAAqB,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;QAE/E,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;QAEpD,IAAI,MAAM,EAAE,CAAC;YACT,IAAI,MAAM,KAAK,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,CAAC;gBACtC,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,MAAM,CAAC,aAAa,EAAE,EAAE,MAAM,CAAC,mBAAmB,CAAC,IAAI,CAAC,CAAC,CAAC;gBACzF,IAAI,CAAC,MAAM,CAAC,YAAY,GAAG,MAAM,CAAC;YACtC,CAAC;YACD,MAAM,CAAC,WAAW,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC,CAAC,MAAM,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC,CAAC,MAAM,CAAC,QAAQ,EAAE,aAAa,EAAE,cAAc,CAAC,CAAC;QACtH,CAAC;QAED,IAAI,CAAC,0BAA0B,GAAG,KAAK,CAAC;IAC5C,CAAC;IAED;;OAEG;IACI,YAAY;QACf,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAE1B,IAAI,IAAI,CAAC,uBAAuB,EAAE,CAAC;YAC/B,KAAK,CAAC,4BAA4B,CAAC,mBAAmB,GAAG,IAAI,CAAC,iCAAiC,CAAC;QACpG,CAAC;QAED,KAAK,CAAC,YAAY,GAAG,IAAI,CAAC,mBAAmB,CAAC;QAC9C,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC3B,IAAI,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,CAAC,YAAY,EAAE,CAAC;gBAChE,KAAK,CAAC,kBAAkB,CAAC,IAAI,CAAC,mBAAmB,CAAC,aAAa,EAAE,EAAE,IAAI,CAAC,mBAAmB,CAAC,mBAAmB,CAAC,IAAI,CAAC,CAAC,CAAC;YAC3H,CAAC;YACD,KAAK,CAAC,SAAS,EAAE,CAAC,WAAW,CAAC,IAAI,CAAC,mBAAmB,CAAC,QAAQ,CAAC,CAAC;QACrE,CAAC;QAED,KAAK,CAAC,mBAAmB,EAAE,CAAC;IAChC,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,SAAS,GAAG,CAAC,EAAE,2BAA2B,GAAG,KAAK;QAC5D,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAC1B,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,MAAM,mBAAmB,GAAG,MAAM,CAAC,mBAAmB,CAAC;QAEvD,MAAM,CAAC,mBAAmB,GAAG,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,CAAC;QAE5D,IAAI,CAAC,wBAAwB,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QAEzD,MAAM,QAAQ,GAAG,MAAM,CAAC,iBAAiB,IAAI,MAAM,CAAC,qBAAqB,KAAK,SAAS,CAAC,sBAAsB,CAAC;QAE/G,IAAI,CAAC,QAAQ,EAAE,CAAC;YACZ,mCAAmC;YACnC,IAAI,iBAAiB,GAAkC,IAAI,CAAC;YAC5D,MAAM,iBAAiB,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,KAAK,CAAC,eAAe,EAAE,CAAC,IAAI,CAAC;YAC3F,MAAM,uBAAuB,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,eAAe,EAAE,CAAC,MAAM,CAAC;YAE1G,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;gBAC3B,iBAAiB,GAAG,IAAI,CAAC,mBAAmB,CAAC,SAAS,EAAE,iBAAiB,EAAE,uBAAuB,CAAC,CAAC;YACxG,CAAC;YAED,IAAI,CAAC,iBAAiB,EAAE,CAAC;gBACrB,2FAA2F;gBAC3F,wGAAwG;gBACxG,IAAI,CAAC,IAAI,CAAC,0BAA0B,EAAE,CAAC;oBACnC,IAAI,CAAC,wBAAwB,CAAC,iBAAiB,EAAE,uBAAuB,EAAE,CAAC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,mBAAmB,CAAC,CAAC;oBACxH,IAAI,CAAC,0BAA0B,GAAG,IAAI,CAAC;gBAC3C,CAAC;gBACD,iBAAiB,GAAG,iBAAiB,CAAC;YAC1C,CAAC;iBAAM,CAAC;gBACJ,4DAA4D;gBAC5D,IAAI,CAAC,wBAAwB,CAAC,iBAAiB,EAAE,iBAAiB,CAAC,MAAM,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;YACzG,CAAC;YAED,IAAI,CAAC,wCAAwC,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;YAEzE,IAAI,CAAC,iBAAiB,CAAC,MAAM,CAAC,IAAI,CAAC,oBAAoB,EAAE,iBAAiB,EAAE,IAAI,CAAC,eAAe,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YAEtH,IAAI,CAAC,uCAAuC,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QAC5E,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,0BAA0B,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QAC/D,CAAC;QAED,IAAI,CAAC,2BAA2B,EAAE,CAAC;YAC/B,IAAI,CAAC,uBAAuB,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QAC5D,CAAC;QAED,MAAM,CAAC,mBAAmB,GAAG,mBAAmB,CAAC;IACrD,CAAC;IAED,gBAAgB;IACT,eAAe;QAClB,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAC1B,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,mBAAmB,GAAG,MAAM,CAAC,mBAAmB,CAAC;QAEvD,IAAI,WAAW,GAAG,IAAI,CAAC;QAEvB,IAAI,CAAC,KAAK,CAAC,aAAa,EAAE,EAAE,CAAC;YACzB,mHAAmH;YACnH,KAAK,CAAC,qBAAqB,EAAE,CAAC;QAClC,CAAC;QAED,MAAM,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,CAAC;QACzC,KAAK,IAAI,SAAS,GAAG,CAAC,EAAE,SAAS,GAAG,SAAS,IAAI,WAAW,EAAE,SAAS,EAAE,EAAE,CAAC;YACxE,IAAI,iBAAiB,GAAkC,IAAI,CAAC;YAC5D,MAAM,iBAAiB,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,KAAK,CAAC,eAAe,EAAE,CAAC,IAAI,CAAC;YAC3F,MAAM,uBAAuB,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,eAAe,EAAE,CAAC,MAAM,CAAC;YAE1G,MAAM,CAAC,mBAAmB,GAAG,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,CAAC;YAE5D,IAAI,CAAC,wBAAwB,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;YAEzD,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;gBAC3B,iBAAiB,GAAG,IAAI,CAAC,mBAAmB,CAAC,SAAS,EAAE,iBAAiB,EAAE,uBAAuB,CAAC,CAAC;YACxG,CAAC;YAED,IAAI,CAAC,iBAAiB,EAAE,CAAC;gBACrB,iBAAiB,GAAG,iBAAiB,CAAC;YAC1C,CAAC;YAED,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,sBAAsB,EAAE,CAAC;gBACvC,KAAK,CAAC,qBAAqB,CAAC,IAAI,CAAC,CAAC;YACtC,CAAC;YAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,iBAAiB,CAAC,MAAM,IAAI,WAAW,EAAE,EAAE,CAAC,EAAE,CAAC;gBAC/D,MAAM,IAAI,GAAG,iBAAiB,CAAC,CAAC,CAAC,CAAC;gBAElC,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,IAAI,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,CAAC;oBAC5E,SAAS;gBACb,CAAC;gBAED,IAAI,IAAI,CAAC,qBAAqB,EAAE,CAAC;oBAC7B,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,EAAE,CAAC;wBAC5D,WAAW,GAAG,KAAK,CAAC;wBACpB,SAAS;oBACb,CAAC;gBACL,CAAC;qBAAM,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;oBAC7B,WAAW,GAAG,KAAK,CAAC;oBACpB,SAAS;gBACb,CAAC;YACL,CAAC;YAED,IAAI,CAAC,uBAAuB,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;YAExD,IAAI,SAAS,GAAG,CAAC,EAAE,CAAC;gBAChB,KAAK,CAAC,iBAAiB,EAAE,CAAC;gBAC1B,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAChC,CAAC;QACL,CAAC;QAED,MAAM,eAAe,GAAG,IAAI,CAAC,kBAAkB,IAAI,KAAK,CAAC,eAAe,CAAC;QACzE,KAAK,MAAM,cAAc,IAAI,eAAe,EAAE,CAAC;YAC3C,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,EAAE,CAAC;gBAC5B,WAAW,GAAG,KAAK,CAAC;YACxB,CAAC;QACL,CAAC;QAED,MAAM,CAAC,mBAAmB,GAAG,mBAAmB,CAAC;QAEjD,OAAO,WAAW,CAAC;IACvB,CAAC;IAEO,wBAAwB,CAAC,iBAAsC,EAAE,uBAA+B,EAAE,cAAuB;QAC7H,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAC1B,MAAM,MAAM,GAAG,KAAK,CAAC,YAAY,CAAC,CAAC,2HAA2H;QAC9J,MAAM,YAAY,GAAG,IAAI,CAAC,YAAY,IAAI,MAAM,CAAC;QAEjD,IAAI,CAAC,iBAAiB,CAAC,KAAK,EAAE,CAAC;QAE/B,MAAM,mBAAmB,GAAG,KAAK,CAAC,sBAAsB,EAAE,CAAC;QAE3D,mBAAmB,IAAI,mBAAmB,CAAC,KAAK,EAAE,CAAC;QAEnD,MAAM,aAAa,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC;QAC1C,MAAM,cAAc,GAAG,KAAK,CAAC,UAAU,EAAE,CAAC;QAC1C,KAAK,IAAI,SAAS,GAAG,CAAC,EAAE,SAAS,GAAG,uBAAuB,EAAE,SAAS,EAAE,EAAE,CAAC;YACvE,MAAM,IAAI,GAAG,iBAAiB,CAAC,SAAS,CAAC,CAAC;YAE1C,IAAI,IAAI,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,CAAC;gBAC1B,IAAI,IAAI,CAAC,qBAAqB,EAAE,CAAC;oBAC7B,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,KAAK,CAAC,EAAE,CAAC;wBAC7D,IAAI,CAAC,mBAAmB,EAAE,CAAC;wBAC3B,SAAS;oBACb,CAAC;gBACL,CAAC;qBAAM,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,WAAW,KAAK,CAAC,CAAC,EAAE,CAAC;oBAC/C,IAAI,CAAC,mBAAmB,EAAE,CAAC;oBAC3B,SAAS;gBACb,CAAC;gBAED,IAAI,YAAY,GAA2B,IAAI,CAAC;gBAEhD,IAAI,YAAY,EAAE,CAAC;oBACf,MAAM,sBAAsB,GAAG,IAAI,CAAC,6BAA6B,CAAC,WAAW,CAAC,GAAG,CAAC,YAAY,CAAC,CAAC;oBAChG,IAAI,CAAC,sBAAsB,IAAI,sBAAsB,CAAC,CAAC,CAAC,KAAK,cAAc,EAAE,CAAC;wBAC1E,YAAY,GAAG,KAAK,CAAC,iBAAiB,CAAC,CAAC,CAAC,KAAK,CAAC,iBAAiB,CAAC,IAAI,EAAE,YAAY,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,CAAC;wBACjH,IAAI,CAAC,sBAAsB,EAAE,CAAC;4BAC1B,IAAI,CAAC,6BAA6B,CAAC,WAAW,CAAC,GAAG,CAAC,YAAY,EAAE,CAAC,YAAY,EAAE,cAAc,CAAC,CAAC,CAAC;wBACrG,CAAC;6BAAM,CAAC;4BACJ,sBAAsB,CAAC,CAAC,CAAC,GAAG,YAAY,CAAC;4BACzC,sBAAsB,CAAC,CAAC,CAAC,GAAG,cAAc,CAAC;wBAC/C,CAAC;oBACL,CAAC;yBAAM,CAAC;wBACJ,YAAY,GAAG,sBAAsB,CAAC,CAAC,CAAC,CAAC;oBAC7C,CAAC;gBACL,CAAC;qBAAM,CAAC;oBACJ,YAAY,GAAG,IAAI,CAAC;gBACxB,CAAC;gBAED,IAAI,CAAC,YAAY,EAAE,CAAC;oBAChB,SAAS;gBACb,CAAC;gBAED,IAAI,YAAY,KAAK,IAAI,IAAI,YAAY,CAAC,aAAa,KAAK,CAAC,EAAE,CAAC;oBAC5D,YAAY,CAAC,kBAAkB,EAAE,CAAC,CAAC,2CAA2C;gBAClF,CAAC;gBAED,YAAY,CAAC,oCAAoC,CAAC,aAAa,CAAC,CAAC;gBAEjE,IAAI,QAAQ,CAAC;gBACb,IAAI,cAAc,IAAI,MAAM,EAAE,CAAC;oBAC3B,QAAQ,GAAG,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;gBACzD,CAAC;qBAAM,CAAC;oBACJ,QAAQ,GAAG,KAAK,CAAC;gBACrB,CAAC;gBAED,IAAI,IAAI,CAAC,SAAS,EAAE,IAAI,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,SAAS,IAAI,CAAC,QAAQ,EAAE,CAAC;oBACpE,IAAI,YAAY,KAAK,IAAI,EAAE,CAAC;wBACxB,YAAY,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,CAAC,CAAC;oBAChD,CAAC;oBAED,IAAI,CAAC,0BAA0B,IAAI,mBAAmB,IAAI,mBAAmB,CAAC,cAAc,CAAC,YAAY,CAAC,CAAC;oBAE3G,IAAI,IAAI,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,CAAC,IAAI,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;wBAC/D,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC;4BACrB,YAAY,CAAC,6BAA6B,CAAC,6BAA6B,GAAG,KAAK,CAAC;wBACrF,CAAC;6BAAM,CAAC;4BACJ,IAAI,IAAI,CAAC,6BAA6B,CAAC,iBAAiB,EAAE,CAAC;gCACvD,YAAY,GAAG,IAAI,CAAC;4BACxB,CAAC;wBACL,CAAC;wBACD,YAAY,CAAC,6BAA6B,CAAC,qBAAqB,GAAG,IAAI,CAAC;wBAExE,KAAK,CAAC,gBAAgB,CAAC,YAAY,CAAC,CAAC;wBAErC,KAAK,IAAI,QAAQ,GAAG,CAAC,EAAE,QAAQ,GAAG,YAAY,CAAC,SAAS,CAAC,MAAM,EAAE,QAAQ,EAAE,EAAE,CAAC;4BAC1E,MAAM,OAAO,GAAG,YAAY,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC;4BACjD,IAAI,CAAC,0BAA0B,IAAI,mBAAmB,IAAI,mBAAmB,CAAC,gBAAgB,CAAC,YAAY,EAAE,OAAO,CAAC,CAAC;4BACtH,IAAI,CAAC,iBAAiB,CAAC,QAAQ,CAAC,OAAO,EAAE,YAAY,CAAC,CAAC;wBAC3D,CAAC;oBACL,CAAC;oBAED,IAAI,CAAC,aAAa,EAAE,CAAC;gBACzB,CAAC;YACL,CAAC;QACL,CAAC;QAED,MAAM,eAAe,GAAG,IAAI,CAAC,kBAAkB,IAAI,KAAK,CAAC,eAAe,CAAC;QACzE,KAAK,IAAI,aAAa,GAAG,CAAC,EAAE,aAAa,GAAG,eAAe,CAAC,MAAM,EAAE,aAAa,EAAE,EAAE,CAAC;YAClF,MAAM,cAAc,GAAG,eAAe,CAAC,aAAa,CAAC,CAAC;YAEtD,MAAM,OAAO,GAAQ,cAAc,CAAC,OAAO,CAAC;YAE5C,IAAI,CAAC,cAAc,CAAC,SAAS,EAAE,IAAI,CAAC,OAAO,IAAI,CAAC,OAAO,CAAC,QAAQ,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC;gBACxF,SAAS;YACb,CAAC;YAED,IAAI,CAAC,iBAAiB,CAAC,iBAAiB,CAAC,cAAc,CAAC,CAAC;QAC7D,CAAC;IACL,CAAC;IAED;;;;;;;;OAQG;IACI,iBAAiB,CACpB,gBAAwB,EACxB,sBAAoE,IAAI,EACxE,yBAAuE,IAAI,EAC3E,2BAAyE,IAAI;QAE7E,IAAI,CAAC,iBAAiB,CAAC,iBAAiB,CAAC,gBAAgB,EAAE,mBAAmB,EAAE,sBAAsB,EAAE,wBAAwB,CAAC,CAAC;IACtI,CAAC;IAED;;;;;;;OAOG;IACI,iCAAiC,CAAC,gBAAwB,EAAE,qBAA8B,EAAE,KAAK,GAAG,IAAI,EAAE,OAAO,GAAG,IAAI;QAC3H,IAAI,CAAC,iBAAiB,CAAC,iCAAiC,CAAC,gBAAgB,EAAE,qBAAqB,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAClH,IAAI,CAAC,iBAAiB,CAAC,uBAAuB,GAAG,KAAK,CAAC;IAC3D,CAAC;IAED;;;OAGG;IACI,KAAK;QACR,MAAM,WAAW,GAAG,IAAI,cAAc,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QAE7E,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;YAClB,WAAW,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QACtD,CAAC;QAED,OAAO,WAAW,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,eAAe,EAAE,CAAC,IAAI,CAAC;QAC1F,MAAM,gBAAgB,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,eAAe,EAAE,CAAC,MAAM,CAAC;QACzG,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,gBAAgB,EAAE,CAAC,EAAE,EAAE,CAAC;YACxC,MAAM,IAAI,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC;YAC3B,IAAI,IAAI,IAAI,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,YAAY,CAAC,KAAK,SAAS,EAAE,CAAC;gBACzE,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,YAAY,EAAE,SAAS,CAAC,CAAC;YAChE,CAAC;QACL,CAAC;QAED,IAAI,CAAC,wBAAwB,CAAC,KAAK,EAAE,CAAC;QACtC,IAAI,CAAC,uBAAuB,CAAC,KAAK,EAAE,CAAC;QACrC,IAAI,CAAC,wCAAwC,CAAC,KAAK,EAAE,CAAC;QACtD,IAAI,CAAC,uCAAuC,CAAC,KAAK,EAAE,CAAC;QACrD,IAAI,CAAC,0BAA0B,CAAC,KAAK,EAAE,CAAC;QAExC,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAE5B,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;IAC3B,CAAC;IAED,gBAAgB;IACT,QAAQ;QACX,IAAI,IAAI,CAAC,WAAW,KAAK,cAAc,CAAC,uBAAuB,EAAE,CAAC;YAC9D,IAAI,CAAC,WAAW,GAAG,cAAc,CAAC,uBAAuB,CAAC;QAC9D,CAAC;IACL,CAAC;IAED;;OAEG;IACI,mBAAmB;QACtB,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;YACzB,IAAI,CAAC,iBAAiB,CAAC,mBAAmB,EAAE,CAAC;QACjD,CAAC;IACL,CAAC;;AA1vBD;;GAEG;AACoB,sCAAuB,GAAW,CAAC,AAAZ,CAAa;AAC3D;;GAEG;AACoB,8CAA+B,GAAW,CAAC,AAAZ,CAAa;AACnE;;;GAGG;AACoB,kDAAmC,GAAW,CAAC,AAAZ,CAAa","sourcesContent":["import type { SmartArray, Nullable, Immutable, Camera, Scene, AbstractMesh, SubMesh, Material, IParticleSystem, InstancedMesh } from \"core/index\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { RenderingManager } from \"../Rendering/renderingManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { _ObserveArray } from \"../Misc/arrayTools\";\r\n\r\n/**\r\n * Defines the options of the object renderer\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface ObjectRendererOptions {\r\n /** The number of passes the renderer will support (1 by default) */\r\n numPasses?: number;\r\n\r\n /** True (default) to not change the aspect ratio of the scene in the RTT */\r\n doNotChangeAspectRatio?: boolean;\r\n}\r\n\r\n/**\r\n * A class that renders objects to the currently bound render target.\r\n * This class only renders objects, and is not concerned with the output texture or post-processing.\r\n */\r\nexport class ObjectRenderer {\r\n /**\r\n * Objects will only be rendered once which can be useful to improve performance if everything in your render is static for instance.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONCE: number = 0;\r\n /**\r\n * Objects will be rendered every frame and is recommended for dynamic contents.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number = 1;\r\n /**\r\n * Objects will be rendered every 2 frames which could be enough if your dynamic objects are not\r\n * the central point of your effect and can save a lot of performances.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number = 2;\r\n\r\n /**\r\n * Use this predicate to dynamically define the list of mesh you want to render.\r\n * If set, the renderList property will be overwritten.\r\n */\r\n public renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;\r\n\r\n private _renderList: Nullable<Array<AbstractMesh>>;\r\n private _unObserveRenderList: Nullable<() => void> = null;\r\n\r\n /**\r\n * Use this list to define the list of mesh you want to render.\r\n */\r\n public get renderList(): Nullable<Array<AbstractMesh>> {\r\n return this._renderList;\r\n }\r\n\r\n public set renderList(value: Nullable<Array<AbstractMesh>>) {\r\n if (this._renderList === value) {\r\n return;\r\n }\r\n if (this._unObserveRenderList) {\r\n this._unObserveRenderList();\r\n this._unObserveRenderList = null;\r\n }\r\n\r\n if (value) {\r\n this._unObserveRenderList = _ObserveArray(value, this._renderListHasChanged);\r\n }\r\n\r\n this._renderList = value;\r\n }\r\n\r\n private _renderListHasChanged = (_functionName: string, previousLength: number) => {\r\n const newLength = this._renderList ? this._renderList.length : 0;\r\n if ((previousLength === 0 && newLength > 0) || newLength === 0) {\r\n for (const mesh of this._scene.meshes) {\r\n mesh._markSubMeshesAsLightDirty();\r\n }\r\n }\r\n };\r\n\r\n /**\r\n * Define the list of particle systems to render. If not provided, will render all the particle systems of the scene.\r\n * Note that the particle systems are rendered only if renderParticles is set to true.\r\n */\r\n public particleSystemList: Nullable<Array<IParticleSystem>> = null;\r\n\r\n /**\r\n * Use this function to overload the renderList array at rendering time.\r\n * Return null to render with the current renderList, else return the list of meshes to use for rendering.\r\n * For 2DArray, layerOrFace is the index of the layer that is going to be rendered, else it is the faceIndex of\r\n * the cube (if the RTT is a cube, else layerOrFace=0).\r\n * The renderList passed to the function is the current render list (the one that will be used if the function returns null).