@onerjs/core 8.40.8 → 8.41.1
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/abstractEngine.functions.js.map +1 -1
- package/Engines/shaderStore.js +2 -2
- package/Engines/shaderStore.js.map +1 -1
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/effectLayerSceneComponent.js.map +1 -1
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/layerSceneComponent.js.map +1 -1
- package/Layers/thinEffectLayer.js.map +1 -1
- package/Layers/thinGlowLayer.js.map +1 -1
- package/Layers/thinHighlightLayer.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +2 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +19 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/effect.functions.js.map +1 -1
- package/Meshes/Builders/linesBuilder.d.ts +1 -0
- package/Meshes/Builders/linesBuilder.js +9 -1
- package/Meshes/Builders/linesBuilder.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +5 -6
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Rendering/depthRenderer.js +2 -1
- package/Rendering/depthRenderer.js.map +1 -1
- package/Shaders/gaussianSplattingDepth.vertex.js +16 -2
- package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js +16 -2
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
- package/package.json +1 -1
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"thinGlowLayer.js","sourceRoot":"","sources":["../../../../dev/core/src/Layers/thinGlowLayer.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AAMjD,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AACjD,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AACpD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAK7C,OAAO,EAAE,mBAAmB,EAAE,gDAA+C;AA0B7E;;GAEG;AACH,MAAM,OAAO,aAAc,SAAQ,eAAe;IAW9C;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC;IAClC,CAAC;IAED;;OAEG;IACH,IAAW,cAAc,CAAC,KAAa;QACnC,IAAI,KAAK,KAAK,IAAI,CAAC,QAAQ,CAAC,cAAc,EAAE,CAAC;YACzC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,QAAQ,CAAC,cAAc,GAAG,KAAK,CAAC;QAErC,MAAM,eAAe,GAAG,IAAI,CAAC,2BAA2B,EAAE,CAAC;QAC3D,IAAI,CAAC,2BAA2B,CAAC,MAAM,GAAG,eAAe,CAAC;QAC1D,IAAI,CAAC,yBAAyB,CAAC,MAAM,GAAG,eAAe,CAAC;QACxD,IAAI,CAAC,2BAA2B,CAAC,MAAM,GAAG,eAAe,CAAC;QAC1D,IAAI,CAAC,yBAAyB,CAAC,MAAM,GAAG,eAAe,CAAC;IAC5D,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC;IACxC,CAAC;IAED;;OAEG;IACH,IAAW,SAAS,CAAC,KAAa;QAC9B,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IA6BD;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,KAAa,EAAE,OAA+B,EAAE,gBAAgB,GAAG,KAAK;QAC9F,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,gBAAgB,CAAC,CAAC;QAhCxC,eAAU,GAAW,GAAG,CAAC;QAMjC,gBAAgB;QACT,wBAAmB,GAAa,EAAE,CAAC;QAC1C,gBAAgB;QACT,oBAAe,GAAa,EAAE,CAAC;QAC9B,kCAA6B,GAAa,EAAE,CAAC;QAWrD,gBAAgB;QACT,kBAAa,GAAG,CAAC,CAAC;QAWrB,IAAI,CAAC,YAAY,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE3C,gBAAgB;QAChB,IAAI,CAAC,QAAQ,GAAG;YACZ,gBAAgB,EAAE,GAAG;YACrB,oBAAoB,EAAE,CAAC;YACvB,eAAe,EAAE,SAAS,CAAC,yBAAyB;YACpD,iBAAiB,EAAE,SAAS,CAAC,kBAAkB;YAC/C,cAAc,EAAE,EAAE;YAClB,MAAM,EAAE,IAAI;YACZ,gBAAgB,EAAE,CAAC,CAAC;YACpB,QAAQ,EAAE,KAAK;YACf,iBAAiB,EAAE,SAAS,CAAC,SAAS;YACtC,gBAAgB,EAAE,KAAK;YACvB,GAAG,OAAO;SACb,CAAC;QAEF,uBAAuB;QACvB,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAE1B,IAAI,gBAAgB,EAAE,CAAC;YACnB,wKAAwK;YACxK,IAAI,CAAC,8BAA8B,EAAE,CAAC;QAC1C,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,WAAW,CAAC;IACvB,CAAC;IAEkB,KAAK,CAAC,mBAAmB;QACxC,IAAI,IAAI,CAAC,eAAe,gCAAwB,EAAE,CAAC;YAC/C,MAAM,OAAO,CAAC,GAAG,CAAC;gBACd,MAAM,CAAC,sCAAsC,CAAC;gBAC9C,MAAM,CAAC,oCAAoC,CAAC;gBAC5C,MAAM,CAAC,6CAA6C,CAAC;aACxD,CAAC,CAAC;QACP,CAAC;aAAM,CAAC;YACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,kCAAkC,CAAC,EAAE,MAAM,CAAC,gCAAgC,CAAC,EAAE,MAAM,CAAC,yCAAyC,CAAC,CAAC,CAAC,CAAC;QACjK,CAAC;QAED,MAAM,KAAK,CAAC,mBAAmB,EAAE,CAAC;IACtC,CAAC;IAEe,aAAa;QACzB,OAAO,aAAa,CAAC,UAAU,CAAC;IACpC,CAAC;IAED,gBAAgB;IACA,qBAAqB;QACjC,IAAI,IAAI,CAAC,QAAQ,CAAC,gBAAgB,IAAI,CAAC,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,CAAC;YACrE,OAAO,KAAK,CAAC;QACjB,CAAC;QACD,OAAO,KAAK,CAAC,qBAAqB,EAAE,CAAC;IACzC,CAAC;IAEe,kBAAkB;QAC9B,IAAI,OAAO,GAAG,qBAAqB,CAAC;QACpC,IAAI,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAAC;YACzB,OAAO,IAAI,gBAAgB,CAAC;QAChC,CAAC;QAED,SAAS;QACT,OAAO,IAAI,CAAC,OAAO,CAAC,YAAY,CAC5B,cAAc,EACd,CAAC,YAAY,CAAC,YAAY,CAAC,EAC3B,CAAC,QAAQ,CAAC,EACV,CAAC,gBAAgB,EAAE,iBAAiB,CAAC,EACrC,OAAO,EACP,SAAS,EACT,SAAS,EACT,SAAS,EACT,SAAS,EACT,IAAI,CAAC,cAAc,EACnB,IAAI,CAAC,cAAc;YACf,CAAC,CAAC,SAAS;YACX,CAAC,CAAC,KAAK,IAAI,EAAE;gBACP,MAAM,IAAI,CAAC,mBAAmB,EAAE,CAAC;gBACjC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;YAC/B,CAAC,CACV,CAAC;IACN,CAAC;IAEe,8BAA8B;QAC1C,MAAM,eAAe,GAAG,IAAI,CAAC,2BAA2B,EAAE,CAAC;QAC3D,IAAI,CAAC,2BAA2B,GAAG,IAAI,mBAAmB,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EAAE,IAAI,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC;QAC3I,IAAI,CAAC,yBAAyB,GAAG,IAAI,mBAAmB,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EAAE,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,EAAE,eAAe,CAAC,CAAC;QAEzI,IAAI,CAAC,2BAA2B,GAAG,IAAI,mBAAmB,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EAAE,IAAI,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC;QAC3I,IAAI,CAAC,yBAAyB,GAAG,IAAI,mBAAmB,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EAAE,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,EAAE,eAAe,CAAC,CAAC;QAEzI,IAAI,CAAC,cAAc,GAAG,CAAC,IAAI,CAAC,2BAA2B,EAAE,IAAI,CAAC,yBAAyB,EAAE,IAAI,CAAC,2BAA2B,EAAE,IAAI,CAAC,yBAAyB,CAAC,CAAC;IAC/J,CAAC;IAEO,2BAA2B;QAC/B,OAAO,IAAI,CAAC,QAAQ,CAAC,cAAc,GAAG,CAAC,CAAC;IAC5C,CAAC;IAEe,OAAO,CAAC,OAAgB,EAAE,YAAqB;QAC3D,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QACvC,MAAM,IAAI,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;QAExC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,EAAE,CAAC;YACrB,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,MAAM,eAAe,GAAS,QAAS,CAAC,eAAe,CAAC;QACxD,OAAO,KAAK,CAAC,eAAe,CAAC,OAAO,EAAE,YAAY,EAAE,eAAe,CAAC,CAAC;IACzE,CAAC;IAEe,cAAc,CAAC,KAAmB,EAAE,SAAmB;QACnE,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,gBAAgB,CAAC,MAAc;QAC3C,UAAU;QACV,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,CAAC;QACpC,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;QAE3C,QAAQ;QACR,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;QAC5B,MAAM,qBAAqB,GAAG,MAAM,CAAC,gBAAgB,EAAE,CAAC;QAExD,aAAa;QACb,MAAM,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;QAE/B,MAAM,CAAC,gBAAgB,CAAC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEzD,aAAa;QACb,MAAM,CAAC,gBAAgB,CAAC,qBAAqB,CAAC,CAAC;IACnD,CAAC;IAEe,2BAA2B,CAAC,IAAU,EAAE,OAAgB,EAAE,QAAkB;QACxF,IAAI,YAAY,GAAG,GAAG,CAAC;QAEvB,IAAI,IAAI,CAAC,6BAA6B,EAAE,CAAC;YACrC,IAAI,CAAC,wBAAwB,CAAC,OAAO,GAAG,IAAI,CAAC,6BAA6B,CAAC,IAAI,EAAE,OAAO,EAAE,QAAQ,CAAC,CAAC;QACxG,CAAC;aAAM,CAAC;YACJ,IAAI,QAAQ,EAAE,CAAC;gBACX,IAAI,CAAC,wBAAwB,CAAC,OAAO,GAAS,QAAS,CAAC,eAAe,CAAC;gBACxE,IAAI,IAAI,CAAC,wBAAwB,CAAC,OAAO,EAAE,CAAC;oBACxC,YAAY,GAAG,IAAI,CAAC,wBAAwB,CAAC,OAAO,CAAC,KAAK,CAAC;gBAC/D,CAAC;YACL,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,wBAAwB,CAAC,OAAO,GAAG,IAAI,CAAC;YACjD,CAAC;QACL,CAAC;QAED,IAAI,IAAI,CAAC,2BAA2B,EAAE,CAAC;YACnC,IAAI,CAAC,2BAA2B,CAAC,IAAI,EAAE,OAAO,EAAE,QAAQ,EAAE,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,CAAC;QACnG,CAAC;aAAM,CAAC;YACJ,IAAU,QAAS,CAAC,aAAa,EAAE,CAAC;gBAChC,MAAM,iBAAiB,GAAiB,QAAS,CAAC,iBAAiB,IAAI,CAAC,CAAC;gBACzE,YAAY,IAAI,iBAAiB,CAAC;gBAClC,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,GAAG,CAC7B,QAAS,CAAC,aAAa,CAAC,CAAC,GAAG,YAAY,EACxC,QAAS,CAAC,aAAa,CAAC,CAAC,GAAG,YAAY,EACxC,QAAS,CAAC,aAAa,CAAC,CAAC,GAAG,YAAY,EAC9C,QAAQ,CAAC,KAAK,CACjB,CAAC;YACN,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;YAChI,CAAC;QACL,CAAC;IACL,CAAC;IAEe,iBAAiB,CAAC,IAAU;QACxC,OAAO,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IAC9B,CAAC;IAEe,uBAAuB,CAAC,OAAiB;QACrD,OAAO,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;IACjC,CAAC;IAED;;;;OAIG;IACI,eAAe,CAAC,IAAU;QAC7B,IAAI,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;YACrD,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC7C,CAAC;IACL,CAAC;IAED;;;;OAIG;IACI,kBAAkB,CAAC,IAAU;QAChC,MAAM,KAAK,GAAG,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC1D,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;YACf,IAAI,CAAC,eAAe,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QAC1C,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,mBAAmB,CAAC,IAAU;QACjC,IAAI,IAAI,CAAC,mBAAmB,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;YACzD,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACjD,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,sBAAsB,CAAC,IAAU;QACpC,MAAM,KAAK,GAAG,IAAI,CAAC,mBAAmB,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC9D,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;YACf,IAAI,CAAC,mBAAmB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QAC9C,CAAC;IACL,CAAC;IAED;;;;OAIG;IACI,oBAAoB,CAAC,KAAc;QACtC,IAAI,CAAC,QAAQ,CAAC,gBAAgB,GAAG,KAAK,CAAC;IAC3C,CAAC;IAEe,OAAO,CAAC,IAAkB;QACtC,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;YACvB,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,gBAAgB;QAChB,IAAI,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,CAAC;YAClC,OAAO,IAAI,CAAC,mBAAmB,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC;QAClE,CAAC;QAED,gBAAgB;QAChB,IAAI,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,CAAC;YAC9B,OAAO,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC;QAC9D,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,gBAAgB,CAAC,IAAkB;QAC/C,qDAAqD;QACrD,IAAI,IAAI,CAAC,QAAQ,EAAE,iBAAiB,EAAE,CAAC;YACnC,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,IAAI,CAAC,6BAA6B,CAAC,MAAM,IAAI,CAAC,EAAE,CAAC;YACjD,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,IAAI,CAAC,6BAA6B,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC,CAAC;IAC1E,CAAC;IAED;;;OAGG;IACI,gCAAgC,CAAC,IAAkB;QACtD,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAExC,IAAI,CAAC,6BAA6B,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAEvD,IAAI,CAAC,mBAAmB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC9B,IAAI,CAAC,YAAY,CAAC,IAAY,CAAC,CAAC;QACpC,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;;OAIG;IACI,sCAAsC,CAAC,IAAkB,EAAE,YAAoB;QAClF,IAAI,KAAK,GAAG,IAAI,CAAC,6BAA6B,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACtE,OAAO,KAAK,IAAI,CAAC,EAAE,CAAC;YAChB,IAAI,CAAC,6BAA6B,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;YACpD,KAAK,GAAG,IAAI,CAAC,6BAA6B,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACtE,CAAC;QACD,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,CAAC;IACtC,CAAC;IAED,gBAAgB;IACT,YAAY,CAAC,IAAU;QAC1B,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,CAAC;QAClC,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;IAClC,CAAC;;AAjYD;;GAEG;AACoB,wBAAU,GAAG,WAAW,AAAd,CAAe;AAEhD;;GAEG;AACW,mCAAqB,GAAG,EAAE,AAAL,CAAM","sourcesContent":["/* eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { Texture } from \"../Materials/Textures/texture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ThinEffectLayer } from \"./thinEffectLayer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { PBRMaterial } from \"../Materials/PBR/pbrMaterial\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { IThinEffectLayerOptions } from \"./thinEffectLayer\";\r\nimport { ThinBlurPostProcess } from \"core/PostProcesses/thinBlurPostProcess\";\r\n\r\n/**\r\n * Glow layer options. This helps customizing the behaviour\r\n * of the glow layer.\r\n */\r\nexport interface IThinGlowLayerOptions extends IThinEffectLayerOptions {\r\n /**\r\n * How big is the kernel of the blur texture. Default: 32\r\n */\r\n blurKernelSize?: number;\r\n\r\n /**\r\n * Forces the merge step to be done in ldr (clamp values > 1). Default: false\r\n */\r\n ldrMerge?: boolean;\r\n\r\n /**\r\n * Exclude all meshes from the glow layer by default.\r\n * This is useful if you have dynamic meshes and you want to control them specifically and\r\n * make sure that there are no \"leaking\" glowing meshes.\r\n * Default: false\r\n */\r\n excludeByDefault?: boolean;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ThinGlowLayer extends ThinEffectLayer {\r\n /**\r\n * Effect Name of the layer.\r\n */\r\n public static readonly EffectName = \"GlowLayer\";\r\n\r\n /**\r\n * The default blur kernel size used for the glow.\r\n */\r\n public static DefaultBlurKernelSize = 32;\r\n\r\n /**\r\n * Gets the ldrMerge option.\r\n */\r\n public get ldrMerge(): boolean {\r\n return this._options.ldrMerge;\r\n }\r\n\r\n /**\r\n * Sets the kernel size of the blur.\r\n */\r\n public set blurKernelSize(value: number) {\r\n if (value === this._options.blurKernelSize) {\r\n return;\r\n }\r\n\r\n this._options.blurKernelSize = value;\r\n\r\n const effectiveKernel = this._getEffectiveBlurKernelSize();\r\n this._horizontalBlurPostprocess1.kernel = effectiveKernel;\r\n this._verticalBlurPostprocess1.kernel = effectiveKernel;\r\n this._horizontalBlurPostprocess2.kernel = effectiveKernel;\r\n this._verticalBlurPostprocess2.kernel = effectiveKernel;\r\n }\r\n\r\n /**\r\n * Gets the kernel size of the blur.\r\n */\r\n public get blurKernelSize(): number {\r\n return this._options.blurKernelSize;\r\n }\r\n\r\n /**\r\n * Sets the glow intensity.\r\n */\r\n public set intensity(value: number) {\r\n this._intensity = value;\r\n }\r\n\r\n /**\r\n * Gets the glow intensity.\r\n */\r\n public get intensity(): number {\r\n return this._intensity;\r\n }\r\n\r\n /** @internal */\r\n public override _options: Required<IThinGlowLayerOptions>;\r\n\r\n private _intensity: number = 1.0;\r\n private _horizontalBlurPostprocess1: ThinBlurPostProcess;\r\n private _verticalBlurPostprocess1: ThinBlurPostProcess;\r\n private _horizontalBlurPostprocess2: ThinBlurPostProcess;\r\n private _verticalBlurPostprocess2: ThinBlurPostProcess;\r\n\r\n /** @internal */\r\n public _includedOnlyMeshes: number[] = [];\r\n /** @internal */\r\n public _excludedMeshes: number[] = [];\r\n private _meshesUsingTheirOwnMaterials: number[] = [];\r\n\r\n /**\r\n * Callback used to let the user override the color selection on a per mesh basis\r\n */\r\n public customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;\r\n /**\r\n * Callback used to let the user override the texture selection on a per mesh basis\r\n */\r\n public customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;\r\n\r\n /** @internal */\r\n public _renderPassId = 0;\r\n\r\n /**\r\n * Instantiates a new glow Layer and references it to the scene.\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)\r\n * @param dontCheckIfReady Specifies if the layer should disable checking whether all the post processes are ready (default: false). To save performance, this should be set to true and you should call `isReady` manually before rendering to the layer.