@onerjs/core 8.27.1 → 8.27.3
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/Animations/runtimeAnimation.js +6 -1
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Cameras/camera.d.ts +2 -2
- package/Cameras/camera.js +2 -2
- package/Cameras/camera.js.map +1 -1
- package/Decorators/nodeDecorator.d.ts +7 -5
- package/Decorators/nodeDecorator.js +7 -5
- package/Decorators/nodeDecorator.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js +3 -3
- package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +19 -2
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +72 -4
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js +3 -3
- package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +8 -3
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +56 -34
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.d.ts +0 -12
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +0 -45
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.d.ts +7 -3
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +18 -32
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js +1 -1
- package/FrameGraph/Node/Blocks/index.d.ts +1 -0
- package/FrameGraph/Node/Blocks/index.js +1 -0
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js +2 -1
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/frameGraphTextureManager.d.ts +4 -0
- package/FrameGraph/frameGraphTextureManager.js +7 -1
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/Layers/layerSceneComponent.js +3 -3
- package/Layers/layerSceneComponent.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.d.ts +4 -1
- package/Lights/Clustered/clusteredLightContainer.js +17 -2
- package/Lights/Clustered/clusteredLightContainer.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/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +4 -4
- package/Materials/Node/Blocks/conditionalBlock.js +1 -1
- package/Materials/Node/Blocks/curveBlock.js +1 -1
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js +1 -1
- package/Materials/Node/Blocks/trigonometryBlock.js +1 -1
- package/Materials/Node/Blocks/waveBlock.js +1 -1
- package/Materials/PBR/openPbrMaterial.d.ts +2 -0
- package/Materials/PBR/openPbrMaterial.js +2 -0
- package/Materials/PBR/openPbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +2 -0
- package/Materials/PBR/pbrBaseMaterial.js +2 -0
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +2 -0
- package/Materials/Textures/renderTargetTexture.js +3 -0
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/materialHelper.functions.js +1 -0
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/standardMaterial.d.ts +2 -0
- package/Materials/standardMaterial.js +2 -0
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/Node/Blocks/Set/aggregatorBlock.js +1 -1
- package/Meshes/Node/Blocks/Set/setUVsBlock.js +1 -1
- package/Meshes/Node/Blocks/booleanGeometryBlock.js +1 -1
- package/Meshes/Node/Blocks/conditionBlock.js +1 -1
- package/Meshes/Node/Blocks/geometryCurveBlock.js +1 -1
- package/Meshes/Node/Blocks/geometryEaseBlock.js +1 -1
- package/Meshes/Node/Blocks/geometryTrigonometryBlock.js +1 -1
- package/Meshes/Node/Blocks/mappingBlock.js +1 -1
- package/Meshes/Node/Blocks/mathBlock.js +1 -1
- package/Meshes/Node/Blocks/randomBlock.js +1 -1
- package/Meshes/abstractMesh.d.ts +4 -0
- package/Meshes/abstractMesh.js +7 -0
- package/Meshes/abstractMesh.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/Navigation/INavigationEngine.d.ts +17 -5
- package/Navigation/INavigationEngine.js.map +1 -1
- package/Navigation/Plugins/recastJSPlugin.d.ts +3 -2
- package/Navigation/Plugins/recastJSPlugin.js.map +1 -1
- package/Particles/Node/Blocks/Conditions/particleConditionBlock.js +1 -1
- package/Particles/Node/Blocks/particleLocalVariableBlock.js +1 -1
- package/Particles/Node/Blocks/particleMathBlock.js +1 -1
- package/Particles/Node/Blocks/particleRandomBlock.js +1 -1
- package/Particles/Node/Blocks/particleTrigonometryBlock.js +1 -1
- package/Particles/Node/Blocks/systemBlock.js +1 -1
- package/Particles/gpuParticleSystem.js +1 -0
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +4 -0
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +10 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/PostProcesses/motionBlurPostProcess.d.ts +3 -1
- package/PostProcesses/motionBlurPostProcess.js +13 -4
- package/PostProcesses/motionBlurPostProcess.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +2 -0
- package/Rendering/objectRenderer.js +13 -0
- package/Rendering/objectRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragment.js +1 -1
- package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js.map +1 -1
- package/ShadersWGSL/default.fragment.js +1 -1
- package/ShadersWGSL/default.fragment.js.map +1 -1
- package/ShadersWGSL/default.vertex.js +2 -2
- package/ShadersWGSL/default.vertex.js.map +1 -1
- package/ShadersWGSL/pbr.vertex.js +2 -2
- package/ShadersWGSL/pbr.vertex.js.map +1 -1
- package/package.json +1 -1
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"objectRenderer.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/objectRenderer.ts"],"names":[],"mappings":"AAeA,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;IAkED;;;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;IAWD;;OAEG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,IAAW,mBAAmB,CAAC,KAAc;QACzC,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;QAClC,IAAI,CAAC,iBAAiB,CAAC,mBAAmB,GAAG,KAAK,CAAC;IACvD,CAAC;IA2ED;;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,UAAU,EAAE,CAAC;YAClB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;gBAC9C,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,cAAc,CAAC,QAAQ,IAAI,CAAC,IAAI,EAAE,CAAC;YACjE,CAAC;QACL,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,CAAC;YACf,OAAO;QACX,CAAC;QAED,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,IAAI,CAAC,OAAO,CAAC,gBAAgB,CAAC,YAAY,CAAC,GAAG,GAAG,IAAI,CAAC,KAAK,IAAI,CAAC,EAAE,CAAC;QACvE,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;QAjV/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;QAE1C;;WAEG;QACI,2BAAsB,GAAG,IAAI,CAAC;QAa7B,4BAAuB,GAAG,KAAK,CAAC;QAkBxC;;;;;WAKG;QACI,gCAA2B,GAAG,KAAK,CAAC;QAEnC,yBAAoB,GAAG,KAAK,CAAC;QA6BrC;;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;QAO5D,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;QAIvD,oBAAe,GAAG,CAAC,CAAC,CAAC;QACrB,0BAAqB,GAAG,CAAC,CAAC;QAuFpC,gBAAgB;QACT,cAAS,GAAG,KAAK,CAAC;QAEzB,gBAAgB;QACT,8BAAyB,GAAyB,IAAI,CAAC;QA+NtD,wBAAmB,GAAqB,IAAI,CAAC;QAxKjD,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;QACvC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,sBAAsB,CAAC;QACnD,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;YACrB,IAAI,CAAC,eAAe,EAAE,CAAC;QAC3B,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,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC,EAAE,CAAC;YAC9C,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC;QAC7D,CAAC;QACD,IAAI,CAAC,cAAc,CAAC,MAAM,GAAG,CAAC,CAAC;IACnC,CAAC;IAEO,mBAAmB;QACvB,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAE5B,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,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,GAAG,IAAI,CAAC,IAAI,IAAI,CAAC,EAAE,CAAC,CAAC;QAClF,CAAC;IACL,CAAC;IAEO,eAAe;QACnB,MAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;QAErC,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,wBAAwB,CAAC,cAAc,KAAK,QAAQ,IAAI,CAAC,IAAI,EAAE,EAAE,KAAK,CAAC,CAAC,CAAC;IAC9G,CAAC;IAEO,YAAY;QAChB,IAAI,IAAI,CAAC,eAAe,KAAK,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;YAChD,IAAI,CAAC,qBAAqB,GAAG,CAAC,CAAC;YAC/B,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC;QAChD,CAAC;QAED,IAAI,IAAI,CAAC,qBAAqB,IAAI,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC;YACvD,IAAI,CAAC,eAAe,EAAE,CAAC;QAC3B,CAAC;QAED,OAAO,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,qBAAqB,EAAE,CAAC,CAAC;IACzD,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,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,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,YAAY,EAAE,CAAC,CAAC;QAC3D,CAAC;QAED,IAAI,CAAC,yBAAyB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QAErD,IAAI,MAAM,EAAE,CAAC;YACT,IAAI,CAAC,IAAI,CAAC,2BAA2B,EAAE,CAAC;gBACpC,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,MAAM,CAAC,aAAa,EAAE,EAAE,MAAM,CAAC,mBAAmB,CAAC,IAAI,CAAC,CAAC,CAAC;YAC7F,CAAC;YACD,IAAI,CAAC,MAAM,CAAC,YAAY,GAAG,MAAM,CAAC;YAClC,IAAI,CAAC,OAAO,