\r\n * The length of this list is passed through renderListLength: don't use renderList.length directly because the array can\r\n * hold dummy elements!\r\n */\r\n public getCustomRenderList: Nullable<(layerOrFace: number, renderList: Nullable<Immutable<Array<AbstractMesh>>>, renderListLength: number) => Nullable<Array<AbstractMesh>>> =\r\n null;\r\n\r\n /**\r\n * Define if particles should be rendered.\r\n */\r\n public renderParticles = true;\r\n\r\n /**\r\n * Define if sprites should be rendered.\r\n */\r\n public renderSprites = false;\r\n\r\n /**\r\n * Force checking the layerMask property even if a custom list of meshes is provided (ie. if renderList is not undefined)\r\n */\r\n public forceLayerMaskCheck = false;\r\n\r\n /**\r\n * Enables the rendering of bounding boxes for meshes (still subject to Mesh.showBoundingBox or scene.forceShowBoundingBoxes). Default is false.\r\n */\r\n public enableBoundingBoxRendering = false;\r\n\r\n /**\r\n * Define the camera used to render the objects.\r\n */\r\n public activeCamera: Nullable<Camera>;\r\n\r\n /**\r\n * Define the camera used to calculate the LOD of the objects.\r\n * If not defined, activeCamera will be used. If not defined nor activeCamera, scene's active camera will be used.\r\n */\r\n public cameraForLOD: Nullable<Camera>;\r\n\r\n private _disableImageProcessing = false;\r\n /**\r\n * If true, the object renderer will render all objects without any image processing applied.\r\n * If false (default value), the renderer will use the current setting of the scene's image processing configuration.\r\n */\r\n public get disableImageProcessing() {\r\n return this._disableImageProcessing;\r\n }\r\n\r\n public set disableImageProcessing(value: boolean) {\r\n if (value === this._disableImageProcessing) {\r\n return;\r\n }\r\n\r\n this._disableImageProcessing = value;\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_ImageProcessingDirtyFlag);\r\n }\r\n\r\n /**\r\n * Override the mesh isReady function with your own one.\r\n */\r\n public customIsReadyFunction: (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => boolean;\r\n\r\n /**\r\n * Override the render function with your own one.\r\n */\r\n public customRenderFunction: (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>,\r\n beforeTransparents?: () => void\r\n ) => void;\r\n\r\n /**\r\n * An event triggered before rendering the objects\r\n */\r\n public readonly onBeforeRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered after rendering the objects\r\n */\r\n public readonly onAfterRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered before the rendering group is processed\r\n */\r\n public readonly onBeforeRenderingManagerRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered after the rendering group is processed\r\n */\r\n public readonly onAfterRenderingManagerRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered when fast path rendering is used\r\n */\r\n public readonly onFastPathRenderObservable = new Observable<number>();\r\n\r\n protected _scene: Scene;\r\n /** @internal */\r\n public _renderingManager: RenderingManager;\r\n /** @internal */\r\n public _waitingRenderList?: string[];\r\n protected _currentRefreshId = -1;\r\n protected _refreshRate = 1;\r\n protected _currentApplyByPostProcessSetting = false;\r\n\r\n /**\r\n * The options used by the object renderer\r\n */\r\n public options: Required<ObjectRendererOptions>;\r\n\r\n private _name: string;\r\n /**\r\n * Friendly name of the object renderer\r\n */\r\n public get name() {\r\n return this._name;\r\n }\r\n\r\n public set name(value: string) {\r\n if (this._name === value) {\r\n return;\r\n }\r\n\r\n this._name = value;\r\n\r\n if (!this._scene) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n const renderPassId = this._renderPassIds[i];\r\n engine._renderPassNames[renderPassId] = `${this._name}#${i}`;\r\n }\r\n }\r\n\r\n /**\r\n * Current render pass id. Note it can change over the rendering as there's a separate id for each face of a cube / each layer of an array layer!\r\n */\r\n public renderPassId: number;\r\n private readonly _renderPassIds: number[];\r\n /**\r\n * Gets the render pass ids used by the object renderer.\r\n */\r\n public get renderPassIds(): readonly number[] {\r\n return this._renderPassIds;\r\n }\r\n\r\n /**\r\n * Gets the current value of the refreshId counter\r\n */\r\n public get currentRefreshId() {\r\n return this._currentRefreshId;\r\n }\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes with this object renderer\r\n * @param mesh mesh or array of meshes\r\n * @param material material or array of materials to use for this render pass. If undefined is passed, no specific material will be used but the regular material instead (mesh.material). It's possible to provide an array of materials to use a different material for each rendering pass.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material | Material[]): void {\r\n let meshes;\r\n if (!Array.isArray(mesh)) {\r\n meshes = [mesh];\r\n } else {\r\n meshes = mesh;\r\n }\r\n for (let j = 0; j < meshes.length; ++j) {\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n let mesh = meshes[j];\r\n if (meshes[j].isAnInstance) {\r\n mesh = (meshes[j] as InstancedMesh).sourceMesh;\r\n }\r\n mesh.setMaterialForRenderPass(this._renderPassIds[i], material !== undefined ? (Array.isArray(material) ? material[i] : material) : undefined);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates an object renderer.\r\n * @param name The friendly name of the object renderer\r\n * @param scene The scene the renderer belongs to\r\n * @param options The options used to create the renderer (optional)\r\n */\r\n constructor(name: string, scene: Scene, options?: ObjectRendererOptions) {\r\n this.name = name;\r\n this._scene = scene;\r\n\r\n this.renderList = [] as AbstractMesh[];\r\n this._renderPassIds = [];\r\n\r\n this.options = {\r\n numPasses: 1,\r\n doNotChangeAspectRatio: true,\r\n ...options,\r\n };\r\n\r\n this._createRenderPassId();\r\n\r\n this.renderPassId = this._renderPassIds[0];\r\n\r\n // Rendering groups\r\n this._renderingManager = new RenderingManager(scene);\r\n this._renderingManager._useSceneAutoClearSetup = true;\r\n }\r\n\r\n private _releaseRenderPassId(): void {\r\n const engine = this._scene.getEngine();\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds.length = 0;\r\n }\r\n\r\n private _createRenderPassId(): void {\r\n this._releaseRenderPassId();\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n this._renderPassIds[i] = engine.createRenderPassId(`${this.name}#${i}`);\r\n }\r\n }\r\n\r\n /**\r\n * Resets the refresh counter of the renderer and start back from scratch.\r\n * Could be useful to re-render if it is setup to render only once.\r\n */\r\n public resetRefreshCounter(): void {\r\n this._currentRefreshId = -1;\r\n }\r\n\r\n /**\r\n * Defines the refresh rate of the rendering or the rendering frequency.\r\n * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...\r\n */\r\n public get refreshRate(): number {\r\n return this._refreshRate;\r\n }\r\n public set refreshRate(value: number) {\r\n this._refreshRate = value;\r\n this.resetRefreshCounter();\r\n }\r\n\r\n /**\r\n * Indicates if the renderer should render the current frame.\r\n * The output is based on the specified refresh rate.\r\n * @returns true if the renderer should render the current frame\r\n */\r\n public shouldRender(): boolean {\r\n if (this._currentRefreshId === -1) {\r\n // At least render once\r\n this._currentRefreshId = 1;\r\n return true;\r\n }\r\n\r\n if (this.refreshRate === this._currentRefreshId) {\r\n this._currentRefreshId = 1;\r\n return true;\r\n }\r\n\r\n this._currentRefreshId++;\r\n return false;\r\n }\r\n\r\n /**\r\n * This function will check if the renderer is ready to render (textures are loaded, shaders are compiled)\r\n * @param viewportWidth defines the width of the viewport\r\n * @param viewportHeight defines the height of the viewport\r\n * @returns true if all required resources are ready\r\n */\r\n public isReadyForRendering(viewportWidth: number, viewportHeight: number): boolean {\r\n this.prepareRenderList();\r\n this.initRender(viewportWidth, viewportHeight);\r\n\r\n const isReady = this._checkReadiness();\r\n\r\n this.finishRender();\r\n\r\n return isReady;\r\n }\r\n\r\n /**\r\n * Makes sure the list of meshes is ready to be rendered\r\n * You should call this function before \"initRender\", but if you know the render list is ok, you may call \"initRender\" directly\r\n */\r\n public prepareRenderList(): void {\r\n const scene = this._scene;\r\n\r\n if (this._waitingRenderList) {\r\n if (!this.renderListPredicate) {\r\n this.renderList = [];\r\n for (let index = 0; index < this._waitingRenderList.length; index++) {\r\n const id = this._waitingRenderList[index];\r\n const mesh = scene.getMeshById(id);\r\n if (mesh) {\r\n this.renderList.push(mesh);\r\n }\r\n }\r\n }\r\n this._waitingRenderList = undefined;\r\n }\r\n\r\n // Is predicate defined?\r\n if (this.renderListPredicate) {\r\n if (this.renderList) {\r\n this.renderList.length = 0; // Clear previous renderList\r\n } else {\r\n this.renderList = [];\r\n }\r\n\r\n const sceneMeshes = this._scene.meshes;\r\n\r\n for (let index = 0; index < sceneMeshes.length; index++) {\r\n const mesh = sceneMeshes[index];\r\n if (this.renderListPredicate(mesh)) {\r\n this.renderList.push(mesh);\r\n }\r\n }\r\n }\r\n\r\n this._currentApplyByPostProcessSetting = this._scene.imageProcessingConfiguration.applyByPostProcess;\r\n if (this._disableImageProcessing) {\r\n // we do not use the applyByPostProcess setter to avoid flagging all the materials as \"image processing dirty\"!\r\n this._scene.imageProcessingConfiguration._applyByPostProcess = this._disableImageProcessing;\r\n }\r\n }\r\n\r\n private _defaultRenderListPrepared: boolean;\r\n private _currentSceneCamera: Nullable<Camera> = null;\r\n\r\n /**\r\n * This method makes sure everything is setup before \"render\" can be called\r\n * @param viewportWidth Width of the viewport to render to\r\n * @param viewportHeight Height of the viewport to render to\r\n */\r\n public initRender(viewportWidth: number, viewportHeight: number): void {\r\n const engine = this._scene.getEngine();\r\n const camera: Nullable<Camera> = this.activeCamera ?? this._scene.activeCamera;\r\n\r\n this._currentSceneCamera = this._scene.activeCamera;\r\n\r\n if (camera) {\r\n if (camera !== this._scene.activeCamera) {\r\n this._scene.setTransformMatrix(camera.getViewMatrix(), camera.getProjectionMatrix(true));\r\n this._scene.activeCamera = camera;\r\n }\r\n engine.setViewport(camera.rigParent ? camera.rigParent.viewport : camera.viewport, viewportWidth, viewportHeight);\r\n }\r\n\r\n this._defaultRenderListPrepared = false;\r\n }\r\n\r\n /**\r\n * This method must be called after the \"render\" call(s), to complete the rendering process.\r\n */\r\n public finishRender() {\r\n const scene = this._scene;\r\n\r\n if (this._disableImageProcessing) {\r\n scene.imageProcessingConfiguration._applyByPostProcess = this._currentApplyByPostProcessSetting;\r\n }\r\n\r\n scene.activeCamera = this._currentSceneCamera;\r\n if (this._currentSceneCamera) {\r\n if (this.activeCamera && this.activeCamera !== scene.activeCamera) {\r\n scene.setTransformMatrix(this._currentSceneCamera.getViewMatrix(), this._currentSceneCamera.getProjectionMatrix(true));\r\n }\r\n scene.getEngine().setViewport(this._currentSceneCamera.viewport);\r\n }\r\n\r\n scene.resetCachedMaterial();\r\n }\r\n\r\n /**\r\n * Renders all the objects (meshes, particles systems, sprites) to the currently bound render target texture.\r\n * @param passIndex defines the pass index to use (default: 0)\r\n * @param skipOnAfterRenderObservable defines a flag to skip raising the onAfterRenderObservable\r\n */\r\n public render(passIndex = 0, skipOnAfterRenderObservable = false): void {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n engine.currentRenderPassId = this._renderPassIds[passIndex];\r\n\r\n this.onBeforeRenderObservable.notifyObservers(passIndex);\r\n\r\n const fastPath = engine.snapshotRendering && engine.snapshotRenderingMode === Constants.SNAPSHOTRENDERING_FAST;\r\n\r\n if (!fastPath) {\r\n // Get the list of meshes to render\r\n let currentRenderList: Nullable<Array<AbstractMesh>> = null;\r\n const defaultRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;\r\n const defaultRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;\r\n\r\n if (this.getCustomRenderList) {\r\n currentRenderList = this.getCustomRenderList(passIndex, defaultRenderList, defaultRenderListLength);\r\n }\r\n\r\n if (!currentRenderList) {\r\n // No custom render list provided, we prepare the rendering for the default list, but check\r\n // first if we did not already performed the preparation before so as to avoid re-doing it several times\r\n if (!this._defaultRenderListPrepared) {\r\n this._prepareRenderingManager(defaultRenderList, defaultRenderListLength, !this.renderList || this.forceLayerMaskCheck);\r\n this._defaultRenderListPrepared = true;\r\n }\r\n currentRenderList = defaultRenderList;\r\n } else {\r\n // Prepare the rendering for the custom render list provided\r\n this._prepareRenderingManager(currentRenderList, currentRenderList.length, this.forceLayerMaskCheck);\r\n }\r\n\r\n this.onBeforeRenderingManagerRenderObservable.notifyObservers(passIndex);\r\n\r\n this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);\r\n\r\n this.onAfterRenderingManagerRenderObservable.notifyObservers(passIndex);\r\n } else {\r\n this.onFastPathRenderObservable.notifyObservers(passIndex);\r\n }\r\n\r\n if (!skipOnAfterRenderObservable) {\r\n this.onAfterRenderObservable.notifyObservers(passIndex);\r\n }\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n }\r\n\r\n /** @internal */\r\n public _checkReadiness(): boolean {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n let returnValue = true;\r\n\r\n if (!scene.getViewMatrix()) {\r\n // We probably didn't execute scene.render() yet, so make sure we have a view/projection matrix setup for the scene\r\n scene.updateTransformMatrix();\r\n }\r\n\r\n const numPasses = this.options.numPasses;\r\n for (let passIndex = 0; passIndex < numPasses && returnValue; passIndex++) {\r\n let currentRenderList: Nullable<Array<AbstractMesh>> = null;\r\n const defaultRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;\r\n const defaultRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;\r\n\r\n engine.currentRenderPassId = this._renderPassIds[passIndex];\r\n\r\n this.onBeforeRenderObservable.notifyObservers(passIndex);\r\n\r\n if (this.getCustomRenderList) {\r\n currentRenderList = this.getCustomRenderList(passIndex, defaultRenderList, defaultRenderListLength);\r\n }\r\n\r\n if (!currentRenderList) {\r\n currentRenderList = defaultRenderList;\r\n }\r\n\r\n if (!this.