@onerjs/core 8.40.1 → 8.40.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Engines/WebGPU/webgpuHardwareTexture.js +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +5 -3
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +2 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/Layers/thinSelectionOutlineLayer.js +12 -1
- package/Layers/thinSelectionOutlineLayer.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +2 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +31 -11
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Maths/math.path.d.ts +16 -6
- package/Maths/math.path.js +98 -25
- package/Maths/math.path.js.map +1 -1
- package/Maths/math.vector.d.ts +24 -0
- package/Maths/math.vector.js +39 -5
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +7 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +80 -8
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Rendering/depthRenderer.d.ts +9 -0
- package/Rendering/depthRenderer.js +42 -6
- package/Rendering/depthRenderer.js.map +1 -1
- package/Shaders/gaussianSplattingDepth.fragment.js +11 -4
- package/Shaders/gaussianSplattingDepth.fragment.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingDepth.fragment.js +9 -3
- package/ShadersWGSL/gaussianSplattingDepth.fragment.js.map +1 -1
- package/XR/features/WebXRHandTracking.js +2 -1
- package/XR/features/WebXRHandTracking.js.map +1 -1
- package/package.json +1 -1
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@@ -314,6 +314,8 @@ export class FrameGraphGeometryRendererTask extends FrameGraphObjectRendererTask
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allAttachmentsLayout.push(true);
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}
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if (this.targetTexture !== undefined) {
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+
// We don't clear the target texture, but we need to add a layout for it in clearAttachmentsLayout to be able to use clearColorAttachments with the correct number of attachments in _prepareRendering.
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+
// We also need to add a value in allAttachmentsLayout for the target texture.
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let layout = clearAttachmentsLayout.get(0 /* GeometryRenderingTextureClearType.Zero */);
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if (layout === undefined) {
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layout = [];
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@@ -1 +1 @@
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1
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-
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type { FrameGraphTextureHandle, Scene, FrameGraph, AbstractMesh, ObjectRendererOptions, FrameGraphRenderContext, FrameGraphRenderPass, ObjectRenderer } from \"core/index\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { MaterialHelperGeometryRendering, GeometryRenderingTextureClearType } from \"core/Materials/materialHelper.geometryrendering\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphObjectRendererTask } from \"./objectRendererTask\";\r\n\r\n/**\r\n * Description of a texture used by the geometry renderer task.\r\n */\r\nexport interface IFrameGraphGeometryRendererTextureDescription {\r\n /**\r\n * The type of the texture.\r\n * The value should be one of the Constants.PREPASS_XXX_TEXTURE_TYPE values.\r\n */\r\n type: number;\r\n\r\n /**\r\n * The type of the texture.\r\n */\r\n textureType: number;\r\n\r\n /**\r\n * The format of the texture.\r\n */\r\n textureFormat: number;\r\n}\r\n\r\nconst ClearColors: Color4[] = [new Color4(0, 0, 0, 0), new Color4(1, 1, 1, 1), new Color4(0, 0, 0, 0)];\r\n\r\n/**\r\n * Task used to render geometry to a set of textures.\r\n */\r\nexport class FrameGraphGeometryRendererTask extends FrameGraphObjectRendererTask {\r\n /**\r\n * The size of the output textures (default is 100% of the back buffer texture size).\r\n */\r\n public size: { width: number; height: number } = { width: 100, height: 100 };\r\n\r\n /**\r\n * Whether the size is a percentage of the back buffer size (default is true).\r\n */\r\n public sizeIsPercentage = true;\r\n\r\n /**\r\n * The number of samples to use for the output textures (default is 1).\r\n */\r\n public samples = 1;\r\n\r\n private _reverseCulling = false;\r\n\r\n /**\r\n * Whether to reverse culling (default is false).\r\n */\r\n public get reverseCulling() {\r\n return this._reverseCulling;\r\n }\r\n\r\n public set reverseCulling(value: boolean) {\r\n this._reverseCulling = value;\r\n\r\n const configuration = MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId);\r\n if (configuration) {\r\n configuration.reverseCulling = value;\r\n }\r\n }\r\n\r\n /**\r\n * Indicates if a mesh shouldn't be rendered when its material has depth write disabled (default is true).\r\n */\r\n public dontRenderWhenMaterialDepthWriteIsDisabled = true;\r\n\r\n private _disableDepthPrePass = true;\r\n /**\r\n * Indicates whether the depth pre-pass is disabled (default is true).\r\n * Materials that require depth pre-pass (Material.needDepthPrePass == true) don't work with the geometry renderer, that's why this setting is true by default.\r\n * However, if the geometry renderer doesn't generate any geometry textures but only renders to the main target texture, then depth pre-pass can be enabled.\r\n */\r\n public get disableDepthPrePass() {\r\n return this._disableDepthPrePass;\r\n }\r\n\r\n public set disableDepthPrePass(value: boolean) {\r\n this._disableDepthPrePass = value;\r\n this._renderer.disableDepthPrePass = value;\r\n }\r\n\r\n /**\r\n * The list of texture descriptions used by the geometry renderer task.\r\n */\r\n public textureDescriptions: IFrameGraphGeometryRendererTextureDescription[] = [];\r\n\r\n /**\r\n * The depth (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryViewDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normalized depth (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n * The normalization is (d - near) / (far - near), where d is the depth value in view space and near and far are the near and far planes of the camera.\r\n */\r\n public readonly geometryNormViewDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The depth (in screen space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryScreenDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normal (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryViewNormalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normal (in world space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryWorldNormalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The position (in local space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryLocalPositionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The position (in world space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryWorldPositionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The albedo output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryAlbedoTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The reflectivity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryReflectivityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryVelocityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The linear velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryLinearVelocityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * Gets or sets the name of the task.\r\n */\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(value: string) {\r\n this._name = value;\r\n if (this._renderer) {\r\n this._renderer.name = value;\r\n }\r\n }\r\n\r\n private _clearAttachmentsLayout: Map<GeometryRenderingTextureClearType, number[]>;\r\n private _allAttachmentsLayout: number[];\r\n\r\n /**\r\n * Constructs a new geometry renderer task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the frame graph is associated with.\r\n * @param options The options of the object renderer.\r\n * @param existingObjectRenderer An existing object renderer to use (optional). If provided, the options parameter will be ignored.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions, existingObjectRenderer?: ObjectRenderer) {\r\n super(name, frameGraph, scene, options, existingObjectRenderer);\r\n\r\n this.renderSprites = false;\r\n this.renderParticles = false;\r\n this.enableBoundingBoxRendering = false;\r\n this.enableOutlineRendering = false;\r\n this._renderer.disableDepthPrePass = true;\r\n\r\n this._renderer.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if (this.dontRenderWhenMaterialDepthWriteIsDisabled && mesh.material && mesh.material.disableDepthWrite) {\r\n return !!preWarm;\r\n }\r\n\r\n return mesh.isReady(refreshRate === 0);\r\n };\r\n\r\n this._renderer.onBeforeRenderingManagerRenderObservable.add(() => {\r\n if (!this._renderer.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n });\r\n\r\n this._clearAttachmentsLayout = new Map();\r\n this._allAttachmentsLayout = [];\r\n\r\n this.geometryViewDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryNormViewDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryScreenDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryViewNormalTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryWorldNormalTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryLocalPositionTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryWorldPositionTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryAlbedoTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryReflectivityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryLinearVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n /**\r\n * Gets the list of excluded meshes from the velocity texture.\r\n */\r\n public get excludedSkinnedMeshFromVelocityTexture(): AbstractMesh[] {\r\n return MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId).excludedSkinnedMesh;\r\n }\r\n\r\n /**\r\n * Excludes the given skinned mesh from computing bones velocities.\r\n * Computing bones velocities can have a cost. The cost can be saved by calling this function and by passing the skinned mesh to ignore.\r\n * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.\r\n */\r\n public excludeSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void {\r\n if (skinnedMesh.skeleton) {\r\n const list = this.excludedSkinnedMeshFromVelocityTexture;\r\n if (list.indexOf(skinnedMesh) === -1) {\r\n list.push(skinnedMesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.\r\n * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.\r\n * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.\r\n */\r\n public removeExcludedSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void {\r\n const list = this.excludedSkinnedMeshFromVelocityTexture;\r\n const index = list.indexOf(skinnedMesh);\r\n if (index !