@onerjs/core 8.36.5 → 8.36.7

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.
Files changed (106) hide show
  1. package/Engines/thinEngine.d.ts +3 -2
  2. package/Engines/thinEngine.js.map +1 -1
  3. package/Layers/highlightLayer.d.ts +5 -0
  4. package/Layers/highlightLayer.js +12 -0
  5. package/Layers/highlightLayer.js.map +1 -1
  6. package/Materials/PBR/openpbrMaterial.d.ts +135 -16
  7. package/Materials/PBR/openpbrMaterial.js +206 -169
  8. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  9. package/Materials/materialHelper.functions.js +1 -0
  10. package/Materials/materialHelper.functions.js.map +1 -1
  11. package/Misc/sceneRecorder.d.ts +6 -2
  12. package/Misc/sceneRecorder.js +7 -0
  13. package/Misc/sceneRecorder.js.map +1 -1
  14. package/Misc/screenshotTools.js +1 -1
  15. package/Misc/screenshotTools.js.map +1 -1
  16. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +8 -10
  17. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
  18. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +7 -9
  19. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  20. package/Shaders/ShadersInclude/helperFunctions.js +4 -0
  21. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  22. package/Shaders/ShadersInclude/openpbrAmbientOcclusionData.d.ts +5 -0
  23. package/Shaders/ShadersInclude/openpbrAmbientOcclusionData.js +15 -0
  24. package/Shaders/ShadersInclude/openpbrAmbientOcclusionData.js.map +1 -0
  25. package/Shaders/ShadersInclude/openpbrAmbientOcclusionFunctions.d.ts +5 -0
  26. package/Shaders/ShadersInclude/openpbrAmbientOcclusionFunctions.js +13 -0
  27. package/Shaders/ShadersInclude/openpbrAmbientOcclusionFunctions.js.map +1 -0
  28. package/Shaders/ShadersInclude/openpbrBackgroundTransmission.d.ts +5 -0
  29. package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js +26 -0
  30. package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -0
  31. package/Shaders/ShadersInclude/openpbrBaseLayerData.js +18 -7
  32. package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  33. package/Shaders/ShadersInclude/openpbrDirectLighting.js +52 -6
  34. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  35. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +109 -6
  36. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  37. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.d.ts +1 -0
  38. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +24 -4
  39. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -1
  40. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js +10 -1
  41. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
  42. package/Shaders/ShadersInclude/openpbrIblFunctions.js +9 -2
  43. package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  44. package/Shaders/ShadersInclude/openpbrThinFilmLayerData.js +1 -0
  45. package/Shaders/ShadersInclude/openpbrThinFilmLayerData.js.map +1 -1
  46. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.d.ts +5 -0
  47. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js +47 -0
  48. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -0
  49. package/Shaders/ShadersInclude/openpbrUboDeclaration.js +1 -1
  50. package/Shaders/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
  51. package/Shaders/ShadersInclude/openpbrVertexDeclaration.d.ts +1 -0
  52. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js +17 -4
  53. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js.map +1 -1
  54. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
  55. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  56. package/Shaders/ShadersInclude/pbrHelperFunctions.js +1 -1
  57. package/Shaders/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  58. package/Shaders/openpbr.fragment.d.ts +4 -1
  59. package/Shaders/openpbr.fragment.js +33 -15
  60. package/Shaders/openpbr.fragment.js.map +1 -1
  61. package/Shaders/openpbr.vertex.js +30 -18
  62. package/Shaders/openpbr.vertex.js.map +1 -1
  63. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +10 -12
  64. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  65. package/ShadersWGSL/ShadersInclude/helperFunctions.js +4 -0
  66. package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
  67. package/ShadersWGSL/ShadersInclude/importanceSampling.js +1 -1
  68. package/ShadersWGSL/ShadersInclude/importanceSampling.js.map +1 -1
  69. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.d.ts +5 -0
  70. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.js +15 -0
  71. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.js.map +1 -0
  72. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionFunctions.d.ts +5 -0
  73. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionFunctions.js +13 -0
  74. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionFunctions.js.map +1 -0
  75. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.d.ts +5 -0
  76. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js +25 -0
  77. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -0
  78. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +18 -7
  79. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  80. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +52 -6
  81. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  82. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +115 -7
  83. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  84. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js +10 -1
  85. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
  86. package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.js +4 -4
  87. package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.js.map +1 -1
  88. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +10 -3
  89. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  90. package/ShadersWGSL/ShadersInclude/openpbrThinFilmLayerData.js +1 -0
  91. package/ShadersWGSL/ShadersInclude/openpbrThinFilmLayerData.js.map +1 -1
  92. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.d.ts +5 -0
  93. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js +47 -0
  94. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -0
  95. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js +1 -1
  96. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
  97. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
  98. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  99. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js +1 -1
  100. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  101. package/ShadersWGSL/openpbr.fragment.d.ts +4 -1
  102. package/ShadersWGSL/openpbr.fragment.js +33 -15
  103. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  104. package/ShadersWGSL/openpbr.vertex.js +12 -0
  105. package/ShadersWGSL/openpbr.vertex.js.map +1 -1
  106. package/package.json +1 -1
@@ -165,6 +165,11 @@ export declare class HighlightLayer extends EffectLayer {
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  * @param material
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  */
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  protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
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+ /**
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+ * Get the excluded meshes fron the highlight layer
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+ * @returns Mesh[]
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+ */
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+ getAllExcludedMeshes(): Mesh[];
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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 highlight layer.
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  * @param mesh The mesh to exclude from the highlight layer
@@ -347,6 +347,18 @@ export class HighlightLayer extends EffectLayer {
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  _setEmissiveTextureAndColor(mesh, subMesh, material) {
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  this._thinEffectLayer._setEmissiveTextureAndColor(mesh, subMesh, material);
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  }
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+ /**
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+ * Get the excluded meshes fron the highlight layer
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+ * @returns Mesh[]
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+ */
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+ getAllExcludedMeshes() {
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+ if (!this._thinEffectLayer._excludedMeshes) {
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+ return [];
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+ }
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+ return Object.values(this._thinEffectLayer._excludedMeshes)
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+ .filter((mesh) => mesh?.mesh)
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+ .map((mesh) => mesh.mesh);
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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 highlight layer.