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n\r\n for (let i = 0; i < currentRenderList.length && returnValue; ++i) {\r\n const mesh = currentRenderList[i];\r\n\r\n if (!mesh.isEnabled() || mesh.isBlocked || !mesh.isVisible || !mesh.subMeshes) {\r\n continue;\r\n }\r\n\r\n if (this.customIsReadyFunction) {\r\n if (!this.customIsReadyFunction(mesh, this.refreshRate, true)) {\r\n returnValue = false;\r\n continue;\r\n }\r\n } else if (!mesh.isReady(true)) {\r\n returnValue = false;\r\n continue;\r\n }\r\n }\r\n\r\n this.onAfterRenderObservable.notifyObservers(passIndex);\r\n\r\n if (numPasses > 1) {\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n }\r\n }\r\n\r\n const particleSystems = this.particleSystemList || scene.particleSystems;\r\n for (const particleSystem of particleSystems) {\r\n if (!particleSystem.isReady()) {\r\n returnValue = false;\r\n }\r\n }\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n\r\n return returnValue;\r\n }\r\n\r\n private _prepareRenderingManager(currentRenderList: Array<AbstractMesh>, currentRenderListLength: number, checkLayerMask: boolean): void {\r\n const scene = this._scene;\r\n const camera = scene.activeCamera; // note that at this point, scene.activeCamera == this.activeCamera if defined, because initRender() has been called before\r\n const cameraForLOD = this.cameraForLOD ?? camera;\r\n\r\n this._renderingManager.reset();\r\n\r\n const boundingBoxRenderer = scene.getBoundingBoxRenderer();\r\n\r\n boundingBoxRenderer && boundingBoxRenderer.reset();\r\n\r\n const sceneRenderId = scene.getRenderId();\r\n const currentFrameId = scene.getFrameId();\r\n for (let meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {\r\n const mesh = currentRenderList[meshIndex];\r\n\r\n if (mesh && !mesh.isBlocked) {\r\n if (this.customIsReadyFunction) {\r\n if (!this.customIsReadyFunction(mesh, this.refreshRate, false)) {\r\n this.resetRefreshCounter();\r\n continue;\r\n }\r\n } else if (!mesh.isReady(this.refreshRate === 0)) {\r\n this.resetRefreshCounter();\r\n continue;\r\n }\r\n\r\n let meshToRender: Nullable<AbstractMesh> = null;\r\n\r\n if (cameraForLOD) {\r\n const meshToRenderAndFrameId = mesh._internalAbstractMeshDataInfo._currentLOD.get(cameraForLOD);\r\n if (!meshToRenderAndFrameId || meshToRenderAndFrameId[1] !== currentFrameId) {\r\n meshToRender = scene.customLODSelector ? scene.customLODSelector(mesh, cameraForLOD) : mesh.getLOD(cameraForLOD);\r\n if (!meshToRenderAndFrameId) {\r\n mesh._internalAbstractMeshDataInfo._currentLOD.set(cameraForLOD, [meshToRender, currentFrameId]);\r\n } else {\r\n meshToRenderAndFrameId[0] = meshToRender;\r\n meshToRenderAndFrameId[1] = currentFrameId;\r\n }\r\n } else {\r\n meshToRender = meshToRenderAndFrameId[0];\r\n }\r\n } else {\r\n meshToRender = mesh;\r\n }\r\n\r\n if (!meshToRender) {\r\n continue;\r\n }\r\n\r\n if (meshToRender !== mesh && meshToRender.billboardMode !== 0) {\r\n meshToRender.computeWorldMatrix(); // Compute world matrix if LOD is billboard\r\n }\r\n\r\n meshToRender._preActivateForIntermediateRendering(sceneRenderId);\r\n\r\n let isMasked;\r\n if (checkLayerMask && camera) {\r\n isMasked = (mesh.layerMask & camera.layerMask) === 0;\r\n } else {\r\n isMasked = false;\r\n }\r\n\r\n if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {\r\n if (meshToRender !== mesh) {\r\n meshToRender._activate(sceneRenderId, true);\r\n }\r\n\r\n this.enableBoundingBoxRendering && boundingBoxRenderer && boundingBoxRenderer._preActiveMesh(meshToRender);\r\n\r\n if (mesh._activate(sceneRenderId, true) && mesh.subMeshes.length) {\r\n if (!mesh.isAnInstance) {\r\n meshToRender._internalAbstractMeshDataInfo._onlyForInstancesIntermediate = false;\r\n } else {\r\n if (mesh._internalAbstractMeshDataInfo._actAsRegularMesh) {\r\n meshToRender = mesh;\r\n }\r\n }\r\n meshToRender._internalAbstractMeshDataInfo._isActiveIntermediate = true;\r\n\r\n scene._prepareSkeleton(meshToRender);\r\n\r\n for (let subIndex = 0; subIndex < meshToRender.subMeshes.length; subIndex++) {\r\n const subMesh = meshToRender.subMeshes[subIndex];\r\n this.enableBoundingBoxRendering && boundingBoxRenderer && boundingBoxRenderer._evaluateSubMesh(meshToRender, subMesh);\r\n this._renderingManager.dispatch(subMesh, meshToRender);\r\n }\r\n }\r\n\r\n mesh._postActivate();\r\n }\r\n }\r\n }\r\n\r\n const particleSystems = this.particleSystemList || scene.particleSystems;\r\n for (let particleIndex = 0; particleIndex < particleSystems.length; particleIndex++) {\r\n const particleSystem = particleSystems[particleIndex];\r\n\r\n const emitter: any = particleSystem.emitter;\r\n\r\n if (!particleSystem.isStarted() || !emitter || (emitter.position && !emitter.isEnabled())) {\r\n continue;\r\n }\r\n\r\n this._renderingManager.dispatchParticles(particleSystem);\r\n }\r\n }\r\n\r\n /**\r\n * Overrides the default sort function applied in the rendering group to prepare the meshes.\r\n * This allowed control for front to back rendering or reversely depending of the special needs.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\r\n * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\r\n * @param transparentSortCompareFn The transparent queue comparison function use to sort.\r\n */\r\n public setRenderingOrder(\r\n renderingGroupId: number,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null\r\n ): void {\r\n this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);\r\n }\r\n\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n * @param depth Automatically clears depth between groups if true and autoClear is true.\r\n * @param stencil Automatically clears stencil between groups if true and autoClear is true.\r\n */\r\n public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth = true, stencil = true): void {\r\n this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);\r\n this._renderingManager._useSceneAutoClearSetup = false;\r\n }\r\n\r\n /**\r\n * Clones the renderer.\r\n * @returns the cloned renderer\r\n */\r\n public clone(): ObjectRenderer {\r\n const newRenderer = new ObjectRenderer(this.name, this._scene, this.options);\r\n\r\n if (this.renderList) {\r\n newRenderer.renderList = this.renderList.slice(0);\r\n }\r\n\r\n return newRenderer;\r\n }\r\n\r\n /**\r\n * Dispose the renderer and release its associated resources.\r\n */\r\n public dispose(): void {\r\n const renderList = this.renderList ? this.renderList : this._scene.getActiveMeshes().data;\r\n const renderListLength = this.renderList ? this.renderList.length : this._scene.getActiveMeshes().length;\r\n for (let i = 0; i < renderListLength; i++) {\r\n const mesh = renderList[i];\r\n if (mesh && mesh.getMaterialForRenderPass(this.renderPassId) !== undefined) {\r\n mesh.setMaterialForRenderPass(this.renderPassId, undefined);\r\n }\r\n }\r\n\r\n this.onBeforeRenderObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onBeforeRenderingManagerRenderObservable.clear();\r\n this.onAfterRenderingManagerRenderObservable.clear();\r\n this.onFastPathRenderObservable.clear();\r\n\r\n this._releaseRenderPassId();\r\n\r\n this.renderList = null;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n if (this.refreshRate === ObjectRenderer.REFRESHRATE_RENDER_ONCE) {\r\n this.refreshRate = ObjectRenderer.REFRESHRATE_RENDER_ONCE;\r\n }\r\n }\r\n\r\n /**\r\n * Clear the info related to rendering groups preventing retention point in material dispose.\r\n */\r\n public freeRenderingGroups(): void {\r\n if (this._renderingManager) {\r\n this._renderingManager.freeRenderingGroups();\r\n }\r\n }\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"objectRenderer.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/objectRenderer.ts"],"names":[],"mappings":"AAcA,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,gBAAgB,EAAE,MAAM,+BAA+B,CAAC;AACjE,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AACnD,OAAO,EAAE,kBAAkB,EAAE,MAAM,qBAAqB,CAAC;AACzD,OAAO,EAAE,MAAM,EAAE,MAAM,gBAAgB,CAAC;AACxC,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAchD;;;GAGG;AACH,MAAM,OAAO,cAAc;IAwBvB;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,UAAU,CAAC,KAAoC;QACtD,IAAI,IAAI,CAAC,WAAW,KAAK,KAAK,EAAE,CAAC;YAC7B,OAAO;QACX,CAAC;QACD,IAAI,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;QACrC,CAAC;QAED,IAAI,KAAK,EAAE,CAAC;YACR,IAAI,CAAC,oBAAoB,GAAG,aAAa,CAAC,KAAK,EAAE,IAAI,CAAC,qBAAqB,CAAC,CAAC;QACjF,CAAC;QAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;IAC7B,CAAC;IA6DD;;;OAGG;IACH,IAAW,sBAAsB;QAC7B,OAAO,IAAI,CAAC,uBAAuB,CAAC;IACxC,CAAC;IAED,IAAW,sBAAsB,CAAC,KAAc;QAC5C,IAAI,KAAK,KAAK,IAAI,CAAC,uBAAuB,EAAE,CAAC;YACzC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;QACrC,IAAI,CAAC,MAAM,CAAC,uBAAuB,CAAC,SAAS,CAAC,iCAAiC,CAAC,CAAC;IACrF,CAAC;IAwED;;OAEG;IACH,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED,IAAW,IAAI,CAAC,KAAa;QACzB,IAAI,IAAI,CAAC,KAAK,KAAK,KAAK,EAAE,CAAC;YACvB,OAAO;QACX,CAAC;QAED,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACjB,IAAI,CAAC,SAAS,CAAC,IAAI,GAAG,iBAAiB,IAAI,CAAC,IAAI,EAAE,CAAC;QACvD,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,CAAC;YACf,OAAO;QACX,CAAC;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;YAClD,MAAM,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC;YAC5C,MAAM,CAAC,gBAAgB,CAAC,YAAY,CAAC,GAAG,GAAG,IAAI,CAAC,KAAK,IAAI,CAAC,EAAE,CAAC;QACjE,CAAC;IACL,CAAC;IAOD;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,iBAAiB,CAAC;IAClC,CAAC;IAED;;;OAGG;IACI,eAAe;QAClB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;;;OAIG;IACI,uBAAuB,CAAC,IAAmC,EAAE,QAAgC;QAChG,IAAI,MAAM,CAAC;QACX,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;YACvB,MAAM,GAAG,CAAC,IAAI,CAAC,CAAC;QACpB,CAAC;aAAM,CAAC;YACJ,MAAM,GAAG,IAAI,CAAC;QAClB,CAAC;QACD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;YACrC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC,EAAE,CAAC;gBAC9C,IAAI,IAAI,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;gBACrB,IAAI,MAAM,CAAC,CAAC,CAAC,CAAC,YAAY,EAAE,CAAC;oBACzB,IAAI,GAAI,MAAM,CAAC,CAAC,CAAmB,CAAC,UAAU,CAAC;gBACnD,CAAC;gBACD,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,QAAQ,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;YACnJ,CAAC;QACL,CAAC;IACL,CAAC;IAQD,gBAAgB;IACT,mBAAmB,CAAC,YAAqB;QAC5C,IAAI,CAAC,yBAAyB,GAAG,kBAAkB,CAC/C,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,eAAe,EAAE,CAAC;QAClC,CAAC,EACD,GAAG,EAAE;YACD,IAAI,CAAC,yBAAyB,GAAG,IAAI,CAAC;YACtC,IAAI,YAAY,EAAE,CAAC;gBACf,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;oBAC7D,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,OAAO,EAAE,CAAC;gBAC7C,CAAC;YACL,CAAC;YACD,IAAI,CAAC,wBAAwB,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;YACvC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QAC1B,CAAC,EACD,CAAC,GAAG,EAAE,SAAS,EAAE,EAAE;YACf,IAAI,CAAC,yBAAyB,GAAG,IAAI,CAAC;YACtC,IAAI,CAAC,SAAS,EAAE,CAAC;gBACb,MAAM,CAAC,KAAK,CAAC,0FAA0F,CAAC,CAAC;gBACzG,IAAI,GAAG,EAAE,CAAC;oBACN,MAAM,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC;oBAClB,IAAI,GAAG,CAAC,KAAK,EAAE,CAAC;wBACZ,MAAM,CAAC,KAAK,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;oBAC5B,CAAC;gBACL,CAAC;YACL,CAAC;iBAAM,CAAC;gBACJ,MAAM,CAAC,KAAK,CAAC,qEAAqE,CAAC,CAAC;gBACpF,IAAI,GAAG,EAAE,CAAC;oBACN,MAAM,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC;gBACtB,CAAC;YACL,CAAC;QACL,CAAC,CACJ,CAAC;IACN,CAAC;IAED,gBAAgB;IACT,qBAAqB;QACxB,IAAI,CAAC,yBAAyB,EAAE,EAAE,CAAC;QACnC,IAAI,CAAC,yBAAyB,GAAG,IAAI,CAAC;QACtC,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;YAC7D,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,SAAS,EAAE,CAAC;QAC/C,CAAC;QACD,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;IAC3B,CAAC;IAED;;;;;OAKG;IACH,YAAY,IAAY,EAAE,KAAY,EAAE,OAA+B;QApT/D,yBAAoB,GAAyB,IAAI,CAAC;QAyBlD,0BAAqB,GAAG,CAAC,aAAqB,EAAE,cAAsB,EAAE,EAAE;YAC9E,MAAM,SAAS,GAAG,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;YACjE,IAAI,CAAC,cAAc,KAAK,CAAC,IAAI,SAAS,GAAG,CAAC,CAAC,IAAI,SAAS,KAAK,CAAC,EAAE,CAAC;gBAC7D,KAAK,MAAM,IAAI,IAAI,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;oBACpC,IAAI,CAAC,0BAA0B,EAAE,CAAC;gBACtC,CAAC;YACL,CAAC;QACL,CAAC,CAAC;QAEF;;;WAGG;QACI,uBAAkB,GAAqC,IAAI,CAAC;QAEnE;;;;;;;;WAQG;QACI,wBAAmB,GACtB,IAAI,CAAC;QAET;;WAEG;QACI,oBAAe,GAAG,IAAI,CAAC;QAE9B;;WAEG;QACI,kBAAa,GAAG,KAAK,CAAC;QAE7B;;WAEG;QACI,wBAAmB,GAAG,KAAK,CAAC;QAEnC;;WAEG;QACI,+BAA0B,GAAG,KAAK,CAAC;QAalC,4BAAuB,GAAG,KAAK,CAAC;QAkCxC;;WAEG;QACa,6BAAwB,GAAG,IAAI,UAAU,EAAU,CAAC;QAEpE;;WAEG;QACa,4BAAuB,GAAG,IAAI,UAAU,EAAU,CAAC;QAEnE;;WAEG;QACa,6CAAwC,GAAG,IAAI,UAAU,EAAU,CAAC;QAEpF;;WAEG;QACa,4CAAuC,GAAG,IAAI,UAAU,EAAU,CAAC;QAEnF;;WAEG;QACa,8BAAyB,GAAG,IAAI,UAAU,EAAkB,CAAC;QAE7E;;WAEG;QACa,gCAA2B,GAAG,IAAI,UAAU,EAAkB,CAAC;QAE/E;;WAEG;QACa,+BAA0B,GAAG,IAAI,UAAU,EAAU,CAAC;QAM5D,sBAAiB,GAAG,CAAC,CAAC,CAAC;QACvB,iBAAY,GAAG,CAAC,CAAC;QACjB,sCAAiC,GAAG,KAAK,CAAC;QAC1C,kBAAa,GAAG,IAAI,UAAU,CAAe,GAAG,CAAC,CAAC;QAClD,yBAAoB,GAAG,IAAI,UAAU,CAAc,EAAE,CAAC,CAAC;QA0FjE,gBAAgB;QACT,cAAS,GAAG,KAAK,CAAC;QAEzB,gBAAgB;QACT,8BAAyB,GAAyB,IAAI,CAAC;QA6MtD,wBAAmB,GAAqB,IAAI,CAAC;QAtJjD,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,sBAAsB,CAAC;QAC9D,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,wBAAwB,CAAC,iBAAiB,IAAI,CAAC,IAAI,EAAE,EAAE,KAAK,CAAC,CAAC;QAC/F,CAAC;QAED,IAAI,CAAC,UAAU,GAAG,EAAoB,CAAC;QACvC,IAAI,CAAC,cAAc,GAAG,EAAE,CAAC;QAEzB,IAAI,CAAC,OAAO,GAAG;YACX,SAAS,EAAE,CAAC;YACZ,sBAAsB,EAAE,IAAI;YAC5B,GAAG,OAAO;SACb,CAAC;QAEF,IAAI,CAAC,mBAAmB,EAAE,CAAC;QAE3B,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC;QAE3C,mBAAmB;QACnB,IAAI,CAAC,iBAAiB,GAAG,IAAI,gBAAgB,CAAC,KAAK,CAAC,CAAC;QACrD,IAAI,CAAC,iBAAiB,CAAC,uBAAuB,GAAG,IAAI,CAAC;QAEtD,IAAI,CAAC,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC,CAAC;IACxC,CAAC;IAEO,oBAAoB;QACxB,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC,EAAE,CAAC;YAC9C,MAAM,CAAC,mBAAmB,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC;QACvD,CAAC;QACD,IAAI,CAAC,cAAc,CAAC,MAAM,GAAG,CAAC,CAAC;IACnC,CAAC;IAEO,mBAAmB;QACvB,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAE5B,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC,EAAE,CAAC;YAC9C,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,kBAAkB,CAAC,GAAG,IAAI,CAAC,IAAI,IAAI,CAAC,EAAE,CAAC,CAAC;QAC5E,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,mBAAmB;QACtB,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;IAChC,CAAC;IAED;;;OAGG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IACD,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,mBAAmB,EAAE,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACI,YAAY;QACf,IAAI,IAAI,CAAC,iBAAiB,KAAK,CAAC,CAAC,EAAE,CAAC;YAChC,uBAAuB;YACvB,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC;YAC3B,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,IAAI,CAAC,WAAW,KAAK,IAAI,CAAC,iBAAiB,EAAE,CAAC;YAC9C,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC;YAC3B,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,CAAC,iBAAiB,EAAE,CAAC;QACzB,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;;OAKG;IACI,mBAAmB,CAAC,aAAqB,EAAE,cAAsB;QACpE,IAAI,CAAC,iBAAiB,EAAE,CAAC;QACzB,IAAI,CAAC,UAAU,CAAC,aAAa,EAAE,cAAc,CAAC,CAAC;QAE/C,MAAM,OAAO,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QAEvC,IAAI,CAAC,YAAY,EAAE,CAAC;QAEpB,OAAO,OAAO,CAAC;IACnB,CAAC;IAED;;;OAGG;IACI,iBAAiB;QACpB,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAE1B,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,IAAI,CAAC,IAAI,CAAC,mBAAmB,EAAE,CAAC;gBAC5B,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;gBACrB,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,kBAAkB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;oBAClE,MAAM,EAAE,GAAG,IAAI,CAAC,kBAAkB,CAAC,KAAK,CAAC,CAAC;oBAC1C,MAAM,IAAI,GAAG,KAAK,CAAC,WAAW,CAAC,EAAE,CAAC,CAAC;oBACnC,IAAI,IAAI,EAAE,CAAC;wBACP,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;oBAC/B,CAAC;gBACL,CAAC;YACL,CAAC;YACD,IAAI,CAAC,kBAAkB,GAAG,SAAS,CAAC;QACxC,CAAC;QAED,wBAAwB;QACxB,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC3B,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;gBAClB,IAAI,CAAC,UAAU,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,4BAA4B;YAC5D,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;YACzB,CAAC;YAED,MAAM,WAAW,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC;YAEvC,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,WAAW,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBACtD,MAAM,IAAI,GAAG,WAAW,CAAC,KAAK,CAAC,CAAC;gBAChC,IAAI,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,EAAE,CAAC;oBACjC,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBAC/B,CAAC;YACL,CAAC;QACL,CAAC;QAED,IAAI,CAAC,iCAAiC,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;QACrG,IAAI,IAAI,CAAC,uBAAuB,EAAE,CAAC;YAC/B,+GAA+G;YAC/G,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,mBAAmB,GAAG,IAAI,CAAC,uBAAuB,CAAC;QAChG,CAAC;IACL,CAAC;IAKD;;;;OAIG;IACI,UAAU,CAAC,aAAqB,EAAE,cAAsB;QAC3D,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,MAAM,GAAqB,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;QAE/E,IAAI,CAAC,yBAAyB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QAErD,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;QAEpD,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,MAAM,CAAC,qBAAqB,EAAE,CAAC;YAC5D,IAAI,CAAC,gBAAgB,CAAC,YAAY,EAAE,CAAC;YACrC,IAAI,CAAC,MAAM,CAAC,qBAAqB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QACtD,CAAC;QAED,IAAI,MAAM,EAAE,CAAC;YACT,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,MAAM,CAAC,aAAa,EAAE,EAAE,MAAM,CAAC,mBAAmB,CAAC,IAAI,CAAC,CAAC,CAAC;YACzF,IAAI,CAAC,MAAM,CAAC,YAAY,GAAG,MAAM,CAAC;YAClC,MAAM,CAAC,WAAW,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC,CAAC,MAAM,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC,CAAC,MAAM,CAAC,QAAQ,EAAE,aAAa,EAAE,cAAc,CAAC,CAAC;QACtH,CAAC;QAED,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,IAAI,CAAC,MAAM,CAAC,gBAAgB,EAAE,CAAC;QACnC,CAAC;QAED,IAAI,CAAC,0BAA0B,GAAG,KAAK,CAAC;IAC5C,CAAC;IAED;;OAEG;IACI,YAAY;QACf,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAE1B,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,IAAI,CAAC,MAAM,CAAC,qBAAqB,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAC7D,CAAC;QAED,IAAI,IAAI,CAAC,uBAAuB,EAAE,CAAC;YAC/B,KAAK,CAAC,4BAA4B,CAAC,mBAAmB,GAAG,IAAI,CAAC,iCAAiC,CAAC;QACpG,CAAC;QAED,KAAK,CAAC,YAAY,GAAG,IAAI,CAAC,mBAAmB,CAAC;QAC9C,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC3B,IAAI,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,CAAC,YAAY,EAAE,CAAC;gBAChE,KAAK,CAAC,kBAAkB,CAAC,IAAI,CAAC,mBAAmB,CAAC,aAAa,EAAE,EAAE,IAAI,CAAC,mBAAmB,CAAC,mBAAmB,CAAC,IAAI,CAAC,CAAC,CAAC;YAC3H,CAAC;YACD,KAAK,CAAC,SAAS,EAAE,CAAC,WAAW,CAAC,IAAI,CAAC,mBAAmB,CAAC,QAAQ,CAAC,CAAC;QACrE,CAAC;QAED,KAAK,CAAC,mBAAmB,EAAE,CAAC;QAE5B,IAAI,CAAC,2BAA2B,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IAC3D,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,SAAS,GAAG,CAAC,EAAE,2BAA2B,GAAG,KAAK;QAC5D,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAC1B,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,MAAM,mBAAmB,GAAG,MAAM,CAAC,mBAAmB,CAAC;QAEvD,MAAM,CAAC,mBAAmB,GAAG,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,CAAC;QAE5D,IAAI,CAAC,wBAAwB,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QAEzD,MAAM,QAAQ,GAAG,MAAM,CAAC,iBAAiB,IAAI,MAAM,CAAC,qBAAqB,KAAK,SAAS,CAAC,sBAAsB,CAAC;QAE/G,IAAI,CAAC,QAAQ,EAAE,CAAC;YACZ,MAAM,iBAAiB,GAAG,IAAI,CAAC,wBAAwB,CAAC,SAAS,CAAC,CAAC;YAEnE,IAAI,CAAC,wCAAwC,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;YAEzE,IAAI,CAAC,iBAAiB,CAAC,MAAM,CAAC,IAAI,CAAC,oBAAoB,EAAE,iBAAiB,EAAE,IAAI,CAAC,eAAe,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YAEtH,IAAI,CAAC,uCAAuC,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QAC5E,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,0BAA0B,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QAC/D,CAAC;QAED,IAAI,CAAC,2BAA2B,EAAE,CAAC;YAC/B,IAAI,CAAC,uBAAuB,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QAC5D,CAAC;QAED,MAAM,CAAC,mBAAmB,GAAG,mBAAmB,CAAC;IACrD,CAAC;IAED,gBAAgB;IACT,eAAe;QAClB,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAC1B,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,mBAAmB,GAAG,MAAM,CAAC,mBAAmB,CAAC;QAEvD,IAAI,WAAW,GAAG,IAAI,CAAC;QAEvB,IAAI,CAAC,KAAK,CAAC,aAAa,EAAE,EAAE,CAAC;YACzB,mHAAmH;YACnH,KAAK,CAAC,qBAAqB,EAAE,CAAC;QAClC,CAAC;QAED,MAAM,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,CAAC;QACzC,KAAK,IAAI,SAAS,GAAG,CAAC,EAAE,SAAS,GAAG,SAAS,IAAI,WAAW,EAAE,SAAS,EAAE,EAAE,CAAC;YACxE,IAAI,iBAAiB,GAAkC,IAAI,CAAC;YAC5D,MAAM,iBAAiB,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,eAAe,EAAE,CAAC,IAAI,CAAC;YAC7H,MAAM,uBAAuB,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC,CAAC,KAAK,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,eAAe,EAAE,CAAC,MAAM,CAAC;YAEnJ,MAAM,CAAC,mBAAmB,GAAG,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,CAAC;YAE5D,IAAI,CAAC,wBAAwB,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;YAEzD,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;gBAC3B,iBAAiB,GAAG,IAAI,CAAC,mBAAmB,CAAC,SAAS,EAAE,iBAAiB,EAAE,uBAAuB,CAAC,CAAC;YACxG,CAAC;YAED,IAAI,CAAC,iBAAiB,EAAE,CAAC;gBACrB,iBAAiB,GAAG,iBAAiB,CAAC;YAC1C,CAAC;YAED,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,sBAAsB,EAAE,CAAC;gBACvC,KAAK,CAAC,qBAAqB,CAAC,IAAI,CAAC,CAAC;YACtC,CAAC;YAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,iBAAiB,CAAC,MAAM,IAAI,WAAW,EAAE,EAAE,CAAC,EAAE,CAAC;gBAC/D,MAAM,IAAI,GAAG,iBAAiB,CAAC,CAAC,CAAC,CAAC;gBAElC,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,IAAI,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,CAAC;oBAC5E,SAAS;gBACb,CAAC;gBAED,IAAI,IAAI,CAAC,qBAAqB,EAAE,CAAC;oBAC7B,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,EAAE,CAAC;wBAC5D,WAAW,GAAG,KAAK,CAAC;wBACpB,SAAS;oBACb,CAAC;gBACL,CAAC;qBAAM,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;oBAC7B,WAAW,GAAG,KAAK,CAAC;oBACpB,SAAS;gBACb,CAAC;YACL,CAAC;YAED,IAAI,CAAC,uBAAuB,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;YAExD,IAAI,SAAS,GAAG,CAAC,EAAE,CAAC;gBAChB,KAAK,CAAC,iBAAiB,EAAE,CAAC;gBAC1B,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAChC,CAAC;QACL,CAAC;QAED,MAAM,eAAe,GAAG,IAAI,CAAC,kBAAkB,IAAI,KAAK,CAAC,eAAe,CAAC;QACzE,KAAK,MAAM,cAAc,IAAI,eAAe,EAAE,CAAC;YAC3C,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,EAAE,CAAC;gBAC5B,WAAW,GAAG,KAAK,CAAC;YACxB,CAAC;QACL,CAAC;QAED,MAAM,CAAC,mBAAmB,GAAG,mBAAmB,CAAC;QAEjD,OAAO,WAAW,CAAC;IACvB,CAAC;IAEO,wBAAwB,CAAC,SAAS,GAAG,CAAC,EAAE,cAAc,GAAG,KAAK;QAClE,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAE1B,8DAA8D;QAC9D,IAAI,iBAAiB,GAAkC,IAAI,CAAC;QAC5D,IAAI,uBAAuB,GAAG,CAAC,CAAC;QAChC,IAAI,cAAc,GAAG,KAAK,CAAC;QAE3B,MAAM,iBAAiB,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,eAAe,EAAE,CAAC,IAAI,CAAC;QAC7H,MAAM,uBAAuB,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC,CAAC,KAAK,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,eAAe,EAAE,CAAC,MAAM,CAAC;QAEnJ,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC3B,iBAAiB,GAAG,IAAI,CAAC,mBAAmB,CAAC,SAAS,EAAE,iBAAiB,EAAE,uBAAuB,CAAC,CAAC;QACxG,CAAC;QAED,IAAI,CAAC,iBAAiB,EAAE,CAAC;YACrB,2FAA2F;YAC3F,wHAAwH;YACxH,IAAI,IAAI,CAAC,0BAA0B,IAAI,CAAC,cAAc,EAAE,CAAC;gBACrD,OAAO,iBAAiB,CAAC;YAC7B,CAAC;YACD,IAAI,CAAC,0BAA0B,GAAG,IAAI,CAAC;YACvC,iBAAiB,GAAG,iBAAiB,CAAC;YACtC,uBAAuB,GAAG,uBAAuB,CAAC;YAClD,cAAc,GAAG,CAAC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,mBAAmB,CAAC;QAClE,CAAC;aAAM,CAAC;YACJ,4DAA4D;YAC5D,uBAAuB,GAAG,iBAAiB,CAAC,MAAM,CAAC;YACnD,cAAc,GAAG,IAAI,CAAC,mBAAmB,CAAC;QAC9C,CAAC;QAED,MAAM,MAAM,GAAG,KAAK,CAAC,YAAY,CAAC,CAAC,2HAA2H;QAC9J,MAAM,YAAY,GAAG,IAAI,CAAC,YAAY,IAAI,MAAM,CAAC;QAEjD,6FAA6F;QAC7F,MAAM,mBAAmB,GAAI,KAAa,CAAC,sBAAsB,EAAE,EAAmC,CAAC;QAEvG,IAAI,KAAK,CAAC,mBAAmB,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YAC9C,IAAI,CAAC,iBAAiB,CAAC,YAAY,EAAE,CAAC;YAEtC,IAAI,IAAI,CAAC,0BAA0B,IAAI,mBAAmB,EAAE,CAAC;gBACzD,mBAAmB,CAAC,KAAK,EAAE,CAAC;gBAC5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;oBACxD,MAAM,WAAW,GAAG,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;oBACtD,mBAAmB,CAAC,UAAU,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;gBACrD,CAAC;YACL,CAAC;YAED,OAAO,iBAAiB,CAAC;QAC7B,CAAC;QAED,IAAI,CAAC,iBAAiB,CAAC,KAAK,EAAE,CAAC;QAC/B,IAAI,CAAC,aAAa,CAAC,KAAK,EAAE,CAAC;QAC3B,IAAI,CAAC,oBAAoB,CAAC,KAAK,EAAE,CAAC;QAElC,IAAI,CAAC,0BAA0B,IAAI,mBAAmB,IAAI,mBAAmB,CAAC,KAAK,EAAE,CAAC;QAEtF,MAAM,aAAa,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC;QAC1C,MAAM,cAAc,GAAG,KAAK,CAAC,UAAU,EAAE,CAAC;QAC1C,KAAK,IAAI,SAAS,GAAG,CAAC,EAAE,SAAS,GAAG,uBAAuB,EAAE,SAAS,EAAE,EAAE,CAAC;YACvE,MAAM,IAAI,GAAG,iBAAiB,CAAC,SAAS,CAAC,CAAC;YAE1C,IAAI,IAAI,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,CAAC;gBAC1B,IAAI,IAAI,CAAC,qBAAqB,EAAE,CAAC;oBAC7B,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,KAAK,CAAC,EAAE,CAAC;wBAC7D,IAAI,CAAC,mBAAmB,EAAE,CAAC;wBAC3B,SAAS;oBACb,CAAC;gBACL,CAAC;qBAAM,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,WAAW,KAAK,CAAC,CAAC,EAAE,CAAC;oBAC/C,IAAI,CAAC,mBAAmB,EAAE,CAAC;oBAC3B,SAAS;gBACb,CAAC;gBAED,IAAI,YAAY,GAA2B,IAAI,CAAC;gBAEhD,IAAI,YAAY,EAAE,CAAC;oBACf,MAAM,sBAAsB,GAAG,IAAI,CAAC,6BAA6B,CAAC,WAAW,CAAC,GAAG,CAAC,YAAY,CAAC,CAAC;oBAChG,IAAI,CAAC,sBAAsB,IAAI,sBAAsB,CAAC,CAAC,CAAC,KAAK,cAAc,EAAE,CAAC;wBAC1E,YAAY,GAAG,KAAK,CAAC,iBAAiB,CAAC,CAAC,CAAC,KAAK,CAAC,iBAAiB,CAAC,IAAI,EAAE,YAAY,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,CAAC;wBACjH,IAAI,CAAC,sBAAsB,EAAE,CAAC;4BAC1B,IAAI,CAAC,6BAA6B,CAAC,WAAW,CAAC,GAAG,CAAC,YAAY,EAAE,CAAC,YAAY,EAAE,cAAc,CAAC,CAAC,CAAC;wBACrG,CAAC;6BAAM,CAAC;4BACJ,sBAAsB,CAAC,CAAC,CAAC,GAAG,YAAY,CAAC;4BACzC,sBAAsB,CAAC,CAAC,CAAC,GAAG,cAAc,CAAC;wBAC/C,CAAC;oBACL,CAAC;yBAAM,CAAC;wBACJ,YAAY,GAAG,sBAAsB,CAAC,CAAC,CAAC,CAAC;oBAC7C,CAAC;gBACL,CAAC;qBAAM,CAAC;oBACJ,YAAY,GAAG,IAAI,CAAC;gBACxB,CAAC;gBAED,IAAI,CAAC,YAAY,EAAE,CAAC;oBAChB,SAAS;gBACb,CAAC;gBAED,IAAI,YAAY,KAAK,IAAI,IAAI,YAAY,CAAC,aAAa,KAAK,CAAC,EAAE,CAAC;oBAC5D,YAAY,CAAC,kBAAkB,EAAE,CAAC,CAAC,2CAA2C;gBAClF,CAAC;gBAED,YAAY,CAAC,oCAAoC,CAAC,aAAa,CAAC,CAAC;gBAEjE,IAAI,QAAQ,CAAC;gBACb,IAAI,cAAc,IAAI,MAAM,EAAE,CAAC;oBAC3B,QAAQ,GAAG,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;gBACzD,CAAC;qBAAM,CAAC;oBACJ,QAAQ,GAAG,KAAK,CAAC;gBACrB,CAAC;gBAED,IAAI,IAAI,CAAC,SAAS,EAAE,IAAI,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,SAAS,IAAI,CAAC,QAAQ,EAAE,CAAC;oBACpE,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;oBAC9B,YAAY,CAAC,6BAA6B,CAAC,mBAAmB,GAAG,IAAI,CAAC;oBAEtE,IAAI,YAAY,KAAK,IAAI,EAAE,CAAC;wBACxB,YAAY,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,CAAC,CAAC;oBAChD,CAAC;oBAED,IAAI,CAAC,0BAA0B,IAAI,mBAAmB,IAAI,mBAAmB,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;oBAEnG,IAAI,IAAI,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,CAAC,IAAI,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;wBAC/D,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC;4BACrB,YAAY,CAAC,6BAA6B,CAAC,6BAA6B,GAAG,KAAK,CAAC;wBACrF,CAAC;6BAAM,CAAC;4BACJ,IAAI,IAAI,CAAC,6BAA6B,CAAC,iBAAiB,EAAE,CAAC;gCACvD,YAAY,GAAG,IAAI,CAAC;4BACxB,CAAC;wBACL,CAAC;wBACD,YAAY,CAAC,6BAA6B,CAAC,qBAAqB,GAAG,IAAI,CAAC;wBAExE,KAAK,CAAC,gBAAgB,CAAC,YAAY,CAAC,CAAC;wBAErC,KAAK,IAAI,QAAQ,GAAG,CAAC,EAAE,QAAQ,GAAG,YAAY,CAAC,SAAS,CAAC,MAAM,EAAE,QAAQ,EAAE,EAAE,CAAC;4BAC1E,MAAM,OAAO,GAAG,YAAY,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC;4BACjD,IAAI,CAAC,0BAA0B,IAAI,mBAAmB,IAAI,mBAAmB,CAAC,gBAAgB,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;4BAC9G,IAAI,CAAC,iBAAiB,CAAC,QAAQ,CAAC,OAAO,EAAE,YAAY,CAAC,CAAC;wBAC3D,CAAC;oBACL,CAAC;oBAED,IAAI,CAAC,aAAa,EAAE,CAAC;gBACzB,CAAC;YACL,CAAC;QACL,CAAC;QAED,IAAI,IAAI,CAAC,0BAA0B,IAAI,mBAAmB,IAAI,cAAc,EAAE,CAAC;YAC3E,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,mBAAmB,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBAC7D,MAAM,WAAW,GAAG,mBAAmB,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;gBAC3D,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;YAChD,CAAC;QACL,CAAC;QAED,IAAI,IAAI,CAAC,MAAM,CAAC,gBAAgB,EAAE,CAAC;YAC/B,IAAI,CAAC,MAAM,CAAC,oCAAoC,CAAC,eAAe,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;YAC9E,MAAM,eAAe,GAAG,IAAI,CAAC,kBAAkB,IAAI,KAAK,CAAC,eAAe,CAAC;YACzE,KAAK,IAAI,aAAa,GAAG,CAAC,EAAE,aAAa,GAAG,eAAe,CAAC,MAAM,EAAE,aAAa,EAAE,EAAE,CAAC;gBAClF,MAAM,cAAc,GAAG,eAAe,CAAC,aAAa,CAAC,CAAC;gBAEtD,MAAM,OAAO,GAAQ,cAAc,CAAC,OAAO,CAAC;gBAE5C,IAAI,CAAC,cAAc,CAAC,SAAS,EAAE,IAAI,CAAC,OAAO,IAAI,CAAC,OAAO,CAAC,QAAQ,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC;oBACxF,SAAS;gBACb,CAAC;gBAED,IAAI,CAAC,iBAAiB,CAAC,iBAAiB,CAAC,cAAc,CAAC,CAAC;YAC7D,CAAC;YACD,IAAI,CAAC,MAAM,CAAC,mCAAmC,CAAC,eAAe,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QACjF,CAAC;QAED,OAAO,iBAAiB,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,iBAAiB,CAAC;IAClC,CAAC;IAED;;;;;;;;OAQG;IACI,iBAAiB,CACpB,gBAAwB,EACxB,sBAAoE,IAAI,EACxE,yBAAuE,IAAI,EAC3E,2BAAyE,IAAI;QAE7E,IAAI,CAAC,iBAAiB,CAAC,iBAAiB,CAAC,gBAAgB,EAAE,mBAAmB,EAAE,sBAAsB,EAAE,wBAAwB,CAAC,CAAC;IACtI,CAAC;IAED;;;;;;;OAOG;IACI,iCAAiC,CAAC,gBAAwB,EAAE,qBAA8B,EAAE,KAAK,GAAG,IAAI,EAAE,OAAO,GAAG,IAAI;QAC3H,IAAI,CAAC,iBAAiB,CAAC,iCAAiC,CAAC,gBAAgB,EAAE,qBAAqB,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAClH,IAAI,CAAC,iBAAiB,CAAC,uBAAuB,GAAG,KAAK,CAAC;IAC3D,CAAC;IAED;;;OAGG;IACI,KAAK;QACR,MAAM,WAAW,GAAG,IAAI,cAAc,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QAE7E,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;YAClB,WAAW,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QACtD,CAAC;QAED,OAAO,WAAW,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,eAAe,EAAE,CAAC,IAAI,CAAC;QAC1F,MAAM,gBAAgB,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,eAAe,EAAE,CAAC,MAAM,CAAC;QACzG,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,gBAAgB,EAAE,CAAC,EAAE,EAAE,CAAC;YACxC,MAAM,IAAI,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC;YAC3B,IAAI,IAAI,IAAI,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,YAAY,CAAC,KAAK,SAAS,EAAE,CAAC;gBACzE,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,YAAY,EAAE,SAAS,CAAC,CAAC;YAChE,CAAC;QACL,CAAC;QAED,IAAI,CAAC,wBAAwB,CAAC,KAAK,EAAE,CAAC;QACtC,IAAI,CAAC,uBAAuB,CAAC,KAAK,EAAE,CAAC;QACrC,IAAI,CAAC,wCAAwC,CAAC,KAAK,EAAE,CAAC;QACtD,IAAI,CAAC,uCAAuC,CAAC,KAAK,EAAE,CAAC;QACrD,IAAI,CAAC,0BAA0B,CAAC,KAAK,EAAE,CAAC;QAExC,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAE5B,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;QACvB,IAAI,CAAC,SAAS,EAAE,OAAO,EAAE,CAAC;QAC1B,IAAI,CAAC,SAAS,GAAG,SAAgB,CAAC;QAElC,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC;IAC3C,CAAC;IAED,gBAAgB;IACT,QAAQ;QACX,IAAI,IAAI,CAAC,WAAW,KAAK,cAAc,CAAC,uBAAuB,EAAE,CAAC;YAC9D,IAAI,CAAC,WAAW,GAAG,cAAc,CAAC,uBAAuB,CAAC;QAC9D,CAAC;IACL,CAAC;IAED;;OAEG;IACI,mBAAmB;QACtB,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;YACzB,IAAI,CAAC,iBAAiB,CAAC,mBAAmB,EAAE,CAAC;QACjD,CAAC;IACL,CAAC;;AAl5BD;;GAEG;AACoB,sCAAuB,GAAW,CAAC,AAAZ,CAAa;AAC3D;;GAEG;AACoB,8CAA+B,GAAW,CAAC,AAAZ,CAAa;AACnE;;;GAGG;AACoB,kDAAmC,GAAW,CAAC,AAAZ,CAAa","sourcesContent":["import type {\r\n Nullable,\r\n Immutable,\r\n Camera,\r\n Scene,\r\n AbstractMesh,\r\n SubMesh,\r\n Material,\r\n IParticleSystem,\r\n InstancedMesh,\r\n BoundingBox,\r\n BoundingBoxRenderer,\r\n UniformBuffer,\r\n} from \"core/index\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { RenderingManager } from \"../Rendering/renderingManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { _ObserveArray } from \"../Misc/arrayTools\";\r\nimport { _RetryWithInterval } from \"../Misc/timingTools\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\n\r\n/**\r\n * Defines the options of the object renderer\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface ObjectRendererOptions {\r\n /** The number of passes the renderer will support (1 by default) */\r\n numPasses?: number;\r\n\r\n /** True (default) to not change the aspect ratio of the scene in the RTT */\r\n doNotChangeAspectRatio?: boolean;\r\n}\r\n\r\n/**\r\n * A class that renders objects to the currently bound render target.