@onerjs/core 8.33.3 → 8.33.4
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/AudioV2/webAudio/components/webAudioParameterComponent.js +17 -5
- package/AudioV2/webAudio/components/webAudioParameterComponent.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +2 -2
- package/Cameras/Inputs/geospatialCameraPointersInput.js +3 -12
- package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
- package/Cameras/cameraMovement.d.ts +4 -4
- package/Cameras/cameraMovement.js +13 -14
- package/Cameras/cameraMovement.js.map +1 -1
- package/Cameras/geospatialCamera.d.ts +1 -2
- package/Cameras/geospatialCamera.js +22 -19
- package/Cameras/geospatialCamera.js.map +1 -1
- package/Cameras/geospatialCameraMovement.d.ts +0 -5
- package/Cameras/geospatialCameraMovement.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +1 -2
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/frameGraph.d.ts +6 -0
- package/FrameGraph/frameGraph.js +10 -0
- package/FrameGraph/frameGraph.js.map +1 -1
- package/Layers/glowLayer.d.ts +8 -0
- package/Layers/glowLayer.js +11 -0
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/thinGlowLayer.d.ts +17 -0
- package/Layers/thinGlowLayer.js +18 -0
- package/Layers/thinGlowLayer.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.js +7 -2
- package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js +2 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +2 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +2 -2
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +1 -0
- package/Materials/PBR/pbrBaseMaterial.js +1 -0
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/envCubeTexture.js +4 -0
- package/Materials/Textures/envCubeTexture.js.map +1 -1
- package/Materials/materialHelper.functions.js +1 -0
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/standardMaterial.d.ts +1 -0
- package/Materials/standardMaterial.js +1 -0
- package/Materials/standardMaterial.js.map +1 -1
- package/Rendering/depthPeelingRenderer.d.ts +1 -0
- package/Rendering/depthPeelingRenderer.js +7 -0
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/thinDepthPeelingRenderer.d.ts +1 -0
- package/Rendering/thinDepthPeelingRenderer.js +2 -0
- package/Rendering/thinDepthPeelingRenderer.js.map +1 -1
- package/Shaders/default.vertex.js +4 -0
- package/Shaders/default.vertex.js.map +1 -1
- package/Shaders/lightProxy.vertex.js +7 -1
- package/Shaders/lightProxy.vertex.js.map +1 -1
- package/Shaders/pbr.vertex.js +4 -0
- package/Shaders/pbr.vertex.js.map +1 -1
- package/ShadersWGSL/default.vertex.js +4 -0
- package/ShadersWGSL/default.vertex.js.map +1 -1
- package/ShadersWGSL/lightProxy.vertex.js +7 -1
- package/ShadersWGSL/lightProxy.vertex.js.map +1 -1
- package/ShadersWGSL/pbr.vertex.js +4 -0
- package/ShadersWGSL/pbr.vertex.js.map +1 -1
- package/package.json +2 -5
- package/scene.js +2 -3
- package/scene.js.map +1 -1
package/Layers/glowLayer.js.map
CHANGED
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { BlurPostProcess } from \"../PostProcesses/blurPostProcess\";\r\nimport type { IThinGlowLayerOptions } from \"./thinGlowLayer\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { Color4 } from \"core/Maths/math.color\";\r\n\r\nimport \"../Layers/effectLayerSceneComponent\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { GetExponentOfTwo } from \"../Misc/tools.functions\";\r\nimport { ThinGlowLayer } from \"./thinGlowLayer\";\r\nimport type { ThinBlurPostProcess } from \"core/PostProcesses/thinBlurPostProcess\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /**\r\n * Return the first glow layer of the scene with a given name.\r\n * @param name The name of the glow layer to look for.\r\n * @returns The glow layer if found otherwise null.\r\n */\r\n getGlowLayerByName(name: string): Nullable<GlowLayer>;\r\n }\r\n}\r\n\r\nScene.prototype.getGlowLayerByName = function (name: string): Nullable<GlowLayer> {\r\n for (let index = 0; index < this.effectLayers?.length; index++) {\r\n if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {\r\n return (<any>this.effectLayers[index]) as GlowLayer;\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\n/**\r\n * Glow layer options. This helps customizing the behaviour\r\n * of the glow layer.\r\n */\r\nexport interface IGlowLayerOptions extends IThinGlowLayerOptions {\r\n /**\r\n * Enable MSAA by choosing the number of samples. Default: 1\r\n */\r\n mainTextureSamples?: number;\r\n\r\n /**\r\n * Whether or not to generate a stencil buffer. Default: false\r\n */\r\n generateStencilBuffer?: boolean;\r\n}\r\n\r\n/**\r\n * The glow layer Helps adding a glow effect around the emissive parts of a mesh.\r\n *\r\n * Once instantiated in a scene, by default, all the emissive meshes will glow.\r\n *\r\n * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/mesh/glowLayer\r\n */\r\nexport class GlowLayer extends EffectLayer {\r\n /**\r\n * Effect Name of the layer.\r\n */\r\n public static get EffectName() {\r\n return ThinGlowLayer.EffectName;\r\n }\r\n\r\n /**\r\n * The default blur kernel size used for the glow.\r\n */\r\n public static DefaultBlurKernelSize = 32;\r\n\r\n /**\r\n * The default texture size ratio used for the glow.\r\n */\r\n public static DefaultTextureRatio = 0.5;\r\n\r\n /**\r\n * Sets the kernel size of the blur.\r\n */\r\n public set blurKernelSize(value: number) {\r\n this._thinEffectLayer.blurKernelSize = value;\r\n }\r\n\r\n /**\r\n * Gets the kernel size of the blur.\r\n */\r\n @serialize()\r\n public get blurKernelSize(): number {\r\n return this._thinEffectLayer.blurKernelSize;\r\n }\r\n\r\n /**\r\n * Sets the glow intensity.\r\n */\r\n public set intensity(value: number) {\r\n this._thinEffectLayer.intensity = value;\r\n }\r\n\r\n /**\r\n * Gets the glow intensity.\r\n */\r\n @serialize()\r\n public get intensity(): number {\r\n return this._thinEffectLayer.intensity;\r\n }\r\n\r\n @serialize(\"options\")\r\n protected _options: IGlowLayerOptions;\r\n\r\n protected override readonly _thinEffectLayer: ThinGlowLayer;\r\n private _horizontalBlurPostprocess1: BlurPostProcess;\r\n private _verticalBlurPostprocess1: BlurPostProcess;\r\n private _horizontalBlurPostprocess2: BlurPostProcess;\r\n private _verticalBlurPostprocess2: BlurPostProcess;\r\n private _blurTexture1: RenderTargetTexture;\r\n private _blurTexture2: RenderTargetTexture;\r\n private _postProcesses1: PostProcess[];\r\n private _postProcesses2: PostProcess[];\r\n /**\r\n * Callback used to let the user override the color selection on a per mesh basis\r\n */\r\n public get customEmissiveColorSelector(): (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void {\r\n return this._thinEffectLayer.customEmissiveColorSelector;\r\n }\r\n\r\n public set customEmissiveColorSelector(value: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void) {\r\n this._thinEffectLayer.customEmissiveColorSelector = value;\r\n }\r\n\r\n /**\r\n * Callback used to let the user override the texture selection on a per mesh basis\r\n */\r\n public get customEmissiveTextureSelector(): (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture {\r\n return this._thinEffectLayer.customEmissiveTextureSelector;\r\n }\r\n\r\n public set customEmissiveTextureSelector(value: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture) {\r\n this._thinEffectLayer.customEmissiveTextureSelector = value;\r\n }\r\n\r\n /**\r\n * Instantiates a new glow Layer and references it to the scene.\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)\r\n */\r\n constructor(name: string, scene?: Scene, options?: Partial<IGlowLayerOptions>) {\r\n super(name, scene, false, new ThinGlowLayer(name, scene, options));\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: GlowLayer.DefaultTextureRatio,\r\n blurKernelSize: 32,\r\n mainTextureFixedSize: undefined,\r\n camera: null,\r\n mainTextureSamples: 1,\r\n renderingGroupId: -1,\r\n ldrMerge: false,\r\n alphaBlendingMode: Constants.ALPHA_ADD,\r\n mainTextureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n generateStencilBuffer: false,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init(this._options);\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @returns The effect name\r\n */\r\n public getEffectName(): string {\r\n return GlowLayer.EffectName;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n */\r\n protected _createMergeEffect(): Effect {\r\n return this._thinEffectLayer._createMergeEffect();\r\n }\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the glow layer.\r\n */\r\n protected _createTextureAndPostProcesses(): void {\r\n this._thinEffectLayer._renderPassId = this._mainTexture.renderPassId;\r\n\r\n let blurTextureWidth = this._mainTextureDesiredSize.width;\r\n let blurTextureHeight = this._mainTextureDesiredSize.height;\r\n blurTextureWidth = this._engine.needPOTTextures ? GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;\r\n blurTextureHeight = this._engine.needPOTTextures ? GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;\r\n\r\n let textureType = 0;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else {\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n\r\n this._blurTexture1 = new RenderTargetTexture(\r\n \"GlowLayerBlurRTT\",\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n textureType\r\n );\r\n this._blurTexture1.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture1.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture1.