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;QAC5H,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,IAAI,CAAC,OAAO,CAAC,WAAW,CAAC,IAAI,CAAC,mBAAmB,CAAC,QAAQ,CAAC,CAAC;QAChE,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,mBAAmB,GAAG,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC;QAE7D,IAAI,CAAC,OAAO,CAAC,mBAAmB,GAAG,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,CAAC;QAElE,IAAI,CAAC,wBAAwB,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QAEzD,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,iBAAiB,IAAI,IAAI,CAAC,OAAO,CAAC,qBAAqB,KAAK,SAAS,CAAC,sBAAsB,CAAC;QAE3H,IAAI,CAAC,QAAQ,EAAE,CAAC;YACZ,MAAM,iBAAiB,GAAG,IAAI,CAAC,wBAAwB,CAAC,SAAS,CAAC,CAAC;YAEnE,yFAAyF;YACzF,MAAM,eAAe,GAAI,IAAI,CAAC,MAAc,CAAC,kBAAkB,EAAE,EAAE,CAAC;YACpE,MAAM,wBAAwB,GAAG,eAAe,EAAE,OAAO,CAAC;YAE1D,IAAI,eAAe,EAAE,CAAC;gBAClB,eAAe,CAAC,OAAO,GAAG,IAAI,CAAC,sBAAsB,CAAC;YAC1D,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;YAExE,IAAI,eAAe,EAAE,CAAC;gBAClB,eAAe,CAAC,OAAO,GAAG,wBAAwB,CAAC;YACvD,CAAC;QACL,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,IAAI,CAAC,OAAO,CAAC,mBAAmB,GAAG,mBAAmB,CAAC;IAC3D,CAAC;IAED,gBAAgB;IACT,eAAe;QAClB,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAC1B,MAAM,mBAAmB,GAAG,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC;QAE7D,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,IAAI,CAAC,OAAO,CAAC,mBAAmB,GAAG,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,CAAC;YAElE,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,IAAI,CAAC,OAAO,CAAC,mBAAmB,GAAG,mBAAmB,CAAC;QAEvD,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,kHAAkH;QAClH,+GAA+G;QAC/G,oIAAoI;QACpI,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,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,IAAI,CAAC,UAAU,EAAE,CAAC;YAClB,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;gBAChC,GAAG,CAAC,OAAO,EAAE,CAAC;YAClB,CAAC;QACL,CAAC;QACD,IAAI,CAAC,UAAU,GAAG,SAAgB,CAAC;QAEnC,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;;AAj9BD;;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 AbstractEngine,\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 * Enables the rendering of outline/overlay for meshes (still subject to Mesh.renderOutline/Mesh.renderOverlay). Default is true.\r\n */\r\n public enableOutlineRendering = true;\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 * If true, the object renderer will not set the view/projection/transformation matrices for the active camera (default: false).\r\n * By default, the view/projection/transformation matrices are set from the active camera (either ObjectRenderer.activeCamera or scene.activeCamera).\r\n * Sets this property to true if you want to define your own transformation matrices (use the onInitRenderingObservable observable\r\n * to set your own matrices, to be sure they will be correctly taken into account)\r\n */\r\n public dontSetTransformationMatrix = false;\r\n\r\n private _disableDepthPrePass = false;\r\n /**\r\n * Specifies to disable depth pre-pass if true (default: false)\r\n */\r\n public get disableDepthPrePass() {\r\n return this._disableDepthPrePass;\r\n }\r\n\r\n public set disableDepthPrePass(value: boolean) {\r\n this._disableDepthPrePass = value;\r\n this._renderingManager.disableDepthPrePass = value;\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 _engine: AbstractEngine;\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 _sceneUBOs: UniformBuffer[]; // It's an array because we may need multiple ubos per frame if the object renderer is used several times in a frame (e.g. for rigged cameras)\r\n protected _currentSceneUBO: UniformBuffer;\r\n protected _currentFrameId = -1;\r\n protected _currentSceneUBOIndex = 0;\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._sceneUBOs) {\r\n for (let i = 0; i < this._sceneUBOs.length; ++i) {\r\n this._sceneUBOs[i].name = `Scene ubo #${i} for ${this.name}`;\r\n }\r\n }\r\n\r\n if (!this._scene) {\r\n return;\r\n }\r\n\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n const renderPassId = this._renderPassIds[i];\r\n this._engine._renderPassNames[renderPassId] = `${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._engine = this._scene.getEngine();\r\n this._useUBO = this._engine.supportsUniformBuffers;\r\n if (this._useUBO) {\r\n this._sceneUBOs = [];\r\n this._createSceneUBO();\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 for (let i = 0; i < this.options.numPasses; ++i) {\r\n this._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 for (let i = 0; i < this.options.numPasses; ++i) {\r\n this._renderPassIds[i] = this._engine.createRenderPassId(`${this.name}#${i}`);\r\n }\r\n }\r\n\r\n private _createSceneUBO(): void {\r\n const index = this._sceneUBOs.length;\r\n\r\n this._sceneUBOs.push(this._scene.createSceneUniformBuffer(`Scene ubo #${index} for ${this.name}`, false));\r\n }\r\n\r\n private _getSceneUBO(): UniformBuffer {\r\n if (this._currentFrameId !== this._engine.frameId) {\r\n this._currentSceneUBOIndex = 0;\r\n this._currentFrameId = this._engine.frameId;\r\n }\r\n\r\n if (this._currentSceneUBOIndex >= this._sceneUBOs.length) {\r\n this._createSceneUBO();\r\n }\r\n\r\n return this._sceneUBOs[this._currentSceneUBOIndex++];\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 camera: Nullable<Camera> = this.activeCamera ?? this._scene.activeCamera;\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._getSceneUBO());\r\n }\r\n\r\n this.onInitRenderingObservable.notifyObservers(this);\r\n\r\n if (camera) {\r\n if (!this.dontSetTransformationMatrix) {\r\n this._scene.setTransformMatrix(camera.getViewMatrix(), camera.getProjectionMatrix(true));\r\n }\r\n this._scene.activeCamera = camera;\r\n this._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 this._engine.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 currentRenderPassId = this._engine.currentRenderPassId;\r\n\r\n this._engine.currentRenderPassId = this._renderPassIds[passIndex];\r\n\r\n this.onBeforeRenderObservable.notifyObservers(passIndex);\r\n\r\n const fastPath = this._engine.snapshotRendering && this._engine.snapshotRenderingMode === Constants.SNAPSHOTRENDERING_FAST;\r\n\r\n if (!fastPath) {\r\n const currentRenderList = this._prepareRenderingManager(passIndex);\r\n\r\n // The cast to \"any\" is to avoid an error in ES6 in case you don't import outlineRenderer\r\n const outlineRenderer = (this._scene as any).getOutlineRenderer?.();\r\n const outlineRendererIsEnabled = outlineRenderer?.enabled;\r\n\r\n if (outlineRenderer) {\r\n outlineRenderer.enabled = this.enableOutlineRendering;\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\r\n if (outlineRenderer) {\r\n outlineRenderer.enabled = outlineRendererIsEnabled;\r\n }\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 this._engine.currentRenderPassId = currentRenderPassId;\r\n }\r\n\r\n /** @internal */\r\n public _checkReadiness(): boolean {\r\n const scene = this._scene;\r\n const currentRenderPassId = this._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 this._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 this._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 // We do not check option.enableBoundingBoxRendering before resetting the current list of bounding boxes, because:\r\n // * if bounding box rendering is enabled, we want to start with an empty list and add new bounding boxes to it\r\n // * if bounding box rendering is disabled, we don't want to render any bounding boxes that may have been generated by previous code\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 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 if (this._sceneUBOs) {\r\n for (const ubo of this._sceneUBOs) {\r\n ubo.dispose();\r\n }\r\n }\r\n this._sceneUBOs = 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"]}
|
|
1
|
+