\r\n * This class only renders objects, and is not concerned with the output texture or post-processing.\r\n */\r\nexport class ObjectRenderer {\r\n /**\r\n * Objects will only be rendered once which can be useful to improve performance if everything in your render is static for instance.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONCE: number = 0;\r\n /**\r\n * Objects will be rendered every frame and is recommended for dynamic contents.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number = 1;\r\n /**\r\n * Objects will be rendered every 2 frames which could be enough if your dynamic objects are not\r\n * the central point of your effect and can save a lot of performances.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number = 2;\r\n\r\n /**\r\n * Use this predicate to dynamically define the list of mesh you want to render.\r\n * If set, the renderList property will be overwritten.\r\n */\r\n public renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;\r\n\r\n private _renderList: Nullable<Array<AbstractMesh>>;\r\n private _unObserveRenderList: Nullable<() => void> = null;\r\n\r\n /**\r\n * Use this list to define the list of mesh you want to render.\r\n */\r\n public get renderList(): Nullable<Array<AbstractMesh>> {\r\n return this._renderList;\r\n }\r\n\r\n public set renderList(value: Nullable<Array<AbstractMesh>>) {\r\n if (this._renderList === value) {\r\n return;\r\n }\r\n if (this._unObserveRenderList) {\r\n this._unObserveRenderList();\r\n this._unObserveRenderList = null;\r\n }\r\n\r\n if (value) {\r\n this._unObserveRenderList = _ObserveArray(value, this._renderListHasChanged);\r\n }\r\n\r\n this._renderList = value;\r\n }\r\n\r\n private _renderListHasChanged = (_functionName: string, previousLength: number) => {\r\n const newLength = this._renderList ? this._renderList.length : 0;\r\n if ((previousLength === 0 && newLength > 0) || newLength === 0) {\r\n for (const mesh of this._scene.meshes) {\r\n mesh._markSubMeshesAsLightDirty();\r\n }\r\n }\r\n };\r\n\r\n /**\r\n * Define the list of particle systems to render. If not provided, will render all the particle systems of the scene.\r\n * Note that the particle systems are rendered only if renderParticles is set to true.\r\n */\r\n public particleSystemList: Nullable<Array<IParticleSystem>> = null;\r\n\r\n /**\r\n * Use this function to overload the renderList array at rendering time.\r\n * Return null to render with the current renderList, else return the list of meshes to use for rendering.\r\n * For 2DArray, layerOrFace is the index of the layer that is going to be rendered, else it is the faceIndex of\r\n * the cube (if the RTT is a cube, else layerOrFace=0).\r\n * The renderList passed to the function is the current render list (the one that will be used if the function returns null).\r\n * The length of this list is passed through renderListLength: don't use renderList.length directly because the array can\r\n * hold dummy elements!\r\n */\r\n public getCustomRenderList: Nullable<(layerOrFace: number, renderList: Nullable<Immutable<Array<AbstractMesh>>>, renderListLength: number) => Nullable<Array<AbstractMesh>>> =\r\n null;\r\n\r\n /**\r\n * Define if particles should be rendered.\r\n */\r\n public renderParticles = true;\r\n\r\n /**\r\n * Define if sprites should be rendered.\r\n */\r\n public renderSprites = false;\r\n\r\n /**\r\n * Force checking the layerMask property even if a custom list of meshes is provided (ie. if renderList is not undefined)\r\n */\r\n public forceLayerMaskCheck = false;\r\n\r\n /**\r\n * Enables the rendering of bounding boxes for meshes (still subject to Mesh.showBoundingBox or scene.forceShowBoundingBoxes). Default is false.\r\n */\r\n public enableBoundingBoxRendering = false;\r\n\r\n /**\r\n * Define the camera used to render the objects.\r\n */\r\n public activeCamera: Nullable<Camera>;\r\n\r\n /**\r\n * Define the camera used to calculate the LOD of the objects.\r\n * If not defined, activeCamera will be used. If not defined nor activeCamera, scene's active camera will be used.\r\n */\r\n public cameraForLOD: Nullable<Camera>;\r\n\r\n private _disableImageProcessing = false;\r\n /**\r\n * If true, the object renderer will render all objects without any image processing applied.\r\n * If false (default value), the renderer will use the current setting of the scene's image processing configuration.\r\n */\r\n public get disableImageProcessing() {\r\n return this._disableImageProcessing;\r\n }\r\n\r\n public set disableImageProcessing(value: boolean) {\r\n if (value === this._disableImageProcessing) {\r\n return;\r\n }\r\n\r\n this._disableImageProcessing = value;\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_ImageProcessingDirtyFlag);\r\n }\r\n\r\n /**\r\n * Override the mesh isReady function with your own one.\r\n */\r\n public customIsReadyFunction: (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => boolean;\r\n\r\n /**\r\n * Override the render function with your own one.\r\n */\r\n public customRenderFunction: (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>,\r\n beforeTransparents?: () => void\r\n ) => void;\r\n\r\n /**\r\n * An event triggered before rendering the objects\r\n */\r\n public readonly onBeforeRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered after rendering the objects\r\n */\r\n public readonly onAfterRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered before the rendering group is processed\r\n */\r\n public readonly onBeforeRenderingManagerRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered after the rendering group is processed\r\n */\r\n public readonly onAfterRenderingManagerRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered when initRender is called\r\n */\r\n public readonly onInitRenderingObservable = new Observable<ObjectRenderer>();\r\n\r\n /**\r\n * An event triggered when finishRender is called\r\n */\r\n public readonly onFinishRenderingObservable = new Observable<ObjectRenderer>();\r\n\r\n /**\r\n * An event triggered when fast path rendering is used\r\n */\r\n public readonly onFastPathRenderObservable = new Observable<number>();\r\n\r\n protected _scene: Scene;\r\n protected _renderingManager: RenderingManager;\r\n /** @internal */\r\n public _waitingRenderList?: string[];\r\n protected _currentRefreshId = -1;\r\n protected _refreshRate = 1;\r\n protected _currentApplyByPostProcessSetting = false;\r\n protected _activeMeshes = new SmartArray<AbstractMesh>(256);\r\n protected _activeBoundingBoxes = new SmartArray<BoundingBox>(32);\r\n protected _useUBO: boolean;\r\n protected _sceneUBO: UniformBuffer;\r\n protected _currentSceneUBO: UniformBuffer;\r\n\r\n /**\r\n * The options used by the object renderer\r\n */\r\n public options: Required<ObjectRendererOptions>;\r\n\r\n private _name: string;\r\n /**\r\n * Friendly name of the object renderer\r\n */\r\n public get name() {\r\n return this._name;\r\n }\r\n\r\n public set name(value: string) {\r\n if (this._name === value) {\r\n return;\r\n }\r\n\r\n this._name = value;\r\n if (this._sceneUBO) {\r\n this._sceneUBO.name = `Scene ubo for ${this.name}`;\r\n }\r\n\r\n if (!this._scene) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n const renderPassId = this._renderPassIds[i];\r\n engine._renderPassNames[renderPassId] = `${this._name}#${i}`;\r\n }\r\n }\r\n\r\n /**\r\n * Current render pass id. Note it can change over the rendering as there's a separate id for each face of a cube / each layer of an array layer!\r\n */\r\n public renderPassId: number;\r\n private readonly _renderPassIds: number[];\r\n /**\r\n * Gets the render pass ids used by the object renderer.\r\n */\r\n public get renderPassIds(): readonly number[] {\r\n return this._renderPassIds;\r\n }\r\n\r\n /**\r\n * Gets the current value of the refreshId counter\r\n */\r\n public get currentRefreshId() {\r\n return this._currentRefreshId;\r\n }\r\n\r\n /**\r\n * Gets the array of active meshes\r\n * @returns an array of AbstractMesh\r\n */\r\n public getActiveMeshes(): SmartArray<AbstractMesh> {\r\n return this._activeMeshes;\r\n }\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes with this object renderer\r\n * @param mesh mesh or array of meshes\r\n * @param material material or array of materials to use for this render pass. If undefined is passed, no specific material will be used but the regular material instead (mesh.material). It's possible to provide an array of materials to use a different material for each rendering pass.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material | Material[]): void {\r\n let meshes;\r\n if (!Array.isArray(mesh)) {\r\n meshes = [mesh];\r\n } else {\r\n meshes = mesh;\r\n }\r\n for (let j = 0; j < meshes.length; ++j) {\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n let mesh = meshes[j];\r\n if (meshes[j].isAnInstance) {\r\n mesh = (meshes[j] as InstancedMesh).sourceMesh;\r\n }\r\n mesh.setMaterialForRenderPass(this._renderPassIds[i], material !== undefined ? (Array.isArray(material) ? material[i] : material) : undefined);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _isFrozen = false;\r\n\r\n /** @internal */\r\n public _freezeActiveMeshesCancel: Nullable<() => void> = null;\r\n\r\n /** @internal */\r\n public _freezeActiveMeshes(freezeMeshes: boolean) {\r\n this._freezeActiveMeshesCancel = _RetryWithInterval(\r\n () => {\r\n return this._checkReadiness();\r\n },\r\n () => {\r\n this._freezeActiveMeshesCancel = null;\r\n if (freezeMeshes) {\r\n for (let index = 0; index < this._activeMeshes.length; index++) {\r\n this._activeMeshes.data[index]._freeze();\r\n }\r\n }\r\n this._prepareRenderingManager(0, true);\r\n this._isFrozen = true;\r\n },\r\n (err, isTimeout) => {\r\n this._freezeActiveMeshesCancel = null;\r\n if (!isTimeout) {\r\n Logger.Error(\"ObjectRenderer: An unexpected error occurred while waiting for the renderer to be ready.\");\r\n if (err) {\r\n Logger.Error(err);\r\n if (err.stack) {\r\n Logger.Error(err.stack);\r\n }\r\n }\r\n } else {\r\n Logger.Error(`ObjectRenderer: Timeout while waiting for the renderer to be ready.`);\r\n if (err) {\r\n Logger.Error(err);\r\n }\r\n }\r\n }\r\n );\r\n }\r\n\r\n /** @internal */\r\n public _unfreezeActiveMeshes() {\r\n this._freezeActiveMeshesCancel?.();\r\n this._freezeActiveMeshesCancel = null;\r\n for (let index = 0; index < this._activeMeshes.length; index++) {\r\n this._activeMeshes.data[index]._unFreeze();\r\n }\r\n this._isFrozen = false;\r\n }\r\n\r\n /**\r\n * Instantiates an object renderer.\r\n * @param name The friendly name of the object renderer\r\n * @param scene The scene the renderer belongs to\r\n * @param options The options used to create the renderer (optional)\r\n */\r\n constructor(name: string, scene: Scene, options?: ObjectRendererOptions) {\r\n this.name = name;\r\n this._scene = scene;\r\n this._useUBO = this._scene.getEngine().supportsUniformBuffers;\r\n if (this._useUBO) {\r\n this._sceneUBO = this._scene.createSceneUniformBuffer(`Scene ubo for ${this.name}`, false);\r\n }\r\n\r\n this.renderList = [] as AbstractMesh[];\r\n this._renderPassIds = [];\r\n\r\n this.options = {\r\n numPasses: 1,\r\n doNotChangeAspectRatio: true,\r\n ...options,\r\n };\r\n\r\n this._createRenderPassId();\r\n\r\n this.renderPassId = this._renderPassIds[0];\r\n\r\n // Rendering groups\r\n this._renderingManager = new RenderingManager(scene);\r\n this._renderingManager._useSceneAutoClearSetup = true;\r\n\r\n this._scene.addObjectRenderer(this);\r\n }\r\n\r\n private _releaseRenderPassId(): void {\r\n const engine = this._scene.getEngine();\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds.length = 0;\r\n }\r\n\r\n private _createRenderPassId(): void {\r\n this._releaseRenderPassId();\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n this._renderPassIds[i] = engine.createRenderPassId(`${this.name}#${i}`);\r\n }\r\n }\r\n\r\n /**\r\n * Resets the refresh counter of the renderer and start back from scratch.\r\n * Could be useful to re-render if it is setup to render only once.\r\n */\r\n public resetRefreshCounter(): void {\r\n this._currentRefreshId = -1;\r\n }\r\n\r\n /**\r\n * Defines the refresh rate of the rendering or the rendering frequency.\r\n * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...\r\n */\r\n public get refreshRate(): number {\r\n return this._refreshRate;\r\n }\r\n public set refreshRate(value: number) {\r\n this._refreshRate = value;\r\n this.resetRefreshCounter();\r\n }\r\n\r\n /**\r\n * Indicates if the renderer should render the current frame.\r\n * The output is based on the specified refresh rate.\r\n * @returns true if the renderer should render the current frame\r\n */\r\n public shouldRender(): boolean {\r\n if (this._currentRefreshId === -1) {\r\n // At least render once\r\n this._currentRefreshId = 1;\r\n return true;\r\n }\r\n\r\n if (this.refreshRate === this._currentRefreshId) {\r\n this._currentRefreshId = 1;\r\n return true;\r\n }\r\n\r\n this._currentRefreshId++;\r\n return false;\r\n }\r\n\r\n /**\r\n * This function will check if the renderer is ready to render (textures are loaded, shaders are compiled)\r\n * @param viewportWidth defines the width of the viewport\r\n * @param viewportHeight defines the height of the viewport\r\n * @returns true if all required resources are ready\r\n */\r\n public isReadyForRendering(viewportWidth: number, viewportHeight: number): boolean {\r\n this.prepareRenderList();\r\n this.initRender(viewportWidth, viewportHeight);\r\n\r\n const isReady = this._checkReadiness();\r\n\r\n this.finishRender();\r\n\r\n return isReady;\r\n }\r\n\r\n /**\r\n * Makes sure the list of meshes is ready to be rendered\r\n * You should call this function before \"initRender\", but if you know the render list is ok, you may call \"initRender\" directly\r\n */\r\n public prepareRenderList(): void {\r\n const scene = this._scene;\r\n\r\n if (this._waitingRenderList) {\r\n if (!this.renderListPredicate) {\r\n this.renderList = [];\r\n for (let index = 0; index < this._waitingRenderList.length; index++) {\r\n const id = this._waitingRenderList[index];\r\n const mesh = scene.getMeshById(id);\r\n if (mesh) {\r\n this.renderList.push(mesh);\r\n }\r\n }\r\n }\r\n this._waitingRenderList = undefined;\r\n }\r\n\r\n // Is predicate defined?