== -1) {\r\n list.splice(index, 1);\r\n }\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphGeometryRendererTask\";\r\n }\r\n\r\n public override record(skipCreationOfDisabledPasses = false, additionalExecute?: (context: FrameGraphRenderContext) => void): FrameGraphRenderPass {\r\n this._buildClearAttachmentsLayout();\r\n\r\n this._registerForRenderPassId(this._renderer.renderPassId);\r\n\r\n MaterialHelperGeometryRendering.MarkAsDirty(this._renderer.renderPassId, this.objectList.meshes || this._scene.meshes);\r\n\r\n const pass = super.record(skipCreationOfDisabledPasses, additionalExecute) as FrameGraphRenderPass;\r\n\r\n const outputTextureHandles = pass.renderTarget as FrameGraphTextureHandle[];\r\n\r\n let needPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const handle = outputTextureHandles[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n switch (geometryDescription.type) {\r\n case Constants.PREPASS_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryViewDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_NORMALIZED_VIEW_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryNormViewDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryScreenDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_NORMAL_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryViewNormalTexture, handle);\r\n break;\r\n case Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryWorldNormalTexture, handle);\r\n break;\r\n case Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLocalPositionTexture, handle);\r\n break;\r\n case Constants.PREPASS_POSITION_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryWorldPositionTexture, handle);\r\n break;\r\n case Constants.PREPASS_ALBEDO_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryAlbedoTexture, handle);\r\n break;\r\n case Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryReflectivityTexture, handle);\r\n break;\r\n case Constants.PREPASS_VELOCITY_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryVelocityTexture, handle);\r\n needPreviousWorldMatrices = true;\r\n break;\r\n case Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLinearVelocityTexture, handle);\r\n needPreviousWorldMatrices = true;\r\n break;\r\n }\r\n }\r\n\r\n this._scene.needsPreviousWorldMatrices = needPreviousWorldMatrices;\r\n\r\n return pass;\r\n }\r\n\r\n public override dispose(): void {\r\n MaterialHelperGeometryRendering.DeleteConfiguration(this._renderer.renderPassId);\r\n this._renderer.dispose();\r\n super.dispose();\r\n }\r\n\r\n protected override _resolveDanglingHandles(_targetTextures: FrameGraphTextureHandle[]) {\r\n if (this.targetTexture !== undefined) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, Array.isArray(this.targetTexture) ? this.targetTexture[0] : this.targetTexture);\r\n }\r\n\r\n if (this.depthTexture !== undefined) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n }\r\n }\r\n\r\n protected override _checkParameters() {\r\n if (this.objectList === undefined || this.camera === undefined) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: object list and camera must be provided`);\r\n }\r\n }\r\n\r\n protected override _checkTextureCompatibility(targetTextures: FrameGraphTextureHandle[]): boolean {\r\n let depthEnabled = false;\r\n\r\n let dimensions: { width: number; height: number } | null = null;\r\n\r\n if (this.targetTexture !== undefined) {\r\n const outputTextureDescription = this._frameGraph.textureManager.getTextureDescription(Array.isArray(this.targetTexture) ? this.targetTexture[0] : this.targetTexture);\r\n if (this.samples !== outputTextureDescription.options.samples) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: the target texture and the output geometry textures must have the same number of samples`);\r\n }\r\n dimensions = outputTextureDescription.size;\r\n }\r\n\r\n if (this.depthTexture !== undefined) {\r\n const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);\r\n if (depthTextureDescription.options.samples !== this.samples && this.textureDescriptions.length > 0) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: the depth texture and the output geometry textures must have the same number of samples`);\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n\r\n depthEnabled = true;\r\n dimensions = depthTextureDescription.size;\r\n }\r\n\r\n const geomTextureDimensions = this.sizeIsPercentage ? this._frameGraph.textureManager.getAbsoluteDimensions(this.size) : this.size;\r\n if (dimensions !== null) {\r\n if (geomTextureDimensions.width !== dimensions.width || geomTextureDimensions.height !== dimensions.height) {\r\n throw new Error(\r\n `FrameGraphGeometryRendererTask ${this.name}: the geometry textures (size: ${geomTextureDimensions.width}x${geomTextureDimensions.height}) and the target/depth texture (size: ${dimensions.width}x${dimensions.height}) must have the same dimensions.`\r\n );\r\n }\r\n }\r\n\r\n depthEnabled = depthEnabled || super._checkTextureCompatibility(targetTextures);\r\n\r\n return depthEnabled;\r\n }\r\n\r\n protected override _getTargetHandles(): FrameGraphTextureHandle[] {\r\n const types: number[] = [];\r\n const formats: number[] = [];\r\n const labels: string[] = [];\r\n const useSRGBBuffers: boolean[] = [];\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n\r\n if (index === -1) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: unknown texture type ${description.type}`);\r\n }\r\n\r\n types[i] = description.textureType;\r\n formats[i] = description.textureFormat;\r\n labels[i] = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index].name;\r\n useSRGBBuffers[i] = false;\r\n }\r\n\r\n const handles: FrameGraphTextureHandle[] = [];\r\n\r\n if (this.textureDescriptions.length > 0) {\r\n const baseHandle = this._frameGraph.textureManager.createRenderTargetTexture(this.name, {\r\n size: this.size,\r\n sizeIsPercentage: this.sizeIsPercentage,\r\n options: {\r\n createMipMaps: false,\r\n samples: this.samples,\r\n types,\r\n formats,\r\n useSRGBBuffers,\r\n labels,\r\n },\r\n });\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n handles.push(baseHandle + i);\r\n }\r\n }\r\n\r\n if (this.targetTexture !== undefined) {\r\n if (Array.isArray(this.targetTexture)) {\r\n handles.push(...this.targetTexture);\r\n } else {\r\n handles.push(this.targetTexture);\r\n }\r\n }\r\n\r\n return handles;\r\n }\r\n\r\n protected override _prepareRendering(context: FrameGraphRenderContext, depthEnabled: boolean) {\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n\r\n context.pushDebugGroup(`Clear attachments`);\r\n\r\n this._clearAttachmentsLayout.forEach((layout, clearType) => {\r\n context.clearColorAttachments(ClearColors[clearType], layout);\r\n });\r\n\r\n context.restoreDefaultFramebuffer();\r\n context.popDebugGroup();\r\n\r\n return this._allAttachmentsLayout;\r\n }\r\n\r\n private _buildClearAttachmentsLayout() {\r\n const clearAttachmentsLayout = new Map<GeometryRenderingTextureClearType, boolean[]>();\r\n const allAttachmentsLayout: boolean[] = [];\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n let layout = clearAttachmentsLayout.get(geometryDescription.clearType);\r\n if (layout === undefined) {\r\n layout = [];\r\n clearAttachmentsLayout.set(geometryDescription.clearType, layout);\r\n for (let j = 0; j < i; j++) {\r\n layout[j] = false;\r\n }\r\n }\r\n\r\n clearAttachmentsLayout.forEach((layout, clearType) => {\r\n layout.push(clearType === geometryDescription.clearType);\r\n });\r\n\r\n allAttachmentsLayout.push(true);\r\n }\r\n\r\n if (this.targetTexture !== undefined) {\r\n let layout = clearAttachmentsLayout.get(GeometryRenderingTextureClearType.Zero);\r\n if (layout === undefined) {\r\n layout = [];\r\n clearAttachmentsLayout.set(GeometryRenderingTextureClearType.Zero, layout);\r\n for (let j = 0; j < this.textureDescriptions.length - 1; j++) {\r\n layout[j] = false;\r\n }\r\n }\r\n\r\n clearAttachmentsLayout.forEach((layout) => {\r\n layout.push(false);\r\n });\r\n\r\n allAttachmentsLayout.push(true);\r\n }\r\n\r\n this._clearAttachmentsLayout = new Map();\r\n\r\n clearAttachmentsLayout.forEach((layout, clearType) => {\r\n this._clearAttachmentsLayout.set(clearType, this._engine.buildTextureLayout(layout));\r\n });\r\n\r\n this._allAttachmentsLayout = this._engine.buildTextureLayout(allAttachmentsLayout);\r\n }\r\n\r\n private _registerForRenderPassId(renderPassId: number) {\r\n const configuration = MaterialHelperGeometryRendering.CreateConfiguration(renderPassId);\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n configuration.defines[geometryDescription.defineIndex] = i;\r\n }\r\n\r\n if (this.targetTexture !== undefined) {\r\n configuration.defines[\"PREPASS_COLOR_INDEX\"] = this.textureDescriptions.length;\r\n }\r\n\r\n configuration.reverseCulling = this.reverseCulling;\r\n }\r\n}\r\n"]}
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1
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+
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type { FrameGraphTextureHandle, Scene, FrameGraph, AbstractMesh, ObjectRendererOptions, FrameGraphRenderContext, FrameGraphRenderPass, ObjectRenderer } from \"core/index\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { MaterialHelperGeometryRendering, GeometryRenderingTextureClearType } from \"core/Materials/materialHelper.geometryrendering\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphObjectRendererTask } from \"./objectRendererTask\";\r\n\r\n/**\r\n * Description of a texture used by the geometry renderer task.\r\n */\r\nexport interface IFrameGraphGeometryRendererTextureDescription {\r\n /**\r\n * The type of the texture.\r\n * The value should be one of the Constants.PREPASS_XXX_TEXTURE_TYPE values.\r\n */\r\n type: number;\r\n\r\n /**\r\n * The type of the texture.\r\n */\r\n textureType: number;\r\n\r\n /**\r\n * The format of the texture.\r\n */\r\n textureFormat: number;\r\n}\r\n\r\nconst ClearColors: Color4[] = [new Color4(0, 0, 0, 0), new Color4(1, 1, 1, 1), new Color4(0, 0, 0, 0)];\r\n\r\n/**\r\n * Task used to render geometry to a set of textures.\r\n */\r\nexport class FrameGraphGeometryRendererTask extends FrameGraphObjectRendererTask {\r\n /**\r\n * The size of the output textures (default is 100% of the back buffer texture size).\r\n */\r\n public size: { width: number; height: number } = { width: 100, height: 100 };\r\n\r\n /**\r\n * Whether the size is a percentage of the back buffer size (default is true).\r\n */\r\n public sizeIsPercentage = true;\r\n\r\n /**\r\n * The number of samples to use for the output textures (default is 1).\r\n */\r\n public samples = 1;\r\n\r\n private _reverseCulling = false;\r\n\r\n /**\r\n * Whether to reverse culling (default is false).\r\n */\r\n public get reverseCulling() {\r\n return this._reverseCulling;\r\n }\r\n\r\n public set reverseCulling(value: boolean) {\r\n this._reverseCulling = value;\r\n\r\n const configuration = MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId);\r\n if (configuration) {\r\n configuration.reverseCulling = value;\r\n }\r\n }\r\n\r\n /**\r\n * Indicates if a mesh shouldn't be rendered when its material has depth write disabled (default is true).\r\n */\r\n public dontRenderWhenMaterialDepthWriteIsDisabled = true;\r\n\r\n private _disableDepthPrePass = true;\r\n /**\r\n * Indicates whether the depth pre-pass is disabled (default is true).\r\n * Materials that require depth pre-pass (Material.needDepthPrePass == true) don't work with the geometry renderer, that's why this setting is true by default.\r\n * However, if the geometry renderer doesn't generate any geometry textures but only renders to the main target texture, then depth pre-pass can be enabled.\r\n */\r\n public get disableDepthPrePass() {\r\n return this._disableDepthPrePass;\r\n }\r\n\r\n public set disableDepthPrePass(value: boolean) {\r\n this._disableDepthPrePass = value;\r\n this._renderer.disableDepthPrePass = value;\r\n }\r\n\r\n /**\r\n * The list of texture descriptions used by the geometry renderer task.