@onerjs/core 8.30.4 → 8.30.5
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/Audio/audioSceneComponent.d.ts +9 -5
- package/Audio/audioSceneComponent.js +1 -0
- package/Audio/audioSceneComponent.js.map +1 -1
- package/AudioV2/abstractAudio/audioEngineV2.d.ts +8 -0
- package/AudioV2/abstractAudio/audioEngineV2.js +19 -0
- package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
- package/AudioV2/webAudio/webAudioEngine.d.ts +5 -0
- package/AudioV2/webAudio/webAudioEngine.js +8 -0
- package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.js +2 -2
- package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.js +5 -2
- package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
- package/Cameras/camera.d.ts +4 -0
- package/Cameras/camera.js +18 -9
- package/Cameras/camera.js.map +1 -1
- package/Engines/WebGPU/webgpuDrawContext.d.ts +8 -0
- package/Engines/WebGPU/webgpuDrawContext.js +8 -0
- package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/computeShaderBlock.d.ts +42 -0
- package/FrameGraph/Node/Blocks/computeShaderBlock.js +74 -0
- package/FrameGraph/Node/Blocks/computeShaderBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/executeBlock.d.ts +11 -1
- package/FrameGraph/Node/Blocks/executeBlock.js +18 -0
- package/FrameGraph/Node/Blocks/executeBlock.js.map +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/Blocks/inputBlock.js +2 -0
- package/FrameGraph/Node/Blocks/inputBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/outputBlock.js +1 -0
- package/FrameGraph/Node/Blocks/outputBlock.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.d.ts +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js +7 -3
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.js +7 -0
- package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
- package/FrameGraph/Passes/pass.d.ts +11 -1
- package/FrameGraph/Passes/pass.js +11 -1
- package/FrameGraph/Passes/pass.js.map +1 -1
- package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +115 -0
- package/FrameGraph/Tasks/Misc/computeShaderTask.js +174 -0
- package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -0
- package/FrameGraph/Tasks/Misc/executeTask.d.ts +5 -0
- package/FrameGraph/Tasks/Misc/executeTask.js +3 -0
- package/FrameGraph/Tasks/Misc/executeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/bloomTask.d.ts +1 -1
- package/FrameGraph/Tasks/PostProcesses/bloomTask.js +1 -1
- package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssao2Task.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/ssao2Task.js +7 -0
- package/FrameGraph/Tasks/PostProcesses/ssao2Task.js.map +1 -1
- package/FrameGraph/frameGraph.d.ts +1 -1
- package/FrameGraph/frameGraph.js +3 -6
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphTask.d.ts +3 -2
- package/FrameGraph/frameGraphTask.js +5 -2
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/FrameGraph/frameGraphTextureManager.js +2 -2
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/FrameGraph/index.d.ts +1 -0
- package/FrameGraph/index.js +1 -0
- package/FrameGraph/index.js.map +1 -1
- package/Lights/directionalLight.js +1 -4
- package/Lights/directionalLight.js.map +1 -1
- package/Lights/pointLight.js +2 -5
- package/Lights/pointLight.js.map +1 -1
- package/Materials/materialHelper.functions.d.ts +8 -0
- package/Materials/materialHelper.functions.js +31 -0
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/shaderMaterial.js +20 -0
- package/Materials/shaderMaterial.js.map +1 -1
- package/Maths/math.vector.functions.d.ts +26 -13
- package/Maths/math.vector.functions.js +29 -8
- package/Maths/math.vector.functions.js.map +1 -1
- package/Misc/decorators.d.ts +1 -1
- package/Misc/decorators.js.map +1 -1
- package/Misc/dumpTools.d.ts +20 -0
- package/Misc/dumpTools.js +60 -49
- package/Misc/dumpTools.js.map +1 -1
- package/Misc/index.d.ts +1 -2
- package/Misc/index.js +1 -2
- package/Misc/index.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/boxShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/coneShapeBlock.d.ts +57 -0
- package/Particles/Node/Blocks/Emitters/coneShapeBlock.js +163 -0
- package/Particles/Node/Blocks/Emitters/coneShapeBlock.js.map +1 -0
- package/Particles/Node/Blocks/Emitters/index.d.ts +5 -4
- package/Particles/Node/Blocks/Emitters/index.js +5 -4
- package/Particles/Node/Blocks/Emitters/index.js.map +1 -1
- package/Particles/Node/Blocks/particleInputBlock.js +2 -0
- package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
- package/Particles/Node/Blocks/systemBlock.d.ts +4 -0
- package/Particles/Node/Blocks/systemBlock.js +8 -0
- package/Particles/Node/Blocks/systemBlock.js.map +1 -1
- package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +5 -1
- package/Particles/Node/Enums/nodeParticleContextualSources.js +4 -0
- package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
- package/Particles/Node/nodeParticleBuildState.js +5 -0
- package/Particles/Node/nodeParticleBuildState.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.helper.d.ts +4 -3
- package/Particles/Node/nodeParticleSystemSet.helper.js +182 -115
- package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
- package/Physics/physicsRaycastResult.d.ts +3 -0
- package/Physics/physicsRaycastResult.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.js +1 -1
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +9 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/PostProcesses/thinSSAO2PostProcess.d.ts +1 -0
- package/PostProcesses/thinSSAO2PostProcess.js +18 -6
- package/PostProcesses/thinSSAO2PostProcess.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +1 -0
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrDirectLighting.js +5 -2
- package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +1 -1
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/Shaders/particles.vertex.js +1 -1
- package/Shaders/particles.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +2 -2
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +5 -2
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +2 -2
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid.vertex.js +77 -3