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._blurTexture1.renderParticles = false;\r\n this._blurTexture1.ignoreCameraViewport = true;\r\n\r\n const blurTextureWidth2 = Math.floor(blurTextureWidth / 2);\r\n const blurTextureHeight2 = Math.floor(blurTextureHeight / 2);\r\n\r\n this._blurTexture2 = new RenderTargetTexture(\r\n \"GlowLayerBlurRTT2\",\r\n {\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2,\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n textureType\r\n );\r\n this._blurTexture2.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture2.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture2.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._blurTexture2.renderParticles = false;\r\n this._blurTexture2.ignoreCameraViewport = true;\r\n\r\n this._textures = [this._blurTexture1, this._blurTexture2];\r\n\r\n this._thinEffectLayer.bindTexturesForCompose = (effect: Effect) => {\r\n effect.setTexture(\"textureSampler\", this._blurTexture1);\r\n effect.setTexture(\"textureSampler2\", this._blurTexture2);\r\n effect.setFloat(\"offset\", this.intensity);\r\n };\r\n\r\n this._thinEffectLayer._createTextureAndPostProcesses();\r\n\r\n const thinBlurPostProcesses1 = this._thinEffectLayer._postProcesses[0] as ThinBlurPostProcess;\r\n this._horizontalBlurPostprocess1 = new BlurPostProcess(\"GlowLayerHBP1\", thinBlurPostProcesses1.direction, thinBlurPostProcesses1.kernel, {\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n textureType,\r\n effectWrapper: thinBlurPostProcesses1,\r\n });\r\n this._horizontalBlurPostprocess1.width = blurTextureWidth;\r\n this._horizontalBlurPostprocess1.height = blurTextureHeight;\r\n this._horizontalBlurPostprocess1.externalTextureSamplerBinding = true;\r\n this._horizontalBlurPostprocess1.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n const thinBlurPostProcesses2 = this._thinEffectLayer._postProcesses[1] as ThinBlurPostProcess;\r\n this._verticalBlurPostprocess1 = new BlurPostProcess(\"GlowLayerVBP1\", thinBlurPostProcesses2.direction, thinBlurPostProcesses2.kernel, {\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n textureType,\r\n effectWrapper: thinBlurPostProcesses2,\r\n });\r\n\r\n const thinBlurPostProcesses3 = this._thinEffectLayer._postProcesses[2] as ThinBlurPostProcess;\r\n this._horizontalBlurPostprocess2 = new BlurPostProcess(\"GlowLayerHBP2\", thinBlurPostProcesses3.direction, thinBlurPostProcesses3.kernel, {\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2,\r\n textureType,\r\n effectWrapper: thinBlurPostProcesses3,\r\n });\r\n this._horizontalBlurPostprocess2.width = blurTextureWidth2;\r\n this._horizontalBlurPostprocess2.height = blurTextureHeight2;\r\n this._horizontalBlurPostprocess2.externalTextureSamplerBinding = true;\r\n this._horizontalBlurPostprocess2.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._blurTexture1);\r\n });\r\n\r\n const thinBlurPostProcesses4 = this._thinEffectLayer._postProcesses[3] as ThinBlurPostProcess;\r\n this._verticalBlurPostprocess2 = new BlurPostProcess(\"GlowLayerVBP2\", thinBlurPostProcesses4.direction, thinBlurPostProcesses4.kernel, {\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2,\r\n textureType,\r\n effectWrapper: thinBlurPostProcesses4,\r\n });\r\n\r\n this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];\r\n this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];\r\n this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];\r\n\r\n this._mainTexture.samples = this._options.mainTextureSamples!;\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n const internalTexture = this._blurTexture1.renderTarget;\r\n if (internalTexture) {\r\n this._scene.postProcessManager.directRender(this._postProcesses1, internalTexture, true);\r\n\r\n const internalTexture2 = this._blurTexture2.renderTarget;\r\n if (internalTexture2) {\r\n this._scene.postProcessManager.directRender(this._postProcesses2, internalTexture2, true);\r\n }\r\n this._engine.unBindFramebuffer(internalTexture2 ?? internalTexture, true);\r\n }\r\n });\r\n\r\n // Prevent autoClear.\r\n this._postProcesses.map((pp) => {\r\n pp.autoClear = false;\r\n });\r\n\r\n this._mainTextureCreatedSize.width = this._mainTextureDesiredSize.width;\r\n this._mainTextureCreatedSize.height = this._mainTextureDesiredSize.height;\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @returns true if ready otherwise, false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n return this._thinEffectLayer.isReady(subMesh, useInstances);\r\n }\r\n\r\n /**\r\n * @returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n */\r\n public needStencil(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh can be rendered, otherwise false.\r\n * @param mesh The mesh to render\r\n * @param material The material used on the mesh\r\n * @returns true if it can be rendered otherwise false\r\n */\r\n protected override _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n return this._thinEffectLayer._canRenderMesh(mesh, material);\r\n }\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n */\r\n protected _internalRender(effect: Effect): void {\r\n this._thinEffectLayer._internalCompose(effect);\r\n }\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n * @param mesh\r\n * @param subMesh\r\n * @param material\r\n */\r\n protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void {\r\n this._thinEffectLayer._setEmissiveTextureAndColor(mesh, subMesh, material);\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n protected override _shouldRenderMesh(mesh: Mesh): boolean {\r\n return this._thinEffectLayer._shouldRenderMesh(mesh);\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n protected override _addCustomEffectDefines(defines: string[]): void {\r\n this._thinEffectLayer._addCustomEffectDefines(defines);\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to exclude from the glow layer\r\n */\r\n public addExcludedMesh(mesh: Mesh): void {\r\n this._thinEffectLayer.addExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: Mesh): void {\r\n this._thinEffectLayer.removeExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Add a mesh in the inclusion list to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to include in the glow layer\r\n */\r\n public addIncludedOnlyMesh(mesh: Mesh): void {\r\n this._thinEffectLayer.addIncludedOnlyMesh(mesh);\r\n }\r\n\r\n /**\r\n * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to remove\r\n */\r\n public removeIncludedOnlyMesh(mesh: Mesh): void {\r\n this._thinEffectLayer.removeIncludedOnlyMesh(mesh);\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be used in the glow layer\r\n * @param mesh The mesh to test\r\n * @returns true if the mesh will be highlighted by the current glow layer\r\n */\r\n public override hasMesh(mesh: AbstractMesh): boolean {\r\n return this._thinEffectLayer.hasMesh(mesh);\r\n }\r\n\r\n /**\r\n * Defines whether the current material of the mesh should be use to render the effect.\r\n * @param mesh defines the current mesh to render\r\n * @returns true if the material of the mesh should be use to render the effect\r\n */\r\n protected override _useMeshMaterial(mesh: AbstractMesh): boolean {\r\n return this._thinEffectLayer._useMeshMaterial(mesh);\r\n }\r\n\r\n /**\r\n * Add a mesh to be rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to use its material\r\n */\r\n public referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void {\r\n this._thinEffectLayer.referenceMeshToUseItsOwnMaterial(mesh);\r\n }\r\n\r\n /**\r\n * Remove a mesh from being rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to not use its material\r\n */\r\n public unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void {\r\n this._thinEffectLayer.unReferenceMeshFromUsingItsOwnMaterial(mesh, this._mainTexture.renderPassId);\r\n }\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n * @internal\r\n */\r\n public _disposeMesh(mesh: Mesh): void {\r\n this._thinEffectLayer._disposeMesh(mesh);\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public override getClassName(): string {\r\n return \"GlowLayer\";\r\n }\r\n\r\n /**\r\n * Serializes this glow layer\r\n * @returns a serialized glow layer object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.GlowLayer\";\r\n\r\n let index;\r\n\r\n // Included meshes\r\n serializationObject.includedMeshes = [];\r\n\r\n const includedOnlyMeshes = this._thinEffectLayer._includedOnlyMeshes;\r\n if (includedOnlyMeshes.length) {\r\n for (index = 0; index < includedOnlyMeshes.length; index++) {\r\n const mesh = this._scene.getMeshByUniqueId(includedOnlyMeshes[index]);\r\n if (mesh) {\r\n serializationObject.includedMeshes.push(mesh.id);\r\n }\r\n }\r\n }\r\n\r\n // Excluded meshes\r\n serializationObject.excludedMeshes = [];\r\n\r\n const excludedMeshes = this._thinEffectLayer._excludedMeshes;\r\n if (excludedMeshes.length) {\r\n for (index = 0; index < excludedMeshes.length; index++) {\r\n const mesh = this._scene.getMeshByUniqueId(excludedMeshes[index]);\r\n if (mesh) {\r\n serializationObject.excludedMeshes.push(mesh.id);\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Glow Layer from parsed glow layer data\r\n * @param parsedGlowLayer defines glow layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the glow layer information\r\n * @returns a parsed Glow Layer\r\n */\r\n public static override Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer {\r\n const gl = SerializationHelper.Parse(() => new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options), parsedGlowLayer, scene, rootUrl);\r\n let index;\r\n\r\n // Excluded meshes\r\n for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {\r\n const mesh = scene.getMeshById(parsedGlowLayer.excludedMeshes[index]);\r\n if (mesh) {\r\n gl.addExcludedMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n // Included meshes\r\n for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {\r\n const mesh = scene.getMeshById(parsedGlowLayer.includedMeshes[index]);\r\n if (mesh) {\r\n gl.addIncludedOnlyMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n return gl;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GlowLayer\", GlowLayer);\r\n"]}