\r\n */\r\n public textureDescriptions: IFrameGraphGeometryRendererTextureDescription[] = [];\r\n\r\n /**\r\n * The depth (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryViewDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normalized depth (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n * The normalization is (d - near) / (far - near), where d is the depth value in view space and near and far are the near and far planes of the camera.\r\n */\r\n public readonly geometryNormViewDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The depth (in screen space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryScreenDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normal (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryViewNormalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normal (in world space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryWorldNormalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The position (in local space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryLocalPositionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The position (in world space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryWorldPositionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The albedo output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryAlbedoTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The reflectivity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryReflectivityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryVelocityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The linear velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryLinearVelocityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * Gets or sets the name of the task.\r\n */\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(value: string) {\r\n this._name = value;\r\n if (this._renderer) {\r\n this._renderer.name = value;\r\n }\r\n }\r\n\r\n private _clearAttachmentsLayout: Map<GeometryRenderingTextureClearType, number[]>;\r\n private _allAttachmentsLayout: number[];\r\n\r\n /**\r\n * Constructs a new geometry renderer task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the frame graph is associated with.\r\n * @param options The options of the object renderer.\r\n * @param existingObjectRenderer An existing object renderer to use (optional). If provided, the options parameter will be ignored.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions, existingObjectRenderer?: ObjectRenderer) {\r\n super(name, frameGraph, scene, options, existingObjectRenderer);\r\n\r\n this.renderSprites = false;\r\n this.renderParticles = false;\r\n this.enableBoundingBoxRendering = false;\r\n this.enableOutlineRendering = false;\r\n this._renderer.disableDepthPrePass = true;\r\n\r\n this._renderer.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if (this.dontRenderWhenMaterialDepthWriteIsDisabled && mesh.material && mesh.material.disableDepthWrite) {\r\n return !!preWarm;\r\n }\r\n\r\n return mesh.isReady(refreshRate === 0);\r\n };\r\n\r\n this._renderer.onBeforeRenderingManagerRenderObservable.add(() => {\r\n if (!this._renderer.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n });\r\n\r\n this._clearAttachmentsLayout = new Map();\r\n this._allAttachmentsLayout = [];\r\n\r\n this.geometryViewDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryNormViewDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryScreenDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryViewNormalTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryWorldNormalTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryLocalPositionTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryWorldPositionTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryAlbedoTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryReflectivityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryLinearVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n /**\r\n * Gets the list of excluded meshes from the velocity texture.\r\n */\r\n public get excludedSkinnedMeshFromVelocityTexture(): AbstractMesh[] {\r\n return MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId).excludedSkinnedMesh;\r\n }\r\n\r\n /**\r\n * Excludes the given skinned mesh from computing bones velocities.\r\n * Computing bones velocities can have a cost. The cost can be saved by calling this function and by passing the skinned mesh to ignore.\r\n * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.\r\n */\r\n public excludeSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void {\r\n if (skinnedMesh.skeleton) {\r\n const list = this.excludedSkinnedMeshFromVelocityTexture;\r\n if (list.indexOf(skinnedMesh) === -1) {\r\n list.push(skinnedMesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.\r\n * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.\r\n * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.\r\n */\r\n public removeExcludedSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void {\r\n const list = this.excludedSkinnedMeshFromVelocityTexture;\r\n const index = list.indexOf(skinnedMesh);\r\n if (index !== -1) {\r\n list.splice(index, 1);\r\n }\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphGeometryRendererTask\";\r\n }\r\n\r\n public override record(skipCreationOfDisabledPasses = false, additionalExecute?: (context: FrameGraphRenderContext) => void): FrameGraphRenderPass {\r\n this._buildClearAttachmentsLayout();\r\n\r\n this._registerForRenderPassId(this._renderer.renderPassId);\r\n\r\n MaterialHelperGeometryRendering.MarkAsDirty(this._renderer.renderPassId, this.objectList.meshes || this._scene.meshes);\r\n\r\n const pass = super.record(skipCreationOfDisabledPasses, additionalExecute) as FrameGraphRenderPass;\r\n\r\n const outputTextureHandles = pass.renderTarget as FrameGraphTextureHandle[];\r\n\r\n let needPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const handle = outputTextureHandles[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n switch (geometryDescription.type) {\r\n case Constants.PREPASS_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryViewDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_NORMALIZED_VIEW_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryNormViewDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryScreenDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_NORMAL_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryViewNormalTexture, handle);\r\n break;\r\n case Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryWorldNormalTexture, handle);\r\n break;\r\n case Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLocalPositionTexture, handle);\r\n break;\r\n case Constants.PREPASS_POSITION_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryWorldPositionTexture, handle);\r\n break;\r\n case Constants.PREPASS_ALBEDO_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryAlbedoTexture, handle);\r\n break;\r\n case Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryReflectivityTexture, handle);\r\n break;\r\n case Constants.PREPASS_VELOCITY_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryVelocityTexture, handle);\r\n needPreviousWorldMatrices = true;\r\n break;\r\n case Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLinearVelocityTexture, handle);\r\n needPreviousWorldMatrices = true;\r\n break;\r\n }\r\n }\r\n\r\n this._scene.needsPreviousWorldMatrices = needPreviousWorldMatrices;\r\n\r\n return pass;\r\n }\r\n\r\n public override dispose(): void {\r\n MaterialHelperGeometryRendering.DeleteConfiguration(this._renderer.renderPassId);\r\n this._renderer.dispose();\r\n super.dispose();\r\n }\r\n\r\n protected override _resolveDanglingHandles(_targetTextures: FrameGraphTextureHandle[]) {\r\n if (this.targetTexture !== undefined) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, Array.isArray(this.targetTexture) ? this.targetTexture[0] : this.targetTexture);\r\n }\r\n\r\n if (this.depthTexture !== undefined) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n }\r\n }\r\n\r\n protected override _checkParameters() {\r\n if (this.objectList === undefined || this.camera === undefined) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: object list and camera must be provided`);\r\n }\r\n }\r\n\r\n protected override _checkTextureCompatibility(targetTextures: FrameGraphTextureHandle[]): boolean {\r\n let depthEnabled = false;\r\n\r\n let dimensions: { width: number; height: number } | null = null;\r\n\r\n if (this.targetTexture !== undefined) {\r\n const outputTextureDescription = this._frameGraph.textureManager.getTextureDescription(Array.isArray(this.targetTexture) ? this.targetTexture[0] : this.targetTexture);\r\n if (this.samples !== outputTextureDescription.options.samples) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: the target texture and the output geometry textures must have the same number of samples`);\r\n }\r\n dimensions = outputTextureDescription.size;\r\n }\r\n\r\n if (this.depthTexture !== undefined) {\r\n const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);\r\n if (depthTextureDescription.options.samples !== this.samples && this.textureDescriptions.length > 0) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: the depth texture and the output geometry textures must have the same number of samples`);\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n\r\n depthEnabled = true;\r\n dimensions = depthTextureDescription.size;\r\n }\r\n\r\n const geomTextureDimensions = this.sizeIsPercentage ? this._frameGraph.textureManager.getAbsoluteDimensions(this.size) : this.size;\r\n if (dimensions !== null) {\r\n if (geomTextureDimensions.width !== dimensions.width || geomTextureDimensions.height !== dimensions.height) {\r\n throw new Error(\r\n `FrameGraphGeometryRendererTask ${this.name}: the geometry textures (size: ${geomTextureDimensions.width}x${geomTextureDimensions.height}) and the target/depth texture (size: ${dimensions.width}x${dimensions.height}) must have the same dimensions.`\r\n );\r\n }\r\n }\r\n\r\n depthEnabled = depthEnabled || super._checkTextureCompatibility(targetTextures);\r\n\r\n return depthEnabled;\r\n }\r\n\r\n protected override _getTargetHandles(): FrameGraphTextureHandle[] {\r\n const types: number[] = [];\r\n const formats: number[] = [];\r\n const labels: string[] = [];\r\n const useSRGBBuffers: boolean[] = [];\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n\r\n if (index === -1) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: unknown texture type ${description.type}`);\r\n }\r\n\r\n types[i] = description.textureType;\r\n formats[i] = description.textureFormat;\r\n labels[i] = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index].name;\r\n useSRGBBuffers[i] = false;\r\n }\r\n\r\n const handles: FrameGraphTextureHandle[] = [];\r\n\r\n if (this.textureDescriptions.length > 0) {\r\n const baseHandle = this._frameGraph.textureManager.createRenderTargetTexture(this.name, {\r\n size: this.size,\r\n sizeIsPercentage: this.sizeIsPercentage,\r\n options: {\r\n createMipMaps: false,\r\n samples: this.samples,\r\n types,\r\n formats,\r\n useSRGBBuffers,\r\n labels,\r\n },\r\n });\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n handles.push(baseHandle + i);\r\n }\r\n }\r\n\r\n if (this.targetTexture !