@onerjs/core 8.32.4 → 8.32.6
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/Engines/Extensions/engine.computeShader.d.ts +2 -3
- package/Engines/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/ICanvas.d.ts +3 -3
- package/Engines/ICanvas.js.map +1 -1
- package/Engines/webgpuEngine.js +2 -2
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +3 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +29 -14
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +12 -41
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +106 -184
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Passes/renderPass.js +3 -1
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +17 -58
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +112 -122
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +11 -0
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +62 -26
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +18 -8
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/frameGraphContext.js +2 -2
- package/FrameGraph/frameGraphContext.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.js +3 -3
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/frameGraphTask.js +2 -2
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/FrameGraph/frameGraphUtils.d.ts +2 -2
- package/FrameGraph/frameGraphUtils.js +6 -6
- package/FrameGraph/frameGraphUtils.js.map +1 -1
- package/Inputs/scene.inputManager.js +2 -0
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Materials/materialHelper.functions.js +2 -3
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/materialHelper.geometryrendering.d.ts +5 -1
- package/Materials/materialHelper.geometryrendering.js +11 -2
- package/Materials/materialHelper.geometryrendering.js.map +1 -1
- package/Materials/shaderMaterial.js +13 -1
- package/Materials/shaderMaterial.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +6 -2
- package/Rendering/objectRenderer.js +69 -63
- package/Rendering/objectRenderer.js.map +1 -1
- package/package.json +1 -1
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type { MaterialDefines, Effect, Mesh, AbstractMesh, Material } from \"core/index\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Matrix } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Type of clear operation to perform on a geometry texture.\r\n */\r\nexport const enum GeometryRenderingTextureClearType {\r\n /**\r\n * Clear the texture with zero.\r\n */\r\n Zero = 0,\r\n\r\n /**\r\n * Clear the texture with one.\r\n */\r\n One = 1,\r\n\r\n /**\r\n * Clear the texture with the maximum view Z value.\r\n */\r\n MaxViewZ = 2,\r\n}\r\n\r\n/**\r\n * Configuration for geometry rendering.\r\n * A configuration is created for each rendering pass a geometry rendering is used in.\r\n */\r\nexport type GeometryRenderingConfiguration = {\r\n /**\r\n * Defines used for the geometry rendering.\r\n */\r\n defines: { [name: string]: number };\r\n\r\n /**\r\n * Previous world matrices for meshes.\r\n */\r\n previousWorldMatrices: { [index: number]: Matrix };\r\n\r\n /**\r\n * Previous view projection matrix.\r\n */\r\n previousViewProjection: Matrix;\r\n\r\n /**\r\n * Current view projection matrix.\r\n */\r\n currentViewProjection: Matrix;\r\n\r\n /**\r\n * Previous bones for skinned meshes.\r\n */\r\n previousBones: { [index: number]: Float32Array };\r\n\r\n /**\r\n * Last frame id the configuration was updated.\r\n */\r\n lastUpdateFrameId: number;\r\n\r\n /**\r\n * List of excluded skinned meshes.\r\n */\r\n excludedSkinnedMesh: AbstractMesh[];\r\n\r\n /**\r\n * Whether to reverse culling for the geometry rendering (meaning, if back faces should be culled, front faces are culled instead, and the other way around).\r\n */\r\n reverseCulling: boolean;\r\n};\r\n\r\n/**\r\n * Helper class to manage geometry rendering.\r\n */\r\nexport class MaterialHelperGeometryRendering {\r\n /**\r\n * Descriptions of the geometry textures.