\r\n */\r\n constructor(name: string, scene?: Scene, options?: IThinGlowLayerOptions, dontCheckIfReady = false) {\r\n super(name, scene, false, dontCheckIfReady);\r\n this.neutralColor = new Color4(0, 0, 0, 1);\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: 0.5,\r\n mainTextureFixedSize: 0,\r\n mainTextureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n mainTextureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n blurKernelSize: 32,\r\n camera: null,\r\n renderingGroupId: -1,\r\n ldrMerge: false,\r\n alphaBlendingMode: Constants.ALPHA_ADD,\r\n excludeByDefault: false,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init(this._options);\r\n\r\n if (dontCheckIfReady) {\r\n // When dontCheckIfReady is true, we are in the new ThinXXX layer mode, so we must call _createTextureAndPostProcesses ourselves (it is called by EffectLayer otherwise)\r\n this._createTextureAndPostProcesses();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the thin glow layer\r\n * @returns the string with the class name of the glow layer\r\n */\r\n public getClassName(): string {\r\n return \"GlowLayer\";\r\n }\r\n\r\n protected override async _importShadersAsync() {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([\r\n import(\"../ShadersWGSL/glowMapMerge.fragment\"),\r\n import(\"../ShadersWGSL/glowMapMerge.vertex\"),\r\n import(\"../ShadersWGSL/glowBlurPostProcess.fragment\"),\r\n ]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/glowMapMerge.fragment\"), import(\"../Shaders/glowMapMerge.vertex\"), import(\"../Shaders/glowBlurPostProcess.fragment\")]);\r\n }\r\n\r\n await super._importShadersAsync();\r\n }\r\n\r\n public override getEffectName(): string {\r\n return ThinGlowLayer.EffectName;\r\n }\r\n\r\n /** @internal */\r\n public override _internalShouldRender(): boolean {\r\n if (this._options.excludeByDefault && !this._includedOnlyMeshes.length) {\r\n return false;\r\n }\r\n return super._internalShouldRender();\r\n }\r\n\r\n public override _createMergeEffect(): Effect {\r\n let defines = \"#define EMISSIVE \\n\";\r\n if (this._options.ldrMerge) {\r\n defines += \"#define LDR \\n\";\r\n }\r\n\r\n // Effect\r\n return this._engine.createEffect(\r\n \"glowMapMerge\",\r\n [VertexBuffer.PositionKind],\r\n [\"offset\"],\r\n [\"textureSampler\", \"textureSampler2\"],\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this.shaderLanguage,\r\n this._shadersLoaded\r\n ? undefined\r\n : async () => {\r\n await this._importShadersAsync();\r\n this._shadersLoaded = true;\r\n }\r\n );\r\n }\r\n\r\n public override _createTextureAndPostProcesses(): void {\r\n const effectiveKernel = this._getEffectiveBlurKernelSize();\r\n this._horizontalBlurPostprocess1 = new ThinBlurPostProcess(\"GlowLayerHBP1\", this._scene.getEngine(), new Vector2(1.0, 0), effectiveKernel);\r\n this._verticalBlurPostprocess1 = new ThinBlurPostProcess(\"GlowLayerVBP1\", this._scene.getEngine(), new Vector2(0, 1.0), effectiveKernel);\r\n\r\n this._horizontalBlurPostprocess2 = new ThinBlurPostProcess(\"GlowLayerHBP2\", this._scene.getEngine(), new Vector2(1.0, 0), effectiveKernel);\r\n this._verticalBlurPostprocess2 = new ThinBlurPostProcess(\"GlowLayerVBP2\", this._scene.getEngine(), new Vector2(0, 1.0), effectiveKernel);\r\n\r\n this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];\r\n }\r\n\r\n private _getEffectiveBlurKernelSize() {\r\n return this._options.blurKernelSize / 2;\r\n }\r\n\r\n public override isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const material = subMesh.getMaterial();\r\n const mesh = subMesh.getRenderingMesh();\r\n\r\n if (!material || !mesh) {\r\n return false;\r\n }\r\n\r\n const emissiveTexture = (<any>material).emissiveTexture;\r\n return super._isSubMeshReady(subMesh, useInstances, emissiveTexture);\r\n }\r\n\r\n public override _canRenderMesh(_mesh: AbstractMesh, _material: Material): boolean {\r\n return true;\r\n }\r\n\r\n public override _internalCompose(effect: Effect): void {\r\n // Texture\r\n this.bindTexturesForCompose(effect);\r\n effect.setFloat(\"offset\", this._intensity);\r\n\r\n // Cache\r\n const engine = this._engine;\r\n const previousStencilBuffer = engine.getStencilBuffer();\r\n\r\n // Draw order\r\n engine.setStencilBuffer(false);\r\n\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n\r\n // Draw order\r\n engine.setStencilBuffer(previousStencilBuffer);\r\n }\r\n\r\n public override _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void {\r\n let textureLevel = 1.0;\r\n\r\n if (this.customEmissiveTextureSelector) {\r\n this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);\r\n } else {\r\n if (material) {\r\n this._emissiveTextureAndColor.texture = (<any>material).emissiveTexture;\r\n if (this._emissiveTextureAndColor.texture) {\r\n textureLevel = this._emissiveTextureAndColor.texture.level;\r\n }\r\n } else {\r\n this._emissiveTextureAndColor.texture = null;\r\n }\r\n }\r\n\r\n if (this.customEmissiveColorSelector) {\r\n this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);\r\n } else {\r\n if ((<any>material).emissiveColor) {\r\n const emissiveIntensity = (<PBRMaterial>material).emissiveIntensity ?? 1;\r\n textureLevel *= emissiveIntensity;\r\n this._emissiveTextureAndColor.color.set(\r\n (<any>material).emissiveColor.r * textureLevel,\r\n (<any>material).emissiveColor.g * textureLevel,\r\n (<any>material).emissiveColor.b * textureLevel,\r\n material.alpha\r\n );\r\n } else {\r\n this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);\r\n }\r\n }\r\n }\r\n\r\n public override _shouldRenderMesh(mesh: Mesh): boolean {\r\n return this.hasMesh(mesh);\r\n }\r\n\r\n public override _addCustomEffectDefines(defines: string[]): void {\r\n defines.push(\"#define GLOW\");\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.\r\n * This will not have an effect if meshes are excluded by default (see setExcludedByDefault).\r\n * @param mesh The mesh to exclude from the glow layer\r\n */\r\n public addExcludedMesh(mesh: Mesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.\r\n * This will not have an effect if meshes are excluded by default (see setExcludedByDefault).\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: Mesh): void {\r\n const index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Add a mesh in the inclusion list to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to include in the glow layer\r\n */\r\n public addIncludedOnlyMesh(mesh: Mesh): void {\r\n if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._includedOnlyMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to remove\r\n */\r\n public removeIncludedOnlyMesh(mesh: Mesh): void {\r\n const index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._includedOnlyMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Set the excluded by default option.\r\n * If true, all meshes will be excluded by default unless they are added to the inclusion list.\r\n * @param value The boolean value to set the excluded by default option to\r\n */\r\n public setExcludedByDefault(value: boolean): void {\r\n this._options.excludeByDefault = value;\r\n }\r\n\r\n public override hasMesh(mesh: AbstractMesh): boolean {\r\n if (!super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\r\n // Included Mesh\r\n if (this._includedOnlyMeshes.length) {\r\n return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;\r\n }\r\n\r\n // Excluded Mesh\r\n if (this._excludedMeshes.length) {\r\n return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public override _useMeshMaterial(mesh: AbstractMesh): boolean {\r\n // Specific case of material supporting glow directly\r\n if (mesh.material?._supportGlowLayer) {\r\n return true;\r\n }\r\n\r\n if (this._meshesUsingTheirOwnMaterials.length == 0) {\r\n return false;\r\n }\r\n\r\n return this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId) > -1;\r\n }\r\n\r\n /**\r\n * Add a mesh to be rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to use its material\r\n */\r\n public referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void {\r\n mesh.resetDrawCache(this._renderPassId);\r\n\r\n this._meshesUsingTheirOwnMaterials.push(mesh.uniqueId);\r\n\r\n mesh.onDisposeObservable.add(() => {\r\n this._disposeMesh(mesh as Mesh);\r\n });\r\n }\r\n\r\n /**\r\n * Remove a mesh from being rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to not use its material\r\n * @param renderPassId The render pass id used when rendering the mesh\r\n */\r\n public unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh, renderPassId: number): void {\r\n let index = this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId);\r\n while (index >= 0) {\r\n this._meshesUsingTheirOwnMaterials.splice(index, 1);\r\n index = this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId);\r\n }\r\n mesh.resetDrawCache(renderPassId);\r\n }\r\n\r\n /** @internal */\r\n public _disposeMesh(mesh: Mesh): void {\r\n this.removeIncludedOnlyMesh(mesh);\r\n this.removeExcludedMesh(mesh);\r\n }\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"thinGlowLayer.js","sourceRoot":"","sources":["../../../../dev/core/src/Layers/thinGlowLayer.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AAMjD,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AACjD,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AACpD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAK7C,OAAO,EAAE,mBAAmB,EAAE,MAAM,sCAAsC,CAAC;AA0B3E;;GAEG;AACH,MAAM,OAAO,aAAc,SAAQ,eAAe;IAW9C;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC;IAClC,CAAC;IAED;;OAEG;IACH,IAAW,cAAc,CAAC,KAAa;QACnC,IAAI,KAAK,KAAK,IAAI,CAAC,QAAQ,CAAC,cAAc,EAAE,CAAC;YACzC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,QAAQ,CAAC,cAAc,GAAG,KAAK,CAAC;QAErC,MAAM,eAAe,GAAG,IAAI,CAAC,2BAA2B,EAAE,CAAC;QAC3D,IAAI,CAAC,2BAA2B,CAAC,MAAM,GAAG,eAAe,CAAC;QAC1D,IAAI,CAAC,yBAAyB,CAAC,MAAM,GAAG,eAAe,CAAC;QACxD,IAAI,CAAC,2BAA2B,CAAC,MAAM,GAAG,eAAe,CAAC;QAC1D,IAAI,CAAC,yBAAyB,CAAC,MAAM,GAAG,eAAe,CAAC;IAC5D,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC;IACxC,CAAC;IAED;;OAEG;IACH,IAAW,SAAS,CAAC,KAAa;QAC9B,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IA6BD;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,KAAa,EAAE,OAA+B,EAAE,gBAAgB,GAAG,KAAK;QAC9F,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,gBAAgB,CAAC,CAAC;QAhCxC,eAAU,GAAW,GAAG,CAAC;QAMjC,gBAAgB;QACT,wBAAmB,GAAa,EAAE,CAAC;QAC1C,gBAAgB;QACT,oBAAe,GAAa,EAAE,CAAC;QAC9B,kCAA6B,GAAa,EAAE,CAAC;QAWrD,gBAAgB;QACT,kBAAa,GAAG,CAAC,CAAC;QAWrB,IAAI,CAAC,YAAY,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE3C,gBAAgB;QAChB,IAAI,CAAC,QAAQ,GAAG;YACZ,gBAAgB,EAAE,GAAG;YACrB,oBAAoB,EAAE,CAAC;YACvB,eAAe,EAAE,SAAS,CAAC,yBAAyB;YACpD,iBAAiB,EAAE,SAAS,CAAC,kBAAkB;YAC/C,cAAc,EAAE,EAAE;YAClB,MAAM,EAAE,IAAI;YACZ,gBAAgB,EAAE,CAAC,CAAC;YACpB,QAAQ,EAAE,KAAK;YACf,iBAAiB,EAAE,SAAS,CAAC,SAAS;YACtC,gBAAgB,EAAE,KAAK;YACvB,GAAG,OAAO;SACb,CAAC;QAEF,uBAAuB;QACvB,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAE1B,IAAI,gBAAgB,EAAE,CAAC;YACnB,wKAAwK;YACxK,IAAI,CAAC,8BAA8B,EAAE,CAAC;QAC1C,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,WAAW,CAAC;IACvB,CAAC;IAEkB,KAAK,CAAC,mBAAmB;QACxC,IAAI,IAAI,CAAC,eAAe,gCAAwB,EAAE,CAAC;YAC/C,MAAM,OAAO,CAAC,GAAG,CAAC;gBACd,MAAM,CAAC,sCAAsC,CAAC;gBAC9C,MAAM,CAAC,oCAAoC,CAAC;gBAC5C,MAAM,CAAC,6CAA6C,CAAC;aACxD,CAAC,CAAC;QACP,CAAC;aAAM,CAAC;YACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,kCAAkC,CAAC,EAAE,MAAM,CAAC,gCAAgC,CAAC,EAAE,MAAM,CAAC,yCAAyC,CAAC,CAAC,CAAC,CAAC;QACjK,CAAC;QAED,MAAM,KAAK,CAAC,mBAAmB,EAAE,CAAC;IACtC,CAAC;IAEe,aAAa;QACzB,OAAO,aAAa,CAAC,UAAU,CAAC;IACpC,CAAC;IAED,gBAAgB;IACA,qBAAqB;QACjC,IAAI,IAAI,CAAC,QAAQ,CAAC,gBAAgB,IAAI,CAAC,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,CAAC;YACrE,OAAO,KAAK,CAAC;QACjB,CAAC;QACD,OAAO,KAAK,CAAC,qBAAqB,EAAE,CAAC;IACzC,CAAC;IAEe,kBAAkB;QAC9B,IAAI,OAAO,GAAG,qBAAqB,CAAC;QACpC,IAAI,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAAC;YACzB,OAAO,IAAI,gBAAgB,CAAC;QAChC,CAAC;QAED,SAAS;QACT,OAAO,IAAI,CAAC,OAAO,CAAC,YAAY,CAC5B,cAAc,EACd,CAAC,YAAY,CAAC,YAAY,CAAC,EAC3B,CAAC,QAAQ,CAAC,EACV,CAAC,gBAAgB,EAAE,iBAAiB,CAAC,EACrC,OAAO,EACP,SAAS,EACT,SAAS,EACT,SAAS,EACT,SAAS,EACT,IAAI,CAAC,cAAc,EACnB,IAAI,CAAC,cAAc;YACf,CAAC,CAAC,SAAS;YACX,CAAC,CAAC,KAAK,IAAI,EAAE;gBACP,MAAM,IAAI,CAAC,mBAAmB,EAAE,CAAC;gBACjC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;YAC/B,CAAC,CACV,CAAC;IACN,CAAC;IAEe,8BAA8B;QAC1C,MAAM,eAAe,GAAG,IAAI,CAAC,2BAA2B,EAAE,CAAC;QAC3D,IAAI,CAAC,2BAA2B,GAAG,IAAI,mBAAmB,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EAAE,IAAI,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC;QAC3I,IAAI,CAAC,yBAAyB,GAAG,IAAI,mBAAmB,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EAAE,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,EAAE,eAAe,CAAC,CAAC;QAEzI,IAAI,CAAC,2BAA2B,GAAG,IAAI,mBAAmB,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EAAE,IAAI,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC;QAC3I,IAAI,CAAC,yBAAyB,GAAG,IAAI,mBAAmB,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EAAE,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,EAAE,eAAe,CAAC,CAAC;QAEzI,IAAI,CAAC,cAAc,GAAG,CAAC,IAAI,CAAC,2BAA2B,EAAE,IAAI,CAAC,yBAAyB,EAAE,IAAI,CAAC,2BAA2B,EAAE,IAAI,CAAC,yBAAyB,CAAC,CAAC;IAC/J,CAAC;IAEO,2BAA2B;QAC/B,OAAO,IAAI,CAAC,QAAQ,CAAC,cAAc,GAAG,CAAC,CAAC;IAC5C,CAAC;IAEe,OAAO,CAAC,OAAgB,EAAE,YAAqB;QAC3D,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QACvC,MAAM,IAAI,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;QAExC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,EAAE,CAAC;YACrB,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,MAAM,eAAe,GAAS,QAAS,CAAC,eAAe,CAAC;QACxD,OAAO,KAAK,CAAC,eAAe,CAAC,OAAO,EAAE,YAAY,EAAE,eAAe,CAAC,CAAC;IACzE,CAAC;IAEe,cAAc,CAAC,KAAmB,EAAE,SAAmB;QACnE,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,gBAAgB,CAAC,MAAc;QAC3C,UAAU;QACV,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,CAAC;QACpC,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;QAE3C,QAAQ;QACR,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;QAC5B,MAAM,qBAAqB,GAAG,MAAM,CAAC,gBAAgB,EAAE,CAAC;QAExD,aAAa;QACb,MAAM,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;QAE/B,MAAM,CAAC,gBAAgB,CAAC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEzD,aAAa;QACb,MAAM,CAAC,gBAAgB,CAAC,qBAAqB,CAAC,CAAC;IACnD,CAAC;IAEe,2BAA2B,CAAC,IAAU,EAAE,OAAgB,EAAE,QAAkB;QACxF,IAAI,YAAY,GAAG,GAAG,CAAC;QAEvB,IAAI,IAAI,CAAC,6BAA6B,EAAE,CAAC;YACrC,IAAI,CAAC,wBAAwB,CAAC,OAAO,GAAG,IAAI,CAAC,6BAA6B,CAAC,IAAI,EAAE,OAAO,EAAE,QAAQ,CAAC,CAAC;QACxG,CAAC;aAAM,CAAC;YACJ,IAAI,QAAQ,EAAE,CAAC;gBACX,IAAI,CAAC,wBAAwB,CAAC,OAAO,GAAS,QAAS,CAAC,eAAe,CAAC;gBACxE,IAAI,IAAI,CAAC,wBAAwB,CAAC,OAAO,EAAE,CAAC;oBACxC,YAAY,GAAG,IAAI,CAAC,wBAAwB,CAAC,OAAO,CAAC,KAAK,CAAC;gBAC/D,CAAC;YACL,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,wBAAwB,CAAC,OAAO,GAAG,IAAI,CAAC;YACjD,CAAC;QACL,CAAC;QAED,IAAI,IAAI,CAAC,2BAA2B,EAAE,CAAC;YACnC,IAAI,CAAC,2BAA2B,CAAC,IAAI,EAAE,OAAO,EAAE,QAAQ,EAAE,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,CAAC;QACnG,CAAC;aAAM,CAAC;YACJ,IAAU,QAAS,CAAC,aAAa,EAAE,CAAC;gBAChC,MAAM,iBAAiB,GAAiB,QAAS,CAAC,iBAAiB,IAAI,CAAC,CAAC;gBACzE,YAAY,IAAI,iBAAiB,CAAC;gBAClC,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,GAAG,CAC7B,QAAS,CAAC,aAAa,CAAC,CAAC,GAAG,YAAY,EACxC,QAAS,CAAC,aAAa,CAAC,CAAC,GAAG,YAAY,EACxC,QAAS,CAAC,aAAa,CAAC,CAAC,GAAG,YAAY,EAC9C,QAAQ,CAAC,KAAK,CACjB,CAAC;YACN,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;YAChI,CAAC;QACL,CAAC;IACL,CAAC;IAEe,iBAAiB,CAAC,IAAU;QACxC,OAAO,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IAC9B,CAAC;IAEe,uBAAuB,CAAC,OAAiB;QACrD,OAAO,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;IACjC,CAAC;IAED;;;;OAIG;IACI,eAAe,CAAC,IAAU;QAC7B,IAAI,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;YACrD,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC7C,CAAC;IACL,CAAC;IAED;;;;OAIG;IACI,kBAAkB,CAAC,IAAU;QAChC,MAAM,KAAK,GAAG,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC1D,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;YACf,IAAI,CAAC,eAAe,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QAC1C,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,mBAAmB,CAAC,IAAU;QACjC,IAAI,IAAI,CAAC,mBAAmB,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;YACzD,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACjD,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,sBAAsB,CAAC,IAAU;QACpC,MAAM,KAAK,GAAG,IAAI,CAAC,mBAAmB,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC9D,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;YACf,IAAI,CAAC,mBAAmB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QAC9C,CAAC;IACL,CAAC;IAED;;;;OAIG;IACI,oBAAoB,CAAC,KAAc;QACtC,IAAI,CAAC,QAAQ,CAAC,gBAAgB,GAAG,KAAK,CAAC;IAC3C,CAAC;IAEe,OAAO,CAAC,IAAkB;QACtC,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;YACvB,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,gBAAgB;QAChB,IAAI,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,CAAC;YAClC,OAAO,IAAI,CAAC,mBAAmB,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC;QAClE,CAAC;QAED,gBAAgB;QAChB,IAAI,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,CAAC;YAC9B,OAAO,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC;QAC9D,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,gBAAgB,CAAC,IAAkB;QAC/C,qDAAqD;QACrD,IAAI,IAAI,CAAC,QAAQ,EAAE,iBAAiB,EAAE,CAAC;YACnC,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,IAAI,CAAC,6BAA6B,CAAC,MAAM,IAAI,CAAC,EAAE,CAAC;YACjD,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,IAAI,CAAC,6BAA6B,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC,CAAC;IAC1E,CAAC;IAED;;;OAGG;IACI,gCAAgC,CAAC,IAAkB;QACtD,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAExC,IAAI,CAAC,6BAA6B,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAEvD,IAAI,CAAC,mBAAmB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC9B,IAAI,CAAC,YAAY,CAAC,IAAY,CAAC,CAAC;QACpC,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;;OAIG;IACI,sCAAsC,CAAC,IAAkB,EAAE,YAAoB;QAClF,IAAI,KAAK,GAAG,IAAI,CAAC,6BAA6B,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACtE,OAAO,KAAK,IAAI,CAAC,EAAE,CAAC;YAChB,IAAI,CAAC,6BAA6B,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;YACpD,KAAK,GAAG,IAAI,CAAC,6BAA6B,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACtE,CAAC;QACD,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,CAAC;IACtC,CAAC;IAED,gBAAgB;IACT,YAAY,CAAC,IAAU;QAC1B,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,CAAC;QAClC,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;IAClC,CAAC;;AAjYD;;GAEG;AACoB,wBAAU,GAAG,WAAW,AAAd,CAAe;AAEhD;;GAEG;AACW,mCAAqB,GAAG,EAAE,AAAL,CAAM","sourcesContent":["/* eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { Texture } from \"../Materials/Textures/texture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ThinEffectLayer } from \"./thinEffectLayer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { PBRMaterial } from \"../Materials/PBR/pbrMaterial\";\r\n\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\nimport type { IThinEffectLayerOptions } from \"./thinEffectLayer\";\r\nimport { ThinBlurPostProcess } from \"../PostProcesses/thinBlurPostProcess\";\r\n\r\n/**\r\n * Glow layer options. This helps customizing the behaviour\r\n * of the glow layer.