== undefined) {\r\n if (Array.isArray(this.targetTexture)) {\r\n handles.push(...this.targetTexture);\r\n } else {\r\n handles.push(this.targetTexture);\r\n }\r\n }\r\n\r\n return handles;\r\n }\r\n\r\n protected override _prepareRendering(context: FrameGraphRenderContext, depthEnabled: boolean) {\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n\r\n context.pushDebugGroup(`Clear attachments`);\r\n\r\n this._clearAttachmentsLayout.forEach((layout, clearType) => {\r\n context.clearColorAttachments(ClearColors[clearType], layout);\r\n });\r\n\r\n context.restoreDefaultFramebuffer();\r\n context.popDebugGroup();\r\n\r\n return this._allAttachmentsLayout;\r\n }\r\n\r\n private _buildClearAttachmentsLayout() {\r\n const clearAttachmentsLayout = new Map<GeometryRenderingTextureClearType, boolean[]>();\r\n const allAttachmentsLayout: boolean[] = [];\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n let layout = clearAttachmentsLayout.get(geometryDescription.clearType);\r\n if (layout === undefined) {\r\n layout = [];\r\n clearAttachmentsLayout.set(geometryDescription.clearType, layout);\r\n for (let j = 0; j < i; j++) {\r\n layout[j] = false;\r\n }\r\n }\r\n\r\n clearAttachmentsLayout.forEach((layout, clearType) => {\r\n layout.push(clearType === geometryDescription.clearType);\r\n });\r\n\r\n allAttachmentsLayout.push(true);\r\n }\r\n\r\n if (this.targetTexture !== undefined) {\r\n // We don't clear the target texture, but we need to add a layout for it in clearAttachmentsLayout to be able to use clearColorAttachments with the correct number of attachments in _prepareRendering.\r\n // We also need to add a value in allAttachmentsLayout for the target texture.\r\n let layout = clearAttachmentsLayout.get(GeometryRenderingTextureClearType.Zero);\r\n if (layout === undefined) {\r\n layout = [];\r\n clearAttachmentsLayout.set(GeometryRenderingTextureClearType.Zero, layout);\r\n for (let j = 0; j < this.textureDescriptions.length - 1; j++) {\r\n layout[j] = false;\r\n }\r\n }\r\n\r\n clearAttachmentsLayout.forEach((layout) => {\r\n layout.push(false);\r\n });\r\n\r\n allAttachmentsLayout.push(true);\r\n }\r\n\r\n this._clearAttachmentsLayout = new Map();\r\n\r\n clearAttachmentsLayout.forEach((layout, clearType) => {\r\n this._clearAttachmentsLayout.set(clearType, this._engine.buildTextureLayout(layout));\r\n });\r\n\r\n this._allAttachmentsLayout = this._engine.buildTextureLayout(allAttachmentsLayout);\r\n }\r\n\r\n private _registerForRenderPassId(renderPassId: number) {\r\n const configuration = MaterialHelperGeometryRendering.CreateConfiguration(renderPassId);\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n configuration.defines[geometryDescription.defineIndex] = i;\r\n }\r\n\r\n if (this.targetTexture !== undefined) {\r\n configuration.defines[\"PREPASS_COLOR_INDEX\"] = this.textureDescriptions.length;\r\n }\r\n\r\n configuration.reverseCulling = this.reverseCulling;\r\n }\r\n}\r\n"]}
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@@ -418,7 +418,7 @@ export class ThinSelectionOutlineLayer extends ThinEffectLayer {
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BindClipPlane(effect, material, scene);
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// Selection ID
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const selectionId = this._meshUniqueIdToSelectionId[renderingMesh.uniqueId];
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-
if (!renderingMesh.hasInstances && !renderingMesh.isAnInstance && selectionId !== undefined) {
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+
if (!renderingMesh.hasInstances && !renderingMesh.hasThinInstances && !renderingMesh.isAnInstance && selectionId !== undefined) {
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effect.setFloat("selectionId", selectionId);
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}
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}
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@@ -555,6 +555,14 @@ export class ThinSelectionOutlineLayer extends ThinEffectLayer {
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}
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mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] = nextId;
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}
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+
else if (mesh.hasThinInstances) {
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+
const thinInstanceCount = mesh.thinInstanceCount;
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560
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+
const selectionIdData = new Float32Array(thinInstanceCount);
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+
for (let i = 0; i < thinInstanceCount; i++) {
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+
selectionIdData[i] = nextId;
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+
}
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+
mesh.thinInstanceSetBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, selectionIdData, 1);
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+
}
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566
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else {
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this._meshUniqueIdToSelectionId[mesh.uniqueId] = nextId;
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}
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@@ -602,6 +610,9 @@ export class ThinSelectionOutlineLayer extends ThinEffectLayer {
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if (mesh.hasInstances) {
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mesh.removeVerticesData(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName);
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}
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613
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+
else if (mesh.hasThinInstances) {
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614
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+
mesh.thinInstanceSetBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, null);
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+
}
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if (selection.length === 0) {
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this._shouldRender = false;
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}
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@@ -1 +1 @@
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1
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-
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{ VertexBuffer } from \"../Buffers/buffer\";\nimport { Camera } from \"../Cameras/camera\";\nimport { Constants } from \"../Engines/constants\";\nimport type { ThinEngine } from \"../Engines/thinEngine\";\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\nimport type { Effect, IEffectCreationOptions } from \"../Materials/effect\";\nimport { EffectFallbacks } from \"../Materials/effectFallbacks\";\nimport { Material } from \"../Materials/material\";\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\nimport { Color3, Color4 } from \"../Maths/math.color\";\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\nimport type { InstancedMesh } from \"../Meshes/instancedMesh\";\nimport type { Mesh } from \"../Meshes/mesh\";\nimport type { SubMesh } from \"../Meshes/subMesh\";\nimport type { Scene } from \"../scene\";\nimport type { Nullable } from \"../types\";\nimport type { IThinEffectLayerOptions } from \"./thinEffectLayer\";\nimport { ThinEffectLayer } from \"./thinEffectLayer\";\n\n/**\n * Selection outline layer options. This helps customizing the behaviour\n * of the selection outline layer.\n */\nexport interface IThinSelectionOutlineLayerOptions extends IThinEffectLayerOptions {\n /**\n * Use the GLSL code generation for the shader (even on WebGPU). Default is false\n */\n forceGLSL?: boolean;\n\n /**\n * Specifies whether the depth stored is the Z coordinate in camera space.\n */\n storeCameraSpaceZ?: boolean;\n\n /**\n * Outline method to use (default: Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL)\n *\n * @see {@link Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL}\n */\n outlineMethod?: number;\n}\n\n/**\n * @internal\n */\nexport class ThinSelectionOutlineLayer extends ThinEffectLayer {\n /**\n * Effect Name of the layer.\n */\n public static readonly EffectName = \"SelectionOutlineLayer\";\n\n /**\n * Name of the instance selection ID attribute\n * @internal\n */\n public static readonly InstanceSelectionIdAttributeName = \"instanceSelectionId\";\n\n /**\n * The outline color\n */\n public outlineColor: Color3 = new Color3(1, 0.5, 0);\n\n /**\n * The thickness of the edges\n */\n public outlineThickness: number = 2.0;\n\n /**\n * The strength of the occlusion effect (default: 0.8)\n */\n public occlusionStrength: number = 0.8;\n\n /**\n * The occlusion threshold (default: 0.0001)\n */\n public occlusionThreshold: number = 0.0001;\n\n /**\n * The width of the source texture\n */\n public textureWidth: number = 0;\n\n /**\n * The height of the source texture\n */\n public textureHeight: number = 0;\n\n /** @internal */\n public override _options: Required<IThinSelectionOutlineLayerOptions>;\n\n /** @internal */\n public readonly _meshUniqueIdToSelectionId: number[] = [];\n /** @internal */\n public _selection: Nullable<AbstractMesh[]> = [];\n private _nextSelectionId = 1;\n\n /**\n * Instantiates a new selection outline Layer and references it to the scene..\n * @param name The name of the layer\n * @param scene The scene to use the layer in\n * @param options Sets of none mandatory options to use with the layer (see IThinSelectionOutlineLayerOptions for more information)\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.\n */\n public constructor(name: string, scene?: Scene, options?: Partial<IThinSelectionOutlineLayerOptions>, dontCheckIfReady = false) {\n super(name, scene, options !== undefined ? !!options.forceGLSL : false);\n\n // Adapt options\n this._options = {\n mainTextureRatio: 1.0,\n mainTextureFixedSize: 0,\n alphaBlendingMode: Constants.ALPHA_COMBINE,\n camera: null,\n renderingGroupId: -1,\n forceGLSL: false,\n mainTextureType: Constants.TEXTURETYPE_FLOAT,\n mainTextureFormat: Constants.TEXTUREFORMAT_RG,\n storeCameraSpaceZ: false,\n outlineMethod: Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL,\n ...options,\n };\n\n // set clear color\n this.neutralColor = new Color4(0.0, this._options.storeCameraSpaceZ ? 0.0 : 1.0, 0.0, 1.0);\n\n // Initialize the layer\n this._init(this._options);\n\n // Do not render as long as no meshes have been added\n this._shouldRender = false;\n\n if (dontCheckIfReady) {\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)\n this._createTextureAndPostProcesses();\n }\n }\n\n /**\n * Gets the class name of the effect layer\n * @returns the string with the class name of the effect layer\n */\n public getClassName(): string {\n return \"SelectionOutlineLayer\";\n }\n\n private _isDef(val: any) {\n return val !== void 0 && val !