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  * @param mesh The mesh to exclude from the highlight layer
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { PostProcessOptions } from \"../PostProcesses/postProcess\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { PassPostProcess } from \"../PostProcesses/passPostProcess\";\r\nimport { BlurPostProcess } from \"../PostProcesses/blurPostProcess\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { Color4 } from \"../Maths/math.color\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\n\r\nimport type { ThinPassPostProcess } from \"core/PostProcesses/thinPassPostProcess\";\r\nimport type { ThinBlurPostProcess } from \"core/PostProcesses/thinBlurPostProcess\";\r\nimport type { IThinHighlightLayerOptions } from \"./thinHighlightLayer\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { GetExponentOfTwo } from \"../Misc/tools.functions\";\r\nimport { ThinHighlightLayer } from \"./thinHighlightLayer\";\r\nimport { ThinGlowBlurPostProcess } from \"./thinEffectLayer\";\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 a the first highlight layer of the scene with a given name.\r\n * @param name The name of the highlight layer to look for.\r\n * @returns The highlight layer if found otherwise null.\r\n */\r\n getHighlightLayerByName(name: string): Nullable<HighlightLayer>;\r\n }\r\n}\r\n\r\nScene.prototype.getHighlightLayerByName = function (name: string): Nullable<HighlightLayer> {\r\n for (let index = 0; index < this.effectLayers?.length; index++) {\r\n if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {\r\n return (<any>this.effectLayers[index]) as HighlightLayer;\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\ninterface IBlurPostProcess extends PostProcess {\r\n kernel: number;\r\n}\r\n\r\ninterface IHighlightLayerMesh {\r\n /**\r\n * The glowy mesh\r\n */\r\n mesh: Mesh;\r\n /**\r\n * The color of the glow\r\n */\r\n color: Color3;\r\n}\r\n\r\n/**\r\n * Special Glow Blur post process only blurring the alpha channel\r\n * It enforces keeping the most luminous color in the color channel.\r\n */\r\nclass GlowBlurPostProcess extends PostProcess {\r\n protected override _effectWrapper: ThinGlowBlurPostProcess;\r\n\r\n constructor(\r\n name: string,\r\n public direction: Vector2,\r\n public kernel: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera> = null,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: AbstractEngine,\r\n reusable?: boolean\r\n ) {\r\n const localOptions = {\r\n uniforms: ThinGlowBlurPostProcess.Uniforms,\r\n size: typeof options === \"number\" ? options : undefined,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n ...(options as PostProcessOptions),\r\n };\r\n\r\n super(name, ThinGlowBlurPostProcess.FragmentUrl, {\r\n effectWrapper: typeof options === \"number\" || !options.effectWrapper ? new ThinGlowBlurPostProcess(name, engine, direction, kernel, localOptions) : undefined,\r\n ...localOptions,\r\n });\r\n\r\n this.onApplyObservable.add(() => {\r\n this._effectWrapper.textureWidth = this.width;\r\n this._effectWrapper.textureHeight = this.height;\r\n });\r\n }\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/glowBlurPostProcess.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/glowBlurPostProcess.fragment\"));\r\n }\r\n\r\n super._gatherImports(useWebGPU, list);\r\n }\r\n}\r\n\r\n/**\r\n * Highlight layer options. This helps customizing the behaviour\r\n * of the highlight layer.\r\n */\r\nexport interface IHighlightLayerOptions extends IThinHighlightLayerOptions {}\r\n\r\n/**\r\n * The highlight layer Helps adding a glow effect around a mesh.\r\n *\r\n * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove\r\n * glowy meshes to your scene.\r\n *\r\n * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!\r\n */\r\nexport class HighlightLayer extends EffectLayer {\r\n /**\r\n * Effect Name of the highlight layer.\r\n */\r\n public static readonly EffectName = \"HighlightLayer\";\r\n\r\n /**\r\n * The neutral color used during the preparation of the glow effect.\r\n * This is black by default as the blend operation is a blend operation.\r\n */\r\n public static get NeutralColor() {\r\n return ThinHighlightLayer.NeutralColor;\r\n }\r\n\r\n public static set NeutralColor(value: Color4) {\r\n ThinHighlightLayer.NeutralColor = value;\r\n }\r\n\r\n /**\r\n * Specifies whether or not the inner glow is ACTIVE in the layer.\r\n */\r\n @serialize()\r\n public get innerGlow() {\r\n return this._thinEffectLayer.innerGlow;\r\n }\r\n\r\n public set innerGlow(value: boolean) {\r\n this._thinEffectLayer.innerGlow = value;\r\n }\r\n\r\n /**\r\n * Specifies whether or not the outer glow is ACTIVE in the layer.\r\n */\r\n @serialize()\r\n public get outerGlow() {\r\n return this._thinEffectLayer.outerGlow;\r\n }\r\n\r\n public set outerGlow(value: boolean) {\r\n this._thinEffectLayer.outerGlow = value;\r\n }\r\n\r\n /**\r\n * Specifies the horizontal size of the blur.\r\n */\r\n public set blurHorizontalSize(value: number) {\r\n this._thinEffectLayer.blurHorizontalSize = value;\r\n }\r\n\r\n /**\r\n * Specifies the vertical size of the blur.\r\n */\r\n public set blurVerticalSize(value: number) {\r\n this._thinEffectLayer.blurVerticalSize = value;\r\n }\r\n\r\n /**\r\n * Gets the horizontal size of the blur.\r\n */\r\n @serialize()\r\n public get blurHorizontalSize(): number {\r\n return this._thinEffectLayer.blurHorizontalSize;\r\n }\r\n\r\n /**\r\n * Gets the vertical size of the blur.\r\n */\r\n @serialize()\r\n public get blurVerticalSize(): number {\r\n return this._thinEffectLayer.blurVerticalSize;\r\n }\r\n\r\n /**\r\n * An event triggered when the highlight layer is being blurred.\r\n */\r\n public onBeforeBlurObservable = new Observable<HighlightLayer>();\r\n\r\n /**\r\n * An event triggered when the highlight layer has been blurred.\r\n */\r\n public onAfterBlurObservable = new Observable<HighlightLayer>();\r\n\r\n @serialize(\"options\")\r\n private _options: Required<IHighlightLayerOptions>;\r\n\r\n protected override readonly _thinEffectLayer: ThinHighlightLayer;\r\n private _downSamplePostprocess: PassPostProcess;\r\n private _horizontalBlurPostprocess: IBlurPostProcess;\r\n private _verticalBlurPostprocess: IBlurPostProcess;\r\n private _blurTexture: RenderTargetTexture;\r\n\r\n /**\r\n * Instantiates a new highlight 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 IHighlightLayerOptions for more information)\r\n */\r\n constructor(name: string, scene?: Scene, options?: Partial<IHighlightLayerOptions>) {\r\n super(name, scene, options !