{"version":3,"file":"objectRenderer.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/objectRenderer.ts"],"names":[],"mappings":"AAgBA,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,OAAO,EAAE,cAAc,EAAE,MAAM,0BAA0B,CAAC;AAiB1D;;;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;IAkED;;;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;IAWD;;OAEG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,IAAW,mBAAmB,CAAC,KAAc;QACzC,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;QAClC,IAAI,CAAC,iBAAiB,CAAC,mBAAmB,GAAG,KAAK,CAAC;IACvD,CAAC;IA2ED;;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,UAAU,EAAE,CAAC;YAClB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;gBAC9C,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,cAAc,CAAC,QAAQ,IAAI,CAAC,IAAI,EAAE,CAAC;YACjE,CAAC;QACL,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,CAAC;YACf,OAAO;QACX,CAAC;QAED,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,IAAI,CAAC,OAAO,CAAC,gBAAgB,CAAC,YAAY,CAAC,GAAG,GAAG,IAAI,CAAC,KAAK,IAAI,CAAC,EAAE,CAAC;QACvE,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;QAjV/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;QAE1C;;WAEG;QACI,2BAAsB,GAAG,IAAI,CAAC;QAa7B,4BAAuB,GAAG,KAAK,CAAC;QAkBxC;;;;;WAKG;QACI,gCAA2B,GAAG,KAAK,CAAC;QAEnC,yBAAoB,GAAG,KAAK,CAAC;QA6BrC;;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;QAO5D,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;QAIvD,oBAAe,GAAG,CAAC,CAAC,CAAC;QACrB,0BAAqB,GAAG,CAAC,CAAC;QAuFpC,gBAAgB;QACT,cAAS,GAAG,KAAK,CAAC;QAEzB,gBAAgB;QACT,8BAAyB,GAAyB,IAAI,CAAC;QA0OtD,wBAAmB,GAAqB,IAAI,CAAC;QAnLjD,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;QACvC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,sBAAsB,CAAC;QACnD,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;YACrB,IAAI,CAAC,eAAe,EAAE,CAAC;QAC3B,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,qBAAqB,EAAE,KAAK;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,IAAI,CAAC,OAAO,CAAC,qBAAqB,EAAE,CAAC;YACrC,IAAI,CAAC,yBAAyB,CAAC,GAAG,CAAC,GAAG,EAAE;gBACpC,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;oBACrC,IAAI,KAAK,CAAC,SAAS,EAAE,KAAK,cAAc,CAAC,+BAA+B,IAAK,KAAiC,CAAC,WAAW,EAAE,CAAC;wBACxH,KAAiC,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,MAAM,EAAE,CAAC;oBAClF,CAAC;gBACL,CAAC;YACL,CAAC,CAAC,CAAC;QACP,CAAC;QAED,IAAI,CAAC,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC,CAAC;IACxC,CAAC;IAEO,oBAAoB;QACxB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC,EAAE,CAAC;YAC9C,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC;QAC7D,CAAC;QACD,IAAI,CAAC,cAAc,CAAC,MAAM,GAAG,CAAC,CAAC;IACnC,CAAC;IAEO,mBAAmB;QACvB,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAE5B,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,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,GAAG,IAAI,CAAC,IAAI,IAAI,CAAC,EAAE,CAAC,CAAC;QAClF,CAAC;IACL,CAAC;IAEO,eAAe;QACnB,MAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;QAErC,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,wBAAwB,CAAC,cAAc,KAAK,QAAQ,IAAI,CAAC,IAAI,EAAE,EAAE,KAAK,CAAC,CAAC,CAAC;IAC9G,CAAC;IAEO,YAAY;QAChB,IAAI,IAAI,CAAC,eAAe,KAAK,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;YAChD,IAAI,CAAC,qBAAqB,GAAG,CAAC,CAAC;YAC/B,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC;QAChD,CAAC;QAED,IAAI,IAAI,CAAC,qBAAqB,IAAI,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC;YACvD,IAAI,CAAC,eAAe,EAAE,CAAC;QAC3B,CAAC;QAED,OAAO,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,qBAAqB,EAAE,CAAC,CAAC;IACzD,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,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,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,YAAY,EAAE,CAAC,CAAC;QAC3D,CAAC;QAED,IAAI,CAAC,yBAAyB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QAErD,IAAI,MAAM,EAAE,CAAC;YACT,IAAI,CAAC,IAAI,CAAC,2BAA2B,EAAE,CAAC;gBACpC,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,MAAM,CAAC,aAAa,EAAE,EAAE,MAAM,CAAC,mBAAmB,CAAC,IAAI,CAAC,CAAC,CAAC;YAC7F,CAAC;YACD,IAAI,CAAC,MAAM,CAAC,YAAY,GAAG,MAAM,CAAC;YAClC,IAAI,CAAC,OAAO,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;QAC5H,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,IAAI,CAAC,OAAO,CAAC,WAAW,CAAC,IAAI,CAAC,mBAAmB,CAAC,QAAQ,CAAC,CAAC;QAChE,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,mBAAmB,GAAG,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC;QAE7D,IAAI,CAAC,OAAO,CAAC,mBAAmB,GAAG,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,CAAC;QAElE,IAAI,CAAC,wBAAwB,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QAEzD,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,iBAAiB,IAAI,IAAI,CAAC,OAAO,CAAC,qBAAqB,KAAK,SAAS,CAAC,sBAAsB,CAAC;QAE3H,IAAI,CAAC,QAAQ,EAAE,CAAC;YACZ,MAAM,iBAAiB,GAAG,IAAI,CAAC,wBAAwB,CAAC,SAAS,CAAC,CAAC;YAEnE,yFAAyF;YACzF,MAAM,eAAe,GAAI,IAAI,CAAC,MAAc,CAAC,kBAAkB,EAAE,EAAE,CAAC;YACpE,MAAM,wBAAwB,GAAG,eAAe,EAAE,OAAO,CAAC;YAE1D,IAAI,eAAe,EAAE,CAAC;gBAClB,eAAe,CAAC,OAAO,GAAG,IAAI,CAAC,sBAAsB,CAAC;YAC1D,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;YAExE,IAAI,eAAe,EAAE,CAAC;gBAClB,eAAe,CAAC,OAAO,GAAG,wBAAwB,CAAC;YACvD,CAAC;QACL,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,IAAI,CAAC,OAAO,CAAC,mBAAmB,GAAG,mBAAmB,CAAC;IAC3D,CAAC;IAED,gBAAgB;IACT,eAAe;QAClB,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAC1B,MAAM,mBAAmB,GAAG,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC;QAE7D,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,IAAI,CAAC,OAAO,CAAC,mBAAmB,GAAG,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,CAAC;YAElE,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,IAAI,CAAC,OAAO,CAAC,mBAAmB,GAAG,mBAAmB,CAAC;QAEvD,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,kHAAkH;QAClH,+GAA+G;QAC/G,oIAAoI;QACpI,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,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,yBAAyB,CAAC,KAAK,EAAE,CAAC;QACvC,IAAI,CAAC,2BAA2B,CAAC,KAAK,EAAE,CAAC;QACzC,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,IAAI,CAAC,UAAU,EAAE,CAAC;YAClB,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;gBAChC,GAAG,CAAC,OAAO,EAAE,CAAC;YAClB,CAAC;QACL,CAAC;QACD,IAAI,CAAC,UAAU,GAAG,SAAgB,CAAC;QAEnC,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;;AA99BD;;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 AbstractEngine,\r\n ClusteredLightContainer,\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\nimport { LightConstants } from \"../Lights/lightConstants\";\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 /** True to enable clustered lights (default: false) */\r\n enableClusteredLights?: 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 * Enables the rendering of outline/overlay for meshes (still subject to Mesh.renderOutline/Mesh.renderOverlay). Default is true.\r\n */\r\n public enableOutlineRendering = true;\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 * If true, the object renderer will not set the view/projection/transformation matrices for the active camera (default: false).\r\n * By default, the view/projection/transformation matrices are set from the active camera (either ObjectRenderer.activeCamera or scene.activeCamera).\r\n * Sets this property to true if you want to define your own transformation matrices (use the onInitRenderingObservable observable\r\n * to set your own matrices, to be sure they will be correctly taken into account)\r\n */\r\n public dontSetTransformationMatrix = false;\r\n\r\n private _disableDepthPrePass = false;\r\n /**\r\n * Specifies to disable depth pre-pass if true (default: false)\r\n */\r\n public get disableDepthPrePass() {\r\n return this._disableDepthPrePass;\r\n }\r\n\r\n public set disableDepthPrePass(value: boolean) {\r\n this._disableDepthPrePass = value;\r\n this._renderingManager.disableDepthPrePass = value;\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 _engine: AbstractEngine;\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 _sceneUBOs: UniformBuffer[]; // It's an array because we may need multiple ubos per frame if the object renderer is used several times in a frame (e.g. for rigged cameras)\r\n protected _currentSceneUBO: UniformBuffer;\r\n protected _currentFrameId = -1;\r\n protected _currentSceneUBOIndex = 0;\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._sceneUBOs) {\r\n for (let i = 0; i < this._sceneUBOs.length; ++i) {\r\n this._sceneUBOs[i].name = `Scene ubo #${i} for ${this.name}`;\r\n }\r\n }\r\n\r\n if (!this._scene) {\r\n return;\r\n }\r\n\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n const renderPassId = this._renderPassIds[i];\r\n this._engine._renderPassNames[renderPassId] = `${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._engine = this._scene.getEngine();\r\n this._useUBO = this._engine.supportsUniformBuffers;\r\n if (this._useUBO) {\r\n this._sceneUBOs = [];\r\n this._createSceneUBO();\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 enableClusteredLights: false,\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 if (this.options.enableClusteredLights) {\r\n this.onInitRenderingObservable.add(() => {\r\n for (const light of this._scene.lights) {\r\n if (light.getTypeID() === LightConstants.LIGHTTYPEID_CLUSTERED_CONTAINER && (light as ClusteredLightContainer).isSupported) {\r\n (light as ClusteredLightContainer)._updateBatches(this.activeCamera).render();\r\n }\r\n }\r\n });\r\n }\r\n\r\n this._scene.addObjectRenderer(this);\r\n }\r\n\r\n private _releaseRenderPassId(): void {\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n this._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 for (let i = 0; i < this.options.numPasses; ++i) {\r\n this._renderPassIds[i] = this._engine.createRenderPassId(`${this.name}#${i}`);\r\n }\r\n }\r\n\r\n private _createSceneUBO(): void {\r\n const index = this._sceneUBOs.length;\r\n\r\n this._sceneUBOs.push(this._scene.createSceneUniformBuffer(`Scene ubo #${index} for ${this.name}`, false));\r\n }\r\n\r\n private _getSceneUBO(): UniformBuffer {\r\n if (this._currentFrameId !