== null;\n }\n\n /** @internal */\n public override _internalIsSubMeshReady(subMesh: SubMesh, useInstances: boolean, _emissiveTexture: Nullable<BaseTexture>): boolean {\n const engine = this._scene.getEngine();\n const mesh = subMesh.getMesh();\n\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\n\n if (renderingMaterial) {\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\n }\n\n const material = subMesh.getMaterial();\n\n if (!material) {\n return false;\n }\n\n // selection outline layer is not compatible with custom materials\n // if (this._useMeshMaterial(subMesh.getRenderingMesh())) {\n // return material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances);\n // }\n\n const defines: string[] = [];\n\n const attribs = [VertexBuffer.PositionKind];\n\n let uv1 = false;\n let uv2 = false;\n const color = false;\n\n // Alpha test\n if (material.needAlphaTestingForMesh(mesh)) {\n defines.push(\"#define ALPHATEST\");\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\n attribs.push(VertexBuffer.UVKind);\n defines.push(\"#define UV1\");\n uv1 = true;\n }\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\n attribs.push(VertexBuffer.UV2Kind);\n defines.push(\"#define UV2\");\n uv2 = true;\n }\n }\n\n // Bones\n const fallbacks = new EffectFallbacks();\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\n attribs.push(VertexBuffer.MatricesIndicesKind);\n attribs.push(VertexBuffer.MatricesWeightsKind);\n if (mesh.numBoneInfluencers > 4) {\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\n }\n\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\n\n const skeleton = mesh.skeleton;\n if (skeleton && skeleton.isUsingTextureForMatrices) {\n defines.push(\"#define BONETEXTURE\");\n } else {\n defines.push(\"#define BonesPerMesh \" + (skeleton ? skeleton.bones.length + 1 : 0));\n }\n\n if (mesh.numBoneInfluencers > 0) {\n fallbacks.addCPUSkinningFallback(0, mesh);\n }\n } else {\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\n }\n\n // Morph targets\n const numMorphInfluencers = mesh.morphTargetManager\n ? PrepareDefinesAndAttributesForMorphTargets(\n mesh.morphTargetManager,\n defines,\n attribs,\n mesh,\n true, // usePositionMorph\n false, // useNormalMorph\n false, // useTangentMorph\n uv1, // useUVMorph\n uv2, // useUV2Morph\n color // useColorMorph\n )\n : 0;\n\n // Instances\n if (useInstances) {\n defines.push(\"#define INSTANCES\");\n PushAttributesForInstances(attribs);\n if (subMesh.getRenderingMesh().hasThinInstances) {\n defines.push(\"#define THIN_INSTANCES\");\n }\n }\n\n // Baked vertex animations\n const bvaManager = mesh.bakedVertexAnimationManager;\n if (bvaManager && bvaManager.isEnabled) {\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\n if (useInstances) {\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\n }\n }\n\n // ClipPlanes\n PrepareStringDefinesForClipPlanes(material, this._scene, defines);\n\n // Selection ID\n if (useInstances) {\n attribs.push(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName);\n }\n\n this._addCustomEffectDefines(defines);\n\n // Get correct effect\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\n const cachedDefines = drawWrapper.defines as string;\n const join = defines.join(\"\\n\");\n if (cachedDefines !== join) {\n const uniforms = [\n \"world\",\n \"mBones\",\n \"viewProjection\",\n \"view\",\n \"morphTargetInfluences\",\n \"morphTargetCount\",\n \"boneTextureWidth\",\n \"diffuseMatrix\",\n \"morphTargetTextureInfo\",\n \"morphTargetTextureIndices\",\n \"bakedVertexAnimationSettings\",\n \"bakedVertexAnimationTextureSizeInverted\",\n \"bakedVertexAnimationTime\",\n \"bakedVertexAnimationTexture\",\n \"depthValues\",\n \"selectionId\",\n ];\n\n AddClipPlaneUniforms(uniforms);\n\n drawWrapper.setEffect(\n this._engine.createEffect(\n \"selection\",\n <IEffectCreationOptions>{\n attributes: attribs,\n uniformsNames: uniforms,\n uniformBuffersNames: [],\n samplers: [\"diffuseSampler\", \"boneSampler\", \"morphTargets\", \"bakedVertexAnimationTexture\"],\n defines: join,\n fallbacks: fallbacks,\n onCompiled: null,\n onError: null,\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\n shaderLanguage: this._shaderLanguage,\n extraInitializationsAsync: this._shadersLoaded\n ? undefined\n : async () => {\n await this._importShadersAsync();\n this._shadersLoaded = true;\n },\n },\n this._engine\n ),\n join\n );\n }\n\n const effectIsReady = drawWrapper.effect!.isReady();\n\n return effectIsReady && (this._dontCheckIfReady || (!this._dontCheckIfReady && this.isLayerReady()));\n }\n\n protected override async _importShadersAsync(): Promise<void> {\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\n await Promise.all([\n import(\"../ShadersWGSL/selection.vertex\"),\n import(\"../ShadersWGSL/selection.fragment\"),\n import(\"../ShadersWGSL/glowMapMerge.vertex\"),\n import(\"../ShadersWGSL/selectionOutline.fragment\"),\n ]);\n } else {\n await Promise.all([\n import(\"../Shaders/selection.vertex\"),\n import(\"../Shaders/selection.fragment\"),\n import(\"../Shaders/glowMapMerge.vertex\"),\n import(\"../Shaders/selectionOutline.fragment\"),\n ]);\n }\n\n await super._importShadersAsync();\n }\n\n /**\n * Get the effect name of the layer.\n * @returns The effect name\n */\n public override getEffectName(): string {\n return ThinSelectionOutlineLayer.EffectName;\n }\n\n /** @internal */\n public override _createMergeEffect(): Effect {\n const defines: string[] = [];\n switch (this._options.outlineMethod) {\n case Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL:\n defines.push(\"#define OUTLINELAYER_SAMPLING_TRIDIRECTIONAL\");\n break;\n case Constants.OUTLINELAYER_SAMPLING_OCTADIRECTIONAL:\n defines.push(\"#define OUTLINELAYER_SAMPLING_OCTADIRECTIONAL\");\n break;\n }\n const join = defines.join(\"\\n\");\n\n return this._engine.createEffect(\n {\n // glowMapMerge vertex is just a basic vertex shader for drawing a quad. so we reuse it here\n vertex: \"glowMapMerge\",\n // selection outline fragment does computation of outline with alpha channel for blending\n fragment: \"selectionOutline\",\n },\n <IEffectCreationOptions>{\n attributes: [VertexBuffer.PositionKind],\n uniformsNames: [\"screenSize\", \"outlineColor\", \"outlineThickness\", \"occlusionStrength\", \"occlusionThreshold\"],\n samplers: [\"maskSampler\", \"depthSampler\"],\n defines: join,\n fallbacks: null,\n onCompiled: null,\n onError: null,\n shaderLanguage: this._shaderLanguage,\n extraInitializationsAsync: this._shadersLoaded\n ? undefined\n : async () => {\n await this._importShadersAsync();\n this._shadersLoaded = true;\n },\n },\n this._engine\n );\n }\n\n /** @internal */\n public override _createTextureAndPostProcesses(): void {\n // we don't need to create a texture for this layer. since all computation is done in the merge effect\n }\n\n /**\n * Checks for the readiness of the element composing the layer.\n * @param subMesh the mesh to check for\n * @param useInstances specify whether or not to use instances to render the mesh\n * @returns true if ready otherwise, false\n */\n public override isReady(subMesh: SubMesh, useInstances: boolean): boolean {\n const material = subMesh.getMaterial();\n const mesh = subMesh.getRenderingMesh();\n\n if (!material || !mesh || !this._selection) {\n return false;\n }\n\n return super._isSubMeshReady(subMesh, useInstances, null);\n }\n\n /** @internal */\n public override _canRenderMesh(_mesh: AbstractMesh, _material: Material): boolean {\n return true;\n }\n\n protected override _renderSubMesh(subMesh: SubMesh, enableAlphaMode: boolean = false): void {\n if (!this._internalShouldRender()) {\n return;\n }\n\n const material = subMesh.getMaterial();\n const ownerMesh = subMesh.getMesh();\n const replacementMesh = subMesh.getReplacementMesh();\n const renderingMesh = subMesh.getRenderingMesh();\n const effectiveMesh = subMesh.getEffectiveMesh();\n const scene = this._scene;\n const engine = scene.getEngine();\n\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\n\n if (!material) {\n return;\n }\n\n // Do not block in blend mode.\n if (!this._canRenderMesh(renderingMesh, material)) {\n return;\n }\n\n // Culling\n let sideOrientation = material._getEffectiveOrientation(renderingMesh);\n const mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\n if (mainDeterminant < 0) {\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\n }\n\n const reverse = sideOrientation === Material.ClockWiseSideOrientation;\n engine.setState(material.backFaceCulling, material.zOffset, undefined, reverse, material.cullBackFaces, undefined, material.zOffsetUnits);\n\n // Managing instances\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!replacementMesh);\n if (batch.mustReturn) {\n return;\n }\n\n // Early Exit per mesh\n if (!this._shouldRenderMesh(renderingMesh)) {\n return;\n }\n\n const hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id] || renderingMesh.hasThinInstances || !!renderingMesh._userInstancedBuffersStorage;\n\n this._setEmissiveTextureAndColor(renderingMesh, subMesh, material);\n\n this.onBeforeRenderMeshToEffect.notifyObservers(ownerMesh);\n\n // selection outline layer is not compatible with custom materials\n // if (this._useMeshMaterial(renderingMesh)) {\n // subMesh.getMaterial()!._glowModeEnabled = true;\n // renderingMesh.render(subMesh, enableAlphaMode, replacementMesh || undefined);\n // subMesh.getMaterial()!._glowModeEnabled = false;\n // } else\n if (this._isSubMeshReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\n\n let drawWrapper = subMesh._getDrawWrapper();\n if (!drawWrapper && renderingMaterial) {\n drawWrapper = renderingMaterial._getDrawWrapper();\n }\n\n if (!drawWrapper) {\n return;\n }\n\n const effect = drawWrapper.effect!;\n\n engine.enableEffect(drawWrapper);\n if (!hardwareInstancedRendering) {\n renderingMesh._bind(subMesh, effect, material.fillMode);\n }\n\n if (!renderingMaterial) {\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\n if (this._options.storeCameraSpaceZ) {\n effect.setMatrix(\"view\", scene.getViewMatrix());\n } else {\n const camera = this.camera || scene.activeCamera;\n if (camera) {\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\n\n let minZ: number, maxZ: number;\n\n if (cameraIsOrtho) {\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\n } else {\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\n }\n\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\n }\n }\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\n } else {\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\n }\n\n if (!renderingMaterial) {\n // Alpha test\n if (material && material.needAlphaTestingForMesh(effectiveMesh)) {\n const alphaTexture = material.getAlphaTestTexture();\n if (alphaTexture) {\n effect.setTexture(\"diffuseSampler\", alphaTexture);\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\n }\n }\n\n // Bones\n BindBonesParameters(renderingMesh, effect);\n\n // Morph targets\n BindMorphTargetParameters(renderingMesh, effect);\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\n renderingMesh.morphTargetManager._bind(effect);\n }\n\n // Baked vertex animations\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\n if (bvaManager && bvaManager.isEnabled) {\n bvaManager.bind(effect, hardwareInstancedRendering);\n }\n\n // Alpha mode\n if (enableAlphaMode) {\n engine.setAlphaMode(material.alphaMode);\n }\n\n // Clip planes\n BindClipPlane(effect, material, scene);\n\n // Selection ID\n const selectionId = this._meshUniqueIdToSelectionId[renderingMesh.uniqueId];\n if (!renderingMesh.hasInstances && !renderingMesh.isAnInstance && selectionId !