- package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
- package/ShadersWGSL/particles.vertex.js +1 -1
- package/ShadersWGSL/particles.vertex.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +2 -0
- package/scene.js +9 -1
- package/scene.js.map +1 -1
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{ serialize } from \"../Misc/decorators\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Light } from \"./light\";\r\nimport { ShadowLight } from \"./shadowLight\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\nNode.AddNodeConstructor(\"Light_Type_1\", (name, scene) => {\r\n return () => new DirectionalLight(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * A directional light is defined by a direction (what a surprise!).\r\n * The light is emitted from everywhere in the specified direction, and has an infinite range.\r\n * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.\r\n * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\nexport class DirectionalLight extends ShadowLight {\r\n private _shadowFrustumSize = 0;\r\n /**\r\n * Fix frustum size for the shadow generation. This is disabled if the value is 0.\r\n */\r\n @serialize()\r\n public get shadowFrustumSize(): number {\r\n return this._shadowFrustumSize;\r\n }\r\n /**\r\n * Specifies a fix frustum size for the shadow generation.\r\n */\r\n public set shadowFrustumSize(value: number) {\r\n this._shadowFrustumSize = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n private _shadowOrthoScale = 0.1;\r\n /**\r\n * Gets the shadow projection scale against the optimal computed one.\r\n * 0.1 by default which means that the projection window is increase by 10% from the optimal size.\r\n * This does not impact in fixed frustum size (shadowFrustumSize being set)\r\n */\r\n @serialize()\r\n public get shadowOrthoScale(): number {\r\n return this._shadowOrthoScale;\r\n }\r\n /**\r\n * Sets the shadow projection scale against the optimal computed one.\r\n * 0.1 by default which means that the projection window is increase by 10% from the optimal size.\r\n * This does not impact in fixed frustum size (shadowFrustumSize being set)\r\n */\r\n public set shadowOrthoScale(value: number) {\r\n this._shadowOrthoScale = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * Automatically compute the projection matrix to best fit (including all the casters)\r\n * on each frame.\r\n */\r\n @serialize()\r\n public autoUpdateExtends = true;\r\n\r\n /**\r\n * Automatically compute the shadowMinZ and shadowMaxZ for the projection matrix to best fit (including all the casters)\r\n * on each frame. autoUpdateExtends must be set to true for this to work\r\n */\r\n @serialize()\r\n public autoCalcShadowZBounds = false;\r\n\r\n // Cache\r\n @serialize(\"orthoLeft\")\r\n private _orthoLeft = Number.MAX_VALUE;\r\n @serialize(\"orthoRight\")\r\n private _orthoRight = Number.MIN_VALUE;\r\n @serialize(\"orthoTop\")\r\n private _orthoTop = Number.MIN_VALUE;\r\n @serialize(\"orthoBottom\")\r\n private _orthoBottom = Number.MAX_VALUE;\r\n\r\n /**\r\n * Gets or sets the orthoLeft property used to build the light frustum\r\n */\r\n public get orthoLeft(): number {\r\n return this._orthoLeft;\r\n }\r\n\r\n public set orthoLeft(left: number) {\r\n this._orthoLeft = left;\r\n }\r\n\r\n /**\r\n * Gets or sets the orthoRight property used to build the light frustum\r\n */\r\n public get orthoRight(): number {\r\n return this._orthoRight;\r\n }\r\n\r\n public set orthoRight(right: number) {\r\n this._orthoRight = right;\r\n }\r\n\r\n /**\r\n * Gets or sets the orthoTop property used to build the light frustum\r\n */\r\n public get orthoTop(): number {\r\n return this._orthoTop;\r\n }\r\n\r\n public set orthoTop(top: number) {\r\n this._orthoTop = top;\r\n }\r\n\r\n /**\r\n * Gets or sets the orthoBottom property used to build the light frustum\r\n */\r\n public get orthoBottom(): number {\r\n return this._orthoBottom;\r\n }\r\n\r\n public set orthoBottom(bottom: number) {\r\n this._orthoBottom = bottom;\r\n }\r\n\r\n /**\r\n * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).\r\n * The directional light is emitted from everywhere in the given direction.\r\n * It can cast shadows.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The friendly name of the light\r\n * @param direction The direction of the light\r\n * @param scene The scene the light belongs to\r\n */\r\n constructor(name: string, direction: Vector3, scene?: Scene) {\r\n super(name, scene);\r\n this.position = direction.scale(-1.0);\r\n this.direction = direction;\r\n }\r\n\r\n /**\r\n * Returns the string \"DirectionalLight\".\r\n * @returns The class name\r\n */\r\n public override getClassName(): string {\r\n return \"DirectionalLight\";\r\n }\r\n\r\n /**\r\n * Returns the integer 1.\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public override getTypeID(): number {\r\n return Light.LIGHTTYPEID_DIRECTIONALLIGHT;\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as projection matrix for the shadows cast by the light according to the passed view matrix.\r\n * Returns the DirectionalLight Shadow projection matrix.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n if (this.shadowFrustumSize > 0) {\r\n this._setDefaultFixedFrustumShadowProjectionMatrix(matrix);\r\n } else {\r\n this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);\r\n }\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.\r\n * Returns the DirectionalLight Shadow projection matrix.\r\n * @param matrix\r\n */\r\n protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n if (!activeCamera) {\r\n return;\r\n }\r\n\r\n Matrix.OrthoLHToRef(\r\n this.shadowFrustumSize,\r\n this.shadowFrustumSize,\r\n this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ,\r\n this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ,\r\n matrix,\r\n this.getScene().getEngine().isNDCHalfZRange\r\n );\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.\r\n * Returns the DirectionalLight Shadow projection matrix.