== undefined ? !!options.forceGLSL : false, new ThinHighlightLayer(name, scene, options));\r\n\r\n // Warn on stencil\r\n if (!this._engine.isStencilEnable) {\r\n Logger.Warn(\"Rendering the Highlight Layer requires the stencil to be active on the canvas. var engine = new Engine(canvas, antialias, { stencil: true }\");\r\n }\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: 0.5,\r\n blurTextureSizeRatio: 0.5,\r\n mainTextureFixedSize: 0,\r\n blurHorizontalSize: 1.0,\r\n blurVerticalSize: 1.0,\r\n alphaBlendingMode: Constants.ALPHA_COMBINE,\r\n camera: null,\r\n renderingGroupId: -1,\r\n mainTextureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n forceGLSL: false,\r\n isStroke: false,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init(this._options);\r\n\r\n // Do not render as long as no meshes have been added\r\n this._shouldRender = false;\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 HighlightLayer.EffectName;\r\n }\r\n\r\n protected override _numInternalDraws(): number {\r\n return 2; // we need two rendering, one for the inner glow and the other for the outer glow\r\n }\r\n\r\n /**\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 * @returns The effect created\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 highlight layer.\r\n */\r\n protected _createTextureAndPostProcesses(): void {\r\n let blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;\r\n let blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;\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._blurTexture = new RenderTargetTexture(\r\n \"HighlightLayerBlurRTT\",\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._blurTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture.anisotropicFilteringLevel = 16;\r\n this._blurTexture.updateSamplingMode(Texture.TRILINEAR_SAMPLINGMODE);\r\n this._blurTexture.renderParticles = false;\r\n this._blurTexture.ignoreCameraViewport = true;\r\n\r\n this._textures = [this._blurTexture];\r\n\r\n this._thinEffectLayer.bindTexturesForCompose = (effect: Effect) => {\r\n effect.setTexture(\"textureSampler\", this._blurTexture);\r\n };\r\n\r\n this._thinEffectLayer._createTextureAndPostProcesses();\r\n\r\n if (this._options.alphaBlendingMode === Constants.ALPHA_COMBINE) {\r\n this._downSamplePostprocess = new PassPostProcess(\"HighlightLayerPPP\", {\r\n size: this._options.blurTextureSizeRatio,\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n effectWrapper: this._thinEffectLayer._postProcesses[0] as ThinPassPostProcess,\r\n });\r\n this._downSamplePostprocess.externalTextureSamplerBinding = true;\r\n this._downSamplePostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._horizontalBlurPostprocess = new GlowBlurPostProcess(\"HighlightLayerHBP\", new Vector2(1.0, 0), this._options.blurHorizontalSize, {\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n effectWrapper: this._thinEffectLayer._postProcesses[1] as ThinGlowBlurPostProcess,\r\n });\r\n this._horizontalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setFloat2(\"screenSize\", blurTextureWidth, blurTextureHeight);\r\n });\r\n\r\n this._verticalBlurPostprocess = new GlowBlurPostProcess(\"HighlightLayerVBP\", new Vector2(0, 1.0), this._options.blurVerticalSize, {\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n effectWrapper: this._thinEffectLayer._postProcesses[2] as ThinGlowBlurPostProcess,\r\n });\r\n this._verticalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setFloat2(\"screenSize\", blurTextureWidth, blurTextureHeight);\r\n });\r\n\r\n this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n } else {\r\n this._horizontalBlurPostprocess = new BlurPostProcess(\"HighlightLayerHBP\", new Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {\r\n size: {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n textureType,\r\n effectWrapper: this._thinEffectLayer._postProcesses[0] as ThinBlurPostProcess,\r\n });\r\n this._horizontalBlurPostprocess.width = blurTextureWidth;\r\n this._horizontalBlurPostprocess.height = blurTextureHeight;\r\n this._horizontalBlurPostprocess.externalTextureSamplerBinding = true;\r\n this._horizontalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._verticalBlurPostprocess = new BlurPostProcess(\"HighlightLayerVBP\", new Vector2(0, 1.0), this._options.blurVerticalSize / 2, {\r\n size: {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n textureType,\r\n });\r\n\r\n this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n }\r\n\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n this.onBeforeBlurObservable.notifyObservers(this);\r\n\r\n const internalTexture = this._blurTexture.renderTarget;\r\n if (internalTexture) {\r\n this._scene.postProcessManager.directRender(this._postProcesses, internalTexture, true);\r\n this._engine.unBindFramebuffer(internalTexture, true);\r\n }\r\n\r\n this.onAfterBlurObservable.notifyObservers(this);\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 * @returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n */\r\n public needStencil(): boolean {\r\n return this._thinEffectLayer.needStencil();\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 * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n * @param renderIndex\r\n */\r\n protected _internalRender(effect: Effect, renderIndex: number): void {\r\n this._thinEffectLayer._internalCompose(effect, renderIndex);\r\n }\r\n\r\n /**\r\n * @returns true if the layer contains information to display, otherwise false.\r\n */\r\n public override shouldRender(): boolean {\r\n return this._thinEffectLayer.shouldRender();\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 * 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 * 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 * 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 * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.