\r\n if (this.renderListPredicate) {\r\n if (this.renderList) {\r\n this.renderList.length = 0; // Clear previous renderList\r\n } else {\r\n this.renderList = [];\r\n }\r\n\r\n const sceneMeshes = this._scene.meshes;\r\n\r\n for (let index = 0; index < sceneMeshes.length; index++) {\r\n const mesh = sceneMeshes[index];\r\n if (this.renderListPredicate(mesh)) {\r\n this.renderList.push(mesh);\r\n }\r\n }\r\n }\r\n\r\n this._currentApplyByPostProcessSetting = this._scene.imageProcessingConfiguration.applyByPostProcess;\r\n if (this._disableImageProcessing) {\r\n // we do not use the applyByPostProcess setter to avoid flagging all the materials as \"image processing dirty\"!\r\n this._scene.imageProcessingConfiguration._applyByPostProcess = this._disableImageProcessing;\r\n }\r\n }\r\n\r\n private _defaultRenderListPrepared: boolean;\r\n private _currentSceneCamera: Nullable<Camera> = null;\r\n\r\n /**\r\n * This method makes sure everything is setup before \"render\" can be called\r\n * @param viewportWidth Width of the viewport to render to\r\n * @param viewportHeight Height of the viewport to render to\r\n */\r\n public initRender(viewportWidth: number, viewportHeight: number): void {\r\n const engine = this._scene.getEngine();\r\n const camera: Nullable<Camera> = this.activeCamera ?? this._scene.activeCamera;\r\n\r\n this.onInitRenderingObservable.notifyObservers(this);\r\n\r\n this._currentSceneCamera = this._scene.activeCamera;\r\n\r\n if (this._useUBO) {\r\n this._currentSceneUBO = this._scene.getSceneUniformBuffer();\r\n this._currentSceneUBO.unbindEffect();\r\n this._scene.setSceneUniformBuffer(this._sceneUBO);\r\n }\r\n\r\n if (camera) {\r\n this._scene.setTransformMatrix(camera.getViewMatrix(), camera.getProjectionMatrix(true));\r\n this._scene.activeCamera = camera;\r\n engine.setViewport(camera.rigParent ? camera.rigParent.viewport : camera.viewport, viewportWidth, viewportHeight);\r\n }\r\n\r\n if (this._useUBO) {\r\n this._scene.finalizeSceneUbo();\r\n }\r\n\r\n this._defaultRenderListPrepared = false;\r\n }\r\n\r\n /**\r\n * This method must be called after the \"render\" call(s), to complete the rendering process.\r\n */\r\n public finishRender() {\r\n const scene = this._scene;\r\n\r\n if (this._useUBO) {\r\n this._scene.setSceneUniformBuffer(this._currentSceneUBO);\r\n }\r\n\r\n if (this._disableImageProcessing) {\r\n scene.imageProcessingConfiguration._applyByPostProcess = this._currentApplyByPostProcessSetting;\r\n }\r\n\r\n scene.activeCamera = this._currentSceneCamera;\r\n if (this._currentSceneCamera) {\r\n if (this.activeCamera && this.activeCamera !== scene.activeCamera) {\r\n scene.setTransformMatrix(this._currentSceneCamera.getViewMatrix(), this._currentSceneCamera.getProjectionMatrix(true));\r\n }\r\n scene.getEngine().setViewport(this._currentSceneCamera.viewport);\r\n }\r\n\r\n scene.resetCachedMaterial();\r\n\r\n this.onFinishRenderingObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Renders all the objects (meshes, particles systems, sprites) to the currently bound render target texture.\r\n * @param passIndex defines the pass index to use (default: 0)\r\n * @param skipOnAfterRenderObservable defines a flag to skip raising the onAfterRenderObservable\r\n */\r\n public render(passIndex = 0, skipOnAfterRenderObservable = false): void {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n engine.currentRenderPassId = this._renderPassIds[passIndex];\r\n\r\n this.onBeforeRenderObservable.notifyObservers(passIndex);\r\n\r\n const fastPath = engine.snapshotRendering && engine.snapshotRenderingMode === Constants.SNAPSHOTRENDERING_FAST;\r\n\r\n if (!fastPath) {\r\n const currentRenderList = this._prepareRenderingManager(passIndex);\r\n\r\n this.onBeforeRenderingManagerRenderObservable.notifyObservers(passIndex);\r\n\r\n this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);\r\n\r\n this.onAfterRenderingManagerRenderObservable.notifyObservers(passIndex);\r\n } else {\r\n this.onFastPathRenderObservable.notifyObservers(passIndex);\r\n }\r\n\r\n if (!skipOnAfterRenderObservable) {\r\n this.onAfterRenderObservable.notifyObservers(passIndex);\r\n }\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n }\r\n\r\n /** @internal */\r\n public _checkReadiness(): boolean {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n let returnValue = true;\r\n\r\n if (!scene.getViewMatrix()) {\r\n // We probably didn't execute scene.render() yet, so make sure we have a view/projection matrix setup for the scene\r\n scene.updateTransformMatrix();\r\n }\r\n\r\n const numPasses = this.options.numPasses;\r\n for (let passIndex = 0; passIndex < numPasses && returnValue; passIndex++) {\r\n let currentRenderList: Nullable<Array<AbstractMesh>> = null;\r\n const defaultRenderList = this.renderList ? this.renderList : scene.frameGraph ? scene.meshes : scene.getActiveMeshes().data;\r\n const defaultRenderListLength = this.renderList ? this.renderList.length : scene.frameGraph ? scene.meshes.length : scene.getActiveMeshes().length;\r\n\r\n engine.currentRenderPassId = this._renderPassIds[passIndex];\r\n\r\n this.onBeforeRenderObservable.notifyObservers(passIndex);\r\n\r\n if (this.getCustomRenderList) {\r\n currentRenderList = this.getCustomRenderList(passIndex, defaultRenderList, defaultRenderListLength);\r\n }\r\n\r\n if (!currentRenderList) {\r\n currentRenderList = defaultRenderList;\r\n }\r\n\r\n if (!this.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n\r\n for (let i = 0; i < currentRenderList.length && returnValue; ++i) {\r\n const mesh = currentRenderList[i];\r\n\r\n if (!mesh.isEnabled() || mesh.isBlocked || !mesh.isVisible || !mesh.subMeshes) {\r\n continue;\r\n }\r\n\r\n if (this.customIsReadyFunction) {\r\n if (!this.customIsReadyFunction(mesh, this.refreshRate, true)) {\r\n returnValue = false;\r\n continue;\r\n }\r\n } else if (!mesh.isReady(true)) {\r\n returnValue = false;\r\n continue;\r\n }\r\n }\r\n\r\n this.onAfterRenderObservable.notifyObservers(passIndex);\r\n\r\n if (numPasses > 1) {\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n }\r\n }\r\n\r\n const particleSystems = this.particleSystemList || scene.particleSystems;\r\n for (const particleSystem of particleSystems) {\r\n if (!particleSystem.isReady()) {\r\n returnValue = false;\r\n }\r\n }\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n\r\n return returnValue;\r\n }\r\n\r\n private _prepareRenderingManager(passIndex = 0, winterIsComing = false): Array<AbstractMesh> {\r\n const scene = this._scene;\r\n\r\n // Get the list of meshes to dispatch to the rendering manager\r\n let currentRenderList: Nullable<Array<AbstractMesh>> = null;\r\n let currentRenderListLength = 0;\r\n let checkLayerMask = false;\r\n\r\n const defaultRenderList = this.renderList ? this.renderList : scene.frameGraph ? scene.meshes : scene.getActiveMeshes().data;\r\n const defaultRenderListLength = this.renderList ? this.renderList.length : scene.frameGraph ? scene.meshes.length : scene.getActiveMeshes().length;\r\n\r\n if (this.getCustomRenderList) {\r\n currentRenderList = this.getCustomRenderList(passIndex, defaultRenderList, defaultRenderListLength);\r\n }\r\n\r\n if (!currentRenderList) {\r\n // No custom render list provided, we prepare the rendering for the default list, but check\r\n // first if we did not already performed the preparation (in this frame) before so as to avoid re-doing it several times\r\n if (this._defaultRenderListPrepared && !winterIsComing) {\r\n return defaultRenderList;\r\n }\r\n this._defaultRenderListPrepared = true;\r\n currentRenderList = defaultRenderList;\r\n currentRenderListLength = defaultRenderListLength;\r\n checkLayerMask = !this.renderList || this.forceLayerMaskCheck;\r\n } else {\r\n // Prepare the rendering for the custom render list provided\r\n currentRenderListLength = currentRenderList.length;\r\n checkLayerMask = this.forceLayerMaskCheck;\r\n }\r\n\r\n const camera = scene.activeCamera; // note that at this point, scene.activeCamera == this.activeCamera if defined, because initRender() has been called before\r\n const cameraForLOD = this.cameraForLOD ?? camera;\r\n\r\n // The cast to \"any\" is to avoid an error in ES6 in case you don't import boundingBoxRenderer\r\n const boundingBoxRenderer = (scene as any).getBoundingBoxRenderer?.() as Nullable<BoundingBoxRenderer>;\r\n\r\n if (scene._activeMeshesFrozen && this._isFrozen) {\r\n this._renderingManager.resetSprites();\r\n\r\n if (this.enableBoundingBoxRendering && boundingBoxRenderer) {\r\n boundingBoxRenderer.reset();\r\n for (let i = 0; i < this._activeBoundingBoxes.length; i++) {\r\n const boundingBox = this._activeBoundingBoxes.data[i];\r\n boundingBoxRenderer.renderList.push(boundingBox);\r\n }\r\n }\r\n\r\n return currentRenderList;\r\n }\r\n\r\n this._renderingManager.reset();\r\n this._activeMeshes.reset();\r\n this._activeBoundingBoxes.reset();\r\n\r\n this.enableBoundingBoxRendering && boundingBoxRenderer && boundingBoxRenderer.reset();\r\n\r\n const sceneRenderId = scene.getRenderId();\r\n const currentFrameId = scene.getFrameId();\r\n for (let meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {\r\n const mesh = currentRenderList[meshIndex];\r\n\r\n if (mesh && !mesh.isBlocked) {\r\n if (this.customIsReadyFunction) {\r\n if (!this.customIsReadyFunction(mesh, this.refreshRate, false)) {\r\n this.resetRefreshCounter();\r\n continue;\r\n }\r\n } else if (!mesh.isReady(this.refreshRate === 0)) {\r\n this.resetRefreshCounter();\r\n continue;\r\n }\r\n\r\n let meshToRender: Nullable<AbstractMesh> = null;\r\n\r\n if (cameraForLOD) {\r\n const meshToRenderAndFrameId = mesh._internalAbstractMeshDataInfo._currentLOD.get(cameraForLOD);\r\n if (!meshToRenderAndFrameId || meshToRenderAndFrameId[1] !== currentFrameId) {\r\n meshToRender = scene.customLODSelector ? scene.customLODSelector(mesh, cameraForLOD) : mesh.getLOD(cameraForLOD);\r\n if (!meshToRenderAndFrameId) {\r\n mesh._internalAbstractMeshDataInfo._currentLOD.set(cameraForLOD, [meshToRender, currentFrameId]);\r\n } else {\r\n meshToRenderAndFrameId[0] = meshToRender;\r\n meshToRenderAndFrameId[1] = currentFrameId;\r\n }\r\n } else {\r\n meshToRender = meshToRenderAndFrameId[0];\r\n }\r\n } else {\r\n meshToRender = mesh;\r\n }\r\n\r\n if (!meshToRender) {\r\n continue;\r\n }\r\n\r\n if (meshToRender !== mesh && meshToRender.billboardMode !== 0) {\r\n meshToRender.computeWorldMatrix(); // Compute world matrix if LOD is billboard\r\n }\r\n\r\n meshToRender._preActivateForIntermediateRendering(sceneRenderId);\r\n\r\n let isMasked;\r\n if (checkLayerMask && camera) {\r\n isMasked = (mesh.layerMask & camera.layerMask) === 0;\r\n } else {\r\n isMasked = false;\r\n }\r\n\r\n if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {\r\n this._activeMeshes.push(mesh);\r\n meshToRender._internalAbstractMeshDataInfo._wasActiveLastFrame = true;\r\n\r\n if (meshToRender !== mesh) {\r\n meshToRender._activate(sceneRenderId, true);\r\n }\r\n\r\n this.enableBoundingBoxRendering && boundingBoxRenderer && boundingBoxRenderer._preActiveMesh(mesh);\r\n\r\n if (mesh._activate(sceneRenderId, true) && mesh.subMeshes.length) {\r\n if (!mesh.isAnInstance) {\r\n meshToRender._internalAbstractMeshDataInfo._onlyForInstancesIntermediate = false;\r\n } else {\r\n if (mesh._internalAbstractMeshDataInfo._actAsRegularMesh) {\r\n meshToRender = mesh;\r\n }\r\n }\r\n meshToRender._internalAbstractMeshDataInfo._isActiveIntermediate = true;\r\n\r\n scene._prepareSkeleton(meshToRender);\r\n\r\n for (let subIndex = 0; subIndex < meshToRender.subMeshes.length; subIndex++) {\r\n const subMesh = meshToRender.subMeshes[subIndex];\r\n this.enableBoundingBoxRendering && boundingBoxRenderer && boundingBoxRenderer._evaluateSubMesh(mesh, subMesh);\r\n this._renderingManager.dispatch(subMesh, meshToRender);\r\n }\r\n }\r\n\r\n mesh._postActivate();\r\n }\r\n }\r\n }\r\n\r\n if (this.enableBoundingBoxRendering && boundingBoxRenderer && winterIsComing) {\r\n for (let i = 0; i < boundingBoxRenderer.renderList.length; i++) {\r\n const boundingBox = boundingBoxRenderer.renderList.data[i];\r\n this._activeBoundingBoxes.push(boundingBox);\r\n }\r\n }\r\n\r\n if (this._scene.particlesEnabled) {\r\n this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);\r\n const particleSystems = this.particleSystemList || scene.particleSystems;\r\n for (let particleIndex = 0; particleIndex < particleSystems.length; particleIndex++) {\r\n const particleSystem = particleSystems[particleIndex];\r\n\r\n const emitter: any = particleSystem.emitter;\r\n\r\n if (!particleSystem.isStarted() || !emitter || (emitter.position && !emitter.isEnabled())) {\r\n continue;\r\n }\r\n\r\n this._renderingManager.dispatchParticles(particleSystem);\r\n }\r\n this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);\r\n }\r\n\r\n return currentRenderList;\r\n }\r\n\r\n /**\r\n * Gets the rendering manager\r\n */\r\n public get renderingManager(): RenderingManager {\r\n return this._renderingManager;\r\n }\r\n\r\n /**\r\n * Overrides the default sort function applied in the rendering group to prepare the meshes.\r\n * This allowed control for front to back rendering or reversely depending of the special needs.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\r\n * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\r\n * @param transparentSortCompareFn The transparent queue comparison function use to sort.\r\n */\r\n public setRenderingOrder(\r\n renderingGroupId: number,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null\r\n ): void {\r\n this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);\r\n }\r\n\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n * @param depth Automatically clears depth between groups if true and autoClear is true.\r\n * @param stencil Automatically clears stencil between groups if true and autoClear is true.\r\n */\r\n public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth = true, stencil = true): void {\r\n this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);\r\n this._renderingManager._useSceneAutoClearSetup = false;\r\n }\r\n\r\n /**\r\n * Clones the renderer.\r\n * @returns the cloned renderer\r\n */\r\n public clone(): ObjectRenderer {\r\n const newRenderer = new ObjectRenderer(this.name, this._scene, this.options);\r\n\r\n if (this.renderList) {\r\n newRenderer.renderList = this.renderList.slice(0);\r\n }\r\n\r\n return newRenderer;\r\n }\r\n\r\n /**\r\n * Dispose the renderer and release its associated resources.\r\n */\r\n public dispose(): void {\r\n const renderList = this.renderList ? this.renderList : this._scene.getActiveMeshes().data;\r\n const renderListLength = this.renderList ? this.renderList.length : this._scene.getActiveMeshes().length;\r\n for (let i = 0; i < renderListLength; i++) {\r\n const mesh = renderList[i];\r\n if (mesh && mesh.getMaterialForRenderPass(this.renderPassId) !== undefined) {\r\n mesh.setMaterialForRenderPass(this.renderPassId, undefined);\r\n }\r\n }\r\n\r\n this.onBeforeRenderObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onBeforeRenderingManagerRenderObservable.clear();\r\n this.onAfterRenderingManagerRenderObservable.clear();\r\n this.onFastPathRenderObservable.clear();\r\n\r\n this._releaseRenderPassId();\r\n\r\n this.renderList = null;\r\n this._sceneUBO?.dispose();\r\n this._sceneUBO = undefined as any;\r\n\r\n this._scene.removeObjectRenderer(this);\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n if (this.refreshRate === ObjectRenderer.REFRESHRATE_RENDER_ONCE) {\r\n this.refreshRate = ObjectRenderer.REFRESHRATE_RENDER_ONCE;\r\n }\r\n }\r\n\r\n /**\r\n * Clear the info related to rendering groups preventing retention point in material dispose.\r\n */\r\n public freeRenderingGroups(): void {\r\n if (this._renderingManager) {\r\n this._renderingManager.freeRenderingGroups();\r\n }\r\n }\r\n}\r\n"]}