\r\n */\r\nexport interface IThinGlowLayerOptions extends IThinEffectLayerOptions {\r\n /**\r\n * How big is the kernel of the blur texture. Default: 32\r\n */\r\n blurKernelSize?: number;\r\n\r\n /**\r\n * Forces the merge step to be done in ldr (clamp values > 1). Default: false\r\n */\r\n ldrMerge?: boolean;\r\n\r\n /**\r\n * Exclude all meshes from the glow layer by default.\r\n * This is useful if you have dynamic meshes and you want to control them specifically and\r\n * make sure that there are no \"leaking\" glowing meshes.\r\n * Default: false\r\n */\r\n excludeByDefault?: boolean;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ThinGlowLayer extends ThinEffectLayer {\r\n /**\r\n * Effect Name of the layer.\r\n */\r\n public static readonly EffectName = \"GlowLayer\";\r\n\r\n /**\r\n * The default blur kernel size used for the glow.\r\n */\r\n public static DefaultBlurKernelSize = 32;\r\n\r\n /**\r\n * Gets the ldrMerge option.\r\n */\r\n public get ldrMerge(): boolean {\r\n return this._options.ldrMerge;\r\n }\r\n\r\n /**\r\n * Sets the kernel size of the blur.\r\n */\r\n public set blurKernelSize(value: number) {\r\n if (value === this._options.blurKernelSize) {\r\n return;\r\n }\r\n\r\n this._options.blurKernelSize = value;\r\n\r\n const effectiveKernel = this._getEffectiveBlurKernelSize();\r\n this._horizontalBlurPostprocess1.kernel = effectiveKernel;\r\n this._verticalBlurPostprocess1.kernel = effectiveKernel;\r\n this._horizontalBlurPostprocess2.kernel = effectiveKernel;\r\n this._verticalBlurPostprocess2.kernel = effectiveKernel;\r\n }\r\n\r\n /**\r\n * Gets the kernel size of the blur.\r\n */\r\n public get blurKernelSize(): number {\r\n return this._options.blurKernelSize;\r\n }\r\n\r\n /**\r\n * Sets the glow intensity.\r\n */\r\n public set intensity(value: number) {\r\n this._intensity = value;\r\n }\r\n\r\n /**\r\n * Gets the glow intensity.\r\n */\r\n public get intensity(): number {\r\n return this._intensity;\r\n }\r\n\r\n /** @internal */\r\n public override _options: Required<IThinGlowLayerOptions>;\r\n\r\n private _intensity: number = 1.0;\r\n private _horizontalBlurPostprocess1: ThinBlurPostProcess;\r\n private _verticalBlurPostprocess1: ThinBlurPostProcess;\r\n private _horizontalBlurPostprocess2: ThinBlurPostProcess;\r\n private _verticalBlurPostprocess2: ThinBlurPostProcess;\r\n\r\n /** @internal */\r\n public _includedOnlyMeshes: number[] = [];\r\n /** @internal */\r\n public _excludedMeshes: number[] = [];\r\n private _meshesUsingTheirOwnMaterials: number[] = [];\r\n\r\n /**\r\n * Callback used to let the user override the color selection on a per mesh basis\r\n */\r\n public customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;\r\n /**\r\n * Callback used to let the user override the texture selection on a per mesh basis\r\n */\r\n public customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;\r\n\r\n /** @internal */\r\n public _renderPassId = 0;\r\n\r\n /**\r\n * Instantiates a new glow Layer and references it to the scene.\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)\r\n * @param dontCheckIfReady Specifies if the layer should disable checking whether all the post processes are ready (default: false). To save performance, this should be set to true and you should call `isReady` manually before rendering to the layer.\r\n */\r\n constructor(name: string, scene?: Scene, options?: IThinGlowLayerOptions, dontCheckIfReady = false) {\r\n super(name, scene, false, dontCheckIfReady);\r\n this.neutralColor = new Color4(0, 0, 0, 1);\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: 0.5,\r\n mainTextureFixedSize: 0,\r\n mainTextureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n mainTextureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n blurKernelSize: 32,\r\n camera: null,\r\n renderingGroupId: -1,\r\n ldrMerge: false,\r\n alphaBlendingMode: Constants.ALPHA_ADD,\r\n excludeByDefault: false,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init(this._options);\r\n\r\n if (dontCheckIfReady) {\r\n // When dontCheckIfReady is true, we are in the new ThinXXX layer mode, so we must call _createTextureAndPostProcesses ourselves (it is called by EffectLayer otherwise)\r\n this._createTextureAndPostProcesses();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the thin glow layer\r\n * @returns the string with the class name of the glow layer\r\n */\r\n public getClassName(): string {\r\n return \"GlowLayer\";\r\n }\r\n\r\n protected override async _importShadersAsync() {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([\r\n import(\"../ShadersWGSL/glowMapMerge.fragment\"),\r\n import(\"../ShadersWGSL/glowMapMerge.vertex\"),\r\n import(\"../ShadersWGSL/glowBlurPostProcess.fragment\"),\r\n ]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/glowMapMerge.fragment\"), import(\"../Shaders/glowMapMerge.vertex\"), import(\"../Shaders/glowBlurPostProcess.fragment\")]);\r\n }\r\n\r\n await super._importShadersAsync();\r\n }\r\n\r\n public override getEffectName(): string {\r\n return ThinGlowLayer.EffectName;\r\n }\r\n\r\n /** @internal */\r\n public override _internalShouldRender(): boolean {\r\n if (this._options.excludeByDefault && !this._includedOnlyMeshes.length) {\r\n return false;\r\n }\r\n return super._internalShouldRender();\r\n }\r\n\r\n public override _createMergeEffect(): Effect {\r\n let defines = \"#define EMISSIVE \\n\";\r\n if (this._options.ldrMerge) {\r\n defines += \"#define LDR \\n\";\r\n }\r\n\r\n // Effect\r\n return this._engine.createEffect(\r\n \"glowMapMerge\",\r\n [VertexBuffer.PositionKind],\r\n [\"offset\"],\r\n [\"textureSampler\", \"textureSampler2\"],\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this.shaderLanguage,\r\n this._shadersLoaded\r\n ? undefined\r\n : async () => {\r\n await this._importShadersAsync();\r\n this._shadersLoaded = true;\r\n }\r\n );\r\n }\r\n\r\n public override _createTextureAndPostProcesses(): void {\r\n const effectiveKernel = this._getEffectiveBlurKernelSize();\r\n this._horizontalBlurPostprocess1 = new ThinBlurPostProcess(\"GlowLayerHBP1\", this._scene.getEngine(), new Vector2(1.0, 0), effectiveKernel);\r\n this._verticalBlurPostprocess1 = new ThinBlurPostProcess(\"GlowLayerVBP1\", this._scene.getEngine(), new Vector2(0, 1.0), effectiveKernel);\r\n\r\n this._horizontalBlurPostprocess2 = new ThinBlurPostProcess(\"GlowLayerHBP2\", this._scene.getEngine(), new Vector2(1.0, 0), effectiveKernel);\r\n this._verticalBlurPostprocess2 = new ThinBlurPostProcess(\"GlowLayerVBP2\", this._scene.getEngine(), new Vector2(0, 1.0), effectiveKernel);\r\n\r\n this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];\r\n }\r\n\r\n private _getEffectiveBlurKernelSize() {\r\n return this._options.blurKernelSize / 2;\r\n }\r\n\r\n public override isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const material = subMesh.getMaterial();\r\n const mesh = subMesh.getRenderingMesh();\r\n\r\n if (!material || !mesh) {\r\n return false;\r\n }\r\n\r\n const emissiveTexture = (<any>material).emissiveTexture;\r\n return super._isSubMeshReady(subMesh, useInstances, emissiveTexture);\r\n }\r\n\r\n public override _canRenderMesh(_mesh: AbstractMesh, _material: Material): boolean {\r\n return true;\r\n }\r\n\r\n public override _internalCompose(effect: Effect): void {\r\n // Texture\r\n this.bindTexturesForCompose(effect);\r\n effect.setFloat(\"offset\", this._intensity);\r\n\r\n // Cache\r\n const engine = this._engine;\r\n const previousStencilBuffer = engine.getStencilBuffer();\r\n\r\n // Draw order\r\n engine.setStencilBuffer(false);\r\n\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n\r\n // Draw order\r\n engine.setStencilBuffer(previousStencilBuffer);\r\n }\r\n\r\n public override _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void {\r\n let textureLevel = 1.0;\r\n\r\n if (this.customEmissiveTextureSelector) {\r\n this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);\r\n } else {\r\n if (material) {\r\n this._emissiveTextureAndColor.texture = (<any>material).emissiveTexture;\r\n if (this._emissiveTextureAndColor.texture) {\r\n textureLevel = this._emissiveTextureAndColor.texture.level;\r\n }\r\n } else {\r\n this._emissiveTextureAndColor.texture = null;\r\n }\r\n }\r\n\r\n if (this.customEmissiveColorSelector) {\r\n this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);\r\n } else {\r\n if ((<any>material).emissiveColor) {\r\n const emissiveIntensity = (<PBRMaterial>material).emissiveIntensity ?? 1;\r\n textureLevel *= emissiveIntensity;\r\n this._emissiveTextureAndColor.color.set(\r\n (<any>material).emissiveColor.r * textureLevel,\r\n (<any>material).emissiveColor.g * textureLevel,\r\n (<any>material).emissiveColor.b * textureLevel,\r\n material.alpha\r\n );\r\n } else {\r\n this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);\r\n }\r\n }\r\n }\r\n\r\n public override _shouldRenderMesh(mesh: Mesh): boolean {\r\n return this.hasMesh(mesh);\r\n }\r\n\r\n public override _addCustomEffectDefines(defines: string[]): void {\r\n defines.push(\"#define GLOW\");\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.\r\n * This will not have an effect if meshes are excluded by default (see setExcludedByDefault).\r\n * @param mesh The mesh to exclude from the glow layer\r\n */\r\n public addExcludedMesh(mesh: Mesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.\r\n * This will not have an effect if meshes are excluded by default (see setExcludedByDefault).\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: Mesh): void {\r\n const index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Add a mesh in the inclusion list to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to include in the glow layer\r\n */\r\n public addIncludedOnlyMesh(mesh: Mesh): void {\r\n if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._includedOnlyMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to remove\r\n */\r\n public removeIncludedOnlyMesh(mesh: Mesh): void {\r\n const index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._includedOnlyMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Set the excluded by default option.\r\n * If true, all meshes will be excluded by default unless they are added to the inclusion list.\r\n * @param value The boolean value to set the excluded by default option to\r\n */\r\n public setExcludedByDefault(value: boolean): void {\r\n this._options.excludeByDefault = value;\r\n }\r\n\r\n public override hasMesh(mesh: AbstractMesh): boolean {\r\n if (!super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\r\n // Included Mesh\r\n if (this._includedOnlyMeshes.length) {\r\n return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;\r\n }\r\n\r\n // Excluded Mesh\r\n if (this._excludedMeshes.length) {\r\n return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public override _useMeshMaterial(mesh: AbstractMesh): boolean {\r\n // Specific case of material supporting glow directly\r\n if (mesh.material?._supportGlowLayer) {\r\n return true;\r\n }\r\n\r\n if (this._meshesUsingTheirOwnMaterials.length == 0) {\r\n return false;\r\n }\r\n\r\n return this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId) > -1;\r\n }\r\n\r\n /**\r\n * Add a mesh to be rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to use its material\r\n */\r\n public referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void {\r\n mesh.resetDrawCache(this._renderPassId);\r\n\r\n this._meshesUsingTheirOwnMaterials.push(mesh.uniqueId);\r\n\r\n mesh.onDisposeObservable.add(() => {\r\n this._disposeMesh(mesh as Mesh);\r\n });\r\n }\r\n\r\n /**\r\n * Remove a mesh from being rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to not use its material\r\n * @param renderPassId The render pass id used when rendering the mesh\r\n */\r\n public unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh, renderPassId: number): void {\r\n let index = this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId);\r\n while (index >= 0) {\r\n this._meshesUsingTheirOwnMaterials.splice(index, 1);\r\n index = this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId);\r\n }\r\n mesh.resetDrawCache(renderPassId);\r\n }\r\n\r\n /** @internal */\r\n public _disposeMesh(mesh: Mesh): void {\r\n this.removeIncludedOnlyMesh(mesh);\r\n this.removeExcludedMesh(mesh);\r\n }\r\n}\r\n"]}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"thinHighlightLayer.js","sourceRoot":"","sources":["../../../../dev/core/src/Layers/thinHighlightLayer.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AACjD,OAAO,EAAE,mBAAmB,EAAE,MAAM,sCAAsC,CAAC;AAC3E,OAAO,EAAE,eAAe,EAAE,uBAAuB,EAAE,MAAM,mBAAmB,CAAC;AAC7E,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAE7C,OAAO,EAAE,mBAAmB,EAAE,gDAA+C;AAuF7E;;GAEG;AACH,MAAM,OAAO,kBAAmB,SAAQ,eAAe;IAgCnD;;OAEG;IACH,IAAW,kBAAkB,CAAC,KAAa;QACvC,IAAI,CAAC,0BAA0B,CAAC,MAAM,GAAG,KAAK,CAAC;QAC/C,IAAI,CAAC,QAAQ,CAAC,kBAAkB,GAAG,KAAK,CAAC;IAC7C,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB,CAAC,KAAa;QACrC,IAAI,CAAC,wBAAwB,CAAC,MAAM,GAAG,KAAK,CAAC;QAC7C,IAAI,CAAC,QAAQ,CAAC,gBAAgB,GAAG,KAAK,CAAC;IAC3C,CAAC;IAED;;OAEG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,0BAA0B,CAAC,MAAM,CAAC;IAClD,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,wBAAwB,CAAC,MAAM,CAAC;IAChD,CAAC;IAmBD;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,KAAa,EAAE,OAA6C,EAAE,gBAAgB,GAAG,KAAK;QAC5G,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC;QAjE5E;;WAEG;QACI,cAAS,GAAY,IAAI,CAAC;QAEjC;;WAEG;QACI,cAAS,GAAY,IAAI,CAAC;QAgCzB,yCAAoC,GAAG,kBAAkB,CAAC,2BAA2B,EAAE,CAAC;QAShG,gBAAgB;QACT,YAAO,GAA8D,EAAE,CAAC;QAC/E,gBAAgB;QACT,oBAAe,GAAsE,EAAE,CAAC;QAE/F,gBAAgB;QACT,oCAA+B,GAAG,CAAC,CAAC,CAAC;QAYxC,IAAI,CAAC,YAAY,GAAG,kBAAkB,CAAC,YAAY,CAAC;QAEpD,gBAAgB;QAChB,IAAI,CAAC,QAAQ,GAAG;YACZ,gBAAgB,EAAE,GAAG;YACrB,oBAAoB,EAAE,GAAG;YACzB,oBAAoB,EAAE,CAAC;YACvB,kBAAkB,EAAE,GAAG;YACvB,gBAAgB,EAAE,GAAG;YACrB,iBAAiB,EAAE,SAAS,CAAC,aAAa;YAC1C,MAAM,EAAE,IAAI;YACZ,gBAAgB,EAAE,CAAC,CAAC;YACpB,SAAS,EAAE,KAAK;YAChB,eAAe,EAAE,SAAS,CAAC,yBAAyB;YACpD,iBAAiB,EAAE,SAAS,CAAC,kBAAkB;YAC/C,QAAQ,EAAE,KAAK;YACf,GAAG,OAAO;SACb,CAAC;QAEF,uBAAuB;QACvB,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAE1B,qDAAqD;QACrD,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;QAE3B,IAAI,gBAAgB,EAAE,CAAC;YACnB,wKAAwK;YACxK,IAAI,CAAC,8BAA8B,EAAE,CAAC;QAC1C,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,gBAAgB,CAAC;IAC5B,CAAC;IAEkB,KAAK,CAAC,mBAAmB;QACxC,IAAI,IAAI,CAAC,eAAe,gCAAwB,EAAE,CAAC;YAC/C,MAAM,OAAO,CAAC,GAAG,CAAC;gBACd,MAAM,CAAC,sCAAsC,CAAC;gBAC9C,MAAM,CAAC,oCAAoC,CAAC;gBAC5C,MAAM,CAAC,6CAA6C,CAAC;aACxD,CAAC,CAAC;QACP,CAAC;aAAM,CAAC;YACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,kCAAkC,CAAC,EAAE,MAAM,CAAC,gCAAgC,CAAC,EAAE,MAAM,CAAC,yCAAyC,CAAC,CAAC,CAAC,CAAC;QACjK,CAAC;QAED,MAAM,KAAK,CAAC,mBAAmB,EAAE,CAAC;IACtC,CAAC;IAEe,aAAa;QACzB,OAAO,kBAAkB,CAAC,UAAU,CAAC;IACzC,CAAC;IAEe,iBAAiB;QAC7B,OAAO,CAAC,CAAC,CAAC,iFAAiF;IAC/F,CAAC;IAEe,kBAAkB;QAC9B,OAAO,IAAI,CAAC,OAAO,CAAC,YAAY,CAC5B,cAAc,EACd,CAAC,YAAY,CAAC,YAAY,CAAC,EAC3B,CAAC,QAAQ,CAAC,EACV,CAAC,gBAAgB,CAAC,EAClB,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC,CAAC,mBAAmB,CAAC,CAAC,CAAC,SAAS,EACxD,SAAS,EACT,SAAS,EACT,SAAS,EACT,SAAS,EACT,IAAI,CAAC,eAAe,EACpB,IAAI,CAAC,cAAc;YACf,CAAC,CAAC,SAAS;YACX,CAAC,CAAC,KAAK,IAAI,EAAE;gBACP,MAAM,IAAI,CAAC,mBAAmB,EAAE,CAAC;gBACjC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;YAC/B,CAAC,CACV,CAAC;IACN,CAAC;IAEe,8BAA8B;QAC1C,IAAI,IAAI,CAAC,QAAQ,CAAC,iBAAiB,KAAK,SAAS,CAAC,aAAa,EAAE,CAAC;YAC9D,IAAI,CAAC,sBAAsB,GAAG,IAAI,mBAAmB,CAAC,mBAAmB,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,CAAC;YACpG,IAAI,CAAC,0BAA0B,GAAG,IAAI,uBAAuB,CAAC,mBAAmB,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EAAE,IAAI,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC,CAAC;YACnK,IAAI,CAAC,wBAAwB,GAAG,IAAI,uBAAuB,CAAC,mBAAmB,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EAAE,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,gBAAgB,CAAC,CAAC;YAC/J,IAAI,CAAC,cAAc,GAAG,CAAC,IAAI,CAAC,sBAAsB,EAAE,IAAI,CAAC,0BAA0B,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;QACxH,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,0BAA0B,GAAG,IAAI,mBAAmB,CAAC,mBAAmB,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EAAE,IAAI,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,kBAAkB,GAAG,CAAC,CAAC,CAAC;YACnK,IAAI,CAAC,wBAAwB,GAAG,IAAI,mBAAmB,CAAC,mBAAmB,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EAAE,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,gBAAgB,GAAG,CAAC,CAAC,CAAC;YAC/J,IAAI,CAAC,cAAc,GAAG,CAAC,IAAI,CAAC,0BAA0B,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;QAC3F,CAAC;IACL,CAAC;IAEe,WAAW;QACvB,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,OAAO,CAAC,OAAgB,EAAE,YAAqB;QAC3D,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QACvC,MAAM,IAAI,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;QAExC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC;YACtC,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,IAAI,eAAe,GAAkB,IAAI,CAAC;QAC1C,MAAM,kBAAkB,GAAG,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAEvD,IAAI,kBAAkB,IAAI,kBAAkB,CAAC,gBAAgB,IAAI,QAAQ,EAAE,CAAC;YACxE,eAAe,GAAS,QAAS,CAAC,eAAe,CAAC;QACtD,CAAC;QACD,OAAO,KAAK,CAAC,eAAe,CAAC,OAAO,EAAE,YAAY,EAAE,eAAe,CAAC,CAAC;IACzE,CAAC;IAEe,cAAc,CAAC,KAAmB,EAAE,SAAmB;QACnE,2EAA2E;QAC3E,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,gBAAgB,CAAC,MAAc,EAAE,WAAmB;QAChE,UAAU;QACV,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,CAAC;QAEpC,QAAQ;QACR,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;QAC5B,MAAM,CAAC,iBAAiB,EAAE,CAAC;QAE3B,qBAAqB;QACrB,MAAM,CAAC,uBAAuB,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC;QAClD,MAAM,CAAC,uBAAuB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAC/C,MAAM,CAAC,4BAA4B,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAEpD,aAAa;QACb,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;QAC5B,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC;QAC9B,MAAM,CAAC,2BAA2B,CAAC,IAAI,CAAC,oCAAoC,CAAC,CAAC;QAE9E,uBAAuB;QACvB,IAAI,IAAI,CAAC,SAAS,IAAI,WAAW,KAAK,CAAC,EAAE,CAAC;YACtC,mIAAmI;YACnI,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;YAC7B,MAAM,CAAC,kBAAkB,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC;YAC9C,MAAM,CAAC,gBAAgB,CAAC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC7D,CAAC;QACD,IAAI,IAAI,CAAC,SAAS,IAAI,WAAW,KAAK,CAAC,EAAE,CAAC;YACtC,oIAAoI;YACpI,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;YAC7B,MAAM,CAAC,kBAAkB,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;YAC3C,MAAM,CAAC,gBAAgB,CAAC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC7D,CAAC;QAED,gBAAgB;QAChB,MAAM,CAAC,mBAAmB,EAAE,CAAC;IACjC,CAAC;IAEe,2BAA2B,CAAC,IAAU,EAAE,QAAiB,EAAE,QAAkB;QACzF,MAAM,kBAAkB,GAAG,IAAI,CAAC,OAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACxD,IAAI,kBAAkB,EAAE,CAAC;YACrB,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,GAAG,CAAC,kBAAkB,CAAC,KAAK,CAAC,CAAC,EAAE,kBAAkB,CAAC,KAAK,CAAC,CAAC,EAAE,kBAAkB,CAAC,KAAK,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;QACrI,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;QAChI,CAAC;QAED,IAAI,kBAAkB,IAAI,kBAAkB,CAAC,gBAAgB,IAAI,QAAQ,EAAE,CAAC;YACxE,IAAI,CAAC,wBAAwB,CAAC,OAAO,GAAS,QAAS,CAAC,eAAe,CAAC;YACxE,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAChE,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,wBAAwB,CAAC,OAAO,GAAG,IAAI,CAAC;QACjD,CAAC;IACL,CAAC;IAEe,YAAY;QACxB,OAAO,IAAI,CAAC,OAAO,IAAI,KAAK,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;IAC/D,CAAC;IAEe,iBAAiB,CAAC,IAAU;QACxC,IAAI,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,EAAE,CAAC;YAC9D,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IAC/B,CAAC;IAEe,uBAAuB,CAAC,OAAiB;QACrD,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;IACtC,CAAC;IAED;;;OAGG;IACI,eAAe,CAAC,IAAU;QAC7B,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC;YACxB,OAAO;QACX,CAAC;QAED,MAAM,YAAY,GAAG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACzD,IAAI,CAAC,YAAY,EAAE,CAAC;YAChB,MAAM,GAAG,GAAgC;gBACrC,IAAI,EAAE,IAAI;gBACV,UAAU,EAAE,IAAI;gBAChB,WAAW,EAAE,IAAI;gBACjB,YAAY,EAAE,KAAK;aACtB,CAAC;YAEF,GAAG,CAAC,UAAU,GAAG,IAAI,CAAC,sBAAsB,CAAC,GAAG,CAAC,CAAC,IAAU,EAAE,EAAE;gBAC5D,IAAI,IAAI,CAAC,+BAA+B,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC,+BAA+B,KAAK,IAAI,CAAC,OAAO,CAAC,mBAAmB,EAAE,CAAC;oBAC3H,OAAO;gBACX,CAAC;gBACD,GAAG,CAAC,YAAY,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC,gBAAgB,EAAE,CAAC;gBACvD,IAAI,CAAC,SAAS,EAAE,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;YAC7C,CAAC,CAAC,CAAC;YAEH,GAAG,CAAC,WAAW,GAAG,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,CAAC,IAAU,EAAE,EAAE;gBAC9D,IAAI,IAAI,CAAC,+BAA+B,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC,+BAA+B,KAAK,IAAI,CAAC,OAAO,CAAC,mBAAmB,EAAE,CAAC;oBAC3H,OAAO;gBACX,CAAC;gBACD,IAAI,CAAC,SAAS,EAAE,CAAC,gBAAgB,CAAC,GAAG,CAAC,YAAY,CAAC,CAAC;YACxD,CAAC,CAAC,CAAC;YAEH,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG,GAAG,CAAC;QAC9C,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,kBAAkB,CAAC,IAAU;QAChC,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC;YACxB,OAAO;QACX,CAAC;QAED,MAAM,YAAY,GAAG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACzD,IAAI,YAAY,EAAE,CAAC;YACf,IAAI,YAAY,CAAC,UAAU,EAAE,CAAC;gBAC1B,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;YAChE,CAAC;YAED,IAAI,YAAY,CAAC,WAAW,EAAE,CAAC;gBAC3B,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;YAClE,CAAC;QACL,CAAC;QAED,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG,IAAI,CAAC;IAC/C,CAAC;IAEe,OAAO,CAAC,IAAkB;QACtC,IAAI,CAAC,IAAI,CAAC,OAAO,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;YACxC,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IACzC,CAAC;IAED;;;;;OAKG;IACI,OAAO,CAAC,IAAU,EAAE,KAAa,EAAE,gBAAgB,GAAG,KAAK;QAC9D,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC;YAChB,OAAO;QACX,CAAC;QAED,MAAM,aAAa,GAAG,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAClD,IAAI,aAAa,EAAE,CAAC;YAChB,aAAa,CAAC,KAAK,GAAG,KAAK,CAAC;QAChC,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG;gBAC1B,IAAI,EAAE,IAAI;gBACV,KAAK,EAAE,KAAK;gBACZ,6DAA6D;gBAC7D,iBAAiB,EAAE,IAAI,CAAC,sBAAsB,CAAC,GAAG,CAAC,CAAC,IAAU,EAAE,EAAE;oBAC9D,IAAI,IAAI,CAAC,+BAA+B,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC,+BAA+B,KAAK,IAAI,CAAC,OAAO,CAAC,mBAAmB,EAAE,CAAC;wBAC3H,OAAO;oBACX,CAAC;oBACD,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;wBACjB,IAAI,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,EAAE,CAAC;4BAC9D,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,CAAC;wBACxC,CAAC;6BAAM,CAAC;4BACJ,IAAI,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC,2BAA2B,CAAC,IAAI,CAAC,oCAAoC,CAAC,CAAC;wBACvG,CAAC;oBACL,CAAC;gBACL,CAAC,CAAC;gBACF,eAAe,EAAE,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,CAAC,IAAU,EAAE,EAAE;oBAC7D,IAAI,IAAI,CAAC,+BAA+B,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC,+BAA+B,KAAK,IAAI,CAAC,OAAO,CAAC,mBAAmB,EAAE,CAAC;wBAC3H,OAAO;oBACX,CAAC;oBACD,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;wBACjB,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,CAAC;oBACxC,CAAC;gBACL,CAAC,CAAC;gBACF,gBAAgB,EAAE,gBAAgB;aACrC,CAAC;YAEF,IAAI,CAAC,mBAAmB,CAAC,GAAG,CAAC,GAAG,EAAE;gBAC9B,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;YAC5B,CAAC,CAAC,CAAC;QACP,CAAC;QAED,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;IAC9B,CAAC;IAED;;;OAGG;IACI,UAAU,CAAC,IAAU;QACxB,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC;YAChB,OAAO;QACX,CAAC;QAED,MAAM,aAAa,GAAG,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAClD,IAAI,aAAa,EAAE,CAAC;YAChB,IAAI,aAAa,CAAC,iBAAiB,EAAE,CAAC;gBAClC,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,aAAa,CAAC,iBAAiB,CAAC,CAAC;YACxE,CAAC;YAED,IAAI,aAAa,CAAC,eAAe,EAAE,CAAC;gBAChC,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC,aAAa,CAAC,eAAe,CAAC,CAAC;YACvE,CAAC;YACD,OAAO,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACvC,CAAC;QAED,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;QAC3B,KAAK,MAAM,oBAAoB,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YAC9C,IAAI,IAAI,CAAC,OAAO,CAAC,oBAAoB,CAAC,EAAE,CAAC;gBACrC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;gBAC1B,MAAM;YACV,CAAC;QACL,CAAC;IACL,CAAC;IAED;;OAEG;IACI,eAAe;QAClB,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC;YAChB,OAAO;QACX,CAAC;QAED,KAAK,MAAM,QAAQ,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YAClC,IAAI,MAAM,CAAC,SAAS,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,QAAQ,CAAC,EAAE,CAAC;gBAC/D,MAAM,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC;gBACpC,IAAI,IAAI,EAAE,CAAC;oBACP,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBAC/B,CAAC;YACL,CAAC;QACL,CAAC;IACL,CAAC;IAEO,wBAAwB,CAAC,IAAU;QACvC,IAAI,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC,2BAA2B,CAAC,kBAAkB,CAAC,0BAA0B,CAAC,CAAC;IAC3G,CAAC;IAEM,YAAY,CAAC,IAAU;QAC1B,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;QACtB,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;IAClC,CAAC;IAEe,OAAO;QACnB,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,wBAAwB;YACxB,KAAK,MAAM,EAAE,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;gBAC5B,MAAM,aAAa,GAAG,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC,CAAC;gBACvC,IAAI,aAAa,IAAI,aAAa,CAAC,IAAI,EAAE,CAAC;oBACtC,IAAI,aAAa,CAAC,iBAAiB,EAAE,CAAC;wBAClC,aAAa,CAAC,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,aAAa,CAAC,iBAAiB,CAAC,CAAC;oBACtF,CAAC;oBAED,IAAI,aAAa,CAAC,eAAe,EAAE,CAAC;wBAChC,aAAa,CAAC,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC,aAAa,CAAC,eAAe,CAAC,CAAC;oBACrF,CAAC;gBACL,CAAC;YACL,CAAC;YACD,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;QACxB,CAAC;QAED,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACvB,KAAK,MAAM,EAAE,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;gBACpC,MAAM,aAAa,GAAG,IAAI,CAAC,eAAe,CAAC,EAAE,CAAC,CAAC;gBAC/C,IAAI,aAAa,EAAE,CAAC;oBAChB,IAAI,aAAa,CAAC,UAAU,EAAE,CAAC;wBAC3B,aAAa,CAAC,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,aAAa,CAAC,UAAU,CAAC,CAAC;oBAC/E,CAAC;oBAED,IAAI,aAAa,CAAC,WAAW,EAAE,CAAC;wBAC5B,aAAa,CAAC,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC,aAAa,CAAC,WAAW,CAAC,CAAC;oBACjF,CAAC;gBACL,CAAC;YACL,CAAC;YACD,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;QAChC,CAAC;QAED,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;;AAveD;;GAEG;AACoB,6BAAU,GAAG,gBAAgB,AAAnB,CAAoB;AAErD;;;GAGG;AACW,+BAAY,GAAW,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,AAAjC,CAAkC;AAE5D;;GAEG;AACW,8CAA2B,GAAG,IAAI,AAAP,CAAQ;AAEjD;;GAEG;AACW,6CAA0B,GAAG,IAAI,AAAP,CAAQ","sourcesContent":["import type { Observer, Nullable, Scene, SubMesh, AbstractMesh, Mesh, Effect, IThinEffectLayerOptions, Color3, EffectWrapper } from \"core/index\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ThinPassPostProcess } from \"../PostProcesses/thinPassPostProcess\";\r\nimport { ThinEffectLayer, ThinGlowBlurPostProcess } from \"./thinEffectLayer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { ThinBlurPostProcess } from \"core/PostProcesses/thinBlurPostProcess\";\r\n\r\ninterface IBlurPostProcess extends EffectWrapper {\r\n kernel: number;\r\n}\r\n\r\n/**\r\n * Highlight layer options. This helps customizing the behaviour\r\n * of the highlight layer.\r\n */\r\nexport interface IThinHighlightLayerOptions extends IThinEffectLayerOptions {\r\n /**\r\n * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size\r\n * of the picture to blur (the smaller the faster). Default: 0.5\r\n */\r\n blurTextureSizeRatio?: number;\r\n\r\n /**\r\n * How big in texel of the blur texture is the vertical blur. Default: 1\r\n */\r\n blurVerticalSize?: number;\r\n\r\n /**\r\n * How big in texel of the blur texture is the horizontal blur. Default: 1\r\n */\r\n blurHorizontalSize?: number;\r\n\r\n /**\r\n * Should we display highlight as a solid stroke? Default: false\r\n */\r\n isStroke?: boolean;\r\n\r\n /**\r\n * Use the GLSL code generation for the shader (even on WebGPU). Default is false\r\n */\r\n forceGLSL?: boolean;\r\n}\r\n\r\n/**\r\n * Storage interface grouping all the information required for glowing a mesh.\r\n */\r\ninterface IHighlightLayerMesh {\r\n /**\r\n * The glowy mesh\r\n */\r\n mesh: Mesh;\r\n /**\r\n * The color of the glow\r\n */\r\n color: Color3;\r\n /**\r\n * The mesh render callback use to insert stencil information\r\n */\r\n observerHighlight: Nullable<Observer<Mesh>>;\r\n /**\r\n * The mesh render callback use to come to the default behavior\r\n */\r\n observerDefault: Nullable<Observer<Mesh>>;\r\n /**\r\n * If it exists, the emissive color of the material will be used to generate the glow.\r\n * Else it falls back to the current color.\r\n */\r\n glowEmissiveOnly: boolean;\r\n}\r\n\r\n/**\r\n * Storage interface grouping all the information required for an excluded mesh.\r\n */\r\ninterface IHighlightLayerExcludedMesh {\r\n /**\r\n * The glowy mesh\r\n */\r\n mesh: Mesh;\r\n /**\r\n * The mesh render callback use to prevent stencil use\r\n */\r\n beforeBind: Nullable<Observer<Mesh>>;\r\n /**\r\n * The mesh render callback use to restore previous stencil use\r\n */\r\n afterRender: Nullable<Observer<Mesh>>;\r\n /**\r\n * Current stencil state of the engine\r\n */\r\n stencilState: boolean;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ThinHighlightLayer extends ThinEffectLayer {\r\n /**\r\n * Effect Name of the highlight layer.\r\n */\r\n public static readonly EffectName = \"HighlightLayer\";\r\n\r\n /**\r\n * The neutral color used during the preparation of the glow effect.\r\n * This is black by default as the blend operation is a blend operation.\r\n */\r\n public static NeutralColor: Color4 = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Stencil value used for glowing meshes.\r\n */\r\n public static GlowingMeshStencilReference = 0x02;\r\n\r\n /**\r\n * Stencil value used for the other meshes in the scene.\r\n */\r\n public static NormalMeshStencilReference = 0x01;\r\n\r\n /**\r\n * Specifies whether or not the inner glow is ACTIVE in the layer.\r\n */\r\n public innerGlow: boolean = true;\r\n\r\n /**\r\n * Specifies whether or not the outer glow is ACTIVE in the layer.\r\n */\r\n public outerGlow: boolean = true;\r\n\r\n /**\r\n * Specifies the horizontal size of the blur.\r\n */\r\n public set blurHorizontalSize(value: number) {\r\n this._horizontalBlurPostprocess.kernel = value;\r\n this._options.blurHorizontalSize = value;\r\n }\r\n\r\n /**\r\n * Specifies the vertical size of the blur.\r\n */\r\n public set blurVerticalSize(value: number) {\r\n this._verticalBlurPostprocess.kernel = value;\r\n this._options.blurVerticalSize = value;\r\n }\r\n\r\n /**\r\n * Gets the horizontal size of the blur.\r\n */\r\n public get blurHorizontalSize(): number {\r\n return this._horizontalBlurPostprocess.kernel;\r\n }\r\n\r\n /**\r\n * Gets the vertical size of the blur.\r\n */\r\n public get blurVerticalSize(): number {\r\n return this._verticalBlurPostprocess.kernel;\r\n }\r\n\r\n private _instanceGlowingMeshStencilReference = ThinHighlightLayer.GlowingMeshStencilReference++;\r\n\r\n /** @internal */\r\n public override _options: Required<IThinHighlightLayerOptions>;\r\n\r\n private _downSamplePostprocess: ThinPassPostProcess;\r\n private _horizontalBlurPostprocess: IBlurPostProcess;\r\n private _verticalBlurPostprocess: IBlurPostProcess;\r\n\r\n /** @internal */\r\n public _meshes: Nullable<{ [id: string]: Nullable<IHighlightLayerMesh> }> = {};\r\n /** @internal */\r\n public _excludedMeshes: Nullable<{ [id: string]: Nullable<IHighlightLayerExcludedMesh> }> = {};\r\n\r\n /** @internal */\r\n public _mainObjectRendererRenderPassId = -1;\r\n\r\n /**\r\n * Instantiates a new highlight Layer and references it to the scene..