== undefined) {\n effect.setFloat(\"selectionId\", selectionId);\n }\n }\n\n // Draw\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\n effect.setMatrix(\"world\", world)\n );\n } else {\n // Need to reset refresh rate of the main map\n this._objectRenderer.resetRefreshCounter();\n }\n\n this.onAfterRenderMeshToEffect.notifyObservers(ownerMesh);\n }\n\n /** @internal */\n public override _internalCompose(effect: Effect, _renderIndex: number): void {\n // Texture\n this.bindTexturesForCompose(effect);\n effect.setFloat2(\"screenSize\", this.textureWidth, this.textureHeight);\n effect.setColor3(\"outlineColor\", this.outlineColor);\n effect.setFloat(\"outlineThickness\", this.outlineThickness);\n effect.setFloat(\"occlusionStrength\", this.occlusionStrength);\n effect.setFloat(\"occlusionThreshold\", this.occlusionThreshold);\n\n // Cache\n const engine = this._engine;\n const previousStencilBuffer = engine.getStencilBuffer();\n\n // Draw order\n engine.setStencilBuffer(false);\n\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\n\n // Draw order\n engine.setStencilBuffer(previousStencilBuffer);\n }\n\n /** @internal */\n public override _setEmissiveTextureAndColor(_mesh: Mesh, _subMesh: SubMesh, _material: Material): void {\n // we don't use emissive texture or color for this layer\n }\n\n /**\n * Returns true if the layer contains information to display, otherwise false.\n * @returns true if the glow layer should be rendered\n */\n public override shouldRender(): boolean {\n return this._selection && super.shouldRender() ? true : false;\n }\n\n /** @internal */\n public override _shouldRenderMesh(mesh: Mesh): boolean {\n return this.hasMesh(mesh);\n }\n\n /** @internal */\n public override _addCustomEffectDefines(defines: string[]): void {\n if (this._options.storeCameraSpaceZ) {\n defines.push(\"#define STORE_CAMERASPACE_Z\");\n }\n }\n\n /**\n * Determine if a given mesh will be used in the current effect.\n * @param mesh mesh to test\n * @returns true if the mesh will be used\n */\n public override hasMesh(mesh: AbstractMesh): boolean {\n // we control selection as RTT render list\n return super.hasMesh(mesh);\n }\n\n /** @internal */\n public override _useMeshMaterial(_mesh: AbstractMesh): boolean {\n return false;\n }\n\n private _clearMeshSelection(mesh: Mesh): void {\n if (mesh._userInstancedBuffersStorage) {\n const kind = ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName;\n mesh._userInstancedBuffersStorage.vertexBuffers[kind]?.dispose();\n\n const vao = mesh._userInstancedBuffersStorage.vertexArrayObjects?.[kind];\n if (vao) {\n // invalidate VAO is very important to keep sync between VAO and vertex buffers\n (this._engine as ThinEngine).releaseVertexArrayObject(vao);\n delete mesh._userInstancedBuffersStorage.vertexArrayObjects![kind];\n }\n\n delete mesh._userInstancedBuffersStorage.data[kind];\n delete mesh._userInstancedBuffersStorage.vertexBuffers[kind];\n delete mesh._userInstancedBuffersStorage.strides[kind];\n delete mesh._userInstancedBuffersStorage.sizes[kind];\n\n if (Object.keys(mesh._userInstancedBuffersStorage.vertexBuffers).length === 0) {\n mesh._userInstancedBuffersStorage = undefined!;\n }\n }\n if (this._isDef(mesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName])) {\n delete mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName];\n }\n if (this._selection) {\n const index = this._selection.indexOf(mesh);\n if (~index) {\n this._selection.splice(index, 1);\n }\n }\n }\n\n /**\n * Remove all the meshes currently referenced in the selection outline layer\n */\n public clearSelection(): void {\n if (!this._selection) {\n return;\n }\n\n for (let index = 0; index < this._selection.length; ++index) {\n const mesh = this._selection[index] as Mesh;\n this._clearMeshSelection(mesh);\n if (this._isDef(mesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName])) {\n delete mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName];\n }\n }\n this._selection.length = 0;\n this._meshUniqueIdToSelectionId.length = 0;\n\n this._nextSelectionId = 1;\n\n this._shouldRender = false;\n }\n\n /**\n * Adds mesh or group of mesh to the current selection\n *\n * If a group of meshes is provided, they will outline as a single unit\n * @param meshOrGroup Meshes to add to the selection\n */\n public addSelection(meshOrGroup: AbstractMesh | AbstractMesh[]): void {\n if (!this._selection) {\n return;\n }\n\n const nextId = this._nextSelectionId;\n\n const group = Array.isArray(meshOrGroup) ? meshOrGroup : [meshOrGroup];\n if (group.length === 0) {\n return;\n }\n\n for (let meshIndex = 0; meshIndex < group.length; ++meshIndex) {\n const mesh = group[meshIndex];\n\n this._selection.push(mesh); // add to render list\n\n if (mesh.hasInstances || mesh.isAnInstance) {\n const sourceMesh = (mesh as InstancedMesh).sourceMesh ?? (mesh as Mesh);\n\n if (!this._isDef(sourceMesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName])) {\n sourceMesh.registerInstancedBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, 1);\n }\n\n mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] = nextId;\n } else {\n this._meshUniqueIdToSelectionId[mesh.uniqueId] = nextId;\n }\n }\n this._nextSelectionId += 1;\n\n this._shouldRender = true;\n }\n\n /**\n * Adds mesh or group of mesh to the current selection\n * @param meshOrGroup Meshes to remove from the selection\n */\n\n public removeSelection(meshOrGroup: AbstractMesh | AbstractMesh[]) {\n if (!this._selection) {\n return;\n }\n const group = Array.isArray(meshOrGroup) ? meshOrGroup : [meshOrGroup];\n if (group.length === 0) {\n return;\n }\n for (let i = 0; i < group.length; i++) {\n const mesh = group[i] as Mesh;\n this._clearMeshSelection(mesh);\n delete this._meshUniqueIdToSelectionId[mesh.uniqueId];\n }\n if (!this._selection || !this._selection.length) {\n this._meshUniqueIdToSelectionId.length = 0;\n\n this._nextSelectionId = 1;\n\n this._shouldRender = false;\n }\n }\n\n /**\n * Free any resources and references associated to a mesh.\n * Internal use\n * @param mesh The mesh to free.\n * @internal\n */\n public _disposeMesh(mesh: Mesh): void {\n const selection = this._selection;\n if (!selection) {\n return;\n }\n\n const index = selection.indexOf(mesh);\n if (index !== -1) {\n selection.splice(index, 1);\n\n if (mesh.hasInstances) {\n mesh.removeVerticesData(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName);\n }\n\n if (selection.length === 0) {\n this._shouldRender = false;\n }\n }\n }\n\n /**\n * Dispose the effect layer and free resources.\n */\n public override dispose(): void {\n this.clearSelection();\n this._selection = null;\n\n super.dispose();\n }\n}\n"]}
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+
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{ VertexBuffer } from \"../Buffers/buffer\";\nimport { Camera } from \"../Cameras/camera\";\nimport { Constants } from \"../Engines/constants\";\nimport type { ThinEngine } from \"../Engines/thinEngine\";\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\nimport type { Effect, IEffectCreationOptions } from \"../Materials/effect\";\nimport { EffectFallbacks } from \"../Materials/effectFallbacks\";\nimport { Material } from \"../Materials/material\";\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\nimport { Color3, Color4 } from \"../Maths/math.color\";\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\nimport type { InstancedMesh } from \"../Meshes/instancedMesh\";\nimport type { Mesh } from \"../Meshes/mesh\";\nimport type { SubMesh } from \"../Meshes/subMesh\";\nimport type { Scene } from \"../scene\";\nimport type { Nullable } from \"../types\";\nimport type { IThinEffectLayerOptions } from \"./thinEffectLayer\";\nimport { ThinEffectLayer } from \"./thinEffectLayer\";\n\n/**\n * Selection outline layer options. This helps customizing the behaviour\n * of the selection outline layer.\n */\nexport interface IThinSelectionOutlineLayerOptions extends IThinEffectLayerOptions {\n /**\n * Use the GLSL code generation for the shader (even on WebGPU). Default is false\n */\n forceGLSL?: boolean;\n\n /**\n * Specifies whether the depth stored is the Z coordinate in camera space.\n */\n storeCameraSpaceZ?: boolean;\n\n /**\n * Outline method to use (default: Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL)\n *\n * @see {@link Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL}\n */\n outlineMethod?: number;\n}\n\n/**\n * @internal\n */\nexport class ThinSelectionOutlineLayer extends ThinEffectLayer {\n /**\n * Effect Name of the layer.\n */\n public static readonly EffectName = \"SelectionOutlineLayer\";\n\n /**\n * Name of the instance selection ID attribute\n * @internal\n */\n public static readonly InstanceSelectionIdAttributeName = \"instanceSelectionId\";\n\n /**\n * The outline color\n */\n public outlineColor: Color3 = new Color3(1, 0.5, 0);\n\n /**\n * The thickness of the edges\n */\n public outlineThickness: number = 2.0;\n\n /**\n * The strength of the occlusion effect (default: 0.8)\n */\n public occlusionStrength: number = 0.8;\n\n /**\n * The occlusion threshold (default: 0.0001)\n */\n public occlusionThreshold: number = 0.0001;\n\n /**\n * The width of the source texture\n */\n public textureWidth: number = 0;\n\n /**\n * The height of the source texture\n */\n public textureHeight: number = 0;\n\n /** @internal */\n public override _options: Required<IThinSelectionOutlineLayerOptions>;\n\n /** @internal */\n public readonly _meshUniqueIdToSelectionId: number[] = [];\n /** @internal */\n public _selection: Nullable<AbstractMesh[]> = [];\n private _nextSelectionId = 1;\n\n /**\n * Instantiates a new selection outline Layer and references it to the scene..\n * @param name The name of the layer\n * @param scene The scene to use the layer in\n * @param options Sets of none mandatory options to use with the layer (see IThinSelectionOutlineLayerOptions for more information)\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.\n */\n public constructor(name: string, scene?: Scene, options?: Partial<IThinSelectionOutlineLayerOptions>, dontCheckIfReady = false) {\n super(name, scene, options !== undefined ? !!options.forceGLSL : false);\n\n // Adapt options\n this._options = {\n mainTextureRatio: 1.0,\n mainTextureFixedSize: 0,\n alphaBlendingMode: Constants.ALPHA_COMBINE,\n camera: null,\n renderingGroupId: -1,\n forceGLSL: false,\n mainTextureType: Constants.TEXTURETYPE_FLOAT,\n mainTextureFormat: Constants.TEXTUREFORMAT_RG,\n storeCameraSpaceZ: false,\n outlineMethod: Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL,\n ...options,\n };\n\n // set clear color\n this.neutralColor = new Color4(0.0, this._options.storeCameraSpaceZ ? 0.0 : 1.0, 0.0, 1.0);\n\n // Initialize the layer\n this._init(this._options);\n\n // Do not render as long as no meshes have been added\n this._shouldRender = false;\n\n if (dontCheckIfReady) {\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)\n this._createTextureAndPostProcesses();\n }\n }\n\n /**\n * Gets the class name of the effect layer\n * @returns the string with the class name of the effect layer\n */\n public getClassName(): string {\n return \"SelectionOutlineLayer\";\n }\n\n private _isDef(val: any) {\n return val !== void 0 && val !