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n // Check extends\r\n if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {\r\n const tempVector3 = Vector3.Zero();\r\n\r\n this._orthoLeft = Number.MAX_VALUE;\r\n this._orthoRight = -Number.MAX_VALUE;\r\n this._orthoTop = -Number.MAX_VALUE;\r\n this._orthoBottom = Number.MAX_VALUE;\r\n\r\n let shadowMinZ = Number.MAX_VALUE;\r\n let shadowMaxZ = -Number.MAX_VALUE;\r\n\r\n for (let meshIndex = 0; meshIndex < renderList.length; meshIndex++) {\r\n const mesh = renderList[meshIndex];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n const boundingInfo = mesh.getBoundingInfo();\r\n const boundingBox = boundingInfo.boundingBox;\r\n\r\n for (let index = 0; index < boundingBox.vectorsWorld.length; index++) {\r\n Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);\r\n\r\n if (tempVector3.x < this._orthoLeft) {\r\n this._orthoLeft = tempVector3.x;\r\n }\r\n if (tempVector3.y < this._orthoBottom) {\r\n this._orthoBottom = tempVector3.y;\r\n }\r\n\r\n if (tempVector3.x > this._orthoRight) {\r\n this._orthoRight = tempVector3.x;\r\n }\r\n if (tempVector3.y > this._orthoTop) {\r\n this._orthoTop = tempVector3.y;\r\n }\r\n if (this.autoCalcShadowZBounds) {\r\n if (tempVector3.z < shadowMinZ) {\r\n shadowMinZ = tempVector3.z;\r\n }\r\n if (tempVector3.z > shadowMaxZ) {\r\n shadowMaxZ = tempVector3.z;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (this.autoCalcShadowZBounds) {\r\n this._shadowMinZ = shadowMinZ;\r\n this._shadowMaxZ = shadowMaxZ;\r\n }\r\n }\r\n\r\n const xOffset = this._orthoRight - this._orthoLeft;\r\n const yOffset = this._orthoTop - this._orthoBottom;\r\n\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera?.minZ || Constants.ShadowMinZ;\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera?.maxZ || Constants.ShadowMaxZ;\r\n\r\n const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;\r\n\r\n Matrix.OrthoOffCenterLHToRef(\r\n this._orthoLeft - xOffset * this.shadowOrthoScale,\r\n this._orthoRight + xOffset * this.shadowOrthoScale,\r\n this._orthoBottom - yOffset * this.shadowOrthoScale,\r\n this._orthoTop + yOffset * this.shadowOrthoScale,\r\n useReverseDepthBuffer ? maxZ : minZ,\r\n useReverseDepthBuffer ? minZ : maxZ,\r\n matrix,\r\n this.getScene().getEngine().isNDCHalfZRange\r\n );\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The directional light\r\n */\r\n public transferToEffect(effect: Effect, lightIndex: string): DirectionalLight {\r\n if (this.computeTransformedInformation()) {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);\r\n return this;\r\n }\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light {\r\n if (this.computeTransformedInformation()) {\r\n effect.setFloat3(lightDataUniformName, this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z);\r\n return this;\r\n }\r\n\r\n effect.setFloat3(lightDataUniformName, this.direction.x, this.direction.y, this.direction.z);\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the minZ used for shadow according to both the scene and the light.\r\n *\r\n * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being\r\n * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.\r\n * (when not using reverse depth buffer / NDC half Z range)\r\n * @param _activeCamera The camera we are returning the min for (not used)\r\n * @returns the depth min z\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override getDepthMinZ(_activeCamera: Nullable<Camera>): number {\r\n const engine = this._scene.getEngine();\r\n return !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n }\r\n\r\n /**\r\n * Gets the maxZ used for shadow according to both the scene and the light.\r\n *\r\n * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being\r\n * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.\r\n * (when not using reverse depth buffer / NDC half Z range)\r\n * @param _activeCamera The camera we are returning the max for\r\n * @returns the depth max z\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override getDepthMaxZ(_activeCamera: Nullable<Camera>): number {\r\n const engine = this._scene.getEngine();\r\n return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"DIRLIGHT\" + lightIndex] = true;\r\n }\r\n}\r\n\r\n// Register Class Name\r\nRegisterClass(\"BABYLON.DirectionalLight\", DirectionalLight);\r\n"]}
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1
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{ serialize } from \"../Misc/decorators\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Light } from \"./light\";\r\nimport { ShadowLight } from \"./shadowLight\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\nNode.AddNodeConstructor(\"Light_Type_1\", (name, scene) => {\r\n return () => new DirectionalLight(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * A directional light is defined by a direction (what a surprise!).\r\n * The light is emitted from everywhere in the specified direction, and has an infinite range.\r\n * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.\r\n * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\nexport class DirectionalLight extends ShadowLight {\r\n private _shadowFrustumSize = 0;\r\n /**\r\n * Fix frustum size for the shadow generation. This is disabled if the value is 0.\r\n */\r\n @serialize()\r\n public get shadowFrustumSize(): number {\r\n return this._shadowFrustumSize;\r\n }\r\n /**\r\n * Specifies a fix frustum size for the shadow generation.\r\n */\r\n public set shadowFrustumSize(value: number) {\r\n this._shadowFrustumSize = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n private _shadowOrthoScale = 0.1;\r\n /**\r\n * Gets the shadow projection scale against the optimal computed one.\r\n * 0.1 by default which means that the projection window is increase by 10% from the optimal size.\r\n * This does not impact in fixed frustum size (shadowFrustumSize being set)\r\n */\r\n @serialize()\r\n public get shadowOrthoScale(): number {\r\n return this._shadowOrthoScale;\r\n }\r\n /**\r\n * Sets the shadow projection scale against the optimal computed one.\r\n * 0.1 by default which means that the projection window is increase by 10% from the optimal size.