|
|
1
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+
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { BlurPostProcess } from \"../PostProcesses/blurPostProcess\";\r\nimport type { IThinGlowLayerOptions } from \"./thinGlowLayer\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { Color4 } from \"core/Maths/math.color\";\r\n\r\nimport \"../Layers/effectLayerSceneComponent\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { GetExponentOfTwo } from \"../Misc/tools.functions\";\r\nimport { ThinGlowLayer } from \"./thinGlowLayer\";\r\nimport type { ThinBlurPostProcess } from \"core/PostProcesses/thinBlurPostProcess\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /**\r\n * Return the first glow layer of the scene with a given name.\r\n * @param name The name of the glow layer to look for.\r\n * @returns The glow layer if found otherwise null.\r\n */\r\n getGlowLayerByName(name: string): Nullable<GlowLayer>;\r\n }\r\n}\r\n\r\nScene.prototype.getGlowLayerByName = function (name: string): Nullable<GlowLayer> {\r\n for (let index = 0; index < this.effectLayers?.length; index++) {\r\n if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {\r\n return (<any>this.effectLayers[index]) as GlowLayer;\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\n/**\r\n * Glow layer options. This helps customizing the behaviour\r\n * of the glow layer.\r\n */\r\nexport interface IGlowLayerOptions extends IThinGlowLayerOptions {\r\n /**\r\n * Enable MSAA by choosing the number of samples. Default: 1\r\n */\r\n mainTextureSamples?: number;\r\n\r\n /**\r\n * Whether or not to generate a stencil buffer. Default: false\r\n */\r\n generateStencilBuffer?: boolean;\r\n}\r\n\r\n/**\r\n * The glow layer Helps adding a glow effect around the emissive parts of a mesh.\r\n *\r\n * Once instantiated in a scene, by default, all the emissive meshes will glow.\r\n *\r\n * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/mesh/glowLayer\r\n */\r\nexport class GlowLayer extends EffectLayer {\r\n /**\r\n * Effect Name of the layer.\r\n */\r\n public static get EffectName() {\r\n return ThinGlowLayer.EffectName;\r\n }\r\n\r\n /**\r\n * The default blur kernel size used for the glow.\r\n */\r\n public static DefaultBlurKernelSize = 32;\r\n\r\n /**\r\n * The default texture size ratio used for the glow.\r\n */\r\n public static DefaultTextureRatio = 0.5;\r\n\r\n /**\r\n * Sets the kernel size of the blur.\r\n */\r\n public set blurKernelSize(value: number) {\r\n this._thinEffectLayer.blurKernelSize = value;\r\n }\r\n\r\n /**\r\n * Gets the kernel size of the blur.\r\n */\r\n @serialize()\r\n public get blurKernelSize(): number {\r\n return this._thinEffectLayer.blurKernelSize;\r\n }\r\n\r\n /**\r\n * Sets the glow intensity.\r\n */\r\n public set intensity(value: number) {\r\n this._thinEffectLayer.intensity = value;\r\n }\r\n\r\n /**\r\n * Gets the glow intensity.\r\n */\r\n @serialize()\r\n public get intensity(): number {\r\n return this._thinEffectLayer.intensity;\r\n }\r\n\r\n @serialize(\"options\")\r\n protected _options: IGlowLayerOptions;\r\n\r\n protected override readonly _thinEffectLayer: ThinGlowLayer;\r\n private _horizontalBlurPostprocess1: BlurPostProcess;\r\n private _verticalBlurPostprocess1: BlurPostProcess;\r\n private _horizontalBlurPostprocess2: BlurPostProcess;\r\n private _verticalBlurPostprocess2: BlurPostProcess;\r\n private _blurTexture1: RenderTargetTexture;\r\n private _blurTexture2: RenderTargetTexture;\r\n private _postProcesses1: PostProcess[];\r\n private _postProcesses2: PostProcess[];\r\n /**\r\n * Callback used to let the user override the color selection on a per mesh basis\r\n */\r\n public get customEmissiveColorSelector(): (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void {\r\n return this._thinEffectLayer.customEmissiveColorSelector;\r\n }\r\n\r\n public set customEmissiveColorSelector(value: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void) {\r\n this._thinEffectLayer.customEmissiveColorSelector = value;\r\n }\r\n\r\n /**\r\n * Callback used to let the user override the texture selection on a per mesh basis\r\n */\r\n public get customEmissiveTextureSelector(): (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture {\r\n return this._thinEffectLayer.customEmissiveTextureSelector;\r\n }\r\n\r\n public set customEmissiveTextureSelector(value: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture) {\r\n this._thinEffectLayer.customEmissiveTextureSelector = value;\r\n }\r\n\r\n /**\r\n * Instantiates a new glow Layer and references it to the scene.\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)\r\n */\r\n constructor(name: string, scene?: Scene, options?: Partial<IGlowLayerOptions>) {\r\n super(name, scene, false, new ThinGlowLayer(name, scene, options));\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: GlowLayer.DefaultTextureRatio,\r\n blurKernelSize: 32,\r\n mainTextureFixedSize: undefined,\r\n camera: null,\r\n mainTextureSamples: 1,\r\n renderingGroupId: -1,\r\n ldrMerge: false,\r\n alphaBlendingMode: Constants.ALPHA_ADD,\r\n mainTextureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n generateStencilBuffer: false,\r\n excludeByDefault: false,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init(this._options);\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @returns The effect name\r\n */\r\n public getEffectName(): string {\r\n return GlowLayer.EffectName;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n */\r\n protected _createMergeEffect(): Effect {\r\n return this._thinEffectLayer._createMergeEffect();\r\n }\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the glow layer.\r\n */\r\n protected _createTextureAndPostProcesses(): void {\r\n this._thinEffectLayer._renderPassId = this._mainTexture.renderPassId;\r\n\r\n let blurTextureWidth = this._mainTextureDesiredSize.width;\r\n let blurTextureHeight = this._mainTextureDesiredSize.height;\r\n blurTextureWidth = this._engine.needPOTTextures ? GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;\r\n blurTextureHeight = this._engine.needPOTTextures ? GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;\r\n\r\n let textureType = 0;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else {\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n\r\n this._blurTexture1 = new RenderTargetTexture(\r\n \"GlowLayerBlurRTT\",\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n textureType\r\n );\r\n this._blurTexture1.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture1.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture1.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._blurTexture1.renderParticles = false;\r\n this._blurTexture1.ignoreCameraViewport = true;\r\n\r\n const blurTextureWidth2 = Math.floor(blurTextureWidth / 2);\r\n const blurTextureHeight2 = Math.floor(blurTextureHeight / 2);\r\n\r\n this._blurTexture2 = new RenderTargetTexture(\r\n \"GlowLayerBlurRTT2\",\r\n {\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2,\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n textureType\r\n );\r\n this._blurTexture2.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture2.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture2.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._blurTexture2.renderParticles = false;\r\n this._blurTexture2.ignoreCameraViewport = true;\r\n\r\n this._textures = [this._blurTexture1, this._blurTexture2];\r\n\r\n this._thinEffectLayer.bindTexturesForCompose = (effect: Effect) => {\r\n effect.setTexture(\"textureSampler\", this._blurTexture1);\r\n effect.setTexture(\"textureSampler2\", this._blurTexture2);\r\n effect.setFloat(\"offset\", this.intensity);\r\n };\r\n\r\n this._thinEffectLayer._createTextureAndPostProcesses();\r\n\r\n const thinBlurPostProcesses1 = this._thinEffectLayer._postProcesses[0] as ThinBlurPostProcess;\r\n this._horizontalBlurPostprocess1 = new BlurPostProcess(\"GlowLayerHBP1\", thinBlurPostProcesses1.direction, thinBlurPostProcesses1.kernel, {\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n textureType,\r\n effectWrapper: thinBlurPostProcesses1,\r\n });\r\n this._horizontalBlurPostprocess1.width = blurTextureWidth;\r\n this._horizontalBlurPostprocess1.height = blurTextureHeight;\r\n this._horizontalBlurPostprocess1.externalTextureSamplerBinding = true;\r\n this._horizontalBlurPostprocess1.