\r\n */\r\n public static readonly GeometryTextureDescriptions = [\r\n {\r\n type: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n name: \"Irradiance\",\r\n clearType: GeometryRenderingTextureClearType.Zero,\r\n define: \"PREPASS_IRRADIANCE\",\r\n defineIndex: \"PREPASS_IRRADIANCE_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n name: \"WorldPosition\",\r\n clearType: GeometryRenderingTextureClearType.Zero,\r\n define: \"PREPASS_POSITION\",\r\n defineIndex: \"PREPASS_POSITION_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n name: \"Velocity\",\r\n clearType: GeometryRenderingTextureClearType.Zero,\r\n define: \"PREPASS_VELOCITY\",\r\n defineIndex: \"PREPASS_VELOCITY_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n name: \"Reflectivity\",\r\n clearType: GeometryRenderingTextureClearType.Zero,\r\n define: \"PREPASS_REFLECTIVITY\",\r\n defineIndex: \"PREPASS_REFLECTIVITY_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n name: \"ViewDepth\",\r\n clearType: GeometryRenderingTextureClearType.MaxViewZ,\r\n define: \"PREPASS_DEPTH\",\r\n defineIndex: \"PREPASS_DEPTH_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n name: \"ViewNormal\",\r\n clearType: GeometryRenderingTextureClearType.Zero,\r\n define: \"PREPASS_NORMAL\",\r\n defineIndex: \"PREPASS_NORMAL_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n name: \"AlbedoSqrt\",\r\n clearType: GeometryRenderingTextureClearType.Zero,\r\n define: \"PREPASS_ALBEDO_SQRT\",\r\n defineIndex: \"PREPASS_ALBEDO_SQRT_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE,\r\n name: \"WorldNormal\",\r\n clearType: GeometryRenderingTextureClearType.Zero,\r\n define: \"PREPASS_WORLD_NORMAL\",\r\n defineIndex: \"PREPASS_WORLD_NORMAL_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE,\r\n name: \"LocalPosition\",\r\n clearType: GeometryRenderingTextureClearType.Zero,\r\n define: \"PREPASS_LOCAL_POSITION\",\r\n defineIndex: \"PREPASS_LOCAL_POSITION_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE,\r\n name: \"ScreenDepth\",\r\n clearType: GeometryRenderingTextureClearType.One,\r\n define: \"PREPASS_SCREENSPACE_DEPTH\",\r\n defineIndex: \"PREPASS_SCREENSPACE_DEPTH_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE,\r\n name: \"LinearVelocity\",\r\n clearType: GeometryRenderingTextureClearType.Zero,\r\n define: \"PREPASS_VELOCITY_LINEAR\",\r\n defineIndex: \"PREPASS_VELOCITY_LINEAR_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_ALBEDO_TEXTURE_TYPE,\r\n name: \"Albedo\",\r\n clearType: GeometryRenderingTextureClearType.Zero,\r\n define: \"PREPASS_ALBEDO\",\r\n defineIndex: \"PREPASS_ALBEDO_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_NORMALIZED_VIEW_DEPTH_TEXTURE_TYPE,\r\n name: \"NormalizedViewDepth\",\r\n clearType: GeometryRenderingTextureClearType.One,\r\n define: \"PREPASS_NORMALIZED_VIEW_DEPTH\",\r\n defineIndex: \"PREPASS_NORMALIZED_VIEW_DEPTH_INDEX\",\r\n },\r\n ];\r\n\r\n private static _Configurations: { [renderPassId: number]: GeometryRenderingConfiguration } = {};\r\n\r\n /**\r\n * Creates a new geometry rendering configuration.\r\n * @param renderPassId Render pass id the configuration is created for.\r\n * @returns The created configuration.\r\n */\r\n public static CreateConfiguration(renderPassId: number) {\r\n MaterialHelperGeometryRendering._Configurations[renderPassId] = {\r\n defines: {},\r\n previousWorldMatrices: {},\r\n previousViewProjection: Matrix.Zero(),\r\n currentViewProjection: Matrix.Zero(),\r\n previousBones: {},\r\n lastUpdateFrameId: -1,\r\n excludedSkinnedMesh: [],\r\n reverseCulling: false,\r\n };\r\n return MaterialHelperGeometryRendering._Configurations[renderPassId];\r\n }\r\n\r\n /**\r\n * Deletes a geometry rendering configuration.\r\n * @param renderPassId The render pass id of the configuration to delete.\r\n */\r\n public static DeleteConfiguration(renderPassId: number) {\r\n delete MaterialHelperGeometryRendering._Configurations[renderPassId];\r\n }\r\n\r\n /**\r\n * Gets a geometry rendering configuration.\r\n * @param renderPassId The render pass id of the configuration to get.\r\n * @returns The configuration.