\r\n * This does not impact in fixed frustum size (shadowFrustumSize being set)\r\n */\r\n public set shadowOrthoScale(value: number) {\r\n this._shadowOrthoScale = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * Automatically compute the projection matrix to best fit (including all the casters)\r\n * on each frame.\r\n */\r\n @serialize()\r\n public autoUpdateExtends = true;\r\n\r\n /**\r\n * Automatically compute the shadowMinZ and shadowMaxZ for the projection matrix to best fit (including all the casters)\r\n * on each frame. autoUpdateExtends must be set to true for this to work\r\n */\r\n @serialize()\r\n public autoCalcShadowZBounds = false;\r\n\r\n // Cache\r\n @serialize(\"orthoLeft\")\r\n private _orthoLeft = Number.MAX_VALUE;\r\n @serialize(\"orthoRight\")\r\n private _orthoRight = Number.MIN_VALUE;\r\n @serialize(\"orthoTop\")\r\n private _orthoTop = Number.MIN_VALUE;\r\n @serialize(\"orthoBottom\")\r\n private _orthoBottom = Number.MAX_VALUE;\r\n\r\n /**\r\n * Gets or sets the orthoLeft property used to build the light frustum\r\n */\r\n public get orthoLeft(): number {\r\n return this._orthoLeft;\r\n }\r\n\r\n public set orthoLeft(left: number) {\r\n this._orthoLeft = left;\r\n }\r\n\r\n /**\r\n * Gets or sets the orthoRight property used to build the light frustum\r\n */\r\n public get orthoRight(): number {\r\n return this._orthoRight;\r\n }\r\n\r\n public set orthoRight(right: number) {\r\n this._orthoRight = right;\r\n }\r\n\r\n /**\r\n * Gets or sets the orthoTop property used to build the light frustum\r\n */\r\n public get orthoTop(): number {\r\n return this._orthoTop;\r\n }\r\n\r\n public set orthoTop(top: number) {\r\n this._orthoTop = top;\r\n }\r\n\r\n /**\r\n * Gets or sets the orthoBottom property used to build the light frustum\r\n */\r\n public get orthoBottom(): number {\r\n return this._orthoBottom;\r\n }\r\n\r\n public set orthoBottom(bottom: number) {\r\n this._orthoBottom = bottom;\r\n }\r\n\r\n /**\r\n * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).\r\n * The directional light is emitted from everywhere in the given direction.\r\n * It can cast shadows.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The friendly name of the light\r\n * @param direction The direction of the light\r\n * @param scene The scene the light belongs to\r\n */\r\n constructor(name: string, direction: Vector3, scene?: Scene) {\r\n super(name, scene);\r\n this.position = direction.scale(-1.0);\r\n this.direction = direction;\r\n }\r\n\r\n /**\r\n * Returns the string \"DirectionalLight\".\r\n * @returns The class name\r\n */\r\n public override getClassName(): string {\r\n return \"DirectionalLight\";\r\n }\r\n\r\n /**\r\n * Returns the integer 1.\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public override getTypeID(): number {\r\n return Light.LIGHTTYPEID_DIRECTIONALLIGHT;\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as projection matrix for the shadows cast by the light according to the passed view matrix.\r\n * Returns the DirectionalLight Shadow projection matrix.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n if (this.shadowFrustumSize > 0) {\r\n this._setDefaultFixedFrustumShadowProjectionMatrix(matrix);\r\n } else {\r\n this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);\r\n }\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.\r\n * Returns the DirectionalLight Shadow projection matrix.\r\n * @param matrix\r\n */\r\n protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n Matrix.OrthoLHToRef(\r\n this.shadowFrustumSize,\r\n this.shadowFrustumSize,\r\n this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera ? activeCamera.minZ : Constants.ShadowMinZ,\r\n this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera ? activeCamera.maxZ : Constants.ShadowMaxZ,\r\n matrix,\r\n this.getScene().getEngine().isNDCHalfZRange\r\n );\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.\r\n * Returns the DirectionalLight Shadow projection matrix.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n // Check extends\r\n if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {\r\n const tempVector3 = Vector3.Zero();\r\n\r\n this._orthoLeft = Number.MAX_VALUE;\r\n this._orthoRight = -Number.MAX_VALUE;\r\n this._orthoTop = -Number.MAX_VALUE;\r\n this._orthoBottom = Number.MAX_VALUE;\r\n\r\n let shadowMinZ = Number.MAX_VALUE;\r\n let shadowMaxZ = -Number.MAX_VALUE;\r\n\r\n for (let meshIndex = 0; meshIndex < renderList.length; meshIndex++) {\r\n const mesh = renderList[meshIndex];\r\n\r\n if (!mesh) {\r\n continue;\r\n }\r\n\r\n const boundingInfo = mesh.getBoundingInfo();\r\n const boundingBox = boundingInfo.boundingBox;\r\n\r\n for (let index = 0; index < boundingBox.vectorsWorld.length; index++) {\r\n Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);\r\n\r\n if (tempVector3.x < this._orthoLeft) {\r\n this._orthoLeft = tempVector3.x;\r\n }\r\n if (tempVector3.y < this._orthoBottom) {\r\n this._orthoBottom = tempVector3.y;\r\n }\r\n\r\n if (tempVector3.x > this._orthoRight) {\r\n this._orthoRight = tempVector3.x;\r\n }\r\n if (tempVector3.y > this._orthoTop) {\r\n this._orthoTop = tempVector3.y;\r\n }\r\n if (this.autoCalcShadowZBounds) {\r\n if (tempVector3.z < shadowMinZ) {\r\n shadowMinZ = tempVector3.z;\r\n }\r\n if (tempVector3.z > shadowMaxZ) {\r\n shadowMaxZ = tempVector3.z;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (this.autoCalcShadowZBounds) {\r\n this._shadowMinZ = shadowMinZ;\r\n this._shadowMaxZ = shadowMaxZ;\r\n }\r\n }\r\n\r\n const xOffset = this._orthoRight - this._orthoLeft;\r\n const yOffset = this._orthoTop - this._orthoBottom;\r\n\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera?.minZ || Constants.ShadowMinZ;\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera?.maxZ || Constants.ShadowMaxZ;\r\n\r\n const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;\r\n\r\n Matrix.OrthoOffCenterLHToRef(\r\n this._orthoLeft - xOffset * this.shadowOrthoScale,\r\n this._orthoRight + xOffset * this.shadowOrthoScale,\r\n this._orthoBottom - yOffset * this.shadowOrthoScale,\r\n this._orthoTop + yOffset * this.shadowOrthoScale,\r\n useReverseDepthBuffer ? maxZ : minZ,\r\n useReverseDepthBuffer ? minZ : maxZ,\r\n matrix,\r\n this.getScene().getEngine().isNDCHalfZRange\r\n );\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The directional light\r\n */\r\n public transferToEffect(effect: Effect, lightIndex: string): DirectionalLight {\r\n if (this.computeTransformedInformation()) {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);\r\n return this;\r\n }\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light {\r\n if (this.computeTransformedInformation()) {\r\n effect.setFloat3(lightDataUniformName, this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z);\r\n return this;\r\n }\r\n\r\n effect.setFloat3(lightDataUniformName, this.direction.x, this.direction.y, this.direction.z);\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the minZ used for shadow according to both the scene and the light.