|
|
@@ -0,0 +1,19 @@
|
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
3
|
+
const name = "clusteredLightingFunctions";
|
|
4
|
+
const shader = `struct ClusteredLight {vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;vec4 vLightDirection;vec4 vLightFalloff;};ClusteredLight getClusteredLight(sampler2D lightDataTexture,int index) {return ClusteredLight(
|
|
5
|
+
texelFetch(lightDataTexture,ivec2(0,index),0),
|
|
6
|
+
texelFetch(lightDataTexture,ivec2(1,index),0),
|
|
7
|
+
texelFetch(lightDataTexture,ivec2(2,index),0),
|
|
8
|
+
texelFetch(lightDataTexture,ivec2(3,index),0),
|
|
9
|
+
texelFetch(lightDataTexture,ivec2(4,index),0)
|
|
10
|
+
);}
|
|
11
|
+
int getClusteredSliceIndex(vec2 sliceData,float viewDepth) {return int(log(viewDepth)*sliceData.x+sliceData.y);}
|
|
12
|
+
`;
|
|
13
|
+
// Sideeffect
|
|
14
|
+
if (!ShaderStore.IncludesShadersStore[name]) {
|
|
15
|
+
ShaderStore.IncludesShadersStore[name] = shader;
|
|
16
|
+
}
|
|
17
|
+
/** @internal */
|
|
18
|
+
export const clusteredLightingFunctions = { name, shader };
|
|
19
|
+
//# sourceMappingURL=clusteredLightingFunctions.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"clusteredLightingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/clusteredLightingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;CAQd,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,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"clusteredLightingFunctions\";\nconst shader = `struct ClusteredLight {vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;vec4 vLightDirection;vec4 vLightFalloff;};ClusteredLight getClusteredLight(sampler2D lightDataTexture,int index) {return ClusteredLight(\ntexelFetch(lightDataTexture,ivec2(0,index),0),\ntexelFetch(lightDataTexture,ivec2(1,index),0),\ntexelFetch(lightDataTexture,ivec2(2,index),0),\ntexelFetch(lightDataTexture,ivec2(3,index),0),\ntexelFetch(lightDataTexture,ivec2(4,index),0)\n);}\nint getClusteredSliceIndex(vec2 sliceData,float viewDepth) {return int(log(viewDepth)*sliceData.x+sliceData.y);}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const clusteredLightingFunctions = { name, shader };\n"]}
|
|
@@ -103,7 +103,12 @@ vec3 fromRGBD(vec4 rgbd) {rgbd.rgb=toLinearSpace(rgbd.rgb);return rgbd.rgb/rgbd.
|
|
|
103
103
|
vec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {vec3 invOrigVec=vec3(1.)/origVec;vec3 halfSize=cubeSize*0.5;vec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;vec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;vec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);float distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);vec3 intersectPositionWS=vertexPos+origVec*distance;return intersectPositionWS-cubePos;}
|
|
104
104
|
vec3 equirectangularToCubemapDirection(vec2 uv) {float longitude=uv.x*TWO_PI-PI;float latitude=HALF_PI-uv.y*PI;vec3 direction;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}
|
|
105
105
|
float sqrtClamped(float value) {return sqrt(max(value,0.));}
|
|
106
|
-
float avg(vec3 value) {return dot(value,vec3(0.333333333));}
|
|
106
|
+
float avg(vec3 value) {return dot(value,vec3(0.333333333));}
|
|
107
|
+
#ifdef WEBGL2
|
|
108
|
+
uint extractBits(uint value,int offset,int width) {return (value>>offset) & ((1u<<width)-1u);}
|
|
109
|
+
int onlyBitPosition(uint value) {return (floatBitsToInt(float(value))>>23)-0x7f;}
|
|
110
|
+
#endif
|
|
111
|
+
`;
|
|
107
112
|
// Sideeffect
|
|
108
113
|
if (!ShaderStore.IncludesShadersStore[name]) {
|
|
109
114
|
ShaderStore.IncludesShadersStore[name] = shader;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"helperFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/helperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"helperFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/helperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Gd,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,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"helperFunctions\";\nconst shader = `const float PI=3.1415926535897932384626433832795;const float TWO_PI=6.283185307179586;const float HALF_PI=1.5707963267948966;const float RECIPROCAL_PI=0.3183098861837907;const float RECIPROCAL_PI2=0.15915494309189535;const float RECIPROCAL_PI4=0.07957747154594767;const float HALF_MIN=5.96046448e-08; \nconst float LinearEncodePowerApprox=2.2;const float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;const vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);const float Epsilon=0.0000001;\n#define saturate(x) clamp(x,0.0,1.0)\n#define absEps(x) abs(x)+Epsilon\n#define maxEps(x) max(x,Epsilon)\n#define saturateEps(x) clamp(x,Epsilon,1.0)\nmat3 transposeMat3(mat3 inMatrix) {vec3 i0=inMatrix[0];vec3 i1=inMatrix[1];vec3 i2=inMatrix[2];mat3 outMatrix=mat3(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);return outMatrix;}\nmat3 inverseMat3(mat3 inMatrix) {float a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];float a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];float a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];float b01=a22*a11-a12*a21;float b11=-a22*a10+a12*a20;float b21=a21*a10-a11*a20;float det=a00*b01+a01*b11+a02*b21;return mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\nb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\nb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;}\n#if USE_EXACT_SRGB_CONVERSIONS\nvec3 toLinearSpaceExact(vec3 color)\n{vec3 nearZeroSection=0.0773993808*color;vec3 remainingSection=pow(0.947867299*(color+vec3(0.055)),vec3(2.4));\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nreturn mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.04045)));\n#else\nreturn\nvec3(\ncolor.r<=0.04045 ? nearZeroSection.r : remainingSection.r,\ncolor.g<=0.04045 ? nearZeroSection.g : remainingSection.g,\ncolor.b<=0.04045 ? nearZeroSection.b : remainingSection.b);\n#endif\n}\nvec3 toGammaSpaceExact(vec3 color)\n{vec3 nearZeroSection=12.92*color;vec3 remainingSection=1.055*pow(color,vec3(0.41666))-vec3(0.055);\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nreturn mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.0031308)));\n#else\nreturn\nvec3(\ncolor.r<=0.0031308 ? nearZeroSection.r : remainingSection.r,\ncolor.g<=0.0031308 ? nearZeroSection.g : remainingSection.g,\ncolor.b<=0.0031308 ? nearZeroSection.b : remainingSection.b);\n#endif\n}\n#endif\nfloat toLinearSpace(float color)\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nfloat nearZeroSection=0.0773993808*color;float remainingSection=pow(0.947867299*(color+0.055),2.4);return color<=0.04045 ? nearZeroSection : remainingSection;\n#else\nreturn pow(color,LinearEncodePowerApprox);\n#endif\n}\nvec3 toLinearSpace(vec3 color)\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toLinearSpaceExact(color);\n#else\nreturn pow(color,vec3(LinearEncodePowerApprox));\n#endif\n}\nvec4 toLinearSpace(vec4 color)\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4(toLinearSpaceExact(color.rgb),color.a);\n#else\nreturn vec4(pow(color.rgb,vec3(LinearEncodePowerApprox)),color.a);\n#endif\n}\nfloat toGammaSpace(float color)\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nfloat nearZeroSection=12.92*color;float remainingSection=1.055*pow(color,0.41666)-0.055;return color<=0.0031308 ? nearZeroSection : remainingSection;\n#else\nreturn pow(color,GammaEncodePowerApprox);\n#endif\n}\nvec3 toGammaSpace(vec3 color)\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toGammaSpaceExact(color);\n#else\nreturn pow(color,vec3(GammaEncodePowerApprox));\n#endif\n}\nvec4 toGammaSpace(vec4 color)\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4(toGammaSpaceExact(color.rgb),color.a);\n#else\nreturn vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);\n#endif\n}\nfloat square(float value)\n{return value*value;}\nvec3 square(vec3 value)\n{return value*value;}\nfloat pow5(float value) {float sq=value*value;return sq*sq*value;}\nfloat getLuminance(vec3 color)\n{return saturate(dot(color,LuminanceEncodeApprox));}\nfloat getRand(vec2 seed) {return fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);}\nfloat dither(vec2 seed,float varianceAmount) {float rand=getRand(seed);float normVariance=varianceAmount/255.0;float dither=mix(-normVariance,normVariance,rand);return dither;}\nconst float rgbdMaxRange=255.;vec4 toRGBD(vec3 color) {float maxRGB=maxEps(max(color.r,max(color.g,color.b)));float D =max(rgbdMaxRange/maxRGB,1.);D =saturate(floor(D)/255.);vec3 rgb=color.rgb*D;rgb=toGammaSpace(rgb);return vec4(saturate(rgb),D);}\nvec3 fromRGBD(vec4 rgbd) {rgbd.rgb=toLinearSpace(rgbd.rgb);return rgbd.rgb/rgbd.a;}\nvec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {vec3 invOrigVec=vec3(1.)/origVec;vec3 halfSize=cubeSize*0.5;vec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;vec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;vec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);float distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);vec3 intersectPositionWS=vertexPos+origVec*distance;return intersectPositionWS-cubePos;}\nvec3 equirectangularToCubemapDirection(vec2 uv) {float longitude=uv.x*TWO_PI-PI;float latitude=HALF_PI-uv.y*PI;vec3 direction;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}\nfloat sqrtClamped(float value) {return sqrt(max(value,0.));}\nfloat avg(vec3 value) {return dot(value,vec3(0.333333333));}\n#ifdef WEBGL2\nuint extractBits(uint value,int offset,int width) {return (value>>offset) & ((1u<<width)-1u);}\nint onlyBitPosition(uint value) {return (floatBitsToInt(float(value))>>23)-0x7f;}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const helperFunctions = { name, shader };\n"]}
|
|
@@ -6,7 +6,37 @@ const shader = `#ifdef LIGHT{X}
|
|
|
6
6
|
#else
|
|
7
7
|
vec4 diffuse{X}=light{X}.vLightDiffuse;
|
|
8
8
|
#define CUSTOM_LIGHT{X}_COLOR
|
|
9
|
-
#
|
|
9
|
+
#if defined(PBR) && defined(CLUSTLIGHT{X}) && CLUSTLIGHT_BATCH>0
|
|
10
|
+
{int sliceIndex=min(getClusteredSliceIndex(light{X}.vSliceData,vViewDepth),CLUSTLIGHT_SLICES-1);info=computeClusteredLighting(
|
|
11
|
+
lightDataTexture{X},
|
|
12
|
+
tileMaskTexture{X},
|
|
13
|
+
light{X}.vLightData,
|
|
14
|
+
ivec2(light{X}.vSliceRanges[sliceIndex]),
|
|
15
|
+
viewDirectionW,
|
|
16
|
+
normalW,
|
|
17
|
+
vPositionW,
|
|
18
|
+
surfaceAlbedo,
|
|
19
|
+
reflectivityOut
|
|
20
|
+
#ifdef IRIDESCENCE
|
|
21
|
+
,iridescenceIntensity
|
|
22
|
+
#endif
|
|
23
|
+
#ifdef SS_TRANSLUCENCY
|
|
24
|
+
,subSurfaceOut
|
|
25
|
+
#endif
|
|
26
|
+
#ifdef SPECULARTERM
|
|
27
|
+
,AARoughnessFactors.x
|
|
28
|
+
#endif
|
|
29
|
+
#ifdef ANISOTROPIC
|
|
30
|
+
,anisotropicOut
|
|
31
|
+
#endif
|
|
32
|
+
#ifdef SHEEN
|
|
33
|
+
,sheenOut
|
|
34
|
+
#endif
|
|
35
|
+
#ifdef CLEARCOAT
|
|
36
|
+
,clearcoatOut
|
|
37
|
+
#endif
|
|
38
|
+
);}
|
|
39
|
+
#elif defined(PBR)
|
|
10
40
|
#ifdef SPOTLIGHT{X}
|
|
11
41
|
preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);
|
|
12
42
|
#elif defined(POINTLIGHT{X})
|
|
@@ -166,6 +196,8 @@ info=computeAreaLighting(areaLightsLTC1Sampler,areaLightsLTC2Sampler,viewDirecti
|
|
|
166
196
|
vReflectionInfos.y
|
|
167
197
|
#endif
|
|
168
198
|
);
|
|
199
|
+
#elif defined(CLUSTLIGHT{X}) && CLUSTLIGHT_BATCH>0
|
|
200
|
+
{int sliceIndex=min(getClusteredSliceIndex(light{X}.vSliceData,vViewDepth),CLUSTLIGHT_SLICES-1);info=computeClusteredLighting(lightDataTexture{X},tileMaskTexture{X},viewDirectionW,normalW,light{X}.vLightData,ivec2(light{X}.vSliceRanges[sliceIndex]),glossiness);}
|
|
169
201
|
#endif
|
|
170
202
|
#endif
|
|
171
203
|
#ifdef PROJECTEDLIGHTTEXTURE{X}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Ud,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,aAAa,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\nvec4 diffuse{X}=light{X}.vLightDiffuse;\n#define CUSTOM_LIGHT{X}_COLOR \n#ifdef PBR\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)\npreInfo=computeAreaPreLightingInfo(areaLightsLTC1Sampler,areaLightsLTC2Sampler,viewDirectionW,normalW,vPositionW,light{X}.vLightData,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,roughness);\n#endif\npreInfo.NdotV=NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#endif\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#endif\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n#if defined(HEMILIGHT{X}) || defined(AREALIGHT{X})\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\npreInfo.diffuseRoughness=diffuseRoughness;preInfo.surfaceAlbedo=surfaceAlbedo;\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission=vec3(0.0);\n#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,diffuse{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X})\ninfo.diffuse=computeAreaDiffuseLighting(preInfo,diffuse{X}.rgb);\n#elif defined(SS_TRANSLUCENCY)\n#ifndef SS_TRANSLUCENCY_LEGACY\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb)*(1.0-subSurfaceOut.translucencyIntensity);info.diffuseTransmission=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance); \n#else\ninfo.diffuse=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance);\n#endif\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb);\n#endif\n#ifdef SPECULARTERM\n#if AREALIGHT{X}\ninfo.specular=computeAreaSpecularLighting(preInfo,light{X}.vLightSpecular.rgb,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90);\n#else\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\n{vec3 metalFresnel=reflectivityOut.specularWeight*getF82Specular(preInfo.VdotH,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90,reflectivityOut.roughness);vec3 dielectricFresnel=fresnelSchlickGGX(preInfo.VdotH,reflectivityOut.dielectricColorF0,reflectivityOut.colorReflectanceF90);coloredFresnel=mix(dielectricFresnel,metalFresnel,reflectivityOut.metallic);}\n#else\ncoloredFresnel=fresnelSchlickGGX(preInfo.VdotH,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90);\n#endif\n#ifndef LEGACY_SPECULAR_ENERGY_CONSERVATION\n{float NdotH=dot(normalW,preInfo.H);vec3 fresnel=fresnelSchlickGGX(NdotH,vec3(reflectanceF0),specularEnvironmentR90);info.diffuse*=(vec3(1.0)-fresnel);}\n#endif\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,coloredFresnel,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#endif\n#endif\n#ifndef AREALIGHT{X}\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,diffuse{X}.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=absorption;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=info.clearCoat.w;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\n#ifdef IESLIGHTTEXTURE{X}\ninfo=computeIESSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness,iesLightTexture{X});\n#else\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#endif\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)\ninfo=computeAreaLighting(areaLightsLTC1Sampler,areaLightsLTC2Sampler,viewDirectionW,normalW,vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.rgb,light{X}.vLightHeight.rgb,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,\n#ifdef AREALIGHTNOROUGHTNESS\n0.5\n#else\nvReflectionInfos.y\n#endif\n);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},vPositionW);\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nfor (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++)\n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=viewFrustumZ{X}[i]+vPositionFromCamera{X}.z;\n#else\ndiff{X}=viewFrustumZ{X}[i]-vPositionFromCamera{X}.z;\n#endif\nif (diff{X}>=0.) {index{X}=i;break;}}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nfloat frustumLength=frustumLengths{X}[index{X}];float diffRatio=clamp(diff{X}/frustumLength,0.,1.)*cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;float nextShadow=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;shadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\naggShadow+=shadow;numLights+=1.0;\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else\ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SS_TRANSLUCENCY\ndiffuseTransmissionBase+=info.diffuseTransmission*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const lightFragment = { name, shader };\n"]}