== null;\n }\n\n /** @internal */\n public override _internalIsSubMeshReady(subMesh: SubMesh, useInstances: boolean, _emissiveTexture: Nullable<BaseTexture>): boolean {\n const engine = this._scene.getEngine();\n const mesh = subMesh.getMesh();\n\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\n\n if (renderingMaterial) {\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\n }\n\n const material = subMesh.getMaterial();\n\n if (!material) {\n return false;\n }\n\n // selection outline layer is not compatible with custom materials\n // if (this._useMeshMaterial(subMesh.getRenderingMesh())) {\n // return material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances);\n // }\n\n const defines: string[] = [];\n\n const attribs = [VertexBuffer.PositionKind];\n\n let uv1 = false;\n let uv2 = false;\n const color = false;\n\n // Alpha test\n if (material.needAlphaTestingForMesh(mesh)) {\n defines.push(\"#define ALPHATEST\");\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\n attribs.push(VertexBuffer.UVKind);\n defines.push(\"#define UV1\");\n uv1 = true;\n }\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\n attribs.push(VertexBuffer.UV2Kind);\n defines.push(\"#define UV2\");\n uv2 = true;\n }\n }\n\n // Bones\n const fallbacks = new EffectFallbacks();\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\n attribs.push(VertexBuffer.MatricesIndicesKind);\n attribs.push(VertexBuffer.MatricesWeightsKind);\n if (mesh.numBoneInfluencers > 4) {\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\n }\n\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\n\n const skeleton = mesh.skeleton;\n if (skeleton && skeleton.isUsingTextureForMatrices) {\n defines.push(\"#define BONETEXTURE\");\n } else {\n defines.push(\"#define BonesPerMesh \" + (skeleton ? skeleton.bones.length + 1 : 0));\n }\n\n if (mesh.numBoneInfluencers > 0) {\n fallbacks.addCPUSkinningFallback(0, mesh);\n }\n } else {\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\n }\n\n // Morph targets\n const numMorphInfluencers = mesh.morphTargetManager\n ? PrepareDefinesAndAttributesForMorphTargets(\n mesh.morphTargetManager,\n defines,\n attribs,\n mesh,\n true, // usePositionMorph\n false, // useNormalMorph\n false, // useTangentMorph\n uv1, // useUVMorph\n uv2, // useUV2Morph\n color // useColorMorph\n )\n : 0;\n\n // Instances\n if (useInstances) {\n defines.push(\"#define INSTANCES\");\n PushAttributesForInstances(attribs);\n if (subMesh.getRenderingMesh().hasThinInstances) {\n defines.push(\"#define THIN_INSTANCES\");\n }\n }\n\n // Baked vertex animations\n const bvaManager = mesh.bakedVertexAnimationManager;\n if (bvaManager && bvaManager.isEnabled) {\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\n if (useInstances) {\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\n }\n }\n\n // ClipPlanes\n PrepareStringDefinesForClipPlanes(material, this._scene, defines);\n\n // Selection ID\n if (useInstances) {\n attribs.push(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName);\n }\n\n this._addCustomEffectDefines(defines);\n\n // Get correct effect\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\n const cachedDefines = drawWrapper.defines as string;\n const join = defines.join(\"\\n\");\n if (cachedDefines !== join) {\n const uniforms = [\n \"world\",\n \"mBones\",\n \"viewProjection\",\n \"view\",\n \"morphTargetInfluences\",\n \"morphTargetCount\",\n \"boneTextureWidth\",\n \"diffuseMatrix\",\n \"morphTargetTextureInfo\",\n \"morphTargetTextureIndices\",\n \"bakedVertexAnimationSettings\",\n \"bakedVertexAnimationTextureSizeInverted\",\n \"bakedVertexAnimationTime\",\n \"bakedVertexAnimationTexture\",\n \"depthValues\",\n \"selectionId\",\n ];\n\n AddClipPlaneUniforms(uniforms);\n\n drawWrapper.setEffect(\n this._engine.createEffect(\n \"selection\",\n <IEffectCreationOptions>{\n attributes: attribs,\n uniformsNames: uniforms,\n uniformBuffersNames: [],\n samplers: [\"diffuseSampler\", \"boneSampler\", \"morphTargets\", \"bakedVertexAnimationTexture\"],\n defines: join,\n fallbacks: fallbacks,\n onCompiled: null,\n onError: null,\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\n shaderLanguage: this._shaderLanguage,\n extraInitializationsAsync: this._shadersLoaded\n ? undefined\n : async () => {\n await this._importShadersAsync();\n this._shadersLoaded = true;\n },\n },\n this._engine\n ),\n join\n );\n }\n\n const effectIsReady = drawWrapper.effect!.isReady();\n\n return effectIsReady && (this._dontCheckIfReady || (!this._dontCheckIfReady && this.isLayerReady()));\n }\n\n protected override async _importShadersAsync(): Promise<void> {\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\n await Promise.all([\n import(\"../ShadersWGSL/selection.vertex\"),\n import(\"../ShadersWGSL/selection.fragment\"),\n import(\"../ShadersWGSL/glowMapMerge.vertex\"),\n import(\"../ShadersWGSL/selectionOutline.fragment\"),\n ]);\n } else {\n await Promise.all([\n import(\"../Shaders/selection.vertex\"),\n import(\"../Shaders/selection.fragment\"),\n import(\"../Shaders/glowMapMerge.vertex\"),\n import(\"../Shaders/selectionOutline.fragment\"),\n ]);\n }\n\n await super._importShadersAsync();\n }\n\n /**\n * Get the effect name of the layer.\n * @returns The effect name\n */\n public override getEffectName(): string {\n return ThinSelectionOutlineLayer.EffectName;\n }\n\n /** @internal */\n public override _createMergeEffect(): Effect {\n const defines: string[] = [];\n switch (this._options.outlineMethod) {\n case Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL:\n defines.push(\"#define OUTLINELAYER_SAMPLING_TRIDIRECTIONAL\");\n break;\n case Constants.OUTLINELAYER_SAMPLING_OCTADIRECTIONAL:\n defines.push(\"#define OUTLINELAYER_SAMPLING_OCTADIRECTIONAL\");\n break;\n }\n const join = defines.join(\"\\n\");\n\n return this._engine.createEffect(\n {\n // glowMapMerge vertex is just a basic vertex shader for drawing a quad. so we reuse it here\n vertex: \"glowMapMerge\",\n // selection outline fragment does computation of outline with alpha channel for blending\n fragment: \"selectionOutline\",\n },\n <IEffectCreationOptions>{\n attributes: [VertexBuffer.PositionKind],\n uniformsNames: [\"screenSize\", \"outlineColor\", \"outlineThickness\", \"occlusionStrength\", \"occlusionThreshold\"],\n samplers: [\"maskSampler\", \"depthSampler\"],\n defines: join,\n fallbacks: null,\n onCompiled: null,\n onError: null,\n shaderLanguage: this._shaderLanguage,\n extraInitializationsAsync: this._shadersLoaded\n ? undefined\n : async () => {\n await this._importShadersAsync();\n this._shadersLoaded = true;\n },\n },\n this._engine\n );\n }\n\n /** @internal */\n public override _createTextureAndPostProcesses(): void {\n // we don't need to create a texture for this layer. since all computation is done in the merge effect\n }\n\n /**\n * Checks for the readiness of the element composing the layer.\n * @param subMesh the mesh to check for\n * @param useInstances specify whether or not to use instances to render the mesh\n * @returns true if ready otherwise, false\n */\n public override isReady(subMesh: SubMesh, useInstances: boolean): boolean {\n const material = subMesh.getMaterial();\n const mesh = subMesh.getRenderingMesh();\n\n if (!material || !mesh || !this._selection) {\n return false;\n }\n\n return super._isSubMeshReady(subMesh, useInstances, null);\n }\n\n /** @internal */\n public override _canRenderMesh(_mesh: AbstractMesh, _material: Material): boolean {\n return true;\n }\n\n protected override _renderSubMesh(subMesh: SubMesh, enableAlphaMode: boolean = false): void {\n if (!this._internalShouldRender()) {\n return;\n }\n\n const material = subMesh.getMaterial();\n const ownerMesh = subMesh.getMesh();\n const replacementMesh = subMesh.getReplacementMesh();\n const renderingMesh = subMesh.getRenderingMesh();\n const effectiveMesh = subMesh.getEffectiveMesh();\n const scene = this._scene;\n const engine = scene.getEngine();\n\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\n\n if (!material) {\n return;\n }\n\n // Do not block in blend mode.\n if (!this._canRenderMesh(renderingMesh, material)) {\n return;\n }\n\n // Culling\n let sideOrientation = material._getEffectiveOrientation(renderingMesh);\n const mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\n if (mainDeterminant < 0) {\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\n }\n\n const reverse = sideOrientation === Material.ClockWiseSideOrientation;\n engine.setState(material.backFaceCulling, material.zOffset, undefined, reverse, material.cullBackFaces, undefined, material.zOffsetUnits);\n\n // Managing instances\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!replacementMesh);\n if (batch.mustReturn) {\n return;\n }\n\n // Early Exit per mesh\n if (!this._shouldRenderMesh(renderingMesh)) {\n return;\n }\n\n const hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id] || renderingMesh.hasThinInstances || !!renderingMesh._userInstancedBuffersStorage;\n\n this._setEmissiveTextureAndColor(renderingMesh, subMesh, material);\n\n this.onBeforeRenderMeshToEffect.notifyObservers(ownerMesh);\n\n // selection outline layer is not compatible with custom materials\n // if (this._useMeshMaterial(renderingMesh)) {\n // subMesh.getMaterial()!._glowModeEnabled = true;\n // renderingMesh.render(subMesh, enableAlphaMode, replacementMesh || undefined);\n // subMesh.getMaterial()!._glowModeEnabled = false;\n // } else\n if (this._isSubMeshReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\n\n let drawWrapper = subMesh._getDrawWrapper();\n if (!drawWrapper && renderingMaterial) {\n drawWrapper = renderingMaterial._getDrawWrapper();\n }\n\n if (!drawWrapper) {\n return;\n }\n\n const effect = drawWrapper.effect!;\n\n engine.enableEffect(drawWrapper);\n if (!hardwareInstancedRendering) {\n renderingMesh._bind(subMesh, effect, material.fillMode);\n }\n\n if (!renderingMaterial) {\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\n if (this._options.storeCameraSpaceZ) {\n effect.setMatrix(\"view\", scene.getViewMatrix());\n } else {\n const camera = this.camera || scene.activeCamera;\n if (camera) {\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\n\n let minZ: number, maxZ: number;\n\n if (cameraIsOrtho) {\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\n } else {\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\n }\n\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\n }\n }\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\n } else {\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\n }\n\n if (!renderingMaterial) {\n // Alpha test\n if (material && material.needAlphaTestingForMesh(effectiveMesh)) {\n const alphaTexture = material.getAlphaTestTexture();\n if (alphaTexture) {\n effect.setTexture(\"diffuseSampler\", alphaTexture);\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\n }\n }\n\n // Bones\n BindBonesParameters(renderingMesh, effect);\n\n // Morph targets\n BindMorphTargetParameters(renderingMesh, effect);\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\n renderingMesh.morphTargetManager._bind(effect);\n }\n\n // Baked vertex animations\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\n if (bvaManager && bvaManager.isEnabled) {\n bvaManager.bind(effect, hardwareInstancedRendering);\n }\n\n // Alpha mode\n if (enableAlphaMode) {\n engine.setAlphaMode(material.alphaMode);\n }\n\n // Clip planes\n BindClipPlane(effect, material, scene);\n\n // Selection ID\n const selectionId = this._meshUniqueIdToSelectionId[renderingMesh.uniqueId];\n if (!renderingMesh.hasInstances && !renderingMesh.hasThinInstances && !renderingMesh.isAnInstance && selectionId !