\r\n * @param mesh The mesh to exclude from the highlight layer\r\n */\r\n public addExcludedMesh(mesh: Mesh) {\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 highlight layer.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeExcludedMesh(mesh: Mesh) {\r\n this._thinEffectLayer.removeExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be highlighted by the current HighlightLayer\r\n * @param mesh mesh to test\r\n * @returns true if the mesh will be highlighted by the current HighlightLayer\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 * Add a mesh in the highlight layer in order to make it glow with the chosen color.\r\n * @param mesh The mesh to highlight\r\n * @param color The color of the highlight\r\n * @param glowEmissiveOnly Extract the glow from the emissive texture\r\n */\r\n public addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly = false) {\r\n this._thinEffectLayer.addMesh(mesh, color, glowEmissiveOnly);\r\n }\r\n\r\n /**\r\n * Get all meshes from the highlight layer\r\n * @returns IHighlightLayerMesh[]\r\n */\r\n public getAllMeshes(): IHighlightLayerMesh[] {\r\n return this._thinEffectLayer._meshes\r\n ? Object.values(this._thinEffectLayer._meshes)\r\n .filter(Boolean)\r\n .map((item) => {\r\n return {\r\n mesh: item!.mesh,\r\n color: item!.color,\r\n };\r\n })\r\n : [];\r\n }\r\n\r\n /**\r\n * Remove a mesh from the highlight layer in order to make it stop glowing.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeMesh(mesh: Mesh) {\r\n this._thinEffectLayer.removeMesh(mesh);\r\n }\r\n\r\n /**\r\n * Remove all the meshes currently referenced in the highlight layer\r\n */\r\n public removeAllMeshes(): void {\r\n this._thinEffectLayer.removeAllMeshes();\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 \"HighlightLayer\";\r\n }\r\n\r\n /**\r\n * Serializes this Highlight layer\r\n * @returns a serialized Highlight layer object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.HighlightLayer\";\r\n\r\n // Highlighted meshes\r\n serializationObject.meshes = [];\r\n\r\n const meshes = this._thinEffectLayer._meshes;\r\n if (meshes) {\r\n for (const m in meshes) {\r\n const mesh = meshes[m];\r\n\r\n if (mesh) {\r\n serializationObject.meshes.push({\r\n glowEmissiveOnly: mesh.glowEmissiveOnly,\r\n color: mesh.color.asArray(),\r\n meshId: mesh.mesh.id,\r\n });\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) {\r\n for (const e in excludedMeshes) {\r\n const excludedMesh = excludedMeshes[e];\r\n\r\n if (excludedMesh) {\r\n serializationObject.excludedMeshes.push(excludedMesh.mesh.id);\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Highlight layer from parsed Highlight layer data\r\n * @param parsedHightlightLayer defines the Highlight layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the Highlight layer information\r\n * @returns a parsed Highlight layer\r\n */\r\n public static override Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer {\r\n const hl = SerializationHelper.Parse(() => new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options), parsedHightlightLayer, scene, rootUrl);\r\n let index;\r\n\r\n // Excluded meshes\r\n for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {\r\n const mesh = scene.getMeshById(parsedHightlightLayer.excludedMeshes[index]);\r\n if (mesh) {\r\n hl.addExcludedMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n // Included meshes\r\n for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {\r\n const highlightedMesh = parsedHightlightLayer.meshes[index];\r\n const mesh = scene.getMeshById(highlightedMesh.meshId);\r\n\r\n if (mesh) {\r\n hl.addMesh(<Mesh>mesh, Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);\r\n }\r\n }\r\n\r\n return hl;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.HighlightLayer\", HighlightLayer);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { PostProcessOptions } from \"../PostProcesses/postProcess\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { PassPostProcess } from \"../PostProcesses/passPostProcess\";\r\nimport { BlurPostProcess } from \"../PostProcesses/blurPostProcess\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { Color4 } from \"../Maths/math.color\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\n\r\nimport type { ThinPassPostProcess } from \"core/PostProcesses/thinPassPostProcess\";\r\nimport type { ThinBlurPostProcess } from \"core/PostProcesses/thinBlurPostProcess\";\r\nimport type { IThinHighlightLayerOptions } from \"./thinHighlightLayer\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { GetExponentOfTwo } from \"../Misc/tools.functions\";\r\nimport { ThinHighlightLayer } from \"./thinHighlightLayer\";\r\nimport { ThinGlowBlurPostProcess } from \"./thinEffectLayer\";\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 a the first highlight layer of the scene with a given name.\r\n * @param name The name of the highlight layer to look for.\r\n * @returns The highlight layer if found otherwise null.\r\n */\r\n getHighlightLayerByName(name: string): Nullable<HighlightLayer>;\r\n }\r\n}\r\n\r\nScene.prototype.getHighlightLayerByName = function (name: string): Nullable<HighlightLayer> {\r\n for (let index = 0; index < this.effectLayers?.length; index++) {\r\n if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {\r\n return (<any>this.effectLayers[index]) as HighlightLayer;\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\ninterface IBlurPostProcess extends PostProcess {\r\n kernel: number;\r\n}\r\n\r\ninterface IHighlightLayerMesh {\r\n /**\r\n * The glowy mesh\r\n */\r\n mesh: Mesh;\r\n /**\r\n * The color of the glow\r\n */\r\n color: Color3;\r\n}\r\n\r\n/**\r\n * Special Glow Blur post process only blurring the alpha channel\r\n * It enforces keeping the most luminous color in the color channel.\r\n */\r\nclass GlowBlurPostProcess extends PostProcess {\r\n protected override _effectWrapper: ThinGlowBlurPostProcess;\r\n\r\n constructor(\r\n name: string,\r\n public direction: Vector2,\r\n public kernel: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera> = null,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: AbstractEngine,\r\n reusable?: boolean\r\n ) {\r\n const localOptions = {\r\n uniforms: ThinGlowBlurPostProcess.Uniforms,\r\n size: typeof options === \"number\" ? options : undefined,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n ...