== this._engine.frameId) {\r\n this._currentSceneUBOIndex = 0;\r\n this._currentFrameId = this._engine.frameId;\r\n }\r\n\r\n if (this._currentSceneUBOIndex >= this._sceneUBOs.length) {\r\n this._createSceneUBO();\r\n }\r\n\r\n return this._sceneUBOs[this._currentSceneUBOIndex++];\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 camera: Nullable<Camera> = this.activeCamera ?? this._scene.activeCamera;\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._getSceneUBO());\r\n }\r\n\r\n this.onInitRenderingObservable.notifyObservers(this);\r\n\r\n if (camera) {\r\n if (!this.dontSetTransformationMatrix) {\r\n this._scene.setTransformMatrix(camera.getViewMatrix(), camera.getProjectionMatrix(true));\r\n }\r\n this._scene.activeCamera = camera;\r\n this._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 this._engine.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 currentRenderPassId = this._engine.currentRenderPassId;\r\n\r\n this._engine.currentRenderPassId = this._renderPassIds[passIndex];\r\n\r\n this.onBeforeRenderObservable.notifyObservers(passIndex);\r\n\r\n const fastPath = this._engine.snapshotRendering && this._engine.snapshotRenderingMode === Constants.SNAPSHOTRENDERING_FAST;\r\n\r\n if (!fastPath) {\r\n const currentRenderList = this._prepareRenderingManager(passIndex);\r\n\r\n // The cast to \"any\" is to avoid an error in ES6 in case you don't import outlineRenderer\r\n const outlineRenderer = (this._scene as any).getOutlineRenderer?.();\r\n const outlineRendererIsEnabled = outlineRenderer?.enabled;\r\n\r\n if (outlineRenderer) {\r\n outlineRenderer.enabled = this.enableOutlineRendering;\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\r\n if (outlineRenderer) {\r\n outlineRenderer.enabled = outlineRendererIsEnabled;\r\n }\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 this._engine.currentRenderPassId = currentRenderPassId;\r\n }\r\n\r\n /** @internal */\r\n public _checkReadiness(): boolean {\r\n const scene = this._scene;\r\n const currentRenderPassId = this._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 this._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 this._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 // We do not check option.enableBoundingBoxRendering before resetting the current list of bounding boxes, because:\r\n // * if bounding box rendering is enabled, we want to start with an empty list and add new bounding boxes to it\r\n // * if bounding box rendering is disabled, we don't want to render any bounding boxes that may have been generated by previous code\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 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.onInitRenderingObservable.clear();\r\n this.onFinishRenderingObservable.clear();\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 if (this._sceneUBOs) {\r\n for (const ubo of this._sceneUBOs) {\r\n ubo.dispose();\r\n }\r\n }\r\n this._sceneUBOs = 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"]}
|
|
@@ -6,7 +6,7 @@ const shader = `#ifdef LIGHT{X}
|
|
|
6
6
|
#else
|
|
7
7
|
vec4 diffuse{X}=light{X}.vLightDiffuse;
|
|
8
8
|
#define CUSTOM_LIGHT{X}_COLOR
|
|
9
|
-
#if defined(PBR) && defined(CLUSTLIGHT{X}) && CLUSTLIGHT_BATCH>0
|
|
9
|
+
#if defined(PBR) && defined(CLUSTLIGHT{X}) && defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
|
|
10
10
|
{int sliceIndex=min(getClusteredSliceIndex(light{X}.vSliceData,vViewDepth),CLUSTLIGHT_SLICES-1);info=computeClusteredLighting(
|
|
11
11
|
lightDataTexture{X},
|
|
12
12
|
tileMaskTexture{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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;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"]}
|
|
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}) && defined(CLUSTLIGHT_BATCH) && 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"]}
|
|
@@ -74,7 +74,7 @@ var fresnel:vec3f=( specularColor*data.Fresnel.x+( vec3f( 1.0 )-specularColor )*
|
|
|
74
74
|
#endif
|
|
75
75
|
result.diffuse+=diffuseColor*data.Diffuse;return result;}
|
|
76
76
|
#endif
|
|
77
|
-
#
|
|
77
|
+
#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
|
|
78
78
|
#include<clusteredLightingFunctions>
|
|
79
79
|
fn computeClusteredLighting(
|
|
80
80
|
lightDataTexture: texture_2d<f32>,
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"lightsFragmentFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,sBAAsB,CAAC;AAC9B,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Fd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./ltcHelperFunctions\";\nimport \"./clusteredLightingFunctions\";\n\nconst name = \"lightsFragmentFunctions\";\nconst shader = `struct lightingInfo\n{diffuse: vec3f,\n#ifdef SPECULARTERM\nspecular: vec3f,\n#endif\n#ifdef NDOTL\nndl: f32,\n#endif\n};fn computeLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var lightVectorW: vec3f;var attenuation: f32=1.0;if (lightData.w==0.)\n{var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;attenuation=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}\nelse\n{lightVectorW=normalize(-lightData.xyz);}\nvar ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nfn getAttenuation(cosAngle: f32,exponent: f32)->f32 {return max(0.,pow(cosAngle,exponent));}\nfn getIESAttenuation(cosAngle: f32,iesLightTexture: texture_2d<f32>,iesLightTextureSampler: sampler)->f32 {var angle=acos(cosAngle)/PI;return textureSampleLevel(iesLightTexture,iesLightTextureSampler,vec2f(angle,0),0.).r;}\nfn computeBasicSpotLighting(viewDirectionW: vec3f,lightVectorW: vec3f,vNormal: vec3f,attenuation: f32,diffuseColor: vec3f,specularColor: vec3f,glossiness: f32)->lightingInfo {var result: lightingInfo;var ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nfn computeIESSpotLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32,iesLightTexture: texture_2d<f32>,iesLightTextureSampler: sampler)->lightingInfo {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var dotProduct=dot(lightDirection.xyz,-lightVectorW);var cosAngle: f32=max(0.,dotProduct);if (cosAngle>=lightDirection.w)\n{attenuation*=getIESAttenuation(dotProduct,iesLightTexture,iesLightTextureSampler);return computeBasicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}\nvar result: lightingInfo;result.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nfn computeSpotLighting(viewDirectionW: vec3f,vNormal: vec3f ,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var cosAngle: f32=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)\n{attenuation*=getAttenuation(cosAngle,lightData.w);return computeBasicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}\nvar result: lightingInfo;result.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nfn computeHemisphericLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,groundColor: vec3f,glossiness: f32)->lightingInfo {var result: lightingInfo;var ndl: f32=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightData.xyz);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;\n#endif\nreturn result;}\nfn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f {var strq: vec4f=textureProjectionMatrix*vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return textureColor;}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\n#include<ltcHelperFunctions>\nvar areaLightsLTC1SamplerSampler: sampler;var areaLightsLTC1Sampler: texture_2d<f32>;var areaLightsLTC2SamplerSampler: sampler;var areaLightsLTC2Sampler: texture_2d<f32>;fn computeAreaLighting(ltc1: texture_2d<f32>,ltc1Sampler:sampler,ltc2:texture_2d<f32>,ltc2Sampler:sampler,viewDirectionW: vec3f,vNormal:vec3f,vPosition:vec3f,lightPosition:vec3f,halfWidth:vec3f, halfHeight:vec3f,diffuseColor:vec3f,specularColor:vec3f,roughness:f32 )->lightingInfo\n{var result: lightingInfo;var data: areaLightData=computeAreaLightSpecularDiffuseFresnel(ltc1,ltc1Sampler,ltc2,ltc2Sampler,viewDirectionW,vNormal,vPosition,lightPosition,halfWidth,halfHeight,roughness);\n#ifdef SPECULARTERM\nvar fresnel:vec3f=( specularColor*data.Fresnel.x+( vec3f( 1.0 )-specularColor )*data.Fresnel.y );result.specular+=specularColor*fresnel*data.Specular;\n#endif\nresult.diffuse+=diffuseColor*data.Diffuse;return result;}\n#endif\n#