\r\n */\r\n public static GetConfiguration(renderPassId: number): GeometryRenderingConfiguration {\r\n return MaterialHelperGeometryRendering._Configurations[renderPassId];\r\n }\r\n\r\n /**\r\n * Adds uniforms and samplers for geometry rendering.\r\n * @param uniforms The array of uniforms to add to.\r\n * @param _samplers The array of samplers to add to.\r\n */\r\n public static AddUniformsAndSamplers(uniforms: string[], _samplers: string[]) {\r\n uniforms.push(\"previousWorld\", \"previousViewProjection\", \"mPreviousBones\");\r\n }\r\n\r\n /**\r\n * Marks a list of meshes as dirty for geometry rendering.\r\n * @param renderPassId The render pass id the meshes are marked as dirty for.\r\n * @param meshes The list of meshes to mark as dirty.\r\n */\r\n public static MarkAsDirty(renderPassId: number, meshes: AbstractMesh[]) {\r\n for (const mesh of meshes) {\r\n if (!mesh.subMeshes) {\r\n continue;\r\n }\r\n\r\n for (const subMesh of mesh.subMeshes) {\r\n subMesh._removeDrawWrapper(renderPassId);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Prepares defines for geometry rendering.\r\n * @param renderPassId The render pass id the defines are prepared for.\r\n * @param mesh The mesh the defines are prepared for.\r\n * @param defines The defines to update according to the geometry rendering configuration.\r\n */\r\n public static PrepareDefines(renderPassId: number, mesh: AbstractMesh, defines: MaterialDefines) {\r\n if (!defines._arePrePassDirty) {\r\n return;\r\n }\r\n\r\n const configuration = MaterialHelperGeometryRendering._Configurations[renderPassId];\r\n if (!configuration) {\r\n return;\r\n }\r\n\r\n defines[\"PREPASS\"] = true;\r\n defines[\"PREPASS_COLOR\"] = false;\r\n defines[\"PREPASS_COLOR_INDEX\"] = -1;\r\n\r\n let numMRT = 0;\r\n\r\n for (let i = 0; i < MaterialHelperGeometryRendering.GeometryTextureDescriptions.length; i++) {\r\n const geometryTextureDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[i];\r\n const defineName = geometryTextureDescription.define;\r\n const defineIndex = geometryTextureDescription.defineIndex;\r\n const index = configuration.defines[defineIndex];\r\n\r\n if (index !== undefined) {\r\n defines[defineName] = true;\r\n defines[defineIndex] = index;\r\n numMRT++;\r\n } else {\r\n defines[defineName] = false;\r\n delete defines[defineIndex];\r\n }\r\n }\r\n\r\n defines[\"SCENE_MRT_COUNT\"] = numMRT;\r\n\r\n defines[\"BONES_VELOCITY_ENABLED\"] =\r\n mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton && !mesh.skeleton.isUsingTextureForMatrices && configuration.excludedSkinnedMesh.indexOf(mesh) === -1;\r\n }\r\n\r\n /**\r\n * Binds geometry rendering data for a mesh.\r\n * @param renderPassId The render pass id the geometry rendering data is bound for.\r\n * @param effect The effect to bind the geometry rendering data to.\r\n * @param mesh The mesh to bind the geometry rendering data for.\r\n * @param world The world matrix of the mesh.\r\n * @param material The material of the mesh.\r\n */\r\n public static Bind(renderPassId: number, effect: Effect, mesh: Mesh, world: Matrix, material: Material) {\r\n const configuration = MaterialHelperGeometryRendering._Configurations[renderPassId];\r\n if (!configuration) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n const engine = scene.getEngine();\r\n\r\n if (configuration.reverseCulling) {\r\n engine.setStateCullFaceType(scene._mirroredCameraPosition ? material.cullBackFaces : !material.cullBackFaces);\r\n }\r\n\r\n if (configuration.defines[\"PREPASS_VELOCITY_INDEX\"] !== undefined || configuration.defines[\"PREPASS_VELOCITY_LINEAR_INDEX\"] !== undefined) {\r\n if (!configuration.previousWorldMatrices[mesh.uniqueId]) {\r\n configuration.previousWorldMatrices[mesh.uniqueId] = world.clone();\r\n }\r\n\r\n if (!configuration.previousViewProjection) {\r\n configuration.previousViewProjection = scene.getTransformMatrix().clone();\r\n configuration.currentViewProjection = scene.getTransformMatrix().clone();\r\n }\r\n\r\n if (configuration.currentViewProjection.updateFlag !