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n const thinBlurPostProcesses2 = this._thinEffectLayer._postProcesses[1] as ThinBlurPostProcess;\r\n this._verticalBlurPostprocess1 = new BlurPostProcess(\"GlowLayerVBP1\", thinBlurPostProcesses2.direction, thinBlurPostProcesses2.kernel, {\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n textureType,\r\n effectWrapper: thinBlurPostProcesses2,\r\n });\r\n\r\n const thinBlurPostProcesses3 = this._thinEffectLayer._postProcesses[2] as ThinBlurPostProcess;\r\n this._horizontalBlurPostprocess2 = new BlurPostProcess(\"GlowLayerHBP2\", thinBlurPostProcesses3.direction, thinBlurPostProcesses3.kernel, {\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2,\r\n textureType,\r\n effectWrapper: thinBlurPostProcesses3,\r\n });\r\n this._horizontalBlurPostprocess2.width = blurTextureWidth2;\r\n this._horizontalBlurPostprocess2.height = blurTextureHeight2;\r\n this._horizontalBlurPostprocess2.externalTextureSamplerBinding = true;\r\n this._horizontalBlurPostprocess2.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._blurTexture1);\r\n });\r\n\r\n const thinBlurPostProcesses4 = this._thinEffectLayer._postProcesses[3] as ThinBlurPostProcess;\r\n this._verticalBlurPostprocess2 = new BlurPostProcess(\"GlowLayerVBP2\", thinBlurPostProcesses4.direction, thinBlurPostProcesses4.kernel, {\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2,\r\n textureType,\r\n effectWrapper: thinBlurPostProcesses4,\r\n });\r\n\r\n this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];\r\n this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];\r\n this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];\r\n\r\n this._mainTexture.samples = this._options.mainTextureSamples!;\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n const internalTexture = this._blurTexture1.renderTarget;\r\n if (internalTexture) {\r\n this._scene.postProcessManager.directRender(this._postProcesses1, internalTexture, true);\r\n\r\n const internalTexture2 = this._blurTexture2.renderTarget;\r\n if (internalTexture2) {\r\n this._scene.postProcessManager.directRender(this._postProcesses2, internalTexture2, true);\r\n }\r\n this._engine.unBindFramebuffer(internalTexture2 ?? internalTexture, true);\r\n }\r\n });\r\n\r\n // Prevent autoClear.\r\n this._postProcesses.map((pp) => {\r\n pp.autoClear = false;\r\n });\r\n\r\n this._mainTextureCreatedSize.width = this._mainTextureDesiredSize.width;\r\n this._mainTextureCreatedSize.height = this._mainTextureDesiredSize.height;\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @returns true if ready otherwise, false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n return this._thinEffectLayer.isReady(subMesh, useInstances);\r\n }\r\n\r\n /**\r\n * @returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n */\r\n public needStencil(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh can be rendered, otherwise false.\r\n * @param mesh The mesh to render\r\n * @param material The material used on the mesh\r\n * @returns true if it can be rendered otherwise false\r\n */\r\n protected override _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n return this._thinEffectLayer._canRenderMesh(mesh, material);\r\n }\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n */\r\n protected _internalRender(effect: Effect): void {\r\n this._thinEffectLayer._internalCompose(effect);\r\n }\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n * @param mesh\r\n * @param subMesh\r\n * @param material\r\n */\r\n protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void {\r\n this._thinEffectLayer._setEmissiveTextureAndColor(mesh, subMesh, material);\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n protected override _shouldRenderMesh(mesh: Mesh): boolean {\r\n return this._thinEffectLayer._shouldRenderMesh(mesh);\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n protected override _addCustomEffectDefines(defines: string[]): void {\r\n this._thinEffectLayer._addCustomEffectDefines(defines);\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.\r\n * This will not have an effect if meshes are excluded by default (see setExcludedByDefault).\r\n * @param mesh The mesh to exclude from the glow layer\r\n */\r\n public addExcludedMesh(mesh: Mesh): void {\r\n this._thinEffectLayer.addExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.\r\n * This will not have an effect if meshes are excluded by default (see setExcludedByDefault).\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: Mesh): void {\r\n this._thinEffectLayer.removeExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Add a mesh in the inclusion list to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to include in the glow layer\r\n */\r\n public addIncludedOnlyMesh(mesh: Mesh): void {\r\n this._thinEffectLayer.addIncludedOnlyMesh(mesh);\r\n }\r\n\r\n /**\r\n * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to remove\r\n */\r\n public removeIncludedOnlyMesh(mesh: Mesh): void {\r\n this._thinEffectLayer.removeIncludedOnlyMesh(mesh);\r\n }\r\n\r\n /**\r\n * Set the excluded by default option.\r\n * If true, all meshes will be excluded by default unless they are added to the inclusion list.\r\n * @param value The boolean value to set the excluded by default option to\r\n */\r\n public setExcludedByDefault(value: boolean): void {\r\n this._thinEffectLayer.setExcludedByDefault(value);\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be used in the glow layer\r\n * @param mesh The mesh to test\r\n * @returns true if the mesh will be highlighted by the current glow layer\r\n */\r\n public override hasMesh(mesh: AbstractMesh): boolean {\r\n return this._thinEffectLayer.hasMesh(mesh);\r\n }\r\n\r\n /**\r\n * Defines whether the current material of the mesh should be use to render the effect.\r\n * @param mesh defines the current mesh to render\r\n * @returns true if the material of the mesh should be use to render the effect\r\n */\r\n protected override _useMeshMaterial(mesh: AbstractMesh): boolean {\r\n return this._thinEffectLayer._useMeshMaterial(mesh);\r\n }\r\n\r\n /**\r\n * Add a mesh to be rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to use its material\r\n */\r\n public referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void {\r\n this._thinEffectLayer.referenceMeshToUseItsOwnMaterial(mesh);\r\n }\r\n\r\n /**\r\n * Remove a mesh from being rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to not use its material\r\n */\r\n public unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void {\r\n this._thinEffectLayer.unReferenceMeshFromUsingItsOwnMaterial(mesh, this._mainTexture.renderPassId);\r\n }\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n * @internal\r\n */\r\n public _disposeMesh(mesh: Mesh): void {\r\n this._thinEffectLayer._disposeMesh(mesh);\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public override getClassName(): string {\r\n return \"GlowLayer\";\r\n }\r\n\r\n /**\r\n * Serializes this glow layer\r\n * @returns a serialized glow layer object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.GlowLayer\";\r\n\r\n let index;\r\n\r\n // Included meshes\r\n serializationObject.includedMeshes = [];\r\n\r\n const includedOnlyMeshes = this._thinEffectLayer._includedOnlyMeshes;\r\n if (includedOnlyMeshes.length) {\r\n for (index = 0; index < includedOnlyMeshes.length; index++) {\r\n const mesh = this._scene.getMeshByUniqueId(includedOnlyMeshes[index]);\r\n if (mesh) {\r\n serializationObject.includedMeshes.push(mesh.id);\r\n }\r\n }\r\n }\r\n\r\n // Excluded meshes\r\n serializationObject.excludedMeshes = [];\r\n\r\n const excludedMeshes = this._thinEffectLayer._excludedMeshes;\r\n if (excludedMeshes.length) {\r\n for (index = 0; index < excludedMeshes.length; index++) {\r\n const mesh = this._scene.getMeshByUniqueId(excludedMeshes[index]);\r\n if (mesh) {\r\n serializationObject.excludedMeshes.push(mesh.id);\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Glow Layer from parsed glow layer data\r\n * @param parsedGlowLayer defines glow layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the glow layer information\r\n * @returns a parsed Glow Layer\r\n */\r\n public static override Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer {\r\n const gl = SerializationHelper.Parse(() => new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options), parsedGlowLayer, scene, rootUrl);\r\n let index;\r\n\r\n // Excluded meshes\r\n for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {\r\n const mesh = scene.getMeshById(parsedGlowLayer.excludedMeshes[index]);\r\n if (mesh) {\r\n gl.addExcludedMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n // Included meshes\r\n for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {\r\n const mesh = scene.getMeshById(parsedGlowLayer.includedMeshes[index]);\r\n if (mesh) {\r\n gl.addIncludedOnlyMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n return gl;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GlowLayer\", GlowLayer);\r\n"]}
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@@ -21,6 +21,13 @@ export interface IThinGlowLayerOptions extends IThinEffectLayerOptions {
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* Forces the merge step to be done in ldr (clamp values > 1). Default: false
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*/
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ldrMerge?: boolean;
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/**
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* Exclude all meshes from the glow layer by default.