|
|
1
|
+
{"version":3,"file":"lightsFragmentFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,sBAAsB,CAAC;AAC9B,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Fd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./ltcHelperFunctions\";\nimport \"./clusteredLightingFunctions\";\n\nconst name = \"lightsFragmentFunctions\";\nconst shader = `struct lightingInfo\n{diffuse: vec3f,\n#ifdef SPECULARTERM\nspecular: vec3f,\n#endif\n#ifdef NDOTL\nndl: f32,\n#endif\n};fn computeLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var lightVectorW: vec3f;var attenuation: f32=1.0;if (lightData.w==0.)\n{var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;attenuation=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}\nelse\n{lightVectorW=normalize(-lightData.xyz);}\nvar ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nfn getAttenuation(cosAngle: f32,exponent: f32)->f32 {return max(0.,pow(cosAngle,exponent));}\nfn getIESAttenuation(cosAngle: f32,iesLightTexture: texture_2d<f32>,iesLightTextureSampler: sampler)->f32 {var angle=acos(cosAngle)/PI;return textureSampleLevel(iesLightTexture,iesLightTextureSampler,vec2f(angle,0),0.).r;}\nfn computeBasicSpotLighting(viewDirectionW: vec3f,lightVectorW: vec3f,vNormal: vec3f,attenuation: f32,diffuseColor: vec3f,specularColor: vec3f,glossiness: f32)->lightingInfo {var result: lightingInfo;var ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nfn computeIESSpotLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32,iesLightTexture: texture_2d<f32>,iesLightTextureSampler: sampler)->lightingInfo {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var dotProduct=dot(lightDirection.xyz,-lightVectorW);var cosAngle: f32=max(0.,dotProduct);if (cosAngle>=lightDirection.w)\n{attenuation*=getIESAttenuation(dotProduct,iesLightTexture,iesLightTextureSampler);return computeBasicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}\nvar result: lightingInfo;result.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nfn computeSpotLighting(viewDirectionW: vec3f,vNormal: vec3f ,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var cosAngle: f32=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)\n{attenuation*=getAttenuation(cosAngle,lightData.w);return computeBasicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}\nvar result: lightingInfo;result.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nfn computeHemisphericLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,groundColor: vec3f,glossiness: f32)->lightingInfo {var result: lightingInfo;var ndl: f32=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightData.xyz);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;\n#endif\nreturn result;}\nfn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f {var strq: vec4f=textureProjectionMatrix*vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return textureColor;}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\n#include<ltcHelperFunctions>\nvar areaLightsLTC1SamplerSampler: sampler;var areaLightsLTC1Sampler: texture_2d<f32>;var areaLightsLTC2SamplerSampler: sampler;var areaLightsLTC2Sampler: texture_2d<f32>;fn computeAreaLighting(ltc1: texture_2d<f32>,ltc1Sampler:sampler,ltc2:texture_2d<f32>,ltc2Sampler:sampler,viewDirectionW: vec3f,vNormal:vec3f,vPosition:vec3f,lightPosition:vec3f,halfWidth:vec3f, halfHeight:vec3f,diffuseColor:vec3f,specularColor:vec3f,roughness:f32 )->lightingInfo\n{var result: lightingInfo;var data: areaLightData=computeAreaLightSpecularDiffuseFresnel(ltc1,ltc1Sampler,ltc2,ltc2Sampler,viewDirectionW,vNormal,vPosition,lightPosition,halfWidth,halfHeight,roughness);\n#ifdef SPECULARTERM\nvar fresnel:vec3f=( specularColor*data.Fresnel.x+( vec3f( 1.0 )-specularColor )*data.Fresnel.y );result.specular+=specularColor*fresnel*data.Specular;\n#endif\nresult.diffuse+=diffuseColor*data.Diffuse;return result;}\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\n#include<clusteredLightingFunctions>\nfn computeClusteredLighting(\nlightDataTexture: texture_2d<f32>,\ntileMaskBuffer: ptr<storage,array<u32>>,\nviewDirectionW: vec3f,\nvNormal: vec3f,\nlightData: vec4f,\nsliceRange: vec2u,\nglossiness: f32\n)->lightingInfo {var result: lightingInfo;let tilePosition=vec2u(fragmentInputs.position.xy*lightData.xy);let maskResolution=vec2u(lightData.zw);var tileIndex=(tilePosition.x*maskResolution.x+tilePosition.y)*maskResolution.y;let batchRange=sliceRange/CLUSTLIGHT_BATCH;var batchOffset=batchRange.x*CLUSTLIGHT_BATCH;tileIndex+=batchRange.x;for (var i=batchRange.x; i<=batchRange.y; i+=1) {var mask=tileMaskBuffer[tileIndex];tileIndex+=1;let maskOffset=max(sliceRange.x,batchOffset)-batchOffset; \nlet maskWidth=min(sliceRange.y-batchOffset+1,CLUSTLIGHT_BATCH);mask=extractBits(mask,maskOffset,maskWidth);while mask != 0 {let trailing=firstTrailingBit(mask);mask ^= 1u<<trailing;let light=getClusteredLight(lightDataTexture,batchOffset+maskOffset+trailing);var info: lightingInfo;if light.vLightDirection.w<0.0 {info=computeLighting(viewDirectionW,vNormal,light.vLightData,light.vLightDiffuse.rgb,light.vLightSpecular.rgb,light.vLightDiffuse.a,glossiness);} else {info=computeSpotLighting(viewDirectionW,vNormal,light.vLightData,light.vLightDirection,light.vLightDiffuse.rgb,light.vLightSpecular.rgb,light.vLightDiffuse.a,glossiness);}\nresult.diffuse+=info.diffuse;\n#ifdef SPECULARTERM\nresult.specular+=info.specular;\n#endif\n}\nbatchOffset+=CLUSTLIGHT_BATCH;}\nreturn result;}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lightsFragmentFunctionsWGSL = { name, shader };\n"]}
|
|
@@ -103,7 +103,7 @@ var visibility: f32=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);
|
|
|
103
103
|
var visibility: f32=visibility_Ashikhmin(info.NdotL,info.NdotV);/* #endif */
|
|
104
104
|
var sheenTerm: f32=fresnel*distribution*visibility;return sheenTerm*info.attenuation*info.NdotL*lightColor;}
|
|
105
105
|
#endif
|
|
106
|
-
#
|
|
106
|
+
#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
|
|
107
107
|
#include<clusteredLightingFunctions>
|
|
108
108
|
fn computeClusteredLighting(
|
|
109
109
|
lightDataTexture: texture_2d<f32>,
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pbrDirectLightingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AACtC,OAAO,wBAAwB,CAAC;AAEhC,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqNd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./clusteredLightingFunctions\";\nimport \"./pbrBlockReflectance0\";\n\nconst name = \"pbrDirectLightingFunctions\";\nconst shader = `#define CLEARCOATREFLECTANCE90 1.0\nstruct lightingInfo\n{diffuse: vec3f,\n#ifdef SS_TRANSLUCENCY\ndiffuseTransmission: vec3f,\n#endif\n#ifdef SPECULARTERM\nspecular: vec3f,\n#endif\n#ifdef CLEARCOAT\nclearCoat: vec4f,\n#endif\n#ifdef SHEEN\nsheen: vec3f\n#endif\n};fn adjustRoughnessFromLightProperties(roughness: f32,lightRadius: f32,lightDistance: f32)->f32 {\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\nvar lightRoughness: f32=lightRadius/lightDistance;var totalRoughness: f32=saturate(lightRoughness+roughness);return totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nfn computeHemisphericDiffuseLighting(info: preLightingInfo,lightColor: vec3f,groundColor: vec3f)->vec3f {return mix(groundColor,lightColor,info.NdotL);}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nfn computeAreaDiffuseLighting(info: preLightingInfo,lightColor: vec3f)->vec3f {return info.areaLightDiffuse*lightColor;}\n#endif\nfn computeDiffuseLighting(info: preLightingInfo,lightColor: vec3f)->vec3f {var diffuseTerm: vec3f=vec3f(1.0/PI);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY\ndiffuseTerm=vec3f(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseTerm=vec3f(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvar clampedAlbedo: vec3f=clamp(info.surfaceAlbedo,vec3f(0.1),vec3f(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,info.