== scene.getTransformMatrix().updateFlag) {\r\n // First update of the prepass configuration for this rendering pass\r\n configuration.lastUpdateFrameId = engine.frameId;\r\n configuration.previousViewProjection.copyFrom(configuration.currentViewProjection);\r\n configuration.currentViewProjection.copyFrom(scene.getTransformMatrix());\r\n } else if (configuration.lastUpdateFrameId !== engine.frameId) {\r\n // The scene transformation did not change from the previous frame (so no camera motion), we must update previousViewProjection accordingly\r\n configuration.lastUpdateFrameId = engine.frameId;\r\n configuration.previousViewProjection.copyFrom(configuration.currentViewProjection);\r\n }\r\n\r\n effect.setMatrix(\"previousWorld\", configuration.previousWorldMatrices[mesh.uniqueId]);\r\n effect.setMatrix(\"previousViewProjection\", configuration.previousViewProjection);\r\n\r\n configuration.previousWorldMatrices[mesh.uniqueId] = world.clone();\r\n\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n const skeleton = mesh.skeleton;\r\n\r\n if (!skeleton.isUsingTextureForMatrices || effect.getUniformIndex(\"boneTextureWidth\") === -1) {\r\n const matrices = skeleton.getTransformMatrices(mesh);\r\n\r\n if (matrices) {\r\n if (!configuration.previousBones[mesh.uniqueId]) {\r\n configuration.previousBones[mesh.uniqueId] = matrices.slice();\r\n }\r\n effect.setMatrices(\"mPreviousBones\", configuration.previousBones[mesh.uniqueId]);\r\n configuration.previousBones[mesh.uniqueId].set(matrices);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}\r\n"]}
|
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1
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+
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type { MaterialDefines, Effect, Mesh, AbstractMesh, Material } from \"core/index\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Matrix } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Type of clear operation to perform on a geometry texture.\r\n */\r\nexport const enum GeometryRenderingTextureClearType {\r\n /**\r\n * Clear the texture with zero.\r\n */\r\n Zero = 0,\r\n\r\n /**\r\n * Clear the texture with one.\r\n */\r\n One = 1,\r\n\r\n /**\r\n * Clear the texture with the maximum view Z value.\r\n */\r\n MaxViewZ = 2,\r\n\r\n /**\r\n * Do not clear the texture.\r\n */\r\n NoClear = 3,\r\n}\r\n\r\n/**\r\n * Configuration for geometry rendering.\r\n * A configuration is created for each rendering pass a geometry rendering is used in.\r\n */\r\nexport type GeometryRenderingConfiguration = {\r\n /**\r\n * Defines used for the geometry rendering.\r\n */\r\n defines: { [name: string]: number };\r\n\r\n /**\r\n * Previous world matrices for meshes.\r\n */\r\n previousWorldMatrices: { [index: number]: Matrix };\r\n\r\n /**\r\n * Previous view projection matrix.\r\n */\r\n previousViewProjection: Matrix;\r\n\r\n /**\r\n * Current view projection matrix.\r\n */\r\n currentViewProjection: Matrix;\r\n\r\n /**\r\n * Previous bones for skinned meshes.\r\n */\r\n previousBones: { [index: number]: Float32Array };\r\n\r\n /**\r\n * Last frame id the configuration was updated.\r\n */\r\n lastUpdateFrameId: number;\r\n\r\n /**\r\n * List of excluded skinned meshes.\r\n */\r\n excludedSkinnedMesh: AbstractMesh[];\r\n\r\n /**\r\n * Whether to reverse culling for the geometry rendering (meaning, if back faces should be culled, front faces are culled instead, and the other way around).\r\n */\r\n reverseCulling: boolean;\r\n};\r\n\r\n/**\r\n * Helper class to manage geometry rendering.\r\n */\r\nexport class MaterialHelperGeometryRendering {\r\n /**\r\n * Descriptions of the geometry textures.