\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)\r\n * @param dontCheckIfReady Specifies if the layer should disable checking whether all the post processes are ready (default: false). To save performance, this should be set to true and you should call `isReady` manually before rendering to the layer.\r\n */\r\n constructor(name: string, scene?: Scene, options?: Partial<IThinHighlightLayerOptions>, dontCheckIfReady = false) {\r\n super(name, scene, options !== undefined ? !!options.forceGLSL : false);\r\n\r\n this.neutralColor = ThinHighlightLayer.NeutralColor;\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: 0.5,\r\n blurTextureSizeRatio: 0.5,\r\n mainTextureFixedSize: 0,\r\n blurHorizontalSize: 1.0,\r\n blurVerticalSize: 1.0,\r\n alphaBlendingMode: Constants.ALPHA_COMBINE,\r\n camera: null,\r\n renderingGroupId: -1,\r\n forceGLSL: false,\r\n mainTextureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n mainTextureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n isStroke: false,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init(this._options);\r\n\r\n // Do not render as long as no meshes have been added\r\n this._shouldRender = false;\r\n\r\n if (dontCheckIfReady) {\r\n // When dontCheckIfReady is true, we are in the new ThinXXX layer mode, so we must call _createTextureAndPostProcesses ourselves (it is called by EffectLayer otherwise)\r\n this._createTextureAndPostProcesses();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public getClassName(): string {\r\n return \"HighlightLayer\";\r\n }\r\n\r\n protected override async _importShadersAsync() {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([\r\n import(\"../ShadersWGSL/glowMapMerge.fragment\"),\r\n import(\"../ShadersWGSL/glowMapMerge.vertex\"),\r\n import(\"../ShadersWGSL/glowBlurPostProcess.fragment\"),\r\n ]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/glowMapMerge.fragment\"), import(\"../Shaders/glowMapMerge.vertex\"), import(\"../Shaders/glowBlurPostProcess.fragment\")]);\r\n }\r\n\r\n await super._importShadersAsync();\r\n }\r\n\r\n public override getEffectName(): string {\r\n return ThinHighlightLayer.EffectName;\r\n }\r\n\r\n public override _numInternalDraws(): number {\r\n return 2; // we need two rendering, one for the inner glow and the other for the outer glow\r\n }\r\n\r\n public override _createMergeEffect(): Effect {\r\n return this._engine.createEffect(\r\n \"glowMapMerge\",\r\n [VertexBuffer.PositionKind],\r\n [\"offset\"],\r\n [\"textureSampler\"],\r\n this._options.isStroke ? \"#define STROKE \\n\" : undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage,\r\n this._shadersLoaded\r\n ? undefined\r\n : async () => {\r\n await this._importShadersAsync();\r\n this._shadersLoaded = true;\r\n }\r\n );\r\n }\r\n\r\n public override _createTextureAndPostProcesses(): void {\r\n if (this._options.alphaBlendingMode === Constants.ALPHA_COMBINE) {\r\n this._downSamplePostprocess = new ThinPassPostProcess(\"HighlightLayerPPP\", this._scene.getEngine());\r\n this._horizontalBlurPostprocess = new ThinGlowBlurPostProcess(\"HighlightLayerHBP\", this._scene.getEngine(), new Vector2(1.0, 0), this._options.blurHorizontalSize);\r\n this._verticalBlurPostprocess = new ThinGlowBlurPostProcess(\"HighlightLayerVBP\", this._scene.getEngine(), new Vector2(0, 1.0), this._options.blurVerticalSize);\r\n this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n } else {\r\n this._horizontalBlurPostprocess = new ThinBlurPostProcess(\"HighlightLayerHBP\", this._scene.getEngine(), new Vector2(1.0, 0), this._options.blurHorizontalSize / 2);\r\n this._verticalBlurPostprocess = new ThinBlurPostProcess(\"HighlightLayerVBP\", this._scene.getEngine(), new Vector2(0, 1.0), this._options.blurVerticalSize / 2);\r\n this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n }\r\n }\r\n\r\n public override needStencil(): boolean {\r\n return true;\r\n }\r\n\r\n public override isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const material = subMesh.getMaterial();\r\n const mesh = subMesh.getRenderingMesh();\r\n\r\n if (!material || !mesh || !this._meshes) {\r\n return false;\r\n }\r\n\r\n let emissiveTexture: Nullable<any> = null;\r\n const highlightLayerMesh = this._meshes[mesh.uniqueId];\r\n\r\n if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {\r\n emissiveTexture = (<any>material).emissiveTexture;\r\n }\r\n return super._isSubMeshReady(subMesh, useInstances, emissiveTexture);\r\n }\r\n\r\n public override _canRenderMesh(_mesh: AbstractMesh, _material: Material): boolean {\r\n // all meshes can be rendered in the highlight layer, even transparent ones\r\n return true;\r\n }\r\n\r\n public override _internalCompose(effect: Effect, renderIndex: number): void {\r\n // Texture\r\n this.bindTexturesForCompose(effect);\r\n\r\n // Cache\r\n const engine = this._engine;\r\n engine.cacheStencilState();\r\n\r\n // Stencil operations\r\n engine.setStencilOperationPass(Constants.REPLACE);\r\n engine.setStencilOperationFail(Constants.KEEP);\r\n engine.setStencilOperationDepthFail(Constants.KEEP);\r\n\r\n // Draw order\r\n engine.setStencilMask(0x00);\r\n engine.setStencilBuffer(true);\r\n engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);\r\n\r\n // 2 passes inner outer\r\n if (this.outerGlow && renderIndex === 0) {\r\n // the outer glow is rendered the first time _internalRender is called, so when renderIndex == 0 (and only if outerGlow is enabled)\r\n effect.setFloat(\"offset\", 0);\r\n engine.setStencilFunction(Constants.NOTEQUAL);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n if (this.innerGlow && renderIndex === 1) {\r\n // the inner glow is rendered the second time _internalRender is called, so when renderIndex == 1 (and only if innerGlow is enabled)\r\n effect.setFloat(\"offset\", 1);\r\n engine.setStencilFunction(Constants.EQUAL);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n // Restore Cache\r\n engine.restoreStencilState();\r\n }\r\n\r\n public override _setEmissiveTextureAndColor(mesh: Mesh, _subMesh: SubMesh, material: Material): void {\r\n const highlightLayerMesh = this._meshes![mesh.uniqueId];\r\n if (highlightLayerMesh) {\r\n this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);\r\n } else {\r\n this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);\r\n }\r\n\r\n if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {\r\n this._emissiveTextureAndColor.texture = (<any>material).emissiveTexture;\r\n this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);\r\n } else {\r\n this._emissiveTextureAndColor.texture = null;\r\n }\r\n }\r\n\r\n public override shouldRender(): boolean {\r\n return this._meshes && super.shouldRender() ? true : false;\r\n }\r\n\r\n public override _shouldRenderMesh(mesh: Mesh): boolean {\r\n if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {\r\n return false;\r\n }\r\n\r\n return super.hasMesh(mesh);\r\n }\r\n\r\n public override _addCustomEffectDefines(defines: string[]): void {\r\n defines.push(\"#define HIGHLIGHT\");\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.\r\n * @param mesh The mesh to exclude from the highlight layer\r\n */\r\n public addExcludedMesh(mesh: Mesh) {\r\n if (!this._excludedMeshes) {\r\n return;\r\n }\r\n\r\n const meshExcluded = this._excludedMeshes[mesh.uniqueId];\r\n if (!meshExcluded) {\r\n const obj: IHighlightLayerExcludedMesh = {\r\n mesh: mesh,\r\n beforeBind: null,\r\n afterRender: null,\r\n stencilState: false,\r\n };\r\n\r\n obj.beforeBind = mesh.onBeforeBindObservable.add((mesh: Mesh) => {\r\n if (this._mainObjectRendererRenderPassId !== -1 && this._mainObjectRendererRenderPassId !== this._engine.currentRenderPassId) {\r\n return;\r\n }\r\n obj.stencilState = mesh.getEngine().getStencilBuffer();\r\n mesh.getEngine().setStencilBuffer(false);\r\n });\r\n\r\n obj.afterRender = mesh.onAfterRenderObservable.add((mesh: Mesh) => {\r\n if (this._mainObjectRendererRenderPassId !== -1 && this._mainObjectRendererRenderPassId !== this._engine.currentRenderPassId) {\r\n return;\r\n }\r\n mesh.getEngine().setStencilBuffer(obj.stencilState);\r\n });\r\n\r\n this._excludedMeshes[mesh.uniqueId] = obj;\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeExcludedMesh(mesh: Mesh) {\r\n if (!this._excludedMeshes) {\r\n return;\r\n }\r\n\r\n const meshExcluded = this._excludedMeshes[mesh.uniqueId];\r\n if (meshExcluded) {\r\n if (meshExcluded.beforeBind) {\r\n mesh.onBeforeBindObservable.remove(meshExcluded.beforeBind);\r\n }\r\n\r\n if (meshExcluded.afterRender) {\r\n mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);\r\n }\r\n }\r\n\r\n this._excludedMeshes[mesh.uniqueId] = null;\r\n }\r\n\r\n public override hasMesh(mesh: AbstractMesh): boolean {\r\n if (!this._meshes || !super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\r\n return !!this._meshes[mesh.uniqueId];\r\n }\r\n\r\n /**\r\n * Add a mesh in the highlight layer in order to make it glow with the chosen color.\r\n * @param mesh The mesh to highlight\r\n * @param color The color of the highlight\r\n * @param glowEmissiveOnly Extract the glow from the emissive texture\r\n */\r\n public addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly = false) {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n const meshHighlight = this._meshes[mesh.uniqueId];\r\n if (meshHighlight) {\r\n meshHighlight.color = color;\r\n } else {\r\n this._meshes[mesh.uniqueId] = {\r\n mesh: mesh,\r\n color: color,\r\n // Lambda required for capture due to Observable this context\r\n observerHighlight: mesh.onBeforeBindObservable.add((mesh: Mesh) => {\r\n if (this._mainObjectRendererRenderPassId !== -1 && this._mainObjectRendererRenderPassId !== this._engine.currentRenderPassId) {\r\n return;\r\n }\r\n if (this.isEnabled) {\r\n if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {\r\n this._defaultStencilReference(mesh);\r\n } else {\r\n mesh.getScene().getEngine().setStencilFunctionReference(this._instanceGlowingMeshStencilReference);\r\n }\r\n }\r\n }),\r\n observerDefault: mesh.onAfterRenderObservable.add((mesh: Mesh) => {\r\n if (this._mainObjectRendererRenderPassId !== -1 && this._mainObjectRendererRenderPassId !== this._engine.currentRenderPassId) {\r\n return;\r\n }\r\n if (this.isEnabled) {\r\n this._defaultStencilReference(mesh);\r\n }\r\n }),\r\n glowEmissiveOnly: glowEmissiveOnly,\r\n };\r\n\r\n mesh.onDisposeObservable.add(() => {\r\n this._disposeMesh(mesh);\r\n });\r\n }\r\n\r\n this._shouldRender = true;\r\n }\r\n\r\n /**\r\n * Remove a mesh from the highlight layer in order to make it stop glowing.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeMesh(mesh: Mesh) {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n const meshHighlight = this._meshes[mesh.uniqueId];\r\n if (meshHighlight) {\r\n if (meshHighlight.observerHighlight) {\r\n mesh.onBeforeBindObservable.remove(meshHighlight.observerHighlight);\r\n }\r\n\r\n if (meshHighlight.observerDefault) {\r\n mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);\r\n }\r\n delete this._meshes[mesh.uniqueId];\r\n }\r\n\r\n this._shouldRender = false;\r\n for (const meshHighlightToCheck in this._meshes) {\r\n if (this._meshes[meshHighlightToCheck]) {\r\n this._shouldRender = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Remove all the meshes currently referenced in the highlight layer\r\n */\r\n public removeAllMeshes(): void {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n for (const uniqueId in this._meshes) {\r\n if (Object.prototype.hasOwnProperty.call(this._meshes, uniqueId)) {\r\n const mesh = this._meshes[uniqueId];\r\n if (mesh) {\r\n this.removeMesh(mesh.mesh);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _defaultStencilReference(mesh: Mesh) {\r\n mesh.getScene().getEngine().setStencilFunctionReference(ThinHighlightLayer.NormalMeshStencilReference);\r\n }\r\n\r\n public _disposeMesh(mesh: Mesh): void {\r\n this.removeMesh(mesh);\r\n this.removeExcludedMesh(mesh);\r\n }\r\n\r\n public override dispose(): void {\r\n if (this._meshes) {\r\n // Clean mesh references\r\n for (const id in this._meshes) {\r\n const meshHighlight = this._meshes[id];\r\n if (meshHighlight && meshHighlight.mesh) {\r\n if (meshHighlight.observerHighlight) {\r\n meshHighlight.mesh.onBeforeBindObservable.remove(meshHighlight.observerHighlight);\r\n }\r\n\r\n if (meshHighlight.observerDefault) {\r\n meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);\r\n }\r\n }\r\n }\r\n this._meshes = null;\r\n }\r\n\r\n if (this._excludedMeshes) {\r\n for (const id in this._excludedMeshes) {\r\n const meshHighlight = this._excludedMeshes[id];\r\n if (meshHighlight) {\r\n if (meshHighlight.beforeBind) {\r\n meshHighlight.mesh.onBeforeBindObservable.remove(meshHighlight.beforeBind);\r\n }\r\n\r\n if (meshHighlight.afterRender) {\r\n meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);\r\n }\r\n }\r\n }\r\n this._excludedMeshes = null;\r\n }\r\n\r\n super.dispose();\r\n }\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"thinHighlightLayer.js","sourceRoot":"","sources":["../../../../dev/core/src/Layers/thinHighlightLayer.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AACjD,OAAO,EAAE,mBAAmB,EAAE,MAAM,sCAAsC,CAAC;AAC3E,OAAO,EAAE,eAAe,EAAE,uBAAuB,EAAE,MAAM,mBAAmB,CAAC;AAC7E,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAE7C,OAAO,EAAE,mBAAmB,EAAE,MAAM,sCAAsC,CAAC;AAuF3E;;GAEG;AACH,MAAM,OAAO,kBAAmB,SAAQ,eAAe;IAgCnD;;OAEG;IACH,IAAW,kBAAkB,CAAC,KAAa;QACvC,IAAI,CAAC,0BAA0B,CAAC,MAAM,GAAG,KAAK,CAAC;QAC/C,IAAI,CAAC,QAAQ,CAAC,kBAAkB,GAAG,KAAK,CAAC;IAC7C,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB,CAAC,KAAa;QACrC,IAAI,CAAC,wBAAwB,CAAC,MAAM,GAAG,KAAK,CAAC;QAC7C,IAAI,CAAC,QAAQ,CAAC,gBAAgB,GAAG,KAAK,CAAC;IAC3C,CAAC;IAED;;OAEG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,0BAA0B,CAAC,MAAM,CAAC;IAClD,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,wBAAwB,CAAC,MAAM,CAAC;IAChD,CAAC;IAmBD;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,KAAa,EAAE,OAA6C,EAAE,gBAAgB,GAAG,KAAK;QAC5G,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC;QAjE5E;;WAEG;QACI,cAAS,GAAY,IAAI,CAAC;QAEjC;;WAEG;QACI,cAAS,GAAY,IAAI,CAAC;QAgCzB,yCAAoC,GAAG,kBAAkB,CAAC,2BAA2B,EAAE,CAAC;QAShG,gBAAgB;QACT,YAAO,GAA8D,EAAE,CAAC;QAC/E,gBAAgB;QACT,oBAAe,GAAsE,EAAE,CAAC;QAE/F,gBAAgB;QACT,oCAA+B,GAAG,CAAC,CAAC,CAAC;QAYxC,IAAI,CAAC,YAAY,GAAG,kBAAkB,CAAC,YAAY,CAAC;QAEpD,gBAAgB;QAChB,IAAI,CAAC,QAAQ,GAAG;YACZ,gBAAgB,EAAE,GAAG;YACrB,oBAAoB,EAAE,GAAG;YACzB,oBAAoB,EAAE,CAAC;YACvB,kBAAkB,EAAE,GAAG;YACvB,gBAAgB,EAAE,GAAG;YACrB,iBAAiB,EAAE,SAAS,CAAC,aAAa;YAC1C,MAAM,EAAE,IAAI;YACZ,gBAAgB,EAAE,CAAC,CAAC;YACpB,SAAS,EAAE,KAAK;YAChB,eAAe,EAAE,SAAS,CAAC,yBAAyB;YACpD,iBAAiB,EAAE,SAAS,CAAC,kBAAkB;YAC/C,QAAQ,EAAE,KAAK;YACf,GAAG,OAAO;SACb,CAAC;QAEF,uBAAuB;QACvB,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAE1B,qDAAqD;QACrD,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;QAE3B,IAAI,gBAAgB,EAAE,CAAC;YACnB,wKAAwK;YACxK,IAAI,CAAC,8BAA8B,EAAE,CAAC;QAC1C,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,gBAAgB,CAAC;IAC5B,CAAC;IAEkB,KAAK,CAAC,mBAAmB;QACxC,IAAI,IAAI,CAAC,eAAe,gCAAwB,EAAE,CAAC;YAC/C,MAAM,OAAO,CAAC,GAAG,CAAC;gBACd,MAAM,CAAC,sCAAsC,CAAC;gBAC9C,MAAM,CAAC,oCAAoC,CAAC;gBAC5C,MAAM,CAAC,6CAA6C,CAAC;aACxD,CAAC,CAAC;QACP,CAAC;aAAM,CAAC;YACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,kCAAkC,CAAC,EAAE,MAAM,CAAC,gCAAgC,CAAC,EAAE,MAAM,CAAC,yCAAyC,CAAC,CAAC,CAAC,CAAC;QACjK,CAAC;QAED,MAAM,KAAK,CAAC,mBAAmB,EAAE,CAAC;IACtC,CAAC;IAEe,aAAa;QACzB,OAAO,kBAAkB,CAAC,UAAU,CAAC;IACzC,CAAC;IAEe,iBAAiB;QAC7B,OAAO,CAAC,CAAC,CAAC,iFAAiF;IAC/F,CAAC;IAEe,kBAAkB;QAC9B,OAAO,IAAI,CAAC,OAAO,CAAC,YAAY,CAC5B,cAAc,EACd,CAAC,YAAY,CAAC,YAAY,CAAC,EAC3B,CAAC,QAAQ,CAAC,EACV,CAAC,gBAAgB,CAAC,EAClB,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC,CAAC,mBAAmB,CAAC,CAAC,CAAC,SAAS,EACxD,SAAS,EACT,SAAS,EACT,SAAS,EACT,SAAS,EACT,IAAI,CAAC,eAAe,EACpB,IAAI,CAAC,cAAc;YACf,CAAC,CAAC,SAAS;YACX,CAAC,CAAC,KAAK,IAAI,EAAE;gBACP,MAAM,IAAI,CAAC,mBAAmB,EAAE,CAAC;gBACjC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;YAC/B,CAAC,CACV,CAAC;IACN,CAAC;IAEe,8BAA8B;QAC1C,IAAI,IAAI,CAAC,QAAQ,CAAC,iBAAiB,KAAK,SAAS,CAAC,aAAa,EAAE,CAAC;YAC9D,IAAI,CAAC,sBAAsB,GAAG,IAAI,mBAAmB,CAAC,mBAAmB,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,CAAC;YACpG,IAAI,CAAC,0BAA0B,GAAG,IAAI,uBAAuB,CAAC,mBAAmB,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EAAE,IAAI,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC,CAAC;YACnK,IAAI,CAAC,wBAAwB,GAAG,IAAI,uBAAuB,CAAC,mBAAmB,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EAAE,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,gBAAgB,CAAC,CAAC;YAC/J,IAAI,CAAC,cAAc,GAAG,CAAC,IAAI,CAAC,sBAAsB,EAAE,IAAI,CAAC,0BAA0B,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;QACxH,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,0BAA0B,GAAG,IAAI,mBAAmB,CAAC,mBAAmB,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EAAE,IAAI,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,kBAAkB,GAAG,CAAC,CAAC,CAAC;YACnK,IAAI,CAAC,wBAAwB,GAAG,IAAI,mBAAmB,CAAC,mBAAmB,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EAAE,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,gBAAgB,GAAG,CAAC,CAAC,CAAC;YAC/J,IAAI,CAAC,cAAc,GAAG,CAAC,IAAI,CAAC,0BAA0B,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;QAC3F,CAAC;IACL,CAAC;IAEe,WAAW;QACvB,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,OAAO,CAAC,OAAgB,EAAE,YAAqB;QAC3D,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QACvC,MAAM,IAAI,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;QAExC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC;YACtC,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,IAAI,eAAe,GAAkB,IAAI,CAAC;QAC1C,MAAM,kBAAkB,GAAG,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAEvD,IAAI,kBAAkB,IAAI,kBAAkB,CAAC,gBAAgB,IAAI,QAAQ,EAAE,CAAC;YACxE,eAAe,GAAS,QAAS,CAAC,eAAe,CAAC;QACtD,CAAC;QACD,OAAO,KAAK,CAAC,eAAe,CAAC,OAAO,EAAE,YAAY,EAAE,eAAe,CAAC,CAAC;IACzE,CAAC;IAEe,cAAc,CAAC,KAAmB,EAAE,SAAmB;QACnE,2EAA2E;QAC3E,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,gBAAgB,CAAC,MAAc,EAAE,WAAmB;QAChE,UAAU;QACV,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,CAAC;QAEpC,QAAQ;QACR,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;QAC5B,MAAM,CAAC,iBAAiB,EAAE,CAAC;QAE3B,qBAAqB;QACrB,MAAM,CAAC,uBAAuB,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC;QAClD,MAAM,CAAC,uBAAuB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAC/C,MAAM,CAAC,4BAA4B,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAEpD,aAAa;QACb,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;QAC5B,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC;QAC9B,MAAM,CAAC,2BAA2B,CAAC,IAAI,CAAC,oCAAoC,CAAC,CAAC;QAE9E,uBAAuB;QACvB,IAAI,IAAI,CAAC,SAAS,IAAI,WAAW,KAAK,CAAC,EAAE,CAAC;YACtC,mIAAmI;YACnI,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;YAC7B,MAAM,CAAC,kBAAkB,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC;YAC9C,MAAM,CAAC,gBAAgB,CAAC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC7D,CAAC;QACD,IAAI,IAAI,CAAC,SAAS,IAAI,WAAW,KAAK,CAAC,EAAE,CAAC;YACtC,oIAAoI;YACpI,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;YAC7B,MAAM,CAAC,kBAAkB,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;YAC3C,MAAM,CAAC,gBAAgB,CAAC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC7D,CAAC;QAED,gBAAgB;QAChB,MAAM,CAAC,mBAAmB,EAAE,CAAC;IACjC,CAAC;IAEe,2BAA2B,CAAC,IAAU,EAAE,QAAiB,EAAE,QAAkB;QACzF,MAAM,kBAAkB,GAAG,IAAI,CAAC,OAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACxD,IAAI,kBAAkB,EAAE,CAAC;YACrB,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,GAAG,CAAC,kBAAkB,CAAC,KAAK,CAAC,CAAC,EAAE,kBAAkB,CAAC,KAAK,CAAC,CAAC,EAAE,kBAAkB,CAAC,KAAK,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;QACrI,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;QAChI,CAAC;QAED,IAAI,kBAAkB,IAAI,kBAAkB,CAAC,gBAAgB,IAAI,QAAQ,EAAE,CAAC;YACxE,IAAI,CAAC,wBAAwB,CAAC,OAAO,GAAS,QAAS,CAAC,eAAe,CAAC;YACxE,IAAI,CAAC,wBAAwB,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAChE,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,wBAAwB,CAAC,OAAO,GAAG,IAAI,CAAC;QACjD,CAAC;IACL,CAAC;IAEe,YAAY;QACxB,OAAO,IAAI,CAAC,OAAO,IAAI,KAAK,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;IAC/D,CAAC;IAEe,iBAAiB,CAAC,IAAU;QACxC,IAAI,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,EAAE,CAAC;YAC9D,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IAC/B,CAAC;IAEe,uBAAuB,CAAC,OAAiB;QACrD,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;IACtC,CAAC;IAED;;;OAGG;IACI,eAAe,CAAC,IAAU;QAC7B,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC;YACxB,OAAO;QACX,CAAC;QAED,MAAM,YAAY,GAAG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACzD,IAAI,CAAC,YAAY,EAAE,CAAC;YAChB,MAAM,GAAG,GAAgC;gBACrC,IAAI,EAAE,IAAI;gBACV,UAAU,EAAE,IAAI;gBAChB,WAAW,EAAE,IAAI;gBACjB,YAAY,EAAE,KAAK;aACtB,CAAC;YAEF,GAAG,CAAC,UAAU,GAAG,IAAI,CAAC,sBAAsB,CAAC,GAAG,CAAC,CAAC,IAAU,EAAE,EAAE;gBAC5D,IAAI,IAAI,CAAC,+BAA+B,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC,+BAA+B,KAAK,IAAI,CAAC,OAAO,CAAC,mBAAmB,EAAE,CAAC;oBAC3H,OAAO;gBACX,CAAC;gBACD,GAAG,CAAC,YAAY,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC,gBAAgB,EAAE,CAAC;gBACvD,IAAI,CAAC,SAAS,EAAE,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;YAC7C,CAAC,CAAC,CAAC;YAEH,GAAG,CAAC,WAAW,GAAG,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,CAAC,IAAU,EAAE,EAAE;gBAC9D,IAAI,IAAI,CAAC,+BAA+B,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC,+BAA+B,KAAK,IAAI,CAAC,OAAO,CAAC,mBAAmB,EAAE,CAAC;oBAC3H,OAAO;gBACX,CAAC;gBACD,IAAI,CAAC,SAAS,EAAE,CAAC,gBAAgB,CAAC,GAAG,CAAC,YAAY,CAAC,CAAC;YACxD,CAAC,CAAC,CAAC;YAEH,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG,GAAG,CAAC;QAC9C,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,kBAAkB,CAAC,IAAU;QAChC,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC;YACxB,OAAO;QACX,CAAC;QAED,MAAM,YAAY,GAAG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACzD,IAAI,YAAY,EAAE,CAAC;YACf,IAAI,YAAY,CAAC,UAAU,EAAE,CAAC;gBAC1B,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;YAChE,CAAC;YAED,IAAI,YAAY,CAAC,WAAW,EAAE,CAAC;gBAC3B,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;YAClE,CAAC;QACL,CAAC;QAED,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG,IAAI,CAAC;IAC/C,CAAC;IAEe,OAAO,CAAC,IAAkB;QACtC,IAAI,CAAC,IAAI,CAAC,OAAO,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;YACxC,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IACzC,CAAC;IAED;;;;;OAKG;IACI,OAAO,CAAC,IAAU,EAAE,KAAa,EAAE,gBAAgB,GAAG,KAAK;QAC9D,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC;YAChB,OAAO;QACX,CAAC;QAED,MAAM,aAAa,GAAG,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAClD,IAAI,aAAa,EAAE,CAAC;YAChB,aAAa,CAAC,KAAK,GAAG,KAAK,CAAC;QAChC,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG;gBAC1B,IAAI,EAAE,IAAI;gBACV,KAAK,EAAE,KAAK;gBACZ,6DAA6D;gBAC7D,iBAAiB,EAAE,IAAI,CAAC,sBAAsB,CAAC,GAAG,CAAC,CAAC,IAAU,EAAE,EAAE;oBAC9D,IAAI,IAAI,CAAC,+BAA+B,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC,+BAA+B,KAAK,IAAI,CAAC,OAAO,CAAC,mBAAmB,EAAE,CAAC;wBAC3H,OAAO;oBACX,CAAC;oBACD,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;wBACjB,IAAI,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,EAAE,CAAC;4BAC9D,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,CAAC;wBACxC,CAAC;6BAAM,CAAC;4BACJ,IAAI,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC,2BAA2B,CAAC,IAAI,CAAC,oCAAoC,CAAC,CAAC;wBACvG,CAAC;oBACL,CAAC;gBACL,CAAC,CAAC;gBACF,eAAe,EAAE,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,CAAC,IAAU,EAAE,EAAE;oBAC7D,IAAI,IAAI,CAAC,+BAA+B,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC,+BAA+B,KAAK,IAAI,CAAC,OAAO,CAAC,mBAAmB,EAAE,CAAC;wBAC3H,OAAO;oBACX,CAAC;oBACD,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;wBACjB,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,CAAC;oBACxC,CAAC;gBACL,CAAC,CAAC;gBACF,gBAAgB,EAAE,gBAAgB;aACrC,CAAC;YAEF,IAAI,CAAC,mBAAmB,CAAC,GAAG,CAAC,GAAG,EAAE;gBAC9B,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;YAC5B,CAAC,CAAC,CAAC;QACP,CAAC;QAED,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;IAC9B,CAAC;IAED;;;OAGG;IACI,UAAU,CAAC,IAAU;QACxB,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC;YAChB,OAAO;QACX,CAAC;QAED,MAAM,aAAa,GAAG,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAClD,IAAI,aAAa,EAAE,CAAC;YAChB,IAAI,aAAa,CAAC,iBAAiB,EAAE,CAAC;gBAClC,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,aAAa,CAAC,iBAAiB,CAAC,CAAC;YACxE,CAAC;YAED,IAAI,aAAa,CAAC,eAAe,EAAE,CAAC;gBAChC,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC,aAAa,CAAC,eAAe,CAAC,CAAC;YACvE,CAAC;YACD,OAAO,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACvC,CAAC;QAED,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;QAC3B,KAAK,MAAM,oBAAoB,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YAC9C,IAAI,IAAI,CAAC,OAAO,CAAC,oBAAoB,CAAC,EAAE,CAAC;gBACrC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;gBAC1B,MAAM;YACV,CAAC;QACL,CAAC;IACL,CAAC;IAED;;OAEG;IACI,eAAe;QAClB,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC;YAChB,OAAO;QACX,CAAC;QAED,KAAK,MAAM,QAAQ,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YAClC,IAAI,MAAM,CAAC,SAAS,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,QAAQ,CAAC,EAAE,CAAC;gBAC/D,MAAM,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC;gBACpC,IAAI,IAAI,EAAE,CAAC;oBACP,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBAC/B,CAAC;YACL,CAAC;QACL,CAAC;IACL,CAAC;IAEO,wBAAwB,CAAC,IAAU;QACvC,IAAI,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC,2BAA2B,CAAC,kBAAkB,CAAC,0BAA0B,CAAC,CAAC;IAC3G,CAAC;IAEM,YAAY,CAAC,IAAU;QAC1B,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;QACtB,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;IAClC,CAAC;IAEe,OAAO;QACnB,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,wBAAwB;YACxB,KAAK,MAAM,EAAE,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;gBAC5B,MAAM,aAAa,GAAG,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC,CAAC;gBACvC,IAAI,aAAa,IAAI,aAAa,CAAC,IAAI,EAAE,CAAC;oBACtC,IAAI,aAAa,CAAC,iBAAiB,EAAE,CAAC;wBAClC,aAAa,CAAC,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,aAAa,CAAC,iBAAiB,CAAC,CAAC;oBACtF,CAAC;oBAED,IAAI,aAAa,CAAC,eAAe,EAAE,CAAC;wBAChC,aAAa,CAAC,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC,aAAa,CAAC,eAAe,CAAC,CAAC;oBACrF,CAAC;gBACL,CAAC;YACL,CAAC;YACD,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;QACxB,CAAC;QAED,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACvB,KAAK,MAAM,EAAE,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;gBACpC,MAAM,aAAa,GAAG,IAAI,CAAC,eAAe,CAAC,EAAE,CAAC,CAAC;gBAC/C,IAAI,aAAa,EAAE,CAAC;oBAChB,IAAI,aAAa,CAAC,UAAU,EAAE,CAAC;wBAC3B,aAAa,CAAC,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,aAAa,CAAC,UAAU,CAAC,CAAC;oBAC/E,CAAC;oBAED,IAAI,aAAa,CAAC,WAAW,EAAE,CAAC;wBAC5B,aAAa,CAAC,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC,aAAa,CAAC,WAAW,CAAC,CAAC;oBACjF,CAAC;gBACL,CAAC;YACL,CAAC;YACD,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;QAChC,CAAC;QAED,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;;AAveD;;GAEG;AACoB,6BAAU,GAAG,gBAAgB,AAAnB,CAAoB;AAErD;;;GAGG;AACW,+BAAY,GAAW,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,AAAjC,CAAkC;AAE5D;;GAEG;AACW,8CAA2B,GAAG,IAAI,AAAP,CAAQ;AAEjD;;GAEG;AACW,6CAA0B,GAAG,IAAI,AAAP,CAAQ","sourcesContent":["import type { Observer, Nullable, Scene, SubMesh, AbstractMesh, Mesh, Effect, IThinEffectLayerOptions, Color3, EffectWrapper } from \"../index\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ThinPassPostProcess } from \"../PostProcesses/thinPassPostProcess\";\r\nimport { ThinEffectLayer, ThinGlowBlurPostProcess } from \"./thinEffectLayer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\nimport { ThinBlurPostProcess } from \"../PostProcesses/thinBlurPostProcess\";\r\n\r\ninterface IBlurPostProcess extends EffectWrapper {\r\n kernel: number;\r\n}\r\n\r\n/**\r\n * Highlight layer options. This helps customizing the behaviour\r\n * of the highlight layer.\r\n */\r\nexport interface IThinHighlightLayerOptions extends IThinEffectLayerOptions {\r\n /**\r\n * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size\r\n * of the picture to blur (the smaller the faster). Default: 0.5\r\n */\r\n blurTextureSizeRatio?: number;\r\n\r\n /**\r\n * How big in texel of the blur texture is the vertical blur. Default: 1\r\n */\r\n blurVerticalSize?: number;\r\n\r\n /**\r\n * How big in texel of the blur texture is the horizontal blur. Default: 1\r\n */\r\n blurHorizontalSize?: number;\r\n\r\n /**\r\n * Should we display highlight as a solid stroke? Default: false\r\n */\r\n isStroke?: boolean;\r\n\r\n /**\r\n * Use the GLSL code generation for the shader (even on WebGPU). Default is false\r\n */\r\n forceGLSL?: boolean;\r\n}\r\n\r\n/**\r\n * Storage interface grouping all the information required for glowing a mesh.\r\n */\r\ninterface IHighlightLayerMesh {\r\n /**\r\n * The glowy mesh\r\n */\r\n mesh: Mesh;\r\n /**\r\n * The color of the glow\r\n */\r\n color: Color3;\r\n /**\r\n * The mesh render callback use to insert stencil information\r\n */\r\n observerHighlight: Nullable<Observer<Mesh>>;\r\n /**\r\n * The mesh render callback use to come to the default behavior\r\n */\r\n observerDefault: Nullable<Observer<Mesh>>;\r\n /**\r\n * If it exists, the emissive color of the material will be used to generate the glow.\r\n * Else it falls back to the current color.\r\n */\r\n glowEmissiveOnly: boolean;\r\n}\r\n\r\n/**\r\n * Storage interface grouping all the information required for an excluded mesh.\r\n */\r\ninterface IHighlightLayerExcludedMesh {\r\n /**\r\n * The glowy mesh\r\n */\r\n mesh: Mesh;\r\n /**\r\n * The mesh render callback use to prevent stencil use\r\n */\r\n beforeBind: Nullable<Observer<Mesh>>;\r\n /**\r\n * The mesh render callback use to restore previous stencil use\r\n */\r\n afterRender: Nullable<Observer<Mesh>>;\r\n /**\r\n * Current stencil state of the engine\r\n */\r\n stencilState: boolean;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ThinHighlightLayer extends ThinEffectLayer {\r\n /**\r\n * Effect Name of the highlight layer.\r\n */\r\n public static readonly EffectName = \"HighlightLayer\";\r\n\r\n /**\r\n * The neutral color used during the preparation of the glow effect.\r\n * This is black by default as the blend operation is a blend operation.\r\n */\r\n public static NeutralColor: Color4 = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Stencil value used for glowing meshes.\r\n */\r\n public static GlowingMeshStencilReference = 0x02;\r\n\r\n /**\r\n * Stencil value used for the other meshes in the scene.\r\n */\r\n public static NormalMeshStencilReference = 0x01;\r\n\r\n /**\r\n * Specifies whether or not the inner glow is ACTIVE in the layer.\r\n */\r\n public innerGlow: boolean = true;\r\n\r\n /**\r\n * Specifies whether or not the outer glow is ACTIVE in the layer.\r\n */\r\n public outerGlow: boolean = true;\r\n\r\n /**\r\n * Specifies the horizontal size of the blur.\r\n */\r\n public set blurHorizontalSize(value: number) {\r\n this._horizontalBlurPostprocess.kernel = value;\r\n this._options.blurHorizontalSize = value;\r\n }\r\n\r\n /**\r\n * Specifies the vertical size of the blur.\r\n */\r\n public set blurVerticalSize(value: number) {\r\n this._verticalBlurPostprocess.kernel = value;\r\n this._options.blurVerticalSize = value;\r\n }\r\n\r\n /**\r\n * Gets the horizontal size of the blur.\r\n */\r\n public get blurHorizontalSize(): number {\r\n return this._horizontalBlurPostprocess.kernel;\r\n }\r\n\r\n /**\r\n * Gets the vertical size of the blur.\r\n */\r\n public get blurVerticalSize(): number {\r\n return this._verticalBlurPostprocess.kernel;\r\n }\r\n\r\n private _instanceGlowingMeshStencilReference = ThinHighlightLayer.GlowingMeshStencilReference++;\r\n\r\n /** @internal */\r\n public override _options: Required<IThinHighlightLayerOptions>;\r\n\r\n private _downSamplePostprocess: ThinPassPostProcess;\r\n private _horizontalBlurPostprocess: IBlurPostProcess;\r\n private _verticalBlurPostprocess: IBlurPostProcess;\r\n\r\n /** @internal */\r\n public _meshes: Nullable<{ [id: string]: Nullable<IHighlightLayerMesh> }> = {};\r\n /** @internal */\r\n public _excludedMeshes: Nullable<{ [id: string]: Nullable<IHighlightLayerExcludedMesh> }> = {};\r\n\r\n /** @internal */\r\n public _mainObjectRendererRenderPassId = -1;\r\n\r\n /**\r\n * Instantiates a new highlight Layer and references it to the scene..\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)\r\n * @param dontCheckIfReady Specifies if the layer should disable checking whether all the post processes are ready (default: false). To save performance, this should be set to true and you should call `isReady` manually before rendering to the layer.