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* This is useful if you have dynamic meshes and you want to control them specifically and
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* make sure that there are no "leaking" glowing meshes.
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* Default: false
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*/
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excludeByDefault?: boolean;
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}
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/**
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* @internal
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@@ -91,6 +98,8 @@ export declare class ThinGlowLayer extends ThinEffectLayer {
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getClassName(): string;
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protected _importShadersAsync(): Promise<void>;
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getEffectName(): string;
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/** @internal */
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_internalShouldRender(): boolean;
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_createMergeEffect(): Effect;
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_createTextureAndPostProcesses(): void;
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private _getEffectiveBlurKernelSize;
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@@ -102,11 +111,13 @@ export declare class ThinGlowLayer extends ThinEffectLayer {
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_addCustomEffectDefines(defines: string[]): void;
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/**
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* Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
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* This will not have an effect if meshes are excluded by default (see setExcludedByDefault).
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* @param mesh The mesh to exclude from the glow layer
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*/
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addExcludedMesh(mesh: Mesh): void;
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/**
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* Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
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* This will not have an effect if meshes are excluded by default (see setExcludedByDefault).
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* @param mesh The mesh to remove
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*/
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removeExcludedMesh(mesh: Mesh): void;
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@@ -120,6 +131,12 @@ export declare class ThinGlowLayer extends ThinEffectLayer {
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* @param mesh The mesh to remove
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*/
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removeIncludedOnlyMesh(mesh: Mesh): void;
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/**
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* Set the excluded by default option.
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* If true, all meshes will be excluded by default unless they are added to the inclusion list.
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* @param value The boolean value to set the excluded by default option to
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*/
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setExcludedByDefault(value: boolean): void;
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hasMesh(mesh: AbstractMesh): boolean;
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_useMeshMaterial(mesh: AbstractMesh): boolean;
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/**
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package/Layers/thinGlowLayer.js
CHANGED
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@@ -75,6 +75,7 @@ export class ThinGlowLayer extends ThinEffectLayer {
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renderingGroupId: -1,
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ldrMerge: false,
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alphaBlendingMode: 1,
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excludeByDefault: false,
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...options,
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};
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// Initialize the layer
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@@ -107,6 +108,13 @@ export class ThinGlowLayer extends ThinEffectLayer {
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getEffectName() {
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return ThinGlowLayer.EffectName;
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}
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+
/** @internal */
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_internalShouldRender() {
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+
if (this._options.excludeByDefault && !this._includedOnlyMeshes.length) {
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return false;
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}
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return super._internalShouldRender();
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}
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_createMergeEffect() {
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let defines = "#define EMISSIVE \n";
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if (this._options.ldrMerge) {
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@@ -194,6 +202,7 @@ export class ThinGlowLayer extends ThinEffectLayer {
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}
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/**
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* Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
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* This will not have an effect if meshes are excluded by default (see setExcludedByDefault).
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* @param mesh The mesh to exclude from the glow layer
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*/
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addExcludedMesh(mesh) {
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@@ -203,6 +212,7 @@ export class ThinGlowLayer extends ThinEffectLayer {
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}
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/**
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* Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
|
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* This will not have an effect if meshes are excluded by default (see setExcludedByDefault).
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* @param mesh The mesh to remove
|
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*/
|
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removeExcludedMesh(mesh) {
|
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@@ -230,6 +240,14 @@ export class ThinGlowLayer extends ThinEffectLayer {
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230
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this._includedOnlyMeshes.splice(index, 1);
|
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|
}
|
|
232
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|
}
|
|
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|
+
/**
|
|
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|
+
* Set the excluded by default option.
|
|
245
|
+
* If true, all meshes will be excluded by default unless they are added to the inclusion list.