== undefined) {\n effect.setFloat(\"selectionId\", selectionId);\n }\n }\n\n // Draw\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\n effect.setMatrix(\"world\", world)\n );\n } else {\n // Need to reset refresh rate of the main map\n this._objectRenderer.resetRefreshCounter();\n }\n\n this.onAfterRenderMeshToEffect.notifyObservers(ownerMesh);\n }\n\n /** @internal */\n public override _internalCompose(effect: Effect, _renderIndex: number): void {\n // Texture\n this.bindTexturesForCompose(effect);\n effect.setFloat2(\"screenSize\", this.textureWidth, this.textureHeight);\n effect.setColor3(\"outlineColor\", this.outlineColor);\n effect.setFloat(\"outlineThickness\", this.outlineThickness);\n effect.setFloat(\"occlusionStrength\", this.occlusionStrength);\n effect.setFloat(\"occlusionThreshold\", this.occlusionThreshold);\n\n // Cache\n const engine = this._engine;\n const previousStencilBuffer = engine.getStencilBuffer();\n\n // Draw order\n engine.setStencilBuffer(false);\n\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\n\n // Draw order\n engine.setStencilBuffer(previousStencilBuffer);\n }\n\n /** @internal */\n public override _setEmissiveTextureAndColor(_mesh: Mesh, _subMesh: SubMesh, _material: Material): void {\n // we don't use emissive texture or color for this layer\n }\n\n /**\n * Returns true if the layer contains information to display, otherwise false.\n * @returns true if the glow layer should be rendered\n */\n public override shouldRender(): boolean {\n return this._selection && super.shouldRender() ? true : false;\n }\n\n /** @internal */\n public override _shouldRenderMesh(mesh: Mesh): boolean {\n return this.hasMesh(mesh);\n }\n\n /** @internal */\n public override _addCustomEffectDefines(defines: string[]): void {\n if (this._options.storeCameraSpaceZ) {\n defines.push(\"#define STORE_CAMERASPACE_Z\");\n }\n }\n\n /**\n * Determine if a given mesh will be used in the current effect.\n * @param mesh mesh to test\n * @returns true if the mesh will be used\n */\n public override hasMesh(mesh: AbstractMesh): boolean {\n // we control selection as RTT render list\n return super.hasMesh(mesh);\n }\n\n /** @internal */\n public override _useMeshMaterial(_mesh: AbstractMesh): boolean {\n return false;\n }\n\n private _clearMeshSelection(mesh: Mesh): void {\n if (mesh._userInstancedBuffersStorage) {\n const kind = ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName;\n mesh._userInstancedBuffersStorage.vertexBuffers[kind]?.dispose();\n\n const vao = mesh._userInstancedBuffersStorage.vertexArrayObjects?.[kind];\n if (vao) {\n // invalidate VAO is very important to keep sync between VAO and vertex buffers\n (this._engine as ThinEngine).releaseVertexArrayObject(vao);\n delete mesh._userInstancedBuffersStorage.vertexArrayObjects![kind];\n }\n\n delete mesh._userInstancedBuffersStorage.data[kind];\n delete mesh._userInstancedBuffersStorage.vertexBuffers[kind];\n delete mesh._userInstancedBuffersStorage.strides[kind];\n delete mesh._userInstancedBuffersStorage.sizes[kind];\n\n if (Object.keys(mesh._userInstancedBuffersStorage.vertexBuffers).length === 0) {\n mesh._userInstancedBuffersStorage = undefined!;\n }\n }\n if (this._isDef(mesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName])) {\n delete mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName];\n }\n if (this._selection) {\n const index = this._selection.indexOf(mesh);\n if (~index) {\n this._selection.splice(index, 1);\n }\n }\n }\n\n /**\n * Remove all the meshes currently referenced in the selection outline layer\n */\n public clearSelection(): void {\n if (!this._selection) {\n return;\n }\n\n for (let index = 0; index < this._selection.length; ++index) {\n const mesh = this._selection[index] as Mesh;\n this._clearMeshSelection(mesh);\n if (this._isDef(mesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName])) {\n delete mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName];\n }\n }\n this._selection.length = 0;\n this._meshUniqueIdToSelectionId.length = 0;\n\n this._nextSelectionId = 1;\n\n this._shouldRender = false;\n }\n\n /**\n * Adds mesh or group of mesh to the current selection\n *\n * If a group of meshes is provided, they will outline as a single unit\n * @param meshOrGroup Meshes to add to the selection\n */\n public addSelection(meshOrGroup: AbstractMesh | AbstractMesh[]): void {\n if (!this._selection) {\n return;\n }\n\n const nextId = this._nextSelectionId;\n\n const group = Array.isArray(meshOrGroup) ? meshOrGroup : [meshOrGroup];\n if (group.length === 0) {\n return;\n }\n\n for (let meshIndex = 0; meshIndex < group.length; ++meshIndex) {\n const mesh = group[meshIndex];\n\n this._selection.push(mesh); // add to render list\n\n if (mesh.hasInstances || mesh.isAnInstance) {\n const sourceMesh = (mesh as InstancedMesh).sourceMesh ?? (mesh as Mesh);\n\n if (!this._isDef(sourceMesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName])) {\n sourceMesh.registerInstancedBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, 1);\n }\n\n mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] = nextId;\n } else if (mesh.hasThinInstances) {\n const thinInstanceCount = (mesh as Mesh).thinInstanceCount;\n const selectionIdData = new Float32Array(thinInstanceCount);\n for (let i = 0; i < thinInstanceCount; i++) {\n selectionIdData[i] = nextId;\n }\n (mesh as Mesh).thinInstanceSetBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, selectionIdData, 1);\n } else {\n this._meshUniqueIdToSelectionId[mesh.uniqueId] = nextId;\n }\n }\n this._nextSelectionId += 1;\n\n this._shouldRender = true;\n }\n\n /**\n * Adds mesh or group of mesh to the current selection\n * @param meshOrGroup Meshes to remove from the selection\n */\n\n public removeSelection(meshOrGroup: AbstractMesh | AbstractMesh[]) {\n if (!this._selection) {\n return;\n }\n const group = Array.isArray(meshOrGroup) ? meshOrGroup : [meshOrGroup];\n if (group.length === 0) {\n return;\n }\n for (let i = 0; i < group.length; i++) {\n const mesh = group[i] as Mesh;\n this._clearMeshSelection(mesh);\n delete this._meshUniqueIdToSelectionId[mesh.uniqueId];\n }\n if (!this._selection || !this._selection.length) {\n this._meshUniqueIdToSelectionId.length = 0;\n\n this._nextSelectionId = 1;\n\n this._shouldRender = false;\n }\n }\n\n /**\n * Free any resources and references associated to a mesh.\n * Internal use\n * @param mesh The mesh to free.\n * @internal\n */\n public _disposeMesh(mesh: Mesh): void {\n const selection = this._selection;\n if (!selection) {\n return;\n }\n\n const index = selection.indexOf(mesh);\n if (index !== -1) {\n selection.splice(index, 1);\n\n if (mesh.hasInstances) {\n mesh.removeVerticesData(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName);\n } else if (mesh.hasThinInstances) {\n (mesh as Mesh).thinInstanceSetBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, null);\n }\n\n if (selection.length === 0) {\n this._shouldRender = false;\n }\n }\n }\n\n /**\n * Dispose the effect layer and free resources.\n */\n public override dispose(): void {\n this.clearSelection();\n this._selection = null;\n\n super.dispose();\n }\n}\n"]}
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@@ -100,9 +100,10 @@ export declare class GaussianSplattingMaterial extends PushMaterial {
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* Create a depth rendering material for a Gaussian Splatting mesh
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makeDepthRenderingMaterial(scene: Scene, shaderLanguage: ShaderLanguage): ShaderMaterial;
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makeDepthRenderingMaterial(scene: Scene, shaderLanguage: ShaderLanguage, alphaBlendedDepth?: boolean): ShaderMaterial;
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protected static _MakeGaussianSplattingShadowDepthWrapper(scene: Scene, shaderLanguage: ShaderLanguage): ShadowDepthWrapper;
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* Clones the material.
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static _BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene) {
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gsMesh.getMeshUniformBuffer().bindToEffect(effect, "Mesh");
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effect.setFloat2("invViewport", 1 / renderWidth, 1 / renderHeight);
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let focal = 1000;
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/*
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more explicit version:
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const t = camera.getProjectionMatrix().m[5];
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const FovY = Math.atan(1.0 / t) * 2.0;
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focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);
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325
|
+
Using a shorter version here to not have tan(atan) and 2.0 factor
|
|
326
|
+
*/
|
|
327
|
+
const t = camera.getProjectionMatrix().m[5];
|
|
328
|
+
if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {
|
|
329
|
+
focal = (renderHeight * t) / 2.0;
|
|
330
|
+
}
|
|
331
|
+
else {
|
|
332
|
+
focal = (renderWidth * t) / 2.0;
|
|
333
|
+
}
|
|
334
|
+
}
|
|
317
335
|
effect.setFloat2("focal", focal, focal);
|
|
318
336
|
effect.setFloat("kernelSize", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);
|
|
319
337
|
effect.setFloat("alpha", gsMaterial.alpha);
|
|
320
338
|
let minZ, maxZ;
|
|
321
|
-
const camera = scene.activeCamera;
|
|
322
|
-
if (!camera) {
|
|
323
|
-
return;
|
|
324
|
-
}
|
|
325
339
|
const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;
|
|
326
340
|
if (cameraIsOrtho) {
|
|
327
341
|
minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;
|
|
@@ -345,9 +359,14 @@ export class GaussianSplattingMaterial extends PushMaterial {
|
|
|
345
359
|
* Create a depth rendering material for a Gaussian Splatting mesh
|
|
346
360
|
* @param scene scene it belongs to
|
|
347
361
|
* @param shaderLanguage GLSL or WGSL
|
|
362
|
+
* @param alphaBlendedDepth whether to enable alpha blended depth rendering
|
|
348
363
|
* @returns depth rendering shader material
|
|
349
364
|
*/
|
|
350
|
-
makeDepthRenderingMaterial(scene, shaderLanguage) {
|
|
365
|
+
makeDepthRenderingMaterial(scene, shaderLanguage, alphaBlendedDepth = false) {
|
|
366
|
+
const defines = ["#define DEPTH_RENDER"];
|
|
367
|
+
if (alphaBlendedDepth) {
|
|
368
|
+
defines.push("#define ALPHA_BLENDED_DEPTH");
|
|
369
|
+
}
|
|
351
370
|
const shaderMaterial = new ShaderMaterial("gaussianSplattingDepthRender", scene, {
|
|
352
371
|
vertex: "gaussianSplattingDepth",
|
|
353
372
|
fragment: "gaussianSplattingDepth",
|
|
@@ -357,7 +376,8 @@ export class GaussianSplattingMaterial extends PushMaterial {
|
|
|
357
376
|
samplers: GaussianSplattingMaterial._Samplers,
|
|
358
377
|
uniformBuffers: GaussianSplattingMaterial._UniformBuffers,
|
|
359
378
|
shaderLanguage: shaderLanguage,
|
|
360
|
-
defines:
|
|
379
|
+
defines: defines,
|
|
380
|
+
needAlphaBlending: alphaBlendedDepth,
|
|
361
381
|
});
|
|
362
382
|
shaderMaterial.onBindObservable.add((mesh) => {
|
|
363
383
|
const gsMaterial = mesh.material;
|