\r\n */\r\n public static readonly GeometryTextureDescriptions = [\r\n {\r\n type: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n name: \"Irradiance\",\r\n clearType: GeometryRenderingTextureClearType.Zero,\r\n define: \"PREPASS_IRRADIANCE\",\r\n defineIndex: \"PREPASS_IRRADIANCE_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n name: \"WorldPosition\",\r\n clearType: GeometryRenderingTextureClearType.Zero,\r\n define: \"PREPASS_POSITION\",\r\n defineIndex: \"PREPASS_POSITION_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n name: \"Velocity\",\r\n clearType: GeometryRenderingTextureClearType.Zero,\r\n define: \"PREPASS_VELOCITY\",\r\n defineIndex: \"PREPASS_VELOCITY_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n name: \"Reflectivity\",\r\n clearType: GeometryRenderingTextureClearType.Zero,\r\n define: \"PREPASS_REFLECTIVITY\",\r\n defineIndex: \"PREPASS_REFLECTIVITY_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n name: \"ViewDepth\",\r\n clearType: GeometryRenderingTextureClearType.MaxViewZ,\r\n define: \"PREPASS_DEPTH\",\r\n defineIndex: \"PREPASS_DEPTH_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n name: \"ViewNormal\",\r\n clearType: GeometryRenderingTextureClearType.Zero,\r\n define: \"PREPASS_NORMAL\",\r\n defineIndex: \"PREPASS_NORMAL_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n name: \"AlbedoSqrt\",\r\n clearType: GeometryRenderingTextureClearType.Zero,\r\n define: \"PREPASS_ALBEDO_SQRT\",\r\n defineIndex: \"PREPASS_ALBEDO_SQRT_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE,\r\n name: \"WorldNormal\",\r\n clearType: GeometryRenderingTextureClearType.Zero,\r\n define: \"PREPASS_WORLD_NORMAL\",\r\n defineIndex: \"PREPASS_WORLD_NORMAL_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE,\r\n name: \"LocalPosition\",\r\n clearType: GeometryRenderingTextureClearType.Zero,\r\n define: \"PREPASS_LOCAL_POSITION\",\r\n defineIndex: \"PREPASS_LOCAL_POSITION_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE,\r\n name: \"ScreenDepth\",\r\n clearType: GeometryRenderingTextureClearType.One,\r\n define: \"PREPASS_SCREENSPACE_DEPTH\",\r\n defineIndex: \"PREPASS_SCREENSPACE_DEPTH_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE,\r\n name: \"LinearVelocity\",\r\n clearType: GeometryRenderingTextureClearType.Zero,\r\n define: \"PREPASS_VELOCITY_LINEAR\",\r\n defineIndex: \"PREPASS_VELOCITY_LINEAR_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_ALBEDO_TEXTURE_TYPE,\r\n name: \"Albedo\",\r\n clearType: GeometryRenderingTextureClearType.Zero,\r\n define: \"PREPASS_ALBEDO\",\r\n defineIndex: \"PREPASS_ALBEDO_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_NORMALIZED_VIEW_DEPTH_TEXTURE_TYPE,\r\n name: \"NormalizedViewDepth\",\r\n clearType: GeometryRenderingTextureClearType.One,\r\n define: \"PREPASS_NORMALIZED_VIEW_DEPTH\",\r\n defineIndex: \"PREPASS_NORMALIZED_VIEW_DEPTH_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_COLOR_TEXTURE_TYPE,\r\n name: \"Color\",\r\n clearType: GeometryRenderingTextureClearType.NoClear,\r\n define: \"PREPASS_COLOR\",\r\n defineIndex: \"PREPASS_COLOR_INDEX\",\r\n },\r\n ];\r\n\r\n private static _Configurations: { [renderPassId: number]: GeometryRenderingConfiguration } = {};\r\n\r\n /**\r\n * Creates a new geometry rendering configuration.\r\n * @param renderPassId Render pass id the configuration is created for.\r\n * @returns The created configuration.\r\n */\r\n public static CreateConfiguration(renderPassId: number) {\r\n MaterialHelperGeometryRendering._Configurations[renderPassId] = {\r\n defines: {},\r\n previousWorldMatrices: {},\r\n previousViewProjection: Matrix.Zero(),\r\n currentViewProjection: Matrix.Zero(),\r\n previousBones: {},\r\n lastUpdateFrameId: -1,\r\n excludedSkinnedMesh: [],\r\n reverseCulling: false,\r\n };\r\n return MaterialHelperGeometryRendering._Configurations[renderPassId];\r\n }\r\n\r\n /**\r\n * Deletes a geometry rendering configuration.\r\n * @param renderPassId The render pass id of the configuration to delete.\r\n */\r\n public static DeleteConfiguration(renderPassId: number) {\r\n delete MaterialHelperGeometryRendering._Configurations[renderPassId];\r\n }\r\n\r\n /**\r\n * Gets a geometry rendering configuration.\r\n * @param renderPassId The render pass id of the configuration to get.\r\n * @returns The configuration.