|
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+
* @param value The boolean value to set the excluded by default option to
|
|
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|
+
*/
|
|
248
|
+
setExcludedByDefault(value) {
|
|
249
|
+
this._options.excludeByDefault = value;
|
|
250
|
+
}
|
|
233
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|
hasMesh(mesh) {
|
|
234
252
|
if (!super.hasMesh(mesh)) {
|
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return false;
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|
@@ -1 +1 @@
|
|
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1
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-
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { Texture } from \"../Materials/Textures/texture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ThinEffectLayer } from \"./thinEffectLayer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { PBRMaterial } from \"../Materials/PBR/pbrMaterial\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { IThinEffectLayerOptions } from \"./thinEffectLayer\";\r\nimport { ThinBlurPostProcess } from \"core/PostProcesses/thinBlurPostProcess\";\r\n\r\n/**\r\n * Glow layer options. This helps customizing the behaviour\r\n * of the glow layer.\r\n */\r\nexport interface IThinGlowLayerOptions extends IThinEffectLayerOptions {\r\n /**\r\n * How big is the kernel of the blur texture. Default: 32\r\n */\r\n blurKernelSize?: number;\r\n\r\n /**\r\n * Forces the merge step to be done in ldr (clamp values > 1). Default: false\r\n */\r\n ldrMerge?: boolean;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ThinGlowLayer extends ThinEffectLayer {\r\n /**\r\n * Effect Name of the layer.\r\n */\r\n public static readonly EffectName = \"GlowLayer\";\r\n\r\n /**\r\n * The default blur kernel size used for the glow.\r\n */\r\n public static DefaultBlurKernelSize = 32;\r\n\r\n /**\r\n * Gets the ldrMerge option.\r\n */\r\n public get ldrMerge(): boolean {\r\n return this._options.ldrMerge;\r\n }\r\n\r\n /**\r\n * Sets the kernel size of the blur.\r\n */\r\n public set blurKernelSize(value: number) {\r\n if (value === this._options.blurKernelSize) {\r\n return;\r\n }\r\n\r\n this._options.blurKernelSize = value;\r\n\r\n const effectiveKernel = this._getEffectiveBlurKernelSize();\r\n this._horizontalBlurPostprocess1.kernel = effectiveKernel;\r\n this._verticalBlurPostprocess1.kernel = effectiveKernel;\r\n this._horizontalBlurPostprocess2.kernel = effectiveKernel;\r\n this._verticalBlurPostprocess2.kernel = effectiveKernel;\r\n }\r\n\r\n /**\r\n * Gets the kernel size of the blur.\r\n */\r\n public get blurKernelSize(): number {\r\n return this._options.blurKernelSize;\r\n }\r\n\r\n /**\r\n * Sets the glow intensity.\r\n */\r\n public set intensity(value: number) {\r\n this._intensity = value;\r\n }\r\n\r\n /**\r\n * Gets the glow intensity.\r\n */\r\n public get intensity(): number {\r\n return this._intensity;\r\n }\r\n\r\n /** @internal */\r\n public override _options: Required<IThinGlowLayerOptions>;\r\n\r\n private _intensity: number = 1.0;\r\n private _horizontalBlurPostprocess1: ThinBlurPostProcess;\r\n private _verticalBlurPostprocess1: ThinBlurPostProcess;\r\n private _horizontalBlurPostprocess2: ThinBlurPostProcess;\r\n private _verticalBlurPostprocess2: ThinBlurPostProcess;\r\n\r\n /** @internal */\r\n public _includedOnlyMeshes: number[] = [];\r\n /** @internal */\r\n public _excludedMeshes: number[] = [];\r\n private _meshesUsingTheirOwnMaterials: number[] = [];\r\n\r\n /**\r\n * Callback used to let the user override the color selection on a per mesh basis\r\n */\r\n public customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;\r\n /**\r\n * Callback used to let the user override the texture selection on a per mesh basis\r\n */\r\n public customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;\r\n\r\n /** @internal */\r\n public _renderPassId = 0;\r\n\r\n /**\r\n * Instantiates a new glow Layer and references it to the scene.\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)\r\n * @param dontCheckIfReady Specifies if the layer should disable checking whether all the post processes are ready (default: false). To save performance, this should be set to true and you should call `isReady` manually before rendering to the layer.\r\n */\r\n constructor(name: string, scene?: Scene, options?: IThinGlowLayerOptions, dontCheckIfReady = false) {\r\n super(name, scene, false, dontCheckIfReady);\r\n this.neutralColor = new Color4(0, 0, 0, 1);\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: 0.5,\r\n mainTextureFixedSize: 0,\r\n mainTextureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n blurKernelSize: 32,\r\n camera: null,\r\n renderingGroupId: -1,\r\n ldrMerge: false,\r\n alphaBlendingMode: Constants.ALPHA_ADD,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init(this._options);\r\n\r\n if (dontCheckIfReady) {\r\n // When dontCheckIfReady is true, we are in the new ThinXXX layer mode, so we must call _createTextureAndPostProcesses ourselves (it is called by EffectLayer otherwise)\r\n this._createTextureAndPostProcesses();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the thin glow layer\r\n * @returns the string with the class name of the glow layer\r\n */\r\n public getClassName(): string {\r\n return \"GlowLayer\";\r\n }\r\n\r\n protected override async _importShadersAsync() {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([\r\n import(\"../ShadersWGSL/glowMapMerge.fragment\"),\r\n import(\"../ShadersWGSL/glowMapMerge.vertex\"),\r\n import(\"../ShadersWGSL/glowBlurPostProcess.fragment\"),\r\n ]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/glowMapMerge.fragment\"), import(\"../Shaders/glowMapMerge.vertex\"), import(\"../Shaders/glowBlurPostProcess.fragment\")]);\r\n }\r\n\r\n await super._importShadersAsync();\r\n }\r\n\r\n public override getEffectName(): string {\r\n return ThinGlowLayer.EffectName;\r\n }\r\n\r\n public override _createMergeEffect(): Effect {\r\n let defines = \"#define EMISSIVE \\n\";\r\n if (this._options.ldrMerge) {\r\n defines += \"#define LDR \\n\";\r\n }\r\n\r\n // Effect\r\n return this._engine.createEffect(\r\n \"glowMapMerge\",\r\n [VertexBuffer.PositionKind],\r\n [\"offset\"],\r\n [\"textureSampler\", \"textureSampler2\"],\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this.shaderLanguage,\r\n this._shadersLoaded\r\n ? undefined\r\n : async () => {\r\n await this._importShadersAsync();\r\n this._shadersLoaded = true;\r\n }\r\n );\r\n }\r\n\r\n public override _createTextureAndPostProcesses(): void {\r\n const effectiveKernel = this._getEffectiveBlurKernelSize();\r\n this._horizontalBlurPostprocess1 = new ThinBlurPostProcess(\"GlowLayerHBP1\", this._scene.getEngine(), new Vector2(1.0, 0), effectiveKernel);\r\n this._verticalBlurPostprocess1 = new ThinBlurPostProcess(\"GlowLayerVBP1\", this._scene.getEngine(), new Vector2(0, 1.0), effectiveKernel);\r\n\r\n this._horizontalBlurPostprocess2 = new ThinBlurPostProcess(\"GlowLayerHBP2\", this._scene.getEngine(), new Vector2(1.0, 0), effectiveKernel);\r\n this._verticalBlurPostprocess2 = new ThinBlurPostProcess(\"GlowLayerVBP2\", this._scene.getEngine(), new Vector2(0, 1.0), effectiveKernel);\r\n\r\n this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];\r\n }\r\n\r\n private _getEffectiveBlurKernelSize() {\r\n return this._options.blurKernelSize / 2;\r\n }\r\n\r\n public override isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const material = subMesh.getMaterial();\r\n const mesh = subMesh.getRenderingMesh();\r\n\r\n if (!material || !mesh) {\r\n return false;\r\n }\r\n\r\n const emissiveTexture = (<any>material).emissiveTexture;\r\n return super._isSubMeshReady(subMesh, useInstances, emissiveTexture);\r\n }\r\n\r\n public override _canRenderMesh(_mesh: AbstractMesh, _material: Material): boolean {\r\n return true;\r\n }\r\n\r\n public override _internalCompose(effect: Effect): void {\r\n // Texture\r\n this.bindTexturesForCompose(effect);\r\n effect.setFloat(\"offset\", this._intensity);\r\n\r\n // Cache\r\n const engine = this._engine;\r\n const previousStencilBuffer = engine.getStencilBuffer();\r\n\r\n // Draw order\r\n engine.setStencilBuffer(false);\r\n\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n\r\n // Draw order\r\n engine.setStencilBuffer(previousStencilBuffer);\r\n }\r\n\r\n public override _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void {\r\n let textureLevel = 1.0;\r\n\r\n if (this.customEmissiveTextureSelector) {\r\n this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);\r\n } else {\r\n if (material) {\r\n this._emissiveTextureAndColor.texture = (<any>material).emissiveTexture;\r\n if (this._emissiveTextureAndColor.texture) {\r\n textureLevel = this._emissiveTextureAndColor.texture.level;\r\n }\r\n } else {\r\n this._emissiveTextureAndColor.texture = null;\r\n }\r\n }\r\n\r\n if (this.customEmissiveColorSelector) {\r\n this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);\r\n } else {\r\n if ((<any>material).emissiveColor) {\r\n const emissiveIntensity = (<PBRMaterial>material).emissiveIntensity ?? 