\r\n *\r\n * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being\r\n * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.\r\n * (when not using reverse depth buffer / NDC half Z range)\r\n * @param _activeCamera The camera we are returning the min for (not used)\r\n * @returns the depth min z\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override getDepthMinZ(_activeCamera: Nullable<Camera>): number {\r\n const engine = this._scene.getEngine();\r\n return !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n }\r\n\r\n /**\r\n * Gets the maxZ used for shadow according to both the scene and the light.\r\n *\r\n * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being\r\n * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.\r\n * (when not using reverse depth buffer / NDC half Z range)\r\n * @param _activeCamera The camera we are returning the max for\r\n * @returns the depth max z\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override getDepthMaxZ(_activeCamera: Nullable<Camera>): number {\r\n const engine = this._scene.getEngine();\r\n return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"DIRLIGHT\" + lightIndex] = true;\r\n }\r\n}\r\n\r\n// Register Class Name\r\nRegisterClass(\"BABYLON.DirectionalLight\", DirectionalLight);\r\n"]}
|
package/Lights/pointLight.js
CHANGED
|
@@ -135,11 +135,8 @@ export class PointLight extends ShadowLight {
|
|
|
135
135
|
// eslint-disable-next-line @typescript-eslint/no-unused-vars
|
|
136
136
|
_setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList) {
|
|
137
137
|
const activeCamera = this.getScene().activeCamera;
|
|
138
|
-
|
|
139
|
-
|
|
140
|
-
}
|
|
141
|
-
const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
|
|
142
|
-
const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
|
|
138
|
+
const minZ = this.getDepthMinZ(activeCamera);
|
|
139
|
+
const maxZ = this.getDepthMaxZ(activeCamera);
|
|
143
140
|
const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;
|
|
144
141
|
Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, useReverseDepthBuffer ? maxZ : minZ, useReverseDepthBuffer ? minZ : maxZ, matrix, true, this._scene.getEngine().isNDCHalfZRange, undefined, useReverseDepthBuffer);
|
|
145
142
|
}
|
package/Lights/pointLight.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ serialize } from \"../Misc/decorators\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Light } from \"./light\";\r\nimport { ShadowLight } from \"./shadowLight\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nNode.AddNodeConstructor(\"Light_Type_0\", (name, scene) => {\r\n return () => new PointLight(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * A point light is a light defined by an unique point in world space.\r\n * The light is emitted in every direction from this point.\r\n * A good example of a point light is a standard light bulb.\r\n * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\nexport class PointLight extends ShadowLight {\r\n private _shadowAngle = Math.PI / 2;\r\n /**\r\n * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n * This specifies what angle the shadow will use to be created.\r\n *\r\n * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.\r\n */\r\n @serialize()\r\n public get shadowAngle(): number {\r\n return this._shadowAngle;\r\n }\r\n /**\r\n * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n * This specifies what angle the shadow will use to be created.\r\n *\r\n * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.\r\n */\r\n public set shadowAngle(value: number) {\r\n this._shadowAngle = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * Gets the direction if it has been set.\r\n * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n */\r\n public override get direction(): Vector3 {\r\n return this._direction;\r\n }\r\n\r\n /**\r\n * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n */\r\n public override set direction(value: Vector3) {\r\n const previousNeedCube = this.needCube();\r\n this._direction = value;\r\n if (this.needCube() !== previousNeedCube && this._shadowGenerators) {\r\n const iterator = this._shadowGenerators.values();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const shadowGenerator = key.value;\r\n shadowGenerator.recreateShadowMap();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.\r\n * A PointLight emits the light in every direction.\r\n * It can cast shadows.\r\n * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :\r\n * ```javascript\r\n * var pointLight = new PointLight(\"pl\", camera.position, scene);\r\n * ```\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The light friendly name\r\n * @param position The position of the point light in the scene\r\n * @param scene The scene the lights belongs to\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene) {\r\n super(name, scene);\r\n this.position = position;\r\n }\r\n\r\n /**\r\n * Returns the string \"PointLight\"\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"PointLight\";\r\n }\r\n\r\n /**\r\n * Returns the integer 0.\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public override getTypeID(): number {\r\n return Light.LIGHTTYPEID_POINTLIGHT;\r\n }\r\n\r\n /**\r\n * Specifies whether or not the shadowmap should be a cube texture.