\r\n */\r\n constructor(name: string, scene?: Scene, options?: Partial<IThinHighlightLayerOptions>, dontCheckIfReady = false) {\r\n super(name, scene, options !== undefined ? !!options.forceGLSL : false);\r\n\r\n this.neutralColor = ThinHighlightLayer.NeutralColor;\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: 0.5,\r\n blurTextureSizeRatio: 0.5,\r\n mainTextureFixedSize: 0,\r\n blurHorizontalSize: 1.0,\r\n blurVerticalSize: 1.0,\r\n alphaBlendingMode: Constants.ALPHA_COMBINE,\r\n camera: null,\r\n renderingGroupId: -1,\r\n forceGLSL: false,\r\n mainTextureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n mainTextureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n isStroke: false,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init(this._options);\r\n\r\n // Do not render as long as no meshes have been added\r\n this._shouldRender = false;\r\n\r\n if (dontCheckIfReady) {\r\n // When dontCheckIfReady is true, we are in the new ThinXXX layer mode, so we must call _createTextureAndPostProcesses ourselves (it is called by EffectLayer otherwise)\r\n this._createTextureAndPostProcesses();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public getClassName(): string {\r\n return \"HighlightLayer\";\r\n }\r\n\r\n protected override async _importShadersAsync() {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([\r\n import(\"../ShadersWGSL/glowMapMerge.fragment\"),\r\n import(\"../ShadersWGSL/glowMapMerge.vertex\"),\r\n import(\"../ShadersWGSL/glowBlurPostProcess.fragment\"),\r\n ]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/glowMapMerge.fragment\"), import(\"../Shaders/glowMapMerge.vertex\"), import(\"../Shaders/glowBlurPostProcess.fragment\")]);\r\n }\r\n\r\n await super._importShadersAsync();\r\n }\r\n\r\n public override getEffectName(): string {\r\n return ThinHighlightLayer.EffectName;\r\n }\r\n\r\n public override _numInternalDraws(): number {\r\n return 2; // we need two rendering, one for the inner glow and the other for the outer glow\r\n }\r\n\r\n public override _createMergeEffect(): Effect {\r\n return this._engine.createEffect(\r\n \"glowMapMerge\",\r\n [VertexBuffer.PositionKind],\r\n [\"offset\"],\r\n [\"textureSampler\"],\r\n this._options.isStroke ? \"#define STROKE \\n\" : undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage,\r\n this._shadersLoaded\r\n ? undefined\r\n : async () => {\r\n await this._importShadersAsync();\r\n this._shadersLoaded = true;\r\n }\r\n );\r\n }\r\n\r\n public override _createTextureAndPostProcesses(): void {\r\n if (this._options.alphaBlendingMode === Constants.ALPHA_COMBINE) {\r\n this._downSamplePostprocess = new ThinPassPostProcess(\"HighlightLayerPPP\", this._scene.getEngine());\r\n this._horizontalBlurPostprocess = new ThinGlowBlurPostProcess(\"HighlightLayerHBP\", this._scene.getEngine(), new Vector2(1.0, 0), this._options.blurHorizontalSize);\r\n this._verticalBlurPostprocess = new ThinGlowBlurPostProcess(\"HighlightLayerVBP\", this._scene.getEngine(), new Vector2(0, 1.0), this._options.blurVerticalSize);\r\n this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n } else {\r\n this._horizontalBlurPostprocess = new ThinBlurPostProcess(\"HighlightLayerHBP\", this._scene.getEngine(), new Vector2(1.0, 0), this._options.blurHorizontalSize / 2);\r\n this._verticalBlurPostprocess = new ThinBlurPostProcess(\"HighlightLayerVBP\", this._scene.getEngine(), new Vector2(0, 1.0), this._options.blurVerticalSize / 2);\r\n this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];\r\n }\r\n }\r\n\r\n public override needStencil(): boolean {\r\n return true;\r\n }\r\n\r\n public override isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const material = subMesh.getMaterial();\r\n const mesh = subMesh.getRenderingMesh();\r\n\r\n if (!material || !mesh || !this._meshes) {\r\n return false;\r\n }\r\n\r\n let emissiveTexture: Nullable<any> = null;\r\n const highlightLayerMesh = this._meshes[mesh.uniqueId];\r\n\r\n if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {\r\n emissiveTexture = (<any>material).emissiveTexture;\r\n }\r\n return super._isSubMeshReady(subMesh, useInstances, emissiveTexture);\r\n }\r\n\r\n public override _canRenderMesh(_mesh: AbstractMesh, _material: Material): boolean {\r\n // all meshes can be rendered in the highlight layer, even transparent ones\r\n return true;\r\n }\r\n\r\n public override _internalCompose(effect: Effect, renderIndex: number): void {\r\n // Texture\r\n this.bindTexturesForCompose(effect);\r\n\r\n // Cache\r\n const engine = this._engine;\r\n engine.cacheStencilState();\r\n\r\n // Stencil operations\r\n engine.setStencilOperationPass(Constants.REPLACE);\r\n engine.setStencilOperationFail(Constants.KEEP);\r\n engine.setStencilOperationDepthFail(Constants.KEEP);\r\n\r\n // Draw order\r\n engine.setStencilMask(0x00);\r\n engine.setStencilBuffer(true);\r\n engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);\r\n\r\n // 2 passes inner outer\r\n if (this.outerGlow && renderIndex === 0) {\r\n // the outer glow is rendered the first time _internalRender is called, so when renderIndex == 0 (and only if outerGlow is enabled)\r\n effect.setFloat(\"offset\", 0);\r\n engine.setStencilFunction(Constants.NOTEQUAL);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n if (this.innerGlow && renderIndex === 1) {\r\n // the inner glow is rendered the second time _internalRender is called, so when renderIndex == 1 (and only if innerGlow is enabled)\r\n effect.setFloat(\"offset\", 1);\r\n engine.setStencilFunction(Constants.EQUAL);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n // Restore Cache\r\n engine.restoreStencilState();\r\n }\r\n\r\n public override _setEmissiveTextureAndColor(mesh: Mesh, _subMesh: SubMesh, material: Material): void {\r\n const highlightLayerMesh = this._meshes![mesh.uniqueId];\r\n if (highlightLayerMesh) {\r\n this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);\r\n } else {\r\n this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);\r\n }\r\n\r\n if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {\r\n this._emissiveTextureAndColor.texture = (<any>material).emissiveTexture;\r\n this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);\r\n } else {\r\n this._emissiveTextureAndColor.texture = null;\r\n }\r\n }\r\n\r\n public override shouldRender(): boolean {\r\n return this._meshes && super.shouldRender() ? true : false;\r\n }\r\n\r\n public override _shouldRenderMesh(mesh: Mesh): boolean {\r\n if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {\r\n return false;\r\n }\r\n\r\n return super.hasMesh(mesh);\r\n }\r\n\r\n public override _addCustomEffectDefines(defines: string[]): void {\r\n defines.push(\"#define HIGHLIGHT\");\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.\r\n * @param mesh The mesh to exclude from the highlight layer\r\n */\r\n public addExcludedMesh(mesh: Mesh) {\r\n if (!this._excludedMeshes) {\r\n return;\r\n }\r\n\r\n const meshExcluded = this._excludedMeshes[mesh.uniqueId];\r\n if (!meshExcluded) {\r\n const obj: IHighlightLayerExcludedMesh = {\r\n mesh: mesh,\r\n beforeBind: null,\r\n afterRender: null,\r\n stencilState: false,\r\n };\r\n\r\n obj.beforeBind = mesh.onBeforeBindObservable.add((mesh: Mesh) => {\r\n if (this._mainObjectRendererRenderPassId !== -1 && this._mainObjectRendererRenderPassId !== this._engine.currentRenderPassId) {\r\n return;\r\n }\r\n obj.stencilState = mesh.getEngine().getStencilBuffer();\r\n mesh.getEngine().setStencilBuffer(false);\r\n });\r\n\r\n obj.afterRender = mesh.onAfterRenderObservable.add((mesh: Mesh) => {\r\n if (this._mainObjectRendererRenderPassId !== -1 && this._mainObjectRendererRenderPassId !== this._engine.currentRenderPassId) {\r\n return;\r\n }\r\n mesh.getEngine().setStencilBuffer(obj.stencilState);\r\n });\r\n\r\n this._excludedMeshes[mesh.uniqueId] = obj;\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeExcludedMesh(mesh: Mesh) {\r\n if (!this._excludedMeshes) {\r\n return;\r\n }\r\n\r\n const meshExcluded = this._excludedMeshes[mesh.uniqueId];\r\n if (meshExcluded) {\r\n if (meshExcluded.beforeBind) {\r\n mesh.onBeforeBindObservable.remove(meshExcluded.beforeBind);\r\n }\r\n\r\n if (meshExcluded.afterRender) {\r\n mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);\r\n }\r\n }\r\n\r\n this._excludedMeshes[mesh.uniqueId] = null;\r\n }\r\n\r\n public override hasMesh(mesh: AbstractMesh): boolean {\r\n if (!this._meshes || !super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\r\n return !!this._meshes[mesh.uniqueId];\r\n }\r\n\r\n /**\r\n * Add a mesh in the highlight layer in order to make it glow with the chosen color.\r\n * @param mesh The mesh to highlight\r\n * @param color The color of the highlight\r\n * @param glowEmissiveOnly Extract the glow from the emissive texture\r\n */\r\n public addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly = false) {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n const meshHighlight = this._meshes[mesh.uniqueId];\r\n if (meshHighlight) {\r\n meshHighlight.color = color;\r\n } else {\r\n this._meshes[mesh.uniqueId] = {\r\n mesh: mesh,\r\n color: color,\r\n // Lambda required for capture due to Observable this context\r\n observerHighlight: mesh.onBeforeBindObservable.add((mesh: Mesh) => {\r\n if (this._mainObjectRendererRenderPassId !== -1 && this._mainObjectRendererRenderPassId !== this._engine.currentRenderPassId) {\r\n return;\r\n }\r\n if (this.isEnabled) {\r\n if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {\r\n this._defaultStencilReference(mesh);\r\n } else {\r\n mesh.getScene().getEngine().setStencilFunctionReference(this._instanceGlowingMeshStencilReference);\r\n }\r\n }\r\n }),\r\n observerDefault: mesh.onAfterRenderObservable.add((mesh: Mesh) => {\r\n if (this._mainObjectRendererRenderPassId !== -1 && this._mainObjectRendererRenderPassId !== this._engine.currentRenderPassId) {\r\n return;\r\n }\r\n if (this.isEnabled) {\r\n this._defaultStencilReference(mesh);\r\n }\r\n }),\r\n glowEmissiveOnly: glowEmissiveOnly,\r\n };\r\n\r\n mesh.onDisposeObservable.add(() => {\r\n this._disposeMesh(mesh);\r\n });\r\n }\r\n\r\n this._shouldRender = true;\r\n }\r\n\r\n /**\r\n * Remove a mesh from the highlight layer in order to make it stop glowing.\r\n * @param mesh The mesh to highlight\r\n */\r\n public removeMesh(mesh: Mesh) {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n const meshHighlight = this._meshes[mesh.uniqueId];\r\n if (meshHighlight) {\r\n if (meshHighlight.observerHighlight) {\r\n mesh.onBeforeBindObservable.remove(meshHighlight.observerHighlight);\r\n }\r\n\r\n if (meshHighlight.observerDefault) {\r\n mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);\r\n }\r\n delete this._meshes[mesh.uniqueId];\r\n }\r\n\r\n this._shouldRender = false;\r\n for (const meshHighlightToCheck in this._meshes) {\r\n if (this._meshes[meshHighlightToCheck]) {\r\n this._shouldRender = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Remove all the meshes currently referenced in the highlight layer\r\n */\r\n public removeAllMeshes(): void {\r\n if (!this._meshes) {\r\n return;\r\n }\r\n\r\n for (const uniqueId in this._meshes) {\r\n if (Object.prototype.hasOwnProperty.call(this._meshes, uniqueId)) {\r\n const mesh = this._meshes[uniqueId];\r\n if (mesh) {\r\n this.removeMesh(mesh.mesh);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _defaultStencilReference(mesh: Mesh) {\r\n mesh.getScene().getEngine().setStencilFunctionReference(ThinHighlightLayer.NormalMeshStencilReference);\r\n }\r\n\r\n public _disposeMesh(mesh: Mesh): void {\r\n this.removeMesh(mesh);\r\n this.removeExcludedMesh(mesh);\r\n }\r\n\r\n public override dispose(): void {\r\n if (this._meshes) {\r\n // Clean mesh references\r\n for (const id in this._meshes) {\r\n const meshHighlight = this._meshes[id];\r\n if (meshHighlight && meshHighlight.mesh) {\r\n if (meshHighlight.observerHighlight) {\r\n meshHighlight.mesh.onBeforeBindObservable.remove(meshHighlight.observerHighlight);\r\n }\r\n\r\n if (meshHighlight.observerDefault) {\r\n meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);\r\n }\r\n }\r\n }\r\n this._meshes = null;\r\n }\r\n\r\n if (this._excludedMeshes) {\r\n for (const id in this._excludedMeshes) {\r\n const meshHighlight = this._excludedMeshes[id];\r\n if (meshHighlight) {\r\n if (meshHighlight.beforeBind) {\r\n meshHighlight.mesh.onBeforeBindObservable.remove(meshHighlight.beforeBind);\r\n }\r\n\r\n if (meshHighlight.afterRender) {\r\n meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);\r\n }\r\n }\r\n }\r\n this._excludedMeshes = null;\r\n }\r\n\r\n super.dispose();\r\n }\r\n}\r\n"]}
|
|
@@ -101,9 +101,10 @@ export declare class GaussianSplattingMaterial extends PushMaterial {
|
|
|
101
101
|
* @param scene scene it belongs to
|
|
102
102
|
* @param shaderLanguage GLSL or WGSL
|
|
103
103
|
* @param alphaBlendedDepth whether to enable alpha blended depth rendering
|
|
104
|
+
* @param compoundMesh whether the mesh is a compound mesh
|
|
104
105
|
* @returns depth rendering shader material
|
|
105
106
|
*/
|
|
106
|
-
makeDepthRenderingMaterial(scene: Scene, shaderLanguage: ShaderLanguage, alphaBlendedDepth?: boolean): ShaderMaterial;
|
|
107
|
+
makeDepthRenderingMaterial(scene: Scene, shaderLanguage: ShaderLanguage, alphaBlendedDepth?: boolean, compoundMesh?: boolean): ShaderMaterial;
|
|
107
108
|
protected static _MakeGaussianSplattingShadowDepthWrapper(scene: Scene, shaderLanguage: ShaderLanguage): ShadowDepthWrapper;
|
|
108
109
|
/**
|
|
109
110
|
* Clones the material.
|
|
@@ -353,6 +353,19 @@ export class GaussianSplattingMaterial extends PushMaterial {
|
|
|
353
353
|
effect.setTexture("covariancesBTexture", gsMesh.covariancesBTexture);
|
|
354
354
|
effect.setTexture("centersTexture", gsMesh.centersTexture);
|
|
355
355
|
effect.setTexture("colorsTexture", gsMesh.colorsTexture);
|
|
356
|
+
if (gsMesh.partIndicesTexture) {
|
|
357
|
+
effect.setTexture("partIndicesTexture", gsMesh.partIndicesTexture);
|
|
358
|
+
const partWorldData = new Float32Array(gsMesh.partCount * 16);
|
|
359
|
+
for (let i = 0; i < gsMesh.partCount; i++) {
|
|
360
|
+
gsMesh.getWorldMatrixForPart(i).toArray(partWorldData, i * 16);
|
|
361
|
+
}
|
|
362
|
+
effect.setMatrices("partWorld", partWorldData);
|
|
363
|
+
const partVisibilityData = [];
|
|
364
|
+
for (let i = 0; i < gsMesh.partCount; i++) {
|
|
365
|
+
partVisibilityData.push(gsMesh.partVisibility[i] ?? 1.0);
|
|
366
|
+
}
|
|
367
|
+
effect.setArray("partVisibility", partVisibilityData);
|
|
368
|
+
}
|
|
356
369
|
}
|
|
357
370
|
}
|
|
358
371
|
/**
|
|
@@ -360,13 +373,18 @@ export class GaussianSplattingMaterial extends PushMaterial {
|
|
|
360
373
|
* @param scene scene it belongs to
|
|
361
374
|
* @param shaderLanguage GLSL or WGSL
|
|
362
375
|
* @param alphaBlendedDepth whether to enable alpha blended depth rendering
|
|
376
|
+
* @param compoundMesh whether the mesh is a compound mesh
|
|
363
377
|
* @returns depth rendering shader material
|
|
364
378
|
*/
|
|
365
|
-
makeDepthRenderingMaterial(scene, shaderLanguage, alphaBlendedDepth = false) {
|
|
379
|
+
makeDepthRenderingMaterial(scene, shaderLanguage, alphaBlendedDepth = false, compoundMesh = false) {
|
|
366
380
|
const defines = ["#define DEPTH_RENDER"];
|
|
367
381
|
if (alphaBlendedDepth) {
|
|
368
382
|
defines.push("#define ALPHA_BLENDED_DEPTH");
|
|
369
383
|
}
|
|
384
|
+
if (compoundMesh) {
|
|
385
|
+
defines.push("#define IS_COMPOUND");
|
|
386
|
+
defines.push("#define MAX_PART_COUNT 16");
|
|
387
|
+
}
|
|
370
388
|
const shaderMaterial = new ShaderMaterial("gaussianSplattingDepthRender", scene, {
|
|
371
389
|
vertex: "gaussianSplattingDepth",
|
|
372
390
|
fragment: "gaussianSplattingDepth",