1;\r\n textureLevel *= emissiveIntensity;\r\n this._emissiveTextureAndColor.color.set(\r\n (<any>material).emissiveColor.r * textureLevel,\r\n (<any>material).emissiveColor.g * textureLevel,\r\n (<any>material).emissiveColor.b * textureLevel,\r\n material.alpha\r\n );\r\n } else {\r\n this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);\r\n }\r\n }\r\n }\r\n\r\n public override _shouldRenderMesh(mesh: Mesh): boolean {\r\n return this.hasMesh(mesh);\r\n }\r\n\r\n public override _addCustomEffectDefines(defines: string[]): void {\r\n defines.push(\"#define GLOW\");\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to exclude from the glow layer\r\n */\r\n public addExcludedMesh(mesh: Mesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: Mesh): void {\r\n const index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Add a mesh in the inclusion list to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to include in the glow layer\r\n */\r\n public addIncludedOnlyMesh(mesh: Mesh): void {\r\n if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._includedOnlyMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to remove\r\n */\r\n public removeIncludedOnlyMesh(mesh: Mesh): void {\r\n const index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._includedOnlyMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n public override hasMesh(mesh: AbstractMesh): boolean {\r\n if (!super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\r\n // Included Mesh\r\n if (this._includedOnlyMeshes.length) {\r\n return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;\r\n }\r\n\r\n // Excluded Mesh\r\n if (this._excludedMeshes.length) {\r\n return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public override _useMeshMaterial(mesh: AbstractMesh): boolean {\r\n // Specific case of material supporting glow directly\r\n if (mesh.material?._supportGlowLayer) {\r\n return true;\r\n }\r\n\r\n if (this._meshesUsingTheirOwnMaterials.length == 0) {\r\n return false;\r\n }\r\n\r\n return this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId) > -1;\r\n }\r\n\r\n /**\r\n * Add a mesh to be rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to use its material\r\n */\r\n public referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void {\r\n mesh.resetDrawCache(this._renderPassId);\r\n\r\n this._meshesUsingTheirOwnMaterials.push(mesh.uniqueId);\r\n\r\n mesh.onDisposeObservable.add(() => {\r\n this._disposeMesh(mesh as Mesh);\r\n });\r\n }\r\n\r\n /**\r\n * Remove a mesh from being rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to not use its material\r\n * @param renderPassId The render pass id used when rendering the mesh\r\n */\r\n public unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh, renderPassId: number): void {\r\n let index = this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId);\r\n while (index >= 0) {\r\n this._meshesUsingTheirOwnMaterials.splice(index, 1);\r\n index = this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId);\r\n }\r\n mesh.resetDrawCache(renderPassId);\r\n }\r\n\r\n /** @internal */\r\n public _disposeMesh(mesh: Mesh): void {\r\n this.removeIncludedOnlyMesh(mesh);\r\n this.removeExcludedMesh(mesh);\r\n }\r\n}\r\n"]}
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+
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { Texture } from \"../Materials/Textures/texture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ThinEffectLayer } from \"./thinEffectLayer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { PBRMaterial } from \"../Materials/PBR/pbrMaterial\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { IThinEffectLayerOptions } from \"./thinEffectLayer\";\r\nimport { ThinBlurPostProcess } from \"core/PostProcesses/thinBlurPostProcess\";\r\n\r\n/**\r\n * Glow layer options. This helps customizing the behaviour\r\n * of the glow layer.\r\n */\r\nexport interface IThinGlowLayerOptions extends IThinEffectLayerOptions {\r\n /**\r\n * How big is the kernel of the blur texture. Default: 32\r\n */\r\n blurKernelSize?: number;\r\n\r\n /**\r\n * Forces the merge step to be done in ldr (clamp values > 1). Default: false\r\n */\r\n ldrMerge?: boolean;\r\n\r\n /**\r\n * Exclude all meshes from the glow layer by default.\r\n * This is useful if you have dynamic meshes and you want to control them specifically and\r\n * make sure that there are no \"leaking\" glowing meshes.\r\n * Default: false\r\n */\r\n excludeByDefault?: boolean;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ThinGlowLayer extends ThinEffectLayer {\r\n /**\r\n * Effect Name of the layer.\r\n */\r\n public static readonly EffectName = \"GlowLayer\";\r\n\r\n /**\r\n * The default blur kernel size used for the glow.\r\n */\r\n public static DefaultBlurKernelSize = 32;\r\n\r\n /**\r\n * Gets the ldrMerge option.\r\n */\r\n public get ldrMerge(): boolean {\r\n return this._options.ldrMerge;\r\n }\r\n\r\n /**\r\n * Sets the kernel size of the blur.\r\n */\r\n public set blurKernelSize(value: number) {\r\n if (value === this._options.blurKernelSize) {\r\n return;\r\n }\r\n\r\n this._options.blurKernelSize = value;\r\n\r\n const effectiveKernel = this._getEffectiveBlurKernelSize();\r\n this._horizontalBlurPostprocess1.kernel = effectiveKernel;\r\n this._verticalBlurPostprocess1.kernel = effectiveKernel;\r\n this._horizontalBlurPostprocess2.kernel = effectiveKernel;\r\n this._verticalBlurPostprocess2.kernel = effectiveKernel;\r\n }\r\n\r\n /**\r\n * Gets the kernel size of the blur.\r\n */\r\n public get blurKernelSize(): number {\r\n return this._options.blurKernelSize;\r\n }\r\n\r\n /**\r\n * Sets the glow intensity.\r\n */\r\n public set intensity(value: number) {\r\n this._intensity = value;\r\n }\r\n\r\n /**\r\n * Gets the glow intensity.\r\n */\r\n public get intensity(): number {\r\n return this._intensity;\r\n }\r\n\r\n /** @internal */\r\n public override _options: Required<IThinGlowLayerOptions>;\r\n\r\n private _intensity: number = 1.0;\r\n private _horizontalBlurPostprocess1: ThinBlurPostProcess;\r\n private _verticalBlurPostprocess1: ThinBlurPostProcess;\r\n private _horizontalBlurPostprocess2: ThinBlurPostProcess;\r\n private _verticalBlurPostprocess2: ThinBlurPostProcess;\r\n\r\n /** @internal */\r\n public _includedOnlyMeshes: number[] = [];\r\n /** @internal */\r\n public _excludedMeshes: number[] = [];\r\n private _meshesUsingTheirOwnMaterials: number[] = [];\r\n\r\n /**\r\n * Callback used to let the user override the color selection on a per mesh basis\r\n */\r\n public customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;\r\n /**\r\n * Callback used to let the user override the texture selection on a per mesh basis\r\n */\r\n public customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;\r\n\r\n /** @internal */\r\n public _renderPassId = 0;\r\n\r\n /**\r\n * Instantiates a new glow Layer and references it to the scene.\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)\r\n * @param dontCheckIfReady Specifies if the layer should disable checking whether all the post processes are ready (default: false). To save performance, this should be set to true and you should call `isReady` manually before rendering to the layer.\r\n */\r\n constructor(name: string, scene?: Scene, options?: IThinGlowLayerOptions, dontCheckIfReady = false) {\r\n super(name, scene, false, dontCheckIfReady);\r\n this.neutralColor = new Color4(0, 0, 0, 1);\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: 0.5,\r\n mainTextureFixedSize: 0,\r\n mainTextureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n blurKernelSize: 32,\r\n camera: null,\r\n renderingGroupId: -1,\r\n ldrMerge: false,\r\n alphaBlendingMode: Constants.ALPHA_ADD,\r\n excludeByDefault: false,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init(this._options);\r\n\r\n if (dontCheckIfReady) {\r\n // When dontCheckIfReady is true, we are in the new ThinXXX layer mode, so we must call _createTextureAndPostProcesses ourselves (it is called by EffectLayer otherwise)\r\n this._createTextureAndPostProcesses();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the thin glow layer\r\n * @returns the string with the class name of the glow layer\r\n */\r\n public getClassName(): string {\r\n return \"GlowLayer\";\r\n }\r\n\r\n protected override async _importShadersAsync() {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([\r\n import(\"../ShadersWGSL/glowMapMerge.fragment\"),\r\n import(\"../ShadersWGSL/glowMapMerge.vertex\"),\r\n import(\"../ShadersWGSL/glowBlurPostProcess.fragment\"),\r\n ]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/glowMapMerge.fragment\"), import(\"../Shaders/glowMapMerge.vertex\"), import(\"../Shaders/glowBlurPostProcess.fragment\")]);\r\n }\r\n\r\n await super._importShadersAsync();\r\n }\r\n\r\n public override getEffectName(): string {\r\n return ThinGlowLayer.EffectName;\r\n }\r\n\r\n /** @internal */\r\n public override _internalShouldRender(): boolean {\r\n if (this._options.excludeByDefault && !this._includedOnlyMeshes.length) {\r\n return false;\r\n }\r\n return super._internalShouldRender();\r\n }\r\n\r\n public override _createMergeEffect(): Effect {\r\n let defines = \"#define EMISSIVE \\n\";\r\n if (this._options.ldrMerge) {\r\n defines += \"#define LDR \\n\";\r\n }\r\n\r\n // Effect\r\n return this._engine.createEffect(\r\n \"glowMapMerge\",\r\n [VertexBuffer.PositionKind],\r\n [\"offset\"],\r\n [\"textureSampler\", \"textureSampler2\"],\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this.shaderLanguage,\r\n this._shadersLoaded\r\n ? undefined\r\n : async () => {\r\n await this._importShadersAsync();\r\n this._shadersLoaded = true;\r\n }\r\n );\r\n }\r\n\r\n public override _createTextureAndPostProcesses(): void {\r\n const effectiveKernel = this._getEffectiveBlurKernelSize();\r\n this._horizontalBlurPostprocess1 = new ThinBlurPostProcess(\"GlowLayerHBP1\", this._scene.getEngine(), new Vector2(1.0, 0), effectiveKernel);\r\n this._verticalBlurPostprocess1 = new ThinBlurPostProcess(\"GlowLayerVBP1\", this._scene.getEngine(), new Vector2(0, 1.0), effectiveKernel);\r\n\r\n this._horizontalBlurPostprocess2 = new ThinBlurPostProcess(\"GlowLayerHBP2\", this._scene.getEngine(), new Vector2(1.0, 0), effectiveKernel);\r\n this._verticalBlurPostprocess2 = new ThinBlurPostProcess(\"GlowLayerVBP2\", this._scene.getEngine(), new Vector2(0, 1.0), effectiveKernel);\r\n\r\n this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];\r\n }\r\n\r\n private _getEffectiveBlurKernelSize() {\r\n return this._options.blurKernelSize / 2;\r\n }\r\n\r\n public override isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const material = subMesh.getMaterial();\r\n const mesh = subMesh.getRenderingMesh();\r\n\r\n if (!material || !mesh) {\r\n return false;\r\n }\r\n\r\n const emissiveTexture = (<any>material).emissiveTexture;\r\n return super._isSubMeshReady(subMesh, useInstances, emissiveTexture);\r\n }\r\n\r\n public override _canRenderMesh(_mesh: AbstractMesh, _material: Material): boolean {\r\n return true;\r\n }\r\n\r\n public override _internalCompose(effect: Effect): void {\r\n // Texture\r\n this.bindTexturesForCompose(effect);\r\n effect.setFloat(\"offset\", this._intensity);\r\n\r\n // Cache\r\n const engine = this._engine;\r\n const previousStencilBuffer = engine.getStencilBuffer();\r\n\r\n // Draw order\r\n engine.setStencilBuffer(false);\r\n\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n\r\n // Draw order\r\n engine.setStencilBuffer(previousStencilBuffer);\r\n }\r\n\r\n public override _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void {\r\n let textureLevel = 1.0;\r\n\r\n if (this.customEmissiveTextureSelector) {\r\n this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);\r\n } else {\r\n if (material) {\r\n this._emissiveTextureAndColor.texture = (<any>material).emissiveTexture;\r\n if (this._emissiveTextureAndColor.texture) {\r\n textureLevel = this._emissiveTextureAndColor.texture.level;\r\n }\r\n } else {\r\n this._emissiveTextureAndColor.texture = null;\r\n }\r\n }\r\n\r\n if (this.customEmissiveColorSelector) {\r\n this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);\r\n } else {\r\n if ((<any>material).emissiveColor) {\r\n const emissiveIntensity = (<PBRMaterial>material).emissiveIntensity ?? 1;\r\n textureLevel *= emissiveIntensity;\r\n this._emissiveTextureAndColor.color.set(\r\n (<any>material).emissiveColor.r * textureLevel,\r\n (<any>material).emissiveColor.g * textureLevel,\r\n (<any>material).emissiveColor.b * textureLevel,\r\n material.alpha\r\n );\r\n } else {\r\n this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);\r\n }\r\n }\r\n }\r\n\r\n public override _shouldRenderMesh(mesh: Mesh): boolean {\r\n return this.hasMesh(mesh);\r\n }\r\n\r\n public override _addCustomEffectDefines(defines: string[]): void {\r\n defines.push(\"#define GLOW\");\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.\r\n * This will not have an effect if meshes are excluded by default (see setExcludedByDefault).\r\n * @param mesh The mesh to exclude from the glow layer\r\n */\r\n public addExcludedMesh(mesh: Mesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.\r\n * This will not have an effect if meshes are excluded by default (see setExcludedByDefault).\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: Mesh): void {\r\n const index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Add a mesh in the inclusion list to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to include in the glow layer\r\n */\r\n public addIncludedOnlyMesh(mesh: Mesh): void {\r\n if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._includedOnlyMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to remove\r\n */\r\n public removeIncludedOnlyMesh(mesh: Mesh): void {\r\n const index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._includedOnlyMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Set the excluded by default option.\r\n * If true, all meshes will be excluded by default unless they are added to the inclusion list.\r\n * @param value The boolean value to set the excluded by default option to\r\n */\r\n public setExcludedByDefault(value: boolean): void {\r\n this._options.excludeByDefault = value;\r\n }\r\n\r\n public override hasMesh(mesh: AbstractMesh): boolean {\r\n if (!super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\r\n // Included Mesh\r\n if (this._includedOnlyMeshes.length) {\r\n return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;\r\n }\r\n\r\n // Excluded Mesh\r\n if (this._excludedMeshes.length) {\r\n return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public override _useMeshMaterial(mesh: AbstractMesh): boolean {\r\n // Specific case of material supporting glow directly\r\n if (mesh.material?._supportGlowLayer) {\r\n return true;\r\n }\r\n\r\n if (this._meshesUsingTheirOwnMaterials.length == 0) {\r\n return false;\r\n }\r\n\r\n return this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId) > -1;\r\n }\r\n\r\n /**\r\n * Add a mesh to be rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to use its material\r\n */\r\n public referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void {\r\n mesh.resetDrawCache(this._renderPassId);\r\n\r\n this._meshesUsingTheirOwnMaterials.push(mesh.uniqueId);\r\n\r\n mesh.onDisposeObservable.add(() => {\r\n this._disposeMesh(mesh as Mesh);\r\n });\r\n }\r\n\r\n /**\r\n * Remove a mesh from being rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to not use its material\r\n * @param renderPassId The render pass id used when rendering the mesh\r\n */\r\n public unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh, renderPassId: number): void {\r\n let index = this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId);\r\n while (index >= 0) {\r\n this._meshesUsingTheirOwnMaterials.splice(index, 1);\r\n index = this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId);\r\n }\r\n mesh.resetDrawCache(renderPassId);\r\n }\r\n\r\n /** @internal */\r\n public _disposeMesh(mesh: Mesh): void {\r\n this.removeIncludedOnlyMesh(mesh);\r\n this.removeExcludedMesh(mesh);\r\n }\r\n}\r\n"]}
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@@ -174,13 +174,17 @@ export class ClusteredLightContainer extends Light {
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const engine = this.getEngine();
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this._batchSize = ClusteredLightContainer._GetEngineBatchSize(engine);
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const proxyShader = { vertex: "lightProxy", fragment: "lightProxy" };
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const defines = [`CLUSTLIGHT_BATCH ${this._batchSize}`];
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this._proxyMaterial = new ShaderMaterial("ProxyMaterial", this._scene, proxyShader, {
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defines
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shaderLanguage: engine.isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */,
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extraInitializationsAsync: async () => {
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@@ -194,6 +198,7 @@ export class ClusteredLightContainer extends Light {
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// Additive blending is for merging masks on WebGL
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this._proxyMaterial.transparencyMode = ShaderMaterial.MATERIAL_ALPHABLEND;
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this._proxyMesh = CreatePlane("ProxyMesh", { size: 2 });
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this._scene.removeMesh(this._proxyMesh);
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@@ -306,7 +311,7 @@ export class ClusteredLightContainer extends Light {
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for (const light of this._sortedLights) {
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const position = light.computeTransformedInformation() ? light.transformedPosition : light.position;
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const viewPosition = Vector3.TransformCoordinatesToRef(position, view, TmpVectors.Vector3[0]);
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light._currentViewDepth = viewPosition.z;
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}
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this._sortedLights.sort((a, b) => a._currentViewDepth - b._currentViewDepth);
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// DOOM 2016 subdivision scheme, copied from: https://www.aortiz.me/2018/12/21/CG.html
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