\r\n * @returns true if the shadowmap needs to be a cube texture.\r\n */\r\n public override needCube(): boolean {\r\n return !this.direction;\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).\r\n * @param faceIndex The index of the face we are computed the direction to generate shadow\r\n * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true\r\n */\r\n public override getShadowDirection(faceIndex?: number): Vector3 {\r\n if (this.direction) {\r\n return super.getShadowDirection(faceIndex);\r\n } else {\r\n switch (faceIndex) {\r\n case 0:\r\n return new Vector3(1.0, 0.0, 0.0);\r\n case 1:\r\n return new Vector3(-1.0, 0.0, 0.0);\r\n case 2:\r\n return new Vector3(0.0, -1.0, 0.0);\r\n case 3:\r\n return new Vector3(0.0, 1.0, 0.0);\r\n case 4:\r\n return new Vector3(0.0, 0.0, 1.0);\r\n case 5:\r\n return new Vector3(0.0, 0.0, -1.0);\r\n }\r\n }\r\n\r\n return Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as a left-handed perspective projection matrix with the following settings :\r\n * - fov = PI / 2\r\n * - aspect ratio : 1.0\r\n * - z-near and far equal to the active camera minZ and maxZ.\r\n * Returns the PointLight.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n if (!activeCamera) {\r\n return;\r\n }\r\n\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;\r\n\r\n const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;\r\n\r\n Matrix.PerspectiveFovLHToRef(\r\n this.shadowAngle,\r\n 1.0,\r\n useReverseDepthBuffer ? maxZ : minZ,\r\n useReverseDepthBuffer ? minZ : maxZ,\r\n matrix,\r\n true,\r\n this._scene.getEngine().isNDCHalfZRange,\r\n undefined,\r\n useReverseDepthBuffer\r\n );\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"vLightFalloff\", 4);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the PointLight transformed position (or position, if none) and passed name (string).\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The point light\r\n */\r\n public transferToEffect(effect: Effect, lightIndex: string): PointLight {\r\n const offset = this._scene.floatingOriginOffset;\r\n if (this.computeTransformedInformation()) {\r\n this._uniformBuffer.updateFloat4(\r\n \"vLightData\",\r\n this.transformedPosition.x - offset.x,\r\n this.transformedPosition.y - offset.y,\r\n this.transformedPosition.z - offset.z,\r\n 0.0,\r\n lightIndex\r\n );\r\n } else {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.position.x - offset.x, this.position.y - offset.y, this.position.z - offset.z, 0, lightIndex);\r\n }\r\n\r\n this._uniformBuffer.updateFloat4(\"vLightFalloff\", this.range, this._inverseSquaredRange, 0, 0, lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {\r\n const offset = this._scene.floatingOriginOffset;\r\n if (this.computeTransformedInformation()) {\r\n effect.setFloat3(lightDataUniformName, this.transformedPosition.x - offset.x, this.transformedPosition.y - offset.y, this.transformedPosition.z - offset.z);\r\n } else {\r\n effect.setFloat3(lightDataUniformName, this.position.x - offset.x, this.position.y - offset.y, this.position.z - offset.z);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"POINTLIGHT\" + lightIndex] = true;\r\n }\r\n}\r\n\r\n// Register Class Name\r\nRegisterClass(\"BABYLON.PointLight\", PointLight);\r\n"]}
|
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1
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+
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{ serialize } from \"../Misc/decorators\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Light } from \"./light\";\r\nimport { ShadowLight } from \"./shadowLight\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nNode.AddNodeConstructor(\"Light_Type_0\", (name, scene) => {\r\n return () => new PointLight(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * A point light is a light defined by an unique point in world space.\r\n * The light is emitted in every direction from this point.\r\n * A good example of a point light is a standard light bulb.\r\n * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\nexport class PointLight extends ShadowLight {\r\n private _shadowAngle = Math.PI / 2;\r\n /**\r\n * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n * This specifies what angle the shadow will use to be created.\r\n *\r\n * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.\r\n */\r\n @serialize()\r\n public get shadowAngle(): number {\r\n return this._shadowAngle;\r\n }\r\n /**\r\n * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n * This specifies what angle the shadow will use to be created.\r\n *\r\n * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.\r\n */\r\n public set shadowAngle(value: number) {\r\n this._shadowAngle = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * Gets the direction if it has been set.\r\n * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n */\r\n public override get direction(): Vector3 {\r\n return this._direction;\r\n }\r\n\r\n /**\r\n * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback\r\n */\r\n public override set direction(value: Vector3) {\r\n const previousNeedCube = this.needCube();\r\n this._direction = value;\r\n if (this.needCube() !== previousNeedCube && this._shadowGenerators) {\r\n const iterator = this._shadowGenerators.values();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const shadowGenerator = key.value;\r\n shadowGenerator.recreateShadowMap();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.\r\n * A PointLight emits the light in every direction.\r\n * It can cast shadows.\r\n * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :\r\n * ```javascript\r\n * var pointLight = new PointLight(\"pl\", camera.position, scene);\r\n * ```\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The light friendly name\r\n * @param position The position of the point light in the scene\r\n * @param scene The scene the lights belongs to\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene) {\r\n super(name, scene);\r\n this.position = position;\r\n }\r\n\r\n /**\r\n * Returns the string \"PointLight\"\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"PointLight\";\r\n }\r\n\r\n /**\r\n * Returns the integer 0.