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;\n#endif\nreturn diffuseTerm*info.attenuation*info.NdotL*lightColor;}\nfn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f{var strq: vec4f=textureProjectionMatrix* vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return toLinearSpaceVec3(textureColor);}\n#ifdef SS_TRANSLUCENCY\nfn computeDiffuseTransmittedLighting(info: preLightingInfo,lightColor: vec3f,transmittance: vec3f)->vec3f {var transmittanceNdotL=vec3f(0.0);var NdotL: f32=absEps(info.NdotLUnclamped);\n#ifndef SS_TRANSLUCENCY_LEGACY\nif (info.NdotLUnclamped<0.0) {\n#endif\nvar wrapNdotL: f32=computeWrappedDiffuseNdotL(NdotL,0.02);var trAdapt: f32=step(0.,info.NdotLUnclamped);transmittanceNdotL=mix(transmittance*wrapNdotL, vec3f(wrapNdotL),trAdapt);\n#ifndef SS_TRANSLUCENCY_LEGACY\n}\nvar diffuseTerm : vec3f=vec3f(1.0/PI);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY\ndiffuseTerm=vec3f(diffuseBRDF_Burley(\ninfo.NdotL,info.NdotV,info.VdotH,info.roughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseTerm=vec3f(diffuseBRDF_Burley(\ninfo.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvar clampedAlbedo: vec3f=clamp(info.surfaceAlbedo,vec3f(0.1),vec3f(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,\ninfo.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;\n#endif\nreturn (transmittanceNdotL*diffuseTerm)*info.attenuation*lightColor;\n#else\nlet diffuseTerm=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);return diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;\n#endif\n}\n#endif\n#ifdef SPECULARTERM\nfn computeSpecularLighting(info: preLightingInfo,N: vec3f,reflectance0: vec3f,fresnel: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var roughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(roughness);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nvar distribution: f32=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvar smithVisibility: f32=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);\n#else\nvar smithVisibility: f32=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);\n#endif\nvar specTerm: vec3f=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nfn computeAreaSpecularLighting(info: preLightingInfo,specularColor: vec3f,reflectance0: vec3f,reflectance90: vec3f)->vec3f {var fresnel:vec3f =reflectance0*specularColor*info.areaLightFresnel.x+( vec3f( 1.0 )-specularColor )*info.areaLightFresnel.y*reflectance90;return specularColor*fresnel*info.areaLightSpecular;}\n#endif\n#endif\n#if defined(ANISOTROPIC) && defined(ANISOTROPIC_OPENPBR)\nfn computeAnisotropicSpecularLighting(info: preLightingInfo,V: vec3f,N: vec3f,T: vec3f,B: vec3f,anisotropy: f32,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var TdotH: f32=dot(T,info.H);var BdotH: f32=dot(B,info.H);var TdotV: f32=dot(T,V);var BdotV: f32=dot(B,V);var TdotL: f32=dot(T,info.L);var BdotL: f32=dot(B,info.L);var alphaG: f32=convertRoughnessToAverageSlope(info.roughness);var alphaTB: vec2f=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,vec2f(geometricRoughnessFactor*geometricRoughnessFactor));var distribution: f32=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);var smithVisibility: f32=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);var specTerm: vec3f=vec3f(distribution*smithVisibility);return specTerm*info.attenuation*info.NdotL*lightColor;}\n#elif defined(ANISOTROPIC)\nfn computeAnisotropicSpecularLighting(info: preLightingInfo,V: vec3f,N: vec3f,T: vec3f,B: vec3f,anisotropy: f32,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var TdotH: f32=dot(T,info.H);var BdotH: f32=dot(B,info.H);var TdotV: f32=dot(T,V);var BdotV: f32=dot(B,V);var TdotL: f32=dot(T,info.L);var BdotL: f32=dot(B,info.L);var alphaG: f32=convertRoughnessToAverageSlope(info.roughness);var alphaTB: vec2f=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,vec2f(geometricRoughnessFactor*geometricRoughnessFactor));var fresnel: vec3f=fresnelSchlickGGXVec3(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nvar distribution: f32=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);var smithVisibility: f32=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);var specTerm: vec3f=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#ifdef CLEARCOAT\nfn computeClearCoatLighting(info: preLightingInfo,Ncc: vec3f,geometricRoughnessFactor: f32,clearCoatIntensity: f32,lightColor: vec3f)->vec4f {var NccdotL: f32=saturateEps(dot(Ncc,info.L));var NccdotH: f32=saturateEps(dot(Ncc,info.H));var clearCoatRoughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(clearCoatRoughness);var fresnel: f32=fresnelSchlickGGX(info.VdotH,uniforms.vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);fresnel*=clearCoatIntensity;var distribution: f32=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);var kelemenVisibility: f32=visibility_Kelemen(info.VdotH);var clearCoatTerm: f32=fresnel*distribution*kelemenVisibility;return vec4f(\nclearCoatTerm*info.attenuation*NccdotL*lightColor,\n1.0-fresnel\n);}\nfn computeClearCoatLightingAbsorption(NdotVRefract: f32,L: vec3f,Ncc: vec3f,clearCoatColor: vec3f,clearCoatThickness: f32,clearCoatIntensity: f32)->vec3f {var LRefract: vec3f=-refract(L,Ncc,uniforms.vClearCoatRefractionParams.y);var NdotLRefract: f32=saturateEps(dot(Ncc,LRefract));var absorption: vec3f=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);return absorption;}\n#endif\n#ifdef SHEEN\nfn computeSheenLighting(info: preLightingInfo,N: vec3f,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var roughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(roughness);var fresnel: f32=1.;var distribution: f32=normalDistributionFunction_CharlieSheen(NdotH,alphaG);/*#ifdef SHEEN_SOFTER\nvar visibility: f32=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);\n#else */\nvar visibility: f32=visibility_Ashikhmin(info.NdotL,info.NdotV);/* #endif */\nvar sheenTerm: f32=fresnel*distribution*visibility;return sheenTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#ifdef CLUSTLIGHT_BATCH\n#include<clusteredLightingFunctions>\nfn computeClusteredLighting(\nlightDataTexture: texture_2d<f32>,\ntileMaskBuffer: ptr<storage,array<u32>>,\nlightData: vec4f,\nsliceRange: vec2u,\nV: vec3f,\nN: vec3f,\nposW: vec3f,\nsurfaceAlbedo: vec3f,\nreflectivityOut: reflectivityOutParams,\n#ifdef IRIDESCENCE\niridescenceIntensity: f32,\n#endif\n#ifdef SS_TRANSLUCENCY\nsubSurfaceOut: subSurfaceOutParams,\n#endif\n#ifdef SPECULARTERM\nAARoughnessFactor: f32,\n#endif\n#ifdef ANISOTROPIC\nanisotropicOut: anisotropicOutParams,\n#endif\n#ifdef SHEEN\nsheenOut: sheenOutParams,\n#endif\n#ifdef CLEARCOAT\nclearcoatOut: clearcoatOutParams,\n#endif\n)->lightingInfo {let NdotV=absEps(dot(N,V));\n#include<pbrBlockReflectance0>\n#ifdef CLEARCOAT\nspecularEnvironmentR0=clearcoatOut.specularEnvironmentR0;\n#endif\nvar result: lightingInfo;let tilePosition=vec2u(fragmentInputs.position.xy*lightData.xy);let maskResolution=vec2u(lightData.zw);var tileIndex=(tilePosition.x*maskResolution.x+tilePosition.y)*maskResolution.y;let batchRange=sliceRange/CLUSTLIGHT_BATCH;var batchOffset=batchRange.x*CLUSTLIGHT_BATCH;tileIndex+=batchRange.x;for (var i=batchRange.x; i<=batchRange.y; i+=1) {var mask=tileMaskBuffer[tileIndex];tileIndex+=1;let maskOffset=max(sliceRange.x,batchOffset)-batchOffset; \nlet maskWidth=min(sliceRange.y-batchOffset+1,CLUSTLIGHT_BATCH);mask=extractBits(mask,maskOffset,maskWidth);while mask != 0 {let trailing=firstTrailingBit(mask);mask ^= 1u<<trailing;let light=getClusteredLight(lightDataTexture,batchOffset+maskOffset+trailing);var preInfo=computePointAndSpotPreLightingInfo(light.vLightData,V,N,posW);preInfo.NdotV=NdotV;preInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light.vLightFalloff.x,light.vLightFalloff.y);if light.vLightDirection.w>=0.0 {preInfo.attenuation*=computeDirectionalLightFalloff(light.vLightDirection.xyz,preInfo.L,light.vLightDirection.w,light.vLightData.w,light.vLightFalloff.z,light.vLightFalloff.w);}\npreInfo.roughness=adjustRoughnessFromLightProperties(reflectivityOut.roughness,light.vLightSpecular.a,preInfo.lightDistance);preInfo.diffuseRoughness=reflectivityOut.diffuseRoughness;preInfo.surfaceAlbedo=surfaceAlbedo;\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\nvar