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"gaussianSplattingMaterial.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/GaussianSplatting/gaussianSplattingMaterial.ts"],"names":[],"mappings":"AAOA,OAAO,EAAE,mBAAmB,EAAE,MAAM,qCAAqC,CAAC;AAC1E,OAAO,EAAE,YAAY,EAAE,MAAM,sBAAsB,CAAC;AACpD,OAAO,EAAE,eAAe,EAAE,MAAM,iCAAiC,CAAC;AAClE,OAAO,EAAE,YAAY,EAAE,MAAM,8BAA8B,CAAC;AAC5D,OAAO,EAAE,aAAa,EAAE,MAAM,sBAAsB,CAAC;AACrD,OAAO,EAAE,oBAAoB,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AACjF,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,kBAAkB,EAAE,MAAM,oCAAoC,CAAC;AACxE,OAAO,EAAE,cAAc,EAAE,MAAM,gCAAgC,CAAC;AAEhE,OAAO,0CAA0C,CAAC;AAClD,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,4CAA4C,CAAC;AACpD,OAAO,+CAA+C,CAAC;AACvD,OAAO,6CAA6C,CAAC;AACrD,OAAO,mDAAmD,CAAC;AAC3D,OAAO,iDAAiD,CAAC;AACzD,OAAO,EACH,iBAAiB,EACjB,YAAY,EACZ,6BAA6B,EAC7B,2BAA2B,EAC3B,iCAAiC,EACjC,qBAAqB,EACrB,8BAA8B,GACjC,MAAM,6BAA6B,CAAC;AAGrC;;GAEG;AACH,MAAM,gCAAiC,SAAQ,eAAe;IAe1D;;OAEG;IACH;QACI,KAAK,EAAE,CAAC;QAlBL,QAAG,GAAG,KAAK,CAAC;QACZ,mBAAc,GAAG,IAAI,CAAC;QACtB,qBAAgB,GAAG,KAAK,CAAC;QACzB,cAAS,GAAG,KAAK,CAAC;QAClB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,cAAS,GAAG,CAAC,CAAC;QACd,iBAAY,GAAG,KAAK,CAAC;QACrB,gBAAW,GAAG,KAAK,CAAC;QACpB,mBAAc,GAAG,EAAE,CAAC,CAAC,uFAAuF;QAO/G,IAAI,CAAC,OAAO,EAAE,CAAC;IACnB,CAAC;CACJ;AAED;;;GAGG;AACH,MAAM,OAAO,yBAA0B,SAAQ,YAAY;IACvD;;;;OAIG;IACH,YAAY,IAAY,EAAE,KAAa;QACnC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QAgBvB;;WAEG;QACI,eAAU,GAAG,yBAAyB,CAAC,UAAU,CAAC;QACjD,kBAAa,GAAG,yBAAyB,CAAC,YAAY,CAAC;QAE/D,8CAA8C;QACtC,aAAQ,GAAG,KAAK,CAAC;QA4DjB,gBAAW,GAAiC,IAAI,CAAC;QAjFrD,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;QAC7B,IAAI,CAAC,kBAAkB,GAAG,yBAAyB,CAAC,wCAAwC,CAAC,KAAM,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;IAC9H,CAAC;IAqBD;;OAEG;IACH,IAAW,YAAY,CAAC,KAAc;QAClC,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,IAAI,KAAK,CAAC;QACvC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;IAC/B,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAoB,uBAAuB;QACvC,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;OAGG;IACa,gBAAgB;QAC5B,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;OAGG;IACa,iBAAiB;QAC7B,OAAO,IAAI,CAAC;IAChB,CAAC;IAuBD;;;;;OAKG;IACa,iBAAiB,CAAC,IAAkB,EAAE,OAAgB;QAClE,MAAM,YAAY,GAAG,IAAI,CAAC;QAE1B,MAAM,WAAW,GAAG,OAAO,CAAC,YAAY,CAAC;QACzC,IAAI,OAAO,GAAqC,OAAO,CAAC,eAAe,CAAC;QAExE,IAAI,OAAO,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAC3B,OAAO,CAAC,iBAAiB,EAAE,CAAC;QAChC,CAAC;QAED,IAAI,WAAW,CAAC,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YACtC,IAAI,WAAW,CAAC,mBAAmB,IAAI,WAAW,CAAC,4BAA4B,KAAK,YAAY,EAAE,CAAC;gBAC/F,OAAO,IAAI,CAAC;YAChB,CAAC;QACL,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,CAAC;YAC3B,OAAO,GAAG,OAAO,CAAC,eAAe,GAAG,IAAI,gCAAgC,EAAE,CAAC;QAC/E,CAAC;QAED,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,IAAI,CAAC,kBAAkB,CAAC,OAAO,CAAC,EAAE,CAAC;YACnC,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE,CAAC;YACpB,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,MAAM,GAAG,IAAI,CAAC,WAAW,CAAC;QAEhC,QAAQ;QACR,qBAAqB,CACjB,IAAI,EACJ,KAAK,EACL,IAAI,CAAC,oBAAoB,EACzB,IAAI,CAAC,WAAW,EAChB,IAAI,CAAC,UAAU,EACf,KAAK,EACL,OAAO,EACP,SAAS,EACT,SAAS,EACT,SAAS,EACT,IAAI,CAAC,wBAAwB,CAChC,CAAC;QAEF,kDAAkD;QAClD,iCAAiC,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,YAAY,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QAE1F,UAAU;QACV,2BAA2B,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QAEzD,4BAA4B;QAC5B,IAAI,MAAM,CAAC,OAAO,GAAG,CAAC,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;YACxC,OAAO,CAAC,WAAW,CAAC,GAAG,MAAM,CAAC,QAAQ,CAAC;QAC3C,CAAC;QAED,OAAO,CAAC,aAAa,CAAC,GAAG,MAAM,CAAC,UAAU,CAAC;QAE3C,eAAe;QACf,MAAM,aAAa,GAAG,MAAM,CAAC,QAAqC,CAAC;QACnE,OAAO,CAAC,cAAc,CAAC,GAAG,aAAa,IAAI,aAAa,CAAC,YAAY,CAAC,CAAC,CAAC,aAAa,CAAC,YAAY,CAAC,CAAC,CAAC,yBAAyB,CAAC,YAAY,CAAC;QAE5I,qBAAqB;QACrB,IAAI,OAAO,CAAC,OAAO,EAAE,CAAC;YAClB,OAAO,CAAC,eAAe,EAAE,CAAC;YAC1B,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAE5B,YAAY;YACZ,6BAA6B,CAAC,yBAAyB,CAAC,QAAQ,EAAE,OAAO,CAAC,CAAC;YAE3E,8BAA8B,CAAyB;gBACnD,aAAa,EAAE,yBAAyB,CAAC,SAAS;gBAClD,mBAAmB,EAAE,yBAAyB,CAAC,eAAe;gBAC9D,QAAQ,EAAE,yBAAyB,CAAC,SAAS;gBAC7C,OAAO,EAAE,OAAO;aACnB,CAAC,CAAC;YAEH,oBAAoB,CAAC,yBAAyB,CAAC,SAAS,CAAC,CAAC;YAE1D,MAAM,IAAI,GAAG,OAAO,CAAC,QAAQ,EAAE,CAAC;YAChC,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC,YAAY,CACzC,mBAAmB,EACK;gBACpB,UAAU,EAAE,yBAAyB,CAAC,QAAQ;gBAC9C,aAAa,EAAE,yBAAyB,CAAC,SAAS;gBAClD,mBAAmB,EAAE,yBAAyB,CAAC,eAAe;gBAC9D,QAAQ,EAAE,yBAAyB,CAAC,SAAS;gBAC7C,OAAO,EAAE,IAAI;gBACb,UAAU,EAAE,IAAI,CAAC,UAAU;gBAC3B,OAAO,EAAE,IAAI,CAAC,OAAO;gBACrB,eAAe,EAAE,EAAE;gBACnB,cAAc,EAAE,IAAI,CAAC,eAAe;gBACpC,yBAAyB,EAAE,KAAK,IAAI,EAAE;oBAClC,IAAI,IAAI,CAAC,eAAe,gCAAwB,EAAE,CAAC;wBAC/C,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,8CAA8C,CAAC,EAAE,MAAM,CAAC,4CAA4C,CAAC,CAAC,CAAC,CAAC;oBACtI,CAAC;yBAAM,CAAC;wBACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,0CAA0C,CAAC,EAAE,MAAM,CAAC,wCAAwC,CAAC,CAAC,CAAC,CAAC;oBAC9H,CAAC;gBACL,CAAC;aACJ,EACD,MAAM,CACT,CAAC;YACF,OAAO,CAAC,SAAS,CAAC,MAAM,EAAE,OAAO,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAC9D,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,OAAO,EAAE,EAAE,CAAC;YAC/C,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC;QACxC,WAAW,CAAC,mBAAmB,GAAG,IAAI,CAAC;QACvC,WAAW,CAAC,4BAA4B,GAAG,YAAY,CAAC;QACxD,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QAEtB,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACI,aAAa,CAAC,IAA2B;QAC5C,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;IAC5B,CAAC;IACD;;;;;OAKG;IACI,MAAM,CAAC,UAAU,CAAC,IAAU,EAAE,MAAc,EAAE,KAAY;QAC7D,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,MAAM,GAAG,KAAK,CAAC,YAAY,CAAC;QAElC,MAAM,WAAW,GAAG,MAAM,CAAC,cAAc,EAAE,GAAG,MAAO,CAAC,QAAQ,CAAC,KAAK,CAAC;QACrE,MAAM,YAAY,GAAG,MAAM,CAAC,eAAe,EAAE,GAAG,MAAO,CAAC,QAAQ,CAAC,MAAM,CAAC;QAExE,MAAM,UAAU,GAAG,IAAI,CAAC,QAAqC,CAAC;QAE9D,IAAI,CAAC,UAAU,CAAC,WAAW,EAAE,CAAC;YAC1B,OAAO;QACX,CAAC;QAED,MAAM,MAAM,GAAG,UAAU,CAAC,WAAW,CAAC;QAEtC,yCAAyC;QACzC,MAAM,YAAY,GAAG,MAAM,EAAE,SAAS,EAAE,UAAU,CAAC,MAAM,IAAI,CAAC,CAAC;QAE/D,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,CAAC,GAAG,CAAC,WAAW,GAAG,YAAY,CAAC,EAAE,CAAC,GAAG,YAAY,CAAC,CAAC;QAEpF,IAAI,KAAK,GAAG,IAAI,CAAC;QAEjB,IAAI,MAAM,EAAE,CAAC;YACT;;;;;;cAME;YACF,MAAM,CAAC,GAAG,MAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC5C,IAAI,MAAM,CAAC,OAAO,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAClD,KAAK,GAAG,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;YACrC,CAAC;iBAAM,CAAC;gBACJ,KAAK,GAAG,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;YACpC,CAAC;QACL,CAAC;QAED,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QACxC,MAAM,CAAC,QAAQ,CAAC,YAAY,EAAE,UAAU,IAAI,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,yBAAyB,CAAC,UAAU,CAAC,CAAC;QAClI,MAAM,CAAC,QAAQ,CAAC,OAAO,EAAE,UAAU,CAAC,KAAK,CAAC,CAAC;QAC3C,KAAK,CAAC,eAAe,CAAC,MAAM,EAAE,aAAa,EAAE,IAAI,CAAC,CAAC;QAEnD,IAAI,MAAM,CAAC,mBAAmB,EAAE,CAAC;YAC7B,MAAM,WAAW,GAAG,MAAM,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;YAEzD,MAAM,CAAC,SAAS,CAAC,iBAAiB,EAAE,WAAW,CAAC,KAAK,EAAE,WAAW,CAAC,MAAM,CAAC,CAAC;YAE3E,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;YACrE,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;YACrE,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,MAAM,CAAC,cAAc,CAAC,CAAC;YAC3D,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,MAAM,CAAC,aAAa,CAAC,CAAC;YAEzD,IAAI,MAAM,CAAC,UAAU,EAAE,CAAC;gBACpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;oBACjD,MAAM,CAAC,UAAU,CAAC,YAAY,CAAC,EAAE,EAAE,MAAM,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC7D,CAAC;YACL,CAAC;YAED,oCAAoC;YACpC,IAAI,MAAM,CAAC,kBAAkB,EAAE,CAAC;gBAC5B,MAAM,CAAC,UAAU,CAAC,oBAAoB,EAAE,MAAM,CAAC,kBAAkB,CAAC,CAAC;gBACnE,2BAA2B;gBAC3B,MAAM,aAAa,GAAG,IAAI,YAAY,CAAC,MAAM,CAAC,SAAS,GAAG,EAAE,CAAC,CAAC;gBAC9D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;oBACxC,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,aAAa,EAAE,CAAC,GAAG,EAAE,CAAC,CAAC;gBACnE,CAAC;gBACD,MAAM,CAAC,WAAW,CAAC,WAAW,EAAE,aAAa,CAAC,CAAC;gBAE/C,4BAA4B;gBAC5B,MAAM,kBAAkB,GAAa,EAAE,CAAC;gBACxC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;oBACxC,kBAAkB,CAAC,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,CAAC,CAAC,IAAI,GAAG,CAAC,CAAC;gBAC7D,CAAC;gBACD,MAAM,CAAC,QAAQ,CAAC,gBAAgB,EAAE,kBAAkB,CAAC,CAAC;YAC1D,CAAC;QACL,CAAC;IACL,CAAC;IACD;;;;;OAKG;IACa,cAAc,CAAC,KAAa,EAAE,IAAU,EAAE,OAAgB;QACtE,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,MAAM,OAAO,GAAqC,OAAO,CAAC,eAAe,CAAC;QAC1E,IAAI,CAAC,OAAO,EAAE,CAAC;YACX,OAAO;QACX,CAAC;QAED,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;QAC9B,IAAI,CAAC,MAAM,EAAE,CAAC;YACV,OAAO;QACX,CAAC;QACD,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC;QAE5B,iBAAiB;QACjB,IAAI,CAAC,oBAAoB,EAAE,CAAC,YAAY,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QACzD,IAAI,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;QAE7B,YAAY;QACZ,MAAM,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;QAE7E,IAAI,UAAU,EAAE,CAAC;YACb,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;YACtB,IAAI,CAAC,kBAAkB,CAAC,MAAM,CAAC,CAAC;YAChC,yBAAyB,CAAC,UAAU,CAAC,IAAI,EAAE,IAAI,CAAC,aAAa,EAAE,KAAK,CAAC,CAAC;YACtE,aAAa;YACb,aAAa,CAAC,MAAM,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;QACvC,CAAC;aAAM,IAAI,KAAK,CAAC,SAAS,EAAE,CAAC,SAAS,CAAC,8BAA8B,EAAE,CAAC;YACpE,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC;QACpC,CAAC;QAED,MAAM;QACN,iBAAiB,CAAC,KAAK,EAAE,IAAI,EAAE,MAAM,CAAC,CAAC;QAEvC,aAAa;QACb,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC3B,YAAY,CAAC,OAAO,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;QACzC,CAAC;QAED,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,IAAI,CAAC,aAAa,EAAE,OAAO,CAAC,CAAC;IACvD,CAAC;IAES,MAAM,CAAC,mBAAmB,CAAC,MAA6B,EAAE,UAAqC,EAAE,cAA8B,EAAE,KAAY;QACnJ,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,MAAM,GAAG,cAAc,CAAC,SAAS,EAAG,CAAC;QAC3C,MAAM,MAAM,GAAG,KAAK,CAAC,YAAY,CAAC;QAClC,IAAI,CAAC,MAAM,EAAE,CAAC;YACV,OAAO;QACX,CAAC;QAED,MAAM,CAAC,oBAAoB,EAAE,CAAC,YAAY,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QAC3D,cAAc,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;QAChC,cAAc,CAAC,kBAAkB,CAAC,MAAM,CAAC,CAAC;QAE1C,MAAM,WAAW,GAAG,MAAM,CAAC,cAAc,EAAE,GAAG,MAAO,CAAC,QAAQ,CAAC,KAAK,CAAC;QACrE,MAAM,YAAY,GAAG,MAAM,CAAC,eAAe,EAAE,GAAG,MAAO,CAAC,QAAQ,CAAC,MAAM,CAAC;QACxE,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,CAAC,GAAG,WAAW,EAAE,CAAC,GAAG,YAAY,CAAC,CAAC;QAEnE,IAAI,KAAK,GAAG,IAAI,CAAC;QAEjB,IAAI,MAAM,EAAE,CAAC;YACT;;;;;;cAME;YACF,MAAM,CAAC,GAAG,MAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC5C,IAAI,MAAM,CAAC,OAAO,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAClD,KAAK,GAAG,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;YACrC,CAAC;iBAAM,CAAC;gBACJ,KAAK,GAAG,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;YACpC,CAAC;QACL,CAAC;QAED,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QACxC,MAAM,CAAC,QAAQ,CAAC,YAAY,EAAE,UAAU,IAAI,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,yBAAyB,CAAC,UAAU,CAAC,CAAC;QAClI,MAAM,CAAC,QAAQ,CAAC,OAAO,EAAE,UAAU,CAAC,KAAK,CAAC,CAAC;QAE3C,IAAI,IAAY,EAAE,IAAY,CAAC;QAE/B,MAAM,aAAa,GAAG,MAAM,CAAC,IAAI,KAAK,MAAM,CAAC,mBAAmB,CAAC;QACjE,IAAI,aAAa,EAAE,CAAC;YAChB,IAAI,GAAG,CAAC,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YACvE,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1E,CAAC;aAAM,CAAC;YACJ,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC;YACvH,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC;QACpF,CAAC;QAED,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,EAAE,IAAI,GAAG,IAAI,CAAC,CAAC;QAEnD,IAAI,MAAM,CAAC,mBAAmB,EAAE,CAAC;YAC7B,MAAM,WAAW,GAAG,MAAM,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;YACzD,MAAM,CAAC,SAAS,CAAC,iBAAiB,EAAE,WAAW,CAAC,KAAK,EAAE,WAAW,CAAC,MAAM,CAAC,CAAC;YAE3E,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;YACrE,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;YACrE,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,MAAM,CAAC,cAAc,CAAC,CAAC;YAC3D,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,MAAM,CAAC,aAAa,CAAC,CAAC;QAC7D,CAAC;IACL,CAAC;IAED;;;;;;OAMG;IACI,0BAA0B,CAAC,KAAY,EAAE,cAA8B,EAAE,oBAA6B,KAAK;QAC9G,MAAM,OAAO,GAAG,CAAC,sBAAsB,CAAC,CAAC;QACzC,IAAI,iBAAiB,EAAE,CAAC;YACpB,OAAO,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;QAChD,CAAC;QAED,MAAM,cAAc,GAAG,IAAI,cAAc,CACrC,8BAA8B,EAC9B,KAAK,EACL;YACI,MAAM,EAAE,wBAAwB;YAChC,QAAQ,EAAE,wBAAwB;SACrC,EACD;YACI,UAAU,EAAE,yBAAyB,CAAC,QAAQ;YAC9C,QAAQ,EAAE,yBAAyB,CAAC,SAAS;YAC7C,QAAQ,EAAE,yBAAyB,CAAC,SAAS;YAC7C,cAAc,EAAE,yBAAyB,CAAC,eAAe;YACzD,cAAc,EAAE,cAAc;YAC9B,OAAO,EAAE,OAAO;YAChB,iBAAiB,EAAE,iBAAiB;SACvC,CACJ,CAAC;QACF,cAAc,CAAC,gBAAgB,CAAC,GAAG,CAAC,CAAC,IAAkB,EAAE,EAAE;YACvD,MAAM,UAAU,GAAG,IAAI,CAAC,QAAqC,CAAC;YAC9D,MAAM,MAAM,GAAG,IAA6B,CAAC;YAC7C,yBAAyB,CAAC,mBAAmB,CAAC,MAAM,EAAE,UAAU,EAAE,cAAc,EAAE,KAAK,CAAC,CAAC;QAC7F,CAAC,CAAC,CAAC;QACH,OAAO,cAAc,CAAC;IAC1B,CAAC;IACS,MAAM,CAAC,wCAAwC,CAAC,KAAY,EAAE,cAA8B;QAClG,MAAM,cAAc,GAAG,IAAI,cAAc,CACrC,wBAAwB,EACxB,KAAK,EACL;YACI,MAAM,EAAE,wBAAwB;YAChC,QAAQ,EAAE,wBAAwB;SACrC,EACD;YACI,UAAU,EAAE,yBAAyB,CAAC,QAAQ;YAC9C,QAAQ,EAAE,yBAAyB,CAAC,SAAS;YAC7C,QAAQ,EAAE,yBAAyB,CAAC,SAAS;YAC7C,cAAc,EAAE,yBAAyB,CAAC,eAAe;YACzD,cAAc,EAAE,cAAc;SACjC,CACJ,CAAC;QAEF,MAAM,kBAAkB,GAAG,IAAI,kBAAkB,CAAC,cAAc,EAAE,KAAK,EAAE;YACrE,UAAU,EAAE,IAAI;SACnB,CAAC,CAAC;QAEH,cAAc,CAAC,gBAAgB,CAAC,GAAG,CAAC,CAAC,IAAkB,EAAE,EAAE;YACvD,MAAM,UAAU,GAAG,IAAI,CAAC,QAAqC,CAAC;YAC9D,MAAM,MAAM,GAAG,IAA6B,CAAC;YAE7C,yBAAyB,CAAC,mBAAmB,CAAC,MAAM,EAAE,UAAU,EAAE,cAAc,EAAE,KAAK,CAAC,CAAC;QAC7F,CAAC,CAAC,CAAC;QAEH,OAAO,kBAAkB,CAAC;IAC9B,CAAC;IAED;;;;OAIG;IACa,KAAK,CAAC,IAAY;QAC9B,OAAO,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,IAAI,yBAAyB,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;IACvG,CAAC;IAED;;;OAGG;IACa,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAC9C,mBAAmB,CAAC,UAAU,GAAG,mCAAmC,CAAC;QACrE,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,2BAA2B,CAAC;IACvC,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAU,KAAK,CAAC,MAAW,EAAE,KAAY,EAAE,OAAe;QACnE,OAAO,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,IAAI,yBAAyB,CAAC,MAAM,CAAC,IAAI,EAAE,KAAK,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;IACtH,CAAC;;AA7fD;;GAEG;AACW,oCAAU,GAAW,GAAG,AAAd,CAAe;AAEvC;;GAEG;AACW,sCAAY,GAAY,KAAK,AAAjB,CAAkB;AAiD3B,kCAAQ,GAAG,CAAC,YAAY,CAAC,YAAY,EAAE,aAAa,EAAE,aAAa,EAAE,aAAa,EAAE,aAAa,CAAC,AAA1F,CAA2F;AACnG,mCAAS,GAAG,CAAC,qBAAqB,EAAE,qBAAqB,EAAE,gBAAgB,EAAE,eAAe,EAAE,YAAY,EAAE,YAAY,EAAE,YAAY,EAAE,oBAAoB,CAAC,AAApJ,CAAqJ;AAC9J,yCAAe,GAAG,CAAC,OAAO,EAAE,MAAM,CAAC,AAApB,CAAqB;AACpC,mCAAS,GAAG;IACzB,OAAO;IACP,MAAM;IACN,YAAY;IACZ,WAAW;IACX,WAAW;IACX,0BAA0B;IAC1B,aAAa;IACb,iBAAiB;IACjB,OAAO;IACP,aAAa;IACb,YAAY;IACZ,OAAO;IACP,aAAa;IACb,WAAW;IACX,gBAAgB;CACnB,AAhByB,CAgBxB;AAobN,aAAa,CAAC,mCAAmC,EAAE,yBAAyB,CAAC,CAAC","sourcesContent":["import type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Effect, IEffectCreationOptions } from \"../../Materials/effect\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Matrix } from \"../../Maths/math.vector\";\r\nimport type { GaussianSplattingMesh } from \"../../Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { PushMaterial } from \"../../Materials/pushMaterial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"../clipPlaneMaterialHelper\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { ShadowDepthWrapper } from \"../../Materials/shadowDepthWrapper\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\r\n\r\nimport \"../../Shaders/gaussianSplatting.fragment\";\r\nimport \"../../Shaders/gaussianSplatting.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.vertex\";\r\nimport \"../../Shaders/gaussianSplattingDepth.fragment\";\r\nimport \"../../Shaders/gaussianSplattingDepth.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.vertex\";\r\nimport {\r\n BindFogParameters,\r\n BindLogDepth,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\n\r\n/**\r\n * @internal\r\n */\r\nclass GaussianSplattingMaterialDefines extends MaterialDefines {\r\n public FOG = false;\r\n public THIN_INSTANCES = true;\r\n public LOGARITHMICDEPTH = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public SH_DEGREE = 0;\r\n public COMPENSATION = false;\r\n public IS_COMPOUND = false;\r\n public MAX_PART_COUNT = 16; // Can be up to 256, then we'll need to change the partIndices texture format to uint16\r\n\r\n /**\r\n * Constructor of the defines.\r\n */\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * GaussianSplattingMaterial material used to render Gaussian Splatting\r\n * @experimental\r\n */\r\nexport class GaussianSplattingMaterial extends PushMaterial {\r\n /**\r\n * Instantiates a Gaussian Splatting Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.backFaceCulling = false;\r\n this.shadowDepthWrapper = GaussianSplattingMaterial._MakeGaussianSplattingShadowDepthWrapper(scene!, this.shaderLanguage);\r\n }\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material\r\n */\r\n