\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public override getTypeID(): number {\r\n return Light.LIGHTTYPEID_POINTLIGHT;\r\n }\r\n\r\n /**\r\n * Specifies whether or not the shadowmap should be a cube texture.\r\n * @returns true if the shadowmap needs to be a cube texture.\r\n */\r\n public override needCube(): boolean {\r\n return !this.direction;\r\n }\r\n\r\n /**\r\n * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).\r\n * @param faceIndex The index of the face we are computed the direction to generate shadow\r\n * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true\r\n */\r\n public override getShadowDirection(faceIndex?: number): Vector3 {\r\n if (this.direction) {\r\n return super.getShadowDirection(faceIndex);\r\n } else {\r\n switch (faceIndex) {\r\n case 0:\r\n return new Vector3(1.0, 0.0, 0.0);\r\n case 1:\r\n return new Vector3(-1.0, 0.0, 0.0);\r\n case 2:\r\n return new Vector3(0.0, -1.0, 0.0);\r\n case 3:\r\n return new Vector3(0.0, 1.0, 0.0);\r\n case 4:\r\n return new Vector3(0.0, 0.0, 1.0);\r\n case 5:\r\n return new Vector3(0.0, 0.0, -1.0);\r\n }\r\n }\r\n\r\n return Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as a left-handed perspective projection matrix with the following settings :\r\n * - fov = PI / 2\r\n * - aspect ratio : 1.0\r\n * - z-near and far equal to the active camera minZ and maxZ.\r\n * Returns the PointLight.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n const minZ = this.getDepthMinZ(activeCamera);\r\n const maxZ = this.getDepthMaxZ(activeCamera);\r\n\r\n const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;\r\n\r\n Matrix.PerspectiveFovLHToRef(\r\n this.shadowAngle,\r\n 1.0,\r\n useReverseDepthBuffer ? maxZ : minZ,\r\n useReverseDepthBuffer ? minZ : maxZ,\r\n matrix,\r\n true,\r\n this._scene.getEngine().isNDCHalfZRange,\r\n undefined,\r\n useReverseDepthBuffer\r\n );\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"vLightFalloff\", 4);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the PointLight transformed position (or position, if none) and passed name (string).\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The point light\r\n */\r\n public transferToEffect(effect: Effect, lightIndex: string): PointLight {\r\n const offset = this._scene.floatingOriginOffset;\r\n if (this.computeTransformedInformation()) {\r\n this._uniformBuffer.updateFloat4(\r\n \"vLightData\",\r\n this.transformedPosition.x - offset.x,\r\n this.transformedPosition.y - offset.y,\r\n this.transformedPosition.z - offset.z,\r\n 0.0,\r\n lightIndex\r\n );\r\n } else {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.position.x - offset.x, this.position.y - offset.y, this.position.z - offset.z, 0, lightIndex);\r\n }\r\n\r\n this._uniformBuffer.updateFloat4(\"vLightFalloff\", this.range, this._inverseSquaredRange, 0, 0, lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {\r\n const offset = this._scene.floatingOriginOffset;\r\n if (this.computeTransformedInformation()) {\r\n effect.setFloat3(lightDataUniformName, this.transformedPosition.x - offset.x, this.transformedPosition.y - offset.y, this.transformedPosition.z - offset.z);\r\n } else {\r\n effect.setFloat3(lightDataUniformName, this.position.x - offset.x, this.position.y - offset.y, this.position.z - offset.z);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"POINTLIGHT\" + lightIndex] = true;\r\n }\r\n}\r\n\r\n// Register Class Name\r\nRegisterClass(\"BABYLON.PointLight\", PointLight);\r\n"]}
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@@ -179,6 +179,14 @@ export declare function HandleFallbacksForShadows(defines: any, fallbacks: Effec
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179
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* @returns true if fog must be enabled
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180
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*/
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export declare function GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
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+
/**
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183
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+
* Helper used to prepare vertex pulling metadata defines (stride, offset, component count)
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184
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+
* This should be called when USE_VERTEX_PULLING is enabled to properly configure buffer access
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185
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+
* @param mesh The mesh being rendered
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186
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+
* @param defines The defines object to update
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187
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+
* @param attributeNames Array of attribute names to configure (e.g., ["position", "normal"])
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+
*/
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189
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+
export declare function PrepareDefinesForVertexPullingMetadata(mesh: AbstractMesh, defines: any, attributeNames?: string[]): void;
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/**
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183
191
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* Helper used to prepare the list of defines associated with misc. values for shader compilation
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* @param mesh defines the current mesh
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@@ -5,6 +5,7 @@ import { LightConstants } from "../Lights/lightConstants.js";
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5
5
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import { PrepareDefinesForClipPlanes } from "./clipPlaneMaterialHelper.js";