(options as PostProcessOptions),\r\n };\r\n\r\n super(name, ThinGlowBlurPostProcess.FragmentUrl, {\r\n effectWrapper: typeof options === \"number\" || !options.effectWrapper ? new ThinGlowBlurPostProcess(name, engine, direction, kernel, localOptions) : undefined,\r\n ...localOptions,\r\n });\r\n\r\n this.onApplyObservable.add(() => {\r\n this._effectWrapper.textureWidth = this.width;\r\n this._effectWrapper.textureHeight = this.height;\r\n });\r\n }\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/glowBlurPostProcess.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/glowBlurPostProcess.fragment\"));\r\n }\r\n\r\n super._gatherImports(useWebGPU, list);\r\n }\r\n}\r\n\r\n/**\r\n * Highlight layer options. This helps customizing the behaviour\r\n * of the highlight layer.\r\n */\r\nexport interface IHighlightLayerOptions extends IThinHighlightLayerOptions {}\r\n\r\n/**\r\n * The highlight layer Helps adding a glow effect around a mesh.\r\n *\r\n * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove\r\n * glowy meshes to your scene.\r\n *\r\n * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!\r\n */\r\nexport class HighlightLayer extends EffectLayer {\r\n /**\r\n * Effect Name of the highlight layer.\r\n */\r\n public static readonly EffectName = \"HighlightLayer\";\r\n\r\n /**\r\n * The neutral color used during the preparation of the glow effect.\r\n * This is black by default as the blend operation is a blend operation.\r\n */\r\n public static get NeutralColor() {\r\n return ThinHighlightLayer.NeutralColor;\r\n }\r\n\r\n public static set NeutralColor(value: Color4) {\r\n ThinHighlightLayer.NeutralColor = value;\r\n }\r\n\r\n /**\r\n * Specifies whether or not the inner glow is ACTIVE in the layer.\r\n */\r\n @serialize()\r\n public get innerGlow() {\r\n return this._thinEffectLayer.innerGlow;\r\n }\r\n\r\n public set innerGlow(value: boolean) {\r\n this._thinEffectLayer.innerGlow = value;\r\n }\r\n\r\n /**\r\n * Specifies whether or not the outer glow is ACTIVE in the layer.\r\n */\r\n @serialize()\r\n public get outerGlow() {\r\n return this._thinEffectLayer.outerGlow;\r\n }\r\n\r\n public set outerGlow(value: boolean) {\r\n this._thinEffectLayer.outerGlow = value;\r\n }\r\n\r\n /**\r\n * Specifies the horizontal size of the blur.\r\n */\r\n public set blurHorizontalSize(value: number) {\r\n this._thinEffectLayer.blurHorizontalSize = value;\r\n }\r\n\r\n /**\r\n * Specifies the vertical size of the blur.\r\n */\r\n public set blurVerticalSize(value: number) {\r\n this._thinEffectLayer.blurVerticalSize = value;\r\n }\r\n\r\n /**\r\n * Gets the horizontal size of the blur.\r\n */\r\n @serialize()\r\n public get blurHorizontalSize(): number {\r\n return this._thinEffectLayer.blurHorizontalSize;\r\n }\r\n\r\n /**\r\n * Gets the vertical size of the blur.\r\n */\r\n @serialize()\r\n public get blurVerticalSize(): number {\r\n return this._thinEffectLayer.blurVerticalSize;\r\n }\r\n\r\n /**\r\n * An event triggered when the highlight layer is being blurred.\r\n */\r\n public onBeforeBlurObservable = new Observable<HighlightLayer>();\r\n\r\n /**\r\n * An event triggered when the highlight layer has been blurred.\r\n */\r\n public onAfterBlurObservable = new Observable<HighlightLayer>();\r\n\r\n @serialize(\"options\")\r\n private _options: Required<IHighlightLayerOptions>;\r\n\r\n protected override readonly _thinEffectLayer: ThinHighlightLayer;\r\n private _downSamplePostprocess: PassPostProcess;\r\n private _horizontalBlurPostprocess: IBlurPostProcess;\r\n private _verticalBlurPostprocess: IBlurPostProcess;\r\n private _blurTexture: RenderTargetTexture;\r\n\r\n /**\r\n * Instantiates a new highlight 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 IHighlightLayerOptions for more information)\r\n */\r\n constructor(name: string, scene?: Scene, options?: Partial<IHighlightLayerOptions>) {\r\n super(name, scene, options !== undefined ? !!options.forceGLSL : false, new ThinHighlightLayer(name, scene, options));\r\n\r\n // Warn on stencil\r\n if (!this._engine.isStencilEnable) {\r\n Logger.Warn(\"Rendering the Highlight Layer requires the stencil to be active on the canvas. var engine = new Engine(canvas, antialias, { stencil: true }\");\r\n }\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: 0.5,\r\n blurTextureSizeRatio: 0.5,\r\n mainTextureFixedSize: 0,\r\n blurHorizontalSize: 1.0,\r\n blurVerticalSize: 1.0,\r\n alphaBlendingMode: Constants.ALPHA_COMBINE,\r\n camera: null,\r\n renderingGroupId: -1,\r\n mainTextureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n forceGLSL: false,\r\n isStroke: false,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init(this._options);\r\n\r\n // Do not render as long as no meshes have been added\r\n this._shouldRender = false;\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 HighlightLayer.EffectName;\r\n }\r\n\r\n protected override _numInternalDraws(): number {\r\n return 2; // we need two rendering, one for the inner glow and the other for the outer glow\r\n }\r\n\r\n /**\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 * @returns The effect created\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 highlight layer.\r\n */\r\n protected _createTextureAndPostProcesses(): void {\r\n let blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;\r\n let blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;\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._blurTexture = new RenderTargetTexture(\r\n \"HighlightLayerBlurRTT\",\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._blurTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture.anisotropicFilteringLevel = 16;\r\n this._blurTexture.updateSamplingMode(Texture.TRILINEAR_SAMPLINGMODE);\r\n this._blurTexture.renderParticles = false;\r\n this._blurTexture.ignoreCameraViewport = true;\r\n\r\n this._textures = [this._blurTexture];\r\n\r\n this._thinEffectLayer.bindTexturesForCompose = (effect: Effect) => {\r\n effect.setTexture(\"textureSampler\", this._blurTexture);\r\n };\r\n\r\n this._thinEffectLayer._createTextureAndPostProcesses();\r\n\r\n if (this._options.alphaBlendingMode === Constants.ALPHA_COMBINE) {\r\n this._downSamplePostprocess = new PassPostProcess(\"HighlightLayerPPP\", {\r\n size: this._options.blurTextureSizeRatio,\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n effectWrapper: this._thinEffectLayer._postProcesses[0] as ThinPassPostProcess,\r\n });\r\n this._downSamplePostprocess.externalTextureSamplerBinding = true;\r\n this._downSamplePostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._horizontalBlurPostprocess = new GlowBlurPostProcess(\"HighlightLayerHBP\", new Vector2(1.0, 0), this._options.blurHorizontalSize, {\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n effectWrapper: this._thinEffectLayer._postProcesses[1] as ThinGlowBlurPostProcess,\r\n });\r\n this._horizontalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setFloat2(\"screenSize\", blurTextureWidth, blurTextureHeight);\r\n });\r\n\r\n this._verticalBlurPostprocess = new GlowBlurPostProcess(\"HighlightLayerVBP\", new Vector2(0, 1.0), this._options.blurVerticalSize, {\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n effectWrapper: this._thinEffectLayer._postProcesses[2] as ThinGlowBlurPostProcess,\r\n });\r\n this._verticalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setFloat2(\"screenSize\", blurTextureWidth, blurTextureHeight);\r\n });\r\n\r\n this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n } else {\r\n this._horizontalBlurPostprocess = new BlurPostProcess(\"HighlightLayerHBP\", new Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {\r\n size: {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n textureType,\r\n effectWrapper: this._thinEffectLayer._postProcesses[0] as ThinBlurPostProcess,\r\n });\r\n this._horizontalBlurPostprocess.width = blurTextureWidth;\r\n this._horizontalBlurPostprocess.height = blurTextureHeight;\r\n this._horizontalBlurPostprocess.externalTextureSamplerBinding = true;\r\n this._horizontalBlurPostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._verticalBlurPostprocess = new BlurPostProcess(\"HighlightLayerVBP\", new Vector2(0, 1.0), this._options.blurVerticalSize / 2, {\r\n size: {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight,\r\n },\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._scene.getEngine(),\r\n textureType,\r\n });\r\n\r\n this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n }\r\n\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n this.onBeforeBlurObservable.notifyObservers(this);\r\n\r\n const internalTexture = this._blurTexture.renderTarget;\r\n if (internalTexture) {\r\n this._scene.postProcessManager.directRender(this._postProcesses, internalTexture, true);\r\n this._engine.unBindFramebuffer(internalTexture, true);\r\n }\r\n\r\n this.onAfterBlurObservable.notifyObservers(this);\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 * @returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n */\r\n public needStencil(): boolean {\r\n return this._thinEffectLayer.needStencil();\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 * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n * @param renderIndex\r\n */\r\n protected _internalRender(effect: Effect, renderIndex: number): void {\r\n this._thinEffectLayer._internalCompose(effect, renderIndex);\r\n }\r\n\r\n /**\r\n * @returns true if the layer contains information to display, otherwise false.\r\n */\r\n public override shouldRender(): boolean {\r\n return this._thinEffectLayer.shouldRender();\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 * 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 * 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 * 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 * Get the excluded meshes fron the highlight layer\r\n * @returns Mesh[]\r\n */\r\n public getAllExcludedMeshes(): Mesh[] {\r\n if (!this._thinEffectLayer._excludedMeshes) {\r\n return [];\r\n }\r\n return Object.values(this._thinEffectLayer._excludedMeshes!)\r\n .filter((mesh) => mesh?.mesh)\r\n .map((mesh) => mesh!.mesh);\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 highlight layer.\r\n * @param mesh The mesh to exclude from the highlight layer\r\n */\r\n public addExcludedMesh(mesh: Mesh) {\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 highlight layer.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeExcludedMesh(mesh: Mesh) {\r\n this._thinEffectLayer.removeExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be highlighted by the current HighlightLayer\r\n * @param mesh mesh to test\r\n * @returns true if the mesh will be highlighted by the current HighlightLayer\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 * Add a mesh in the highlight layer in order to make it glow with the chosen color.\r\n * @param mesh The mesh to highlight\r\n * @param color The color of the highlight\r\n * @param glowEmissiveOnly Extract the glow from the emissive texture\r\n */\r\n public addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly = false) {\r\n this._thinEffectLayer.addMesh(mesh, color, glowEmissiveOnly);\r\n }\r\n\r\n /**\r\n * Get all meshes from the highlight layer\r\n * @returns IHighlightLayerMesh[]\r\n */\r\n public getAllMeshes(): IHighlightLayerMesh[] {\r\n return this._thinEffectLayer._meshes\r\n ? Object.values(this._thinEffectLayer._meshes)\r\n .filter(Boolean)\r\n .map((item) => {\r\n return {\r\n mesh: item!.mesh,\r\n color: item!.color,\r\n };\r\n })\r\n : [];\r\n }\r\n\r\n /**\r\n * Remove a mesh from the highlight layer in order to make it stop glowing.