|
|
1
|
+
{"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Wd,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,aAAa,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\nvec4 diffuse{X}=light{X}.vLightDiffuse;\n#define CUSTOM_LIGHT{X}_COLOR \n#if defined(PBR) && defined(CLUSTLIGHT{X}) && CLUSTLIGHT_BATCH>0\n{int sliceIndex=min(getClusteredSliceIndex(light{X}.vSliceData,vViewDepth),CLUSTLIGHT_SLICES-1);info=computeClusteredLighting(\nlightDataTexture{X},\ntileMaskTexture{X},\nlight{X}.vLightData,\nivec2(light{X}.vSliceRanges[sliceIndex]),\nviewDirectionW,\nnormalW,\nvPositionW,\nsurfaceAlbedo,\nreflectivityOut\n#ifdef IRIDESCENCE\n,iridescenceIntensity\n#endif\n#ifdef SS_TRANSLUCENCY\n,subSurfaceOut\n#endif\n#ifdef SPECULARTERM\n,AARoughnessFactors.x\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef SHEEN\n,sheenOut\n#endif\n#ifdef CLEARCOAT\n,clearcoatOut\n#endif\n);}\n#elif defined(PBR)\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)\npreInfo=computeAreaPreLightingInfo(areaLightsLTC1Sampler,areaLightsLTC2Sampler,viewDirectionW,normalW,vPositionW,light{X}.vLightData,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,roughness);\n#endif\npreInfo.NdotV=NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#endif\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#endif\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n#if defined(HEMILIGHT{X}) || defined(AREALIGHT{X})\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\npreInfo.diffuseRoughness=diffuseRoughness;preInfo.surfaceAlbedo=surfaceAlbedo;\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission=vec3(0.0);\n#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,diffuse{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X})\ninfo.diffuse=computeAreaDiffuseLighting(preInfo,diffuse{X}.rgb);\n#elif defined(SS_TRANSLUCENCY)\n#ifndef SS_TRANSLUCENCY_LEGACY\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb)*(1.0-subSurfaceOut.translucencyIntensity);info.diffuseTransmission=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance); \n#else\ninfo.diffuse=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance);\n#endif\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb);\n#endif\n#ifdef SPECULARTERM\n#if AREALIGHT{X}\ninfo.specular=computeAreaSpecularLighting(preInfo,light{X}.vLightSpecular.rgb,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90);\n#else\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\n{vec3 metalFresnel=reflectivityOut.specularWeight*getF82Specular(preInfo.VdotH,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90,reflectivityOut.roughness);vec3 dielectricFresnel=fresnelSchlickGGX(preInfo.VdotH,reflectivityOut.dielectricColorF0,reflectivityOut.colorReflectanceF90);coloredFresnel=mix(dielectricFresnel,metalFresnel,reflectivityOut.metallic);}\n#else\ncoloredFresnel=fresnelSchlickGGX(preInfo.VdotH,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90);\n#endif\n#ifndef LEGACY_SPECULAR_ENERGY_CONSERVATION\n{float NdotH=dot(normalW,preInfo.H);vec3 fresnel=fresnelSchlickGGX(NdotH,vec3(reflectanceF0),specularEnvironmentR90);info.diffuse*=(vec3(1.0)-fresnel);}\n#endif\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,coloredFresnel,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#endif\n#endif\n#ifndef AREALIGHT{X}\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,diffuse{X}.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=absorption;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=info.clearCoat.w;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\n#ifdef IESLIGHTTEXTURE{X}\ninfo=computeIESSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness,iesLightTexture{X});\n#else\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#endif\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)\ninfo=computeAreaLighting(areaLightsLTC1Sampler,areaLightsLTC2Sampler,viewDirectionW,normalW,vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.rgb,light{X}.vLightHeight.rgb,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,\n#ifdef AREALIGHTNOROUGHTNESS\n0.5\n#else\nvReflectionInfos.y\n#endif\n);\n#elif defined(CLUSTLIGHT{X}) && CLUSTLIGHT_BATCH>0\n{int sliceIndex=min(getClusteredSliceIndex(light{X}.vSliceData,vViewDepth),CLUSTLIGHT_SLICES-1);info=computeClusteredLighting(lightDataTexture{X},tileMaskTexture{X},viewDirectionW,normalW,light{X}.vLightData,ivec2(light{X}.vSliceRanges[sliceIndex]),glossiness);}\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},vPositionW);\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nfor (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++)\n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=viewFrustumZ{X}[i]+vPositionFromCamera{X}.z;\n#else\ndiff{X}=viewFrustumZ{X}[i]-vPositionFromCamera{X}.z;\n#endif\nif (diff{X}>=0.) {index{X}=i;break;}}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nfloat frustumLength=frustumLengths{X}[index{X}];float diffRatio=clamp(diff{X}/frustumLength,0.,1.)*cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;float nextShadow=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;shadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\naggShadow+=shadow;numLights+=1.0;\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else\ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SS_TRANSLUCENCY\ndiffuseTransmissionBase+=info.diffuseTransmission*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const lightFragment = { name, shader };\n"]}
|
|
@@ -68,6 +68,9 @@ uniform sampler2D iesLightTexture{X};
|
|
|
68
68
|
#ifdef PROJECTEDLIGHTTEXTURE{X}
|
|
69
69
|
uniform mat4 textureProjectionMatrix{X};uniform sampler2D projectionLightTexture{X};
|
|
70
70
|
#endif
|
|
71
|
+
#ifdef CLUSTLIGHT{X}
|
|
72
|
+
uniform vec2 vSliceData{X};uniform vec2 vSliceRanges{X}[CLUSTLIGHT_SLICES];uniform sampler2D lightDataTexture{X};uniform highp sampler2D tileMaskTexture{X};
|
|
73
|
+
#endif
|
|
71
74
|
#endif
|
|
72
75
|
`;
|
|
73
76
|
// Sideeffect
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"lightFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"lightFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuEd,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,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightFragmentDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform vec4 vLightData{X};uniform vec4 vLightDiffuse{X};\n#ifdef SPECULARTERM\nuniform vec4 vLightSpecular{X};\n#else\nvec4 vLightSpecular{X}=vec4(0.);\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];uniform float viewFrustumZ{X}[SHADOWCSMNUM_CASCADES{X}];uniform float frustumLengths{X}[SHADOWCSMNUM_CASCADES{X}];uniform float cascadeBlendFactor{X};varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DArrayShadow shadowTexture{X};uniform highp sampler2DArray depthTexture{X};uniform vec2 lightSizeUVCorrection{X}[SHADOWCSMNUM_CASCADES{X}];uniform float depthCorrection{X}[SHADOWCSMNUM_CASCADES{X}];uniform float penumbraDarkness{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DArrayShadow shadowTexture{X};\n#else\nuniform highp sampler2DArray shadowTexture{X};\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nconst vec3 vCascadeColorsMultiplier{X}[8]=vec3[8]\n(\nvec3 ( 1.5,0.0,0.0 ),\nvec3 ( 0.0,1.5,0.0 ),\nvec3 ( 0.0,0.0,5.5 ),\nvec3 ( 1.5,0.0,5.5 ),\nvec3 ( 1.5,1.5,0.0 ),\nvec3 ( 1.0,1.0,1.0 ),\nvec3 ( 0.0,1.0,5.5 ),\nvec3 ( 0.5,3.5,0.75 )\n);vec3 shadowDebug{X};\n#endif\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nint index{X}=-1;\n#else\nint index{X}=SHADOWCSMNUM_CASCADES{X}-1;\n#endif\nfloat diff{X}=0.;\n#elif defined(SHADOWCUBE{X})\nuniform samplerCube shadowTexture{X};\n#else\nvarying vec4 vPositionFromLight{X};varying float vDepthMetric{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowTexture{X};uniform highp sampler2D depthTexture{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowTexture{X};\n#else\nuniform sampler2D shadowTexture{X};\n#endif\nuniform mat4 lightMatrix{X};\n#endif\nuniform vec4 shadowsInfo{X};uniform vec2 depthValues{X};\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vec4 vLightDirection{X};uniform vec4 vLightFalloff{X};\n#elif defined(POINTLIGHT{X})\nuniform vec4 vLightFalloff{X};\n#elif defined(HEMILIGHT{X})\nuniform vec3 vLightGround{X};\n#endif\n#ifdef AREALIGHT{X}\nuniform vec4 vLightWidth{X};uniform vec4 vLightHeight{X};\n#endif\n#ifdef IESLIGHTTEXTURE{X}\nuniform sampler2D iesLightTexture{X};\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};uniform sampler2D projectionLightTexture{X};\n#endif\n#ifdef CLUSTLIGHT{X}\nuniform vec2 vSliceData{X};uniform vec2 vSliceRanges{X}[CLUSTLIGHT_SLICES];uniform sampler2D lightDataTexture{X};uniform highp sampler2D tileMaskTexture{X};\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const lightFragmentDeclaration = { name, shader };\n"]}
|
|
@@ -10,6 +10,8 @@ vec4 vLightDirection;vec4 vLightFalloff;
|
|
|
10
10
|
vec4 vLightFalloff;
|
|
11
11
|
#elif defined(HEMILIGHT{X})
|
|
12
12
|
vec3 vLightGround;
|
|
13
|
+
#elif defined(CLUSTLIGHT{X})
|
|
14
|
+
vec2 vSliceData;vec2 vSliceRanges[CLUSTLIGHT_SLICES];
|
|
13
15
|
#endif
|
|
14
16
|
#if defined(AREALIGHT{X})
|
|
15
17
|
vec4 vLightWidth;vec4 vLightHeight;
|
|
@@ -21,6 +23,9 @@ uniform sampler2D iesLightTexture{X};
|
|
|
21
23
|
#ifdef PROJECTEDLIGHTTEXTURE{X}
|
|
22
24
|
uniform mat4 textureProjectionMatrix{X};uniform sampler2D projectionLightTexture{X};
|
|
23
25
|
#endif
|
|
26
|
+
#ifdef CLUSTLIGHT{X}
|
|
27
|
+
uniform sampler2D lightDataTexture{X};uniform highp sampler2D tileMaskTexture{X};
|
|
28
|
+
#endif
|
|
24
29
|
#ifdef SHADOW{X}
|
|
25
30
|
#ifdef SHADOWCSM{X}
|
|
26
31
|
uniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];uniform float viewFrustumZ{X}[SHADOWCSMNUM_CASCADES{X}];uniform float frustumLengths{X}[SHADOWCSMNUM_CASCADES{X}];uniform float cascadeBlendFactor{X};varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"lightUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"lightUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqEd,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,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightUboDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform Light{X}\n{vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;vec4 vLightFalloff;\n#elif defined(POINTLIGHT{X})\nvec4 vLightFalloff;\n#elif defined(HEMILIGHT{X})\nvec3 vLightGround;\n#elif defined(CLUSTLIGHT{X})\nvec2 vSliceData;vec2 vSliceRanges[CLUSTLIGHT_SLICES];\n#endif\n#if defined(AREALIGHT{X})\nvec4 vLightWidth;vec4 vLightHeight;\n#endif\nvec4 shadowsInfo;vec2 depthValues;} light{X};\n#ifdef IESLIGHTTEXTURE{X}\nuniform sampler2D iesLightTexture{X};\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};uniform sampler2D projectionLightTexture{X};\n#endif\n#ifdef CLUSTLIGHT{X}\nuniform sampler2D lightDataTexture{X};uniform highp sampler2D tileMaskTexture{X};\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];uniform float viewFrustumZ{X}[SHADOWCSMNUM_CASCADES{X}];uniform float frustumLengths{X}[SHADOWCSMNUM_CASCADES{X}];uniform float cascadeBlendFactor{X};varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DArrayShadow shadowTexture{X};uniform highp sampler2DArray depthTexture{X};uniform vec2 lightSizeUVCorrection{X}[SHADOWCSMNUM_CASCADES{X}];uniform float depthCorrection{X}[SHADOWCSMNUM_CASCADES{X}];uniform float penumbraDarkness{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DArrayShadow shadowTexture{X};\n#else\nuniform highp sampler2DArray shadowTexture{X};\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nconst vec3 vCascadeColorsMultiplier{X}[8]=vec3[8]\n(\nvec3 ( 1.5,0.0,0.0 ),\nvec3 ( 0.0,1.5,0.0 ),\nvec3 ( 0.0,0.0,5.5 ),\nvec3 ( 1.5,0.0,5.5 ),\nvec3 ( 1.5,1.5,0.0 ),\nvec3 ( 1.0,1.0,1.0 ),\nvec3 ( 0.0,1.0,5.5 ),\nvec3 ( 0.5,3.5,0.75 )\n);vec3 shadowDebug{X};\n#endif\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nint index{X}=-1;\n#else\nint index{X}=SHADOWCSMNUM_CASCADES{X}-1;\n#endif\nfloat diff{X}=0.;\n#elif defined(SHADOWCUBE{X})\nuniform samplerCube shadowTexture{X}; \n#else\nvarying vec4 vPositionFromLight{X};varying float vDepthMetric{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowTexture{X};uniform highp sampler2D depthTexture{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowTexture{X};\n#else\nuniform sampler2D shadowTexture{X};\n#endif\nuniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const lightUboDeclaration = { name, shader };\n"]}
|
|
@@ -10,6 +10,8 @@ vec4 vLightDirection;vec4 vLightFalloff;
|
|
|
10
10
|
vec4 vLightFalloff;
|
|
11
11
|
#elif defined(HEMILIGHT{X})
|
|
12
12
|
vec3 vLightGround;
|
|
13
|
+
#elif defined(CLUSTLIGHT{X})
|
|
14
|
+
vec2 vSliceData;vec2 vSliceRanges[CLUSTLIGHT_SLICES];
|
|
13
15
|
#endif
|
|
14
16
|
#if defined(AREALIGHT{X})
|
|
15
17
|
vec4 vLightWidth;vec4 vLightHeight;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"lightVxUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightVxUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"lightVxUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightVxUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,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 = \"lightVxUboDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform Light{X}\n{vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;vec4 vLightFalloff;\n#elif defined(POINTLIGHT{X})\nvec4 vLightFalloff;\n#elif defined(HEMILIGHT{X})\nvec3 vLightGround;\n#elif defined(CLUSTLIGHT{X})\nvec2 vSliceData;vec2 vSliceRanges[CLUSTLIGHT_SLICES];\n#endif\n#if defined(AREALIGHT{X})\nvec4 vLightWidth;vec4 vLightHeight;\n#endif\nvec4 shadowsInfo;vec2 depthValues;} light{X};\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const lightVxUboDeclaration = { name, shader };\n"]}
|