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6
6
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import { MaterialFlags } from "./materialFlags.js";
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7
7
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import { Texture } from "./Textures/texture.js";
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8
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+
import { GetTypeByteLength } from "../Buffers/bufferUtils.js";
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8
9
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// For backwards compatibility, we export everything from the pure version of this file.
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9
10
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export * from "./materialHelper.functions.pure.js";
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10
11
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// Temps
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@@ -501,6 +502,36 @@ export function HandleFallbacksForShadows(defines, fallbacks, maxSimultaneousLig
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501
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export function GetFogState(mesh, scene) {
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502
503
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return scene.fogEnabled && mesh.applyFog && scene.fogMode !== 0;
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503
504
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}
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505
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+
/**
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506
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+
* Helper used to prepare vertex pulling metadata defines (stride, offset, component count)
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507
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+
* This should be called when USE_VERTEX_PULLING is enabled to properly configure buffer access
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508
|
+
* @param mesh The mesh being rendered
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509
|
+
* @param defines The defines object to update
|
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510
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+
* @param attributeNames Array of attribute names to configure (e.g., ["position", "normal"])
|
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511
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+
*/
|
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512
|
+
export function PrepareDefinesForVertexPullingMetadata(mesh, defines, attributeNames = ["position"]) {
|
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513
|
+
if (!defines["USE_VERTEX_PULLING"]) {
|
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514
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+
return;
|
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515
|
+
}
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516
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+
const geometry = mesh.geometry;
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517
|
+
if (!geometry) {
|
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518
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+
return;
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519
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+
}
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520
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+
for (const attributeName of attributeNames) {
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521
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+
const vertexBuffer = geometry.getVertexBuffer(attributeName);
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522
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+
if (!vertexBuffer) {
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523
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+
continue;
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+
}
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525
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+
const upperName = attributeName.toUpperCase();
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526
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+
const sizeInBytes = GetTypeByteLength(vertexBuffer.type);
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527
|
+
// Calculate stride in float32 elements
|
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528
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+
const stride = vertexBuffer.effectiveByteStride / sizeInBytes;
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529
|
+
defines[`${upperName}_STRIDE`] = stride || vertexBuffer.getSize();
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530
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+
// Calculate offset in float32 elements
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531
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+
const offset = vertexBuffer.effectiveByteOffset / sizeInBytes;
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532
|
+
defines[`${upperName}_OFFSET`] = offset;
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533
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+
}
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534
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+
}
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504
535
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/**
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505
536
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* Helper used to prepare the list of defines associated with misc. values for shader compilation
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506
537
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* @param mesh defines the current mesh
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