\r\n */\r\n public static GetConfiguration(renderPassId: number): GeometryRenderingConfiguration {\r\n return MaterialHelperGeometryRendering._Configurations[renderPassId];\r\n }\r\n\r\n /**\r\n * Adds uniforms and samplers for geometry rendering.\r\n * @param uniforms The array of uniforms to add to.\r\n * @param _samplers The array of samplers to add to.\r\n */\r\n public static AddUniformsAndSamplers(uniforms: string[], _samplers: string[]) {\r\n uniforms.push(\"previousWorld\", \"previousViewProjection\", \"mPreviousBones\");\r\n }\r\n\r\n /**\r\n * Marks a list of meshes as dirty for geometry rendering.\r\n * @param renderPassId The render pass id the meshes are marked as dirty for.\r\n * @param meshes The list of meshes to mark as dirty.\r\n */\r\n public static MarkAsDirty(renderPassId: number, meshes: AbstractMesh[]) {\r\n for (const mesh of meshes) {\r\n if (!mesh.subMeshes) {\r\n continue;\r\n }\r\n\r\n for (const subMesh of mesh.subMeshes) {\r\n subMesh._removeDrawWrapper(renderPassId);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Prepares defines for geometry rendering.\r\n * @param renderPassId The render pass id the defines are prepared for.\r\n * @param mesh The mesh the defines are prepared for.\r\n * @param defines The defines to update according to the geometry rendering configuration.\r\n */\r\n public static PrepareDefines(renderPassId: number, mesh: AbstractMesh, defines: MaterialDefines) {\r\n if (!defines._arePrePassDirty) {\r\n return;\r\n }\r\n\r\n const configuration = MaterialHelperGeometryRendering._Configurations[renderPassId];\r\n if (!configuration) {\r\n return;\r\n }\r\n\r\n defines[\"PREPASS\"] = true;\r\n\r\n let numMRT = 0;\r\n\r\n for (let i = 0; i < MaterialHelperGeometryRendering.GeometryTextureDescriptions.length; i++) {\r\n const geometryTextureDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[i];\r\n const defineName = geometryTextureDescription.define;\r\n const defineIndex = geometryTextureDescription.defineIndex;\r\n const index = configuration.defines[defineIndex];\r\n\r\n if (index !== undefined) {\r\n defines[defineName] = true;\r\n defines[defineIndex] = index;\r\n numMRT++;\r\n } else {\r\n defines[defineName] = false;\r\n delete defines[defineIndex];\r\n }\r\n }\r\n\r\n defines[\"SCENE_MRT_COUNT\"] = numMRT;\r\n\r\n defines[\"BONES_VELOCITY_ENABLED\"] =\r\n mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton && !mesh.skeleton.isUsingTextureForMatrices && configuration.excludedSkinnedMesh.indexOf(mesh) === -1;\r\n }\r\n\r\n /**\r\n * Binds geometry rendering data for a mesh.\r\n * @param renderPassId The render pass id the geometry rendering data is bound for.\r\n * @param effect The effect to bind the geometry rendering data to.\r\n * @param mesh The mesh to bind the geometry rendering data for.\r\n * @param world The world matrix of the mesh.\r\n * @param material The material of the mesh.\r\n */\r\n public static Bind(renderPassId: number, effect: Effect, mesh: Mesh, world: Matrix, material: Material) {\r\n const configuration = MaterialHelperGeometryRendering._Configurations[renderPassId];\r\n if (!configuration) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n const engine = scene.getEngine();\r\n\r\n if (configuration.reverseCulling) {\r\n engine.setStateCullFaceType(scene._mirroredCameraPosition ? material.cullBackFaces : !material.cullBackFaces);\r\n }\r\n\r\n if (configuration.defines[\"PREPASS_VELOCITY_INDEX\"] !== undefined || configuration.defines[\"PREPASS_VELOCITY_LINEAR_INDEX\"] !== undefined) {\r\n if (!configuration.previousWorldMatrices[mesh.uniqueId]) {\r\n configuration.previousWorldMatrices[mesh.uniqueId] = world.clone();\r\n }\r\n\r\n if (!configuration.previousViewProjection) {\r\n configuration.previousViewProjection = scene.getTransformMatrix().clone();\r\n configuration.currentViewProjection = scene.getTransformMatrix().clone();\r\n }\r\n\r\n if (configuration.currentViewProjection.updateFlag !