info: lightingInfo;\n#ifdef SS_TRANSLUCENCY\n#ifdef SS_TRANSLUCENCY_LEGACY\ninfo.diffuse=computeDiffuseTransmittedLighting(preInfo,light.vLightDiffuse.rgb,subSurfaceOut.transmittance);info.diffuseTransmission=vec3(0);\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,light.vLightDiffuse.rgb)*(1.0-subSurfaceOut.translucencyIntensity);info.diffuseTransmission=computeDiffuseTransmittedLighting(preInfo,light.vLightDiffuse.rgb,subSurfaceOut.transmittance);\n#endif\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,light.vLightDiffuse.rgb);\n#endif\n#ifdef SPECULARTERM\n#if CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR\nlet metalFresnel=reflectivityOut.specularWeight*getF82Specular(preInfo.VdotH,specularEnvironmentR0,reflectivityOut.colorReflectanceF90,reflectivityOut.roughness);let dielectricFresnel=fresnelSchlickGGXVec3(preInfo.VdotH,reflectivityOut.dielectricColorF0,reflectivityOut.colorReflectanceF90);let coloredFresnel=mix(dielectricFresnel,metalFresnel,reflectivityOut.metallic);\n#else\nlet coloredFresnel=fresnelSchlickGGXVec3(preInfo.VdotH,specularEnvironmentR0,reflectivityOut.colorReflectanceF90);\n#endif\n#ifndef LEGACY_SPECULAR_ENERGY_CONSERVATION\nlet NdotH=dot(N,preInfo.H);let fresnel=fresnelSchlickGGXVec3(NdotH,vec3(reflectanceF0),specularEnvironmentR90);info.diffuse*=(vec3(1.0)-fresnel);\n#endif\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,V,N,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactor,light.vLightDiffuse.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,N,specularEnvironmentR0,coloredFresnel,AARoughnessFactor,light.vLightDiffuse.rgb);\n#endif\n#endif\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactor,light.vLightDiffuse.rgb);\n#endif\n#ifdef CLEARCOAT\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light.vLightSpecular.a,preInfo.lightDistance);info.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,light.vLightDiffuse.rgb);\n#ifdef CLEARCOAT_TINT\nlet absorption=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\nresult.diffuse+=info.diffuse;\n#ifdef SS_TRANSLUCENCY\nresult.diffuseTransmission+=info.diffuseTransmission;\n#endif\n#ifdef SPECULARTERM\nresult.specular+=info.specular;\n#endif\n#ifdef CLEARCOAT\nresult.clearCoat+=info.clearCoat;\n#endif\n#ifdef SHEEN\nresult.sheen+=info.sheen;\n#endif\n}\nbatchOffset+=CLUSTLIGHT_BATCH;}\nreturn result;}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrDirectLightingFunctionsWGSL = { name, shader };\n"]}
|
|
1
|
+
{"version":3,"file":"pbrDirectLightingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AACtC,OAAO,wBAAwB,CAAC;AAEhC,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqNd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./clusteredLightingFunctions\";\nimport \"./pbrBlockReflectance0\";\n\nconst name = \"pbrDirectLightingFunctions\";\nconst shader = `#define CLEARCOATREFLECTANCE90 1.0\nstruct lightingInfo\n{diffuse: vec3f,\n#ifdef SS_TRANSLUCENCY\ndiffuseTransmission: vec3f,\n#endif\n#ifdef SPECULARTERM\nspecular: vec3f,\n#endif\n#ifdef CLEARCOAT\nclearCoat: vec4f,\n#endif\n#ifdef SHEEN\nsheen: vec3f\n#endif\n};fn adjustRoughnessFromLightProperties(roughness: f32,lightRadius: f32,lightDistance: f32)->f32 {\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\nvar lightRoughness: f32=lightRadius/lightDistance;var totalRoughness: f32=saturate(lightRoughness+roughness);return totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nfn computeHemisphericDiffuseLighting(info: preLightingInfo,lightColor: vec3f,groundColor: vec3f)->vec3f {return mix(groundColor,lightColor,info.NdotL);}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nfn computeAreaDiffuseLighting(info: preLightingInfo,lightColor: vec3f)->vec3f {return info.areaLightDiffuse*lightColor;}\n#endif\nfn computeDiffuseLighting(info: preLightingInfo,lightColor: vec3f)->vec3f {var diffuseTerm: vec3f=vec3f(1.0/PI);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY\ndiffuseTerm=vec3f(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseTerm=vec3f(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvar clampedAlbedo: vec3f=clamp(info.surfaceAlbedo,vec3f(0.1),vec3f(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,info.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;\n#endif\nreturn diffuseTerm*info.attenuation*info.NdotL*lightColor;}\nfn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f{var strq: vec4f=textureProjectionMatrix* vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return toLinearSpaceVec3(textureColor);}\n#ifdef SS_TRANSLUCENCY\nfn computeDiffuseTransmittedLighting(info: preLightingInfo,lightColor: vec3f,transmittance: vec3f)->vec3f {var transmittanceNdotL=vec3f(0.0);var NdotL: f32=absEps(info.NdotLUnclamped);\n#ifndef SS_TRANSLUCENCY_LEGACY\nif (info.NdotLUnclamped<0.0) {\n#endif\nvar wrapNdotL: f32=computeWrappedDiffuseNdotL(NdotL,0.02);var trAdapt: f32=step(0.,info.NdotLUnclamped);transmittanceNdotL=mix(transmittance*wrapNdotL, vec3f(wrapNdotL),trAdapt);\n#ifndef SS_TRANSLUCENCY_LEGACY\n}\nvar diffuseTerm : vec3f=vec3f(1.0/PI);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY\ndiffuseTerm=vec3f(diffuseBRDF_Burley(\ninfo.NdotL,info.NdotV,info.VdotH,info.roughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseTerm=vec3f(diffuseBRDF_Burley(\ninfo.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvar clampedAlbedo: vec3f=clamp(info.surfaceAlbedo,vec3f(0.1),vec3f(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,\ninfo.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;\n#endif\nreturn (transmittanceNdotL*diffuseTerm)*info.attenuation*lightColor;\n#else\nlet diffuseTerm=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);return diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;\n#endif\n}\n#endif\n#ifdef SPECULARTERM\nfn computeSpecularLighting(info: preLightingInfo,N: vec3f,reflectance0: vec3f,fresnel: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var roughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(roughness);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nvar distribution: f32=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvar smithVisibility: f32=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);\n#else\nvar smithVisibility: f32=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);\n#endif\nvar specTerm: vec3f=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nfn computeAreaSpecularLighting(info: preLightingInfo,specularColor: vec3f,reflectance0: vec3f,reflectance90: vec3f)->vec3f {var fresnel:vec3f =reflectance0*specularColor*info.areaLightFresnel.x+( vec3f( 1.0 )-specularColor )*info.areaLightFresnel.y*reflectance90;return specularColor*fresnel*info.areaLightSpecular;}\n#endif\n#endif\n#if defined(ANISOTROPIC) && defined(ANISOTROPIC_OPENPBR)\nfn computeAnisotropicSpecularLighting(info: preLightingInfo,V: vec3f,N: vec3f,T: vec3f,B: vec3f,anisotropy: f32,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var TdotH: f32=dot(T,info.H);var BdotH: f32=dot(B,info.H);var TdotV: f32=dot(T,V);var BdotV: f32=dot(B,V);var TdotL: f32=dot(T,info.L);var BdotL: f32=dot(B,info.L);var alphaG: f32=convertRoughnessToAverageSlope(info.roughness);var alphaTB: vec2f=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,vec2f(geometricRoughnessFactor*geometricRoughnessFactor));var distribution: f32=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);var smithVisibility: f32=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);var specTerm: vec3f=vec3f(distribution*smithVisibility);return specTerm*info.attenuation*info.NdotL*lightColor;}\n#elif defined(ANISOTROPIC)\nfn computeAnisotropicSpecularLighting(info: preLightingInfo,V: vec3f,N: vec3f,T: vec3f,B: vec3f,anisotropy: f32,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var TdotH: f32=dot(T,info.H);var BdotH: f32=dot(B,info.H);var TdotV: f32=dot(T,V);var BdotV: f32=dot(B,V);var TdotL: f32=dot(T,info.L);var BdotL: f32=dot(B,info.L);var alphaG: f32=convertRoughnessToAverageSlope(info.roughness);var alphaTB: vec2f=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,vec2f(geometricRoughnessFactor*geometricRoughnessFactor));var fresnel: vec3f=fresnelSchlickGGXVec3(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nvar distribution: f32=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);var smithVisibility: f32=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);var