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeMesh(mesh: Mesh) {\r\n this._thinEffectLayer.removeMesh(mesh);\r\n }\r\n\r\n /**\r\n * Remove all the meshes currently referenced in the highlight layer\r\n */\r\n public removeAllMeshes(): void {\r\n this._thinEffectLayer.removeAllMeshes();\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 \"HighlightLayer\";\r\n }\r\n\r\n /**\r\n * Serializes this Highlight layer\r\n * @returns a serialized Highlight layer object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.HighlightLayer\";\r\n\r\n // Highlighted meshes\r\n serializationObject.meshes = [];\r\n\r\n const meshes = this._thinEffectLayer._meshes;\r\n if (meshes) {\r\n for (const m in meshes) {\r\n const mesh = meshes[m];\r\n\r\n if (mesh) {\r\n serializationObject.meshes.push({\r\n glowEmissiveOnly: mesh.glowEmissiveOnly,\r\n color: mesh.color.asArray(),\r\n meshId: mesh.mesh.id,\r\n });\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) {\r\n for (const e in excludedMeshes) {\r\n const excludedMesh = excludedMeshes[e];\r\n\r\n if (excludedMesh) {\r\n serializationObject.excludedMeshes.push(excludedMesh.mesh.id);\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Highlight layer from parsed Highlight layer data\r\n * @param parsedHightlightLayer defines the Highlight layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the Highlight layer information\r\n * @returns a parsed Highlight layer\r\n */\r\n public static override Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer {\r\n const hl = SerializationHelper.Parse(() => new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options), parsedHightlightLayer, scene, rootUrl);\r\n let index;\r\n\r\n // Excluded meshes\r\n for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {\r\n const mesh = scene.getMeshById(parsedHightlightLayer.excludedMeshes[index]);\r\n if (mesh) {\r\n hl.addExcludedMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n // Included meshes\r\n for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {\r\n const highlightedMesh = parsedHightlightLayer.meshes[index];\r\n const mesh = scene.getMeshById(highlightedMesh.meshId);\r\n\r\n if (mesh) {\r\n hl.addMesh(<Mesh>mesh, Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);\r\n }\r\n }\r\n\r\n return hl;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.HighlightLayer\", HighlightLayer);\r\n"]}
@@ -1,9 +1,10 @@
1
1
  import type { Nullable } from "../../types.js";
2
- import { Scene } from "../../scene.js";
2
+ import type { Scene } from "../../scene.js";
3
3
  import { Color3 } from "../../Maths/math.color.js";
4
4
  import { ImageProcessingConfiguration } from "../imageProcessingConfiguration.js";
5
5
  import type { BaseTexture } from "../../Materials/Textures/baseTexture.js";
6
6
  import { Material } from "../material.js";
7
+ import type { Engine } from "../../Engines/engine.js";
7
8
  import type { AbstractMesh } from "../../Meshes/abstractMesh.js";
8
9
  import { MaterialDefines } from "../materialDefines.js";
9
10
  import { PrePassConfiguration } from "../prePassConfiguration.js";
@@ -14,6 +15,7 @@ import type { Matrix } from "../../Maths/math.vector.js";
14
15
  import type { Mesh } from "../../Meshes/mesh.js";
15
16
  import { PushMaterial } from "../pushMaterial.js";
16
17
  import type { IAnimatable } from "../../Animations/animatable.interface.js";
18
+ import type { UniformBuffer } from "../../Materials/uniformBuffer.js";
17
19
  declare const OpenPBRMaterialDefinesBase_base: {
18
20
  new (...args: any[]): {
19
21
  MAINUV1: boolean;
@@ -72,10 +74,8 @@ export declare class OpenPBRMaterialDefines extends OpenPBRMaterialDefines_base
72
74
  REFLECTIVITYDIRECTUV: number;
73
75
  SPECULARTERM: boolean;
74
76
  LODBASEDMICROSFURACE: boolean;
75
- METALLICWORKFLOW: boolean;
76
- ROUGHNESSSTOREINMETALMAPALPHA: boolean;
77
- ROUGHNESSSTOREINMETALMAPGREEN: boolean;
78
- METALLNESSSTOREINMETALMAPBLUE: boolean;
77
+ SPECULAR_ROUGHNESS_FROM_METALNESS_TEXTURE_GREEN: boolean;
78
+ BASE_METALNESS_FROM_METALNESS_TEXTURE_BLUE: boolean;
79
79
  AOSTOREINMETALMAPRED: boolean;
80
80
  SPECULAR_WEIGHT_IN_ALPHA: boolean;
81
81
  SPECULAR_WEIGHT_FROM_SPECULAR_COLOR_TEXTURE: boolean;
@@ -85,6 +85,7 @@ export declare class OpenPBRMaterialDefines extends OpenPBRMaterialDefines_base
85
85
  USE_GLTF_STYLE_ANISOTROPY: boolean;
86
86
  THIN_FILM_THICKNESS_FROM_THIN_FILM_TEXTURE: boolean;
87
87
  FUZZ_ROUGHNESS_FROM_TEXTURE_ALPHA: boolean;
88
+ GEOMETRY_THICKNESS_FROM_GREEN_CHANNEL: boolean;
88
89
  ENVIRONMENTBRDF: boolean;
89
90
  ENVIRONMENTBRDF_RGBD: boolean;
90
91
  FUZZENVIRONMENTBRDF: boolean;
@@ -128,6 +129,28 @@ export declare class OpenPBRMaterialDefines extends OpenPBRMaterialDefines_base
128
129
  * Iridescence is the name of thin film interference in the PBR material.
129
130
  */
130
131
  IRIDESCENCE: boolean;
132
+ /**
133
+ * Tells the shader to enable dispersion in refraction
134
+ */
135
+ DISPERSION: boolean;
136
+ /**
137
+ * Enables subsurface scattering
138
+ */
139
+ SCATTERING: boolean;
140
+ /**
141
+ * Refraction of the 2D background texture. Might include the rest of the scene or just the background.
142
+ */
143
+ REFRACTED_BACKGROUND: boolean;
144
+ /**
145
+ * Refraction of direct lights.
146
+ */
147
+ REFRACTED_LIGHTS: boolean;
148
+ /**
149
+ * Refraction of the environment texture (IBL).
150
+ */
151
+ REFRACTED_ENVIRONMENT: boolean;
152
+ REFRACTED_ENVIRONMENT_OPPOSITEZ: boolean;
153
+ REFRACTED_ENVIRONMENT_LOCAL_CUBE: boolean;
131
154
  REFLECTION: boolean;
132
155
  REFLECTIONMAP_3D: boolean;
133
156
  REFLECTIONMAP_SPHERICAL: boolean;
@@ -379,6 +402,78 @@ export declare class OpenPBRMaterial extends OpenPBRMaterialBase {
379
402
  */
380
403
  specularIor: number;
381
404
  private _specularIor;
405
+ /**
406
+ * Transmission weight of the surface.
407
+ * See OpenPBR's specs for transmission_weight
408
+ */
409
+ transmissionWeight: number;
410
+ private _transmissionWeight;
411
+ /**
412
+ * Transmission weight texture.
413
+ * See OpenPBR's specs for transmission_weight
414
+ */
415
+ transmissionWeightTexture: Nullable<BaseTexture>;
416
+ private _transmissionWeightTexture;
417
+ /**
418
+ * Transmission color of the surface.
419
+ * See OpenPBR's specs for transmission_color
420
+ */
421
+ transmissionColor: Color3;
422
+ private _transmissionColor;
423
+ /**
424
+ * Transmission color texture.
425
+ * See OpenPBR's specs for transmission_color
426
+ */
427
+ transmissionColorTexture: Nullable<BaseTexture>;
428
+ private _transmissionColorTexture;
429
+ /**
430
+ * Transmission depth of the volume
431
+ * See OpenPBR's specs for transmission_depth
432
+ */
433
+ transmissionDepth: number;
434
+ private _transmissionDepth;
435
+ /**
436
+ * Transmission depth texture.
437
+ * See OpenPBR's specs for transmission_depth
438
+ */
439
+ transmissionDepthTexture: Nullable<BaseTexture>;
440
+ private _transmissionDepthTexture;
441
+ /**
442
+ * Transmission scatter of the surface.