== scene.getTransformMatrix().updateFlag) {\r\n // First update of the prepass configuration for this rendering pass\r\n configuration.lastUpdateFrameId = engine.frameId;\r\n configuration.previousViewProjection.copyFrom(configuration.currentViewProjection);\r\n configuration.currentViewProjection.copyFrom(scene.getTransformMatrix());\r\n } else if (configuration.lastUpdateFrameId !== engine.frameId) {\r\n // The scene transformation did not change from the previous frame (so no camera motion), we must update previousViewProjection accordingly\r\n configuration.lastUpdateFrameId = engine.frameId;\r\n configuration.previousViewProjection.copyFrom(configuration.currentViewProjection);\r\n }\r\n\r\n effect.setMatrix(\"previousWorld\", configuration.previousWorldMatrices[mesh.uniqueId]);\r\n effect.setMatrix(\"previousViewProjection\", configuration.previousViewProjection);\r\n\r\n configuration.previousWorldMatrices[mesh.uniqueId] = world.clone();\r\n\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n const skeleton = mesh.skeleton;\r\n\r\n if (!skeleton.isUsingTextureForMatrices || effect.getUniformIndex(\"boneTextureWidth\") === -1) {\r\n const matrices = skeleton.getTransformMatrices(mesh);\r\n\r\n if (matrices) {\r\n if (!configuration.previousBones[mesh.uniqueId]) {\r\n configuration.previousBones[mesh.uniqueId] = matrices.slice();\r\n }\r\n effect.setMatrices(\"mPreviousBones\", configuration.previousBones[mesh.uniqueId]);\r\n configuration.previousBones[mesh.uniqueId].set(matrices);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}\r\n"]}
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@@ -686,13 +686,25 @@ export class ShaderMaterial extends PushMaterial {
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uniforms.push("logarithmicDepthConstant");
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}
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}
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const renderingMesh = subMesh ? subMesh.getRenderingMesh() : mesh;
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if (renderingMesh && this.useVertexPulling) {
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// Add vertex buffer metadata defines for proper stride/offset handling
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const geometry = renderingMesh.geometry;
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if (geometry) {
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this._vertexPullingMetadata = PrepareVertexPullingUniforms(geometry);
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if (this._vertexPullingMetadata) {
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for (const [attribute] of this._vertexPullingMetadata.entries()) {
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uniforms.push(`vp_${attribute}_info`);
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}
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}
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}
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}
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if (this.customShaderNameResolve) {
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uniforms = uniforms.slice();
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uniformBuffers = uniformBuffers.slice();
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samplers = samplers.slice();
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shaderName = this.customShaderNameResolve(this.name, uniforms, uniformBuffers, samplers, defines, attribs);
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}
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const renderingMesh = subMesh ? subMesh.getRenderingMesh() : mesh;
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if (renderingMesh && this.useVertexPulling) {
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defines.push("#define USE_VERTEX_PULLING");
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const indexBuffer = renderingMesh.geometry?.getIndexBuffer();
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