specTerm: vec3f=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#ifdef CLEARCOAT\nfn computeClearCoatLighting(info: preLightingInfo,Ncc: vec3f,geometricRoughnessFactor: f32,clearCoatIntensity: f32,lightColor: vec3f)->vec4f {var NccdotL: f32=saturateEps(dot(Ncc,info.L));var NccdotH: f32=saturateEps(dot(Ncc,info.H));var clearCoatRoughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(clearCoatRoughness);var fresnel: f32=fresnelSchlickGGX(info.VdotH,uniforms.vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);fresnel*=clearCoatIntensity;var distribution: f32=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);var kelemenVisibility: f32=visibility_Kelemen(info.VdotH);var clearCoatTerm: f32=fresnel*distribution*kelemenVisibility;return vec4f(\nclearCoatTerm*info.attenuation*NccdotL*lightColor,\n1.0-fresnel\n);}\nfn computeClearCoatLightingAbsorption(NdotVRefract: f32,L: vec3f,Ncc: vec3f,clearCoatColor: vec3f,clearCoatThickness: f32,clearCoatIntensity: f32)->vec3f {var LRefract: vec3f=-refract(L,Ncc,uniforms.vClearCoatRefractionParams.y);var NdotLRefract: f32=saturateEps(dot(Ncc,LRefract));var absorption: vec3f=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);return absorption;}\n#endif\n#ifdef SHEEN\nfn computeSheenLighting(info: preLightingInfo,N: vec3f,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var roughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(roughness);var fresnel: f32=1.;var distribution: f32=normalDistributionFunction_CharlieSheen(NdotH,alphaG);/*#ifdef SHEEN_SOFTER\nvar visibility: f32=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);\n#else */\nvar visibility: f32=visibility_Ashikhmin(info.NdotL,info.NdotV);/* #endif */\nvar sheenTerm: f32=fresnel*distribution*visibility;return sheenTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\n#include<clusteredLightingFunctions>\nfn computeClusteredLighting(\nlightDataTexture: texture_2d<f32>,\ntileMaskBuffer: ptr<storage,array<u32>>,\nlightData: vec4f,\nsliceRange: vec2u,\nV: vec3f,\nN: vec3f,\nposW: vec3f,\nsurfaceAlbedo: vec3f,\nreflectivityOut: reflectivityOutParams,\n#ifdef IRIDESCENCE\niridescenceIntensity: f32,\n#endif\n#ifdef SS_TRANSLUCENCY\nsubSurfaceOut: subSurfaceOutParams,\n#endif\n#ifdef SPECULARTERM\nAARoughnessFactor: f32,\n#endif\n#ifdef ANISOTROPIC\nanisotropicOut: anisotropicOutParams,\n#endif\n#ifdef SHEEN\nsheenOut: sheenOutParams,\n#endif\n#ifdef CLEARCOAT\nclearcoatOut: clearcoatOutParams,\n#endif\n)->lightingInfo {let NdotV=absEps(dot(N,V));\n#include<pbrBlockReflectance0>\n#ifdef CLEARCOAT\nspecularEnvironmentR0=clearcoatOut.specularEnvironmentR0;\n#endif\nvar result: lightingInfo;let tilePosition=vec2u(fragmentInputs.position.xy*lightData.xy);let maskResolution=vec2u(lightData.zw);var tileIndex=(tilePosition.x*maskResolution.x+tilePosition.y)*maskResolution.y;let batchRange=sliceRange/CLUSTLIGHT_BATCH;var batchOffset=batchRange.x*CLUSTLIGHT_BATCH;tileIndex+=batchRange.x;for (var i=batchRange.x; i<=batchRange.y; i+=1) {var mask=tileMaskBuffer[tileIndex];tileIndex+=1;let maskOffset=max(sliceRange.x,batchOffset)-batchOffset; \nlet maskWidth=min(sliceRange.y-batchOffset+1,CLUSTLIGHT_BATCH);mask=extractBits(mask,maskOffset,maskWidth);while mask != 0 {let trailing=firstTrailingBit(mask);mask ^= 1u<<trailing;let light=getClusteredLight(lightDataTexture,batchOffset+maskOffset+trailing);var preInfo=computePointAndSpotPreLightingInfo(light.vLightData,V,N,posW);preInfo.NdotV=NdotV;preInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light.vLightFalloff.x,light.vLightFalloff.y);if light.vLightDirection.w>=0.0 {preInfo.attenuation*=computeDirectionalLightFalloff(light.vLightDirection.xyz,preInfo.L,light.vLightDirection.w,light.vLightData.w,light.vLightFalloff.z,light.vLightFalloff.w);}\npreInfo.roughness=adjustRoughnessFromLightProperties(reflectivityOut.roughness,light.vLightSpecular.a,preInfo.lightDistance);preInfo.diffuseRoughness=reflectivityOut.diffuseRoughness;preInfo.surfaceAlbedo=surfaceAlbedo;\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\nvar info: lightingInfo;\n#ifdef SS_TRANSLUCENCY\n#ifdef SS_TRANSLUCENCY_LEGACY\ninfo.diffuse=computeDiffuseTransmittedLighting(preInfo,light.vLightDiffuse.rgb,subSurfaceOut.transmittance);info.diffuseTransmission=vec3(0);\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,light.vLightDiffuse.rgb)*(1.0-subSurfaceOut.translucencyIntensity);info.diffuseTransmission=computeDiffuseTransmittedLighting(preInfo,light.vLightDiffuse.rgb,subSurfaceOut.transmittance);\n#endif\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,light.vLightDiffuse.rgb);\n#endif\n#ifdef SPECULARTERM\n#if CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR\nlet metalFresnel=reflectivityOut.specularWeight*getF82Specular(preInfo.VdotH,specularEnvironmentR0,reflectivityOut.colorReflectanceF90,reflectivityOut.roughness);let dielectricFresnel=fresnelSchlickGGXVec3(preInfo.VdotH,reflectivityOut.dielectricColorF0,reflectivityOut.colorReflectanceF90);let coloredFresnel=mix(dielectricFresnel,metalFresnel,reflectivityOut.metallic);\n#else\nlet coloredFresnel=fresnelSchlickGGXVec3(preInfo.VdotH,specularEnvironmentR0,reflectivityOut.colorReflectanceF90);\n#endif\n#ifndef LEGACY_SPECULAR_ENERGY_CONSERVATION\nlet NdotH=dot(N,preInfo.H);let fresnel=fresnelSchlickGGXVec3(NdotH,vec3(reflectanceF0),specularEnvironmentR90);info.diffuse*=(vec3(1.0)-fresnel);\n#endif\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,V,N,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactor,light.vLightDiffuse.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,N,specularEnvironmentR0,coloredFresnel,AARoughnessFactor,light.vLightDiffuse.rgb);\n#endif\n#endif\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactor,light.vLightDiffuse.rgb);\n#endif\n#ifdef CLEARCOAT\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light.vLightSpecular.a,preInfo.lightDistance);info.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,light.vLightDiffuse.rgb);\n#ifdef CLEARCOAT_TINT\nlet absorption=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\nresult.diffuse+=info.diffuse;\n#ifdef SS_TRANSLUCENCY\nresult.diffuseTransmission+=info.diffuseTransmission;\n#endif\n#ifdef SPECULARTERM\nresult.specular+=info.specular;\n#endif\n#ifdef CLEARCOAT\nresult.clearCoat+=info.clearCoat;\n#endif\n#ifdef SHEEN\nresult.sheen+=info.sheen;\n#endif\n}\nbatchOffset+=CLUSTLIGHT_BATCH;}\nreturn result;}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrDirectLightingFunctionsWGSL = { name, shader };\n"]}
|
|
@@ -16,7 +16,7 @@ varying vEnvironmentIrradiance: vec3f;
|
|
|
16
16
|
#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
|
|
17
17
|
varying vColor: vec4f;
|
|
18
18
|
#endif
|
|
19
|
-
#
|
|
19
|
+
#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
|
|
20
20
|
varying vViewDepth: f32;
|
|
21
21
|
#endif
|
|
22
22
|
`;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pbrFragmentExtraDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,4BAA4B,CAAC;AAEpC,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;CAiBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./mainUVVaryingDeclaration\";\n\nconst name = \"pbrFragmentExtraDeclaration\";\nconst shader = `varying vPositionW: vec3f;\n#if DEBUGMODE>0\nvarying vClipSpacePosition: vec4f;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vEnvironmentIrradiance: vec3f;\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#
|
|
1
|
+
{"version":3,"file":"pbrFragmentExtraDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,4BAA4B,CAAC;AAEpC,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;CAiBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./mainUVVaryingDeclaration\";\n\nconst name = \"pbrFragmentExtraDeclaration\";\nconst shader = `varying vPositionW: vec3f;\n#if DEBUGMODE>0\nvarying vClipSpacePosition: vec4f;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vEnvironmentIrradiance: vec3f;\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrFragmentExtraDeclarationWGSL = { name, shader };\n"]}
|
|
@@ -38,7 +38,7 @@ varying vNormalW: vec3f;
|
|
|
38
38
|
#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
|
|
39
39
|
varying vColor: vec4f;
|
|
40
40
|
#endif
|
|
41
|
-
#
|
|
41
|
+
#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
|
|
42
42
|
varying vViewDepth: f32;
|
|
43
43
|
#endif
|
|
44
44
|
#include<mainUVVaryingDeclaration>[1..7]
|