443
+ * See OpenPBR's specs for transmission_scatter
444
+ */
445
+ transmissionScatter: Color3;
446
+ private _transmissionScatter;
447
+ /**
448
+ * Transmission scatter texture.
449
+ * See OpenPBR's specs for transmission_scatter
450
+ */
451
+ transmissionScatterTexture: Nullable<BaseTexture>;
452
+ private _transmissionScatterTexture;
453
+ /**
454
+ * Transmission scatter anisotropy
455
+ * See OpenPBR's specs for transmission_scatter_anisotropy
456
+ */
457
+ transmissionScatterAnisotropy: number;
458
+ private _transmissionScatterAnisotropy;
459
+ /**
460
+ * Transmission Dispersion Scale factor.
461
+ * See OpenPBR's specs for transmission_dispersion_scale
462
+ */
463
+ transmissionDispersionScale: number;
464
+ private _transmissionDispersionScale;
465
+ /**
466
+ * Transmission Dispersion Scale texture.
467
+ * See OpenPBR's specs for transmission_dispersion_scale
468
+ */
469
+ transmissionDispersionScaleTexture: Nullable<BaseTexture>;
470
+ private _transmissionDispersionScaleTexture;
471
+ /**
472
+ * Transmission Dispersion Abbe number.
473
+ * See OpenPBR's specs for transmission_dispersion_abbe_number
474
+ */
475
+ transmissionDispersionAbbeNumber: number;
476
+ private _transmissionDispersionAbbeNumber;
382
477
  /**
383
478
  * Defines the amount of clear coat on the surface.
384
479
  * See OpenPBR's specs for coat_weight
@@ -552,6 +647,18 @@ export declare class OpenPBRMaterial extends OpenPBRMaterialBase {
552
647
  */
553
648
  geometryOpacityTexture: Nullable<BaseTexture>;
554
649
  private _geometryOpacityTexture;
650
+ /**
651
+ * Defines the thickness of the material's geometry.
652
+ * Not part of OpenPBR's specs but useful for rasterization approximations of volume.
653
+ */
654
+ geometryThickness: number;
655
+ private _geometryThickness;
656
+ /**
657
+ * Defines the thickness of the material's geometry.
658
+ * Not part of OpenPBR's specs but useful for rasterization approximations of volume.
659
+ */
660
+ geometryThicknessTexture: Nullable<BaseTexture>;
661
+ private _geometryThicknessTexture;
555
662
  /**
556
663
  * Defines the luminance of the material's emission.
557
664
  * See OpenPBR's specs for emission_luminance
@@ -845,8 +952,16 @@ export declare class OpenPBRMaterial extends OpenPBRMaterialBase {
845
952
  _useMetallicFromMetallicTextureBlue: boolean;
846
953
  /**
847
954
  * Specifies if the thin film thickness is stored in the green channel of the thin film thickness texture.
955
+ * This is for compatibility with glTF.
956
+ * @internal
848
957
  */
849
958
  _useThinFilmThicknessFromTextureGreen: boolean;
959
+ /**
960
+ * Specifies if the geometry thickness is stored in the green channel of the geometry thickness texture.
961
+ * This is for compatibility with glTF.
962
+ * @internal
963
+ */
964
+ _useGeometryThicknessFromGreenChannel: boolean;
850
965
  /**
851
966
  * Defines the falloff type used in this material.
852
967
  * It by default is Physical.
@@ -929,24 +1044,24 @@ export declare class OpenPBRMaterial extends OpenPBRMaterialBase {
929
1044
  * @internal
930
1045
  */
931
1046
  _environmentFuzzBRDFTexture: Nullable<BaseTexture>;
1047
+ private _backgroundRefractionTexture;
1048
+ /**
1049
+ * Set the texture used for refraction of the background of transparent materials
1050
+ * @internal
1051
+ */
1052
+ get backgroundRefractionTexture(): Nullable<BaseTexture>;
1053
+ set backgroundRefractionTexture(texture: Nullable<BaseTexture>);
932
1054
  /**
933
1055
  * Force the shader to compute irradiance in the fragment shader in order to take normal mapping into account.
934
1056
  * @internal
935
1057
  */
936
1058
  _forceIrradianceInFragment: boolean;
937
- private _systemRealTimeFiltering;
938
- get systemRealTimeFiltering(): boolean | undefined;
939
- set systemRealTimeFiltering(value: boolean | undefined);
940
1059
  private _realTimeFiltering;
941
1060
  /**
942
1061
  * Enables realtime filtering on the texture.
943
1062
  */
944
1063
  get realTimeFiltering(): boolean;
945
1064
  set realTimeFiltering(b: boolean);
946
- /**
947
- * Checks if the real-time filtering setting is explicitly set by the user.
948
- */
949
- get isUserSetRealTimeFiltering(): boolean;
950
1065
  private _realTimeFilteringQuality;
951
1066
  /**
952
1067
  * Quality switch for realtime filtering
@@ -959,10 +1074,6 @@ export declare class OpenPBRMaterial extends OpenPBRMaterialBase {
959
1074
  */
960
1075
  get fuzzSampleNumber(): number;
961
1076
  set fuzzSampleNumber(n: number);
962
- /**
963
- * Checks if the real-time filtering quality has been set by the user.
964
- */
965
- get isUserSetRealTimeFilteringQuality(): boolean;
966
1077
  /**
967
1078
  * Can this material render to several textures at once
968
1079
  */
@@ -1093,6 +1204,14 @@ export declare class OpenPBRMaterial extends OpenPBRMaterialBase {
1093
1204
  * Initializes the uniform buffer layout for the shader.
1094
1205
  */
1095
1206
  buildUniformLayout(): void;
1207
+ /**
1208
+ * Binds the material data (this function is called even if mustRebind() returns false)
1209
+ * @param uniformBuffer defines the Uniform buffer to fill in.
1210
+ * @param scene defines the scene the material belongs to.
1211
+ * @param engine defines the engine the material belongs to.
1212
+ * @param subMesh the submesh to bind data for
1213
+ */
1214
+ bindPropertiesForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void;
1096
1215
  /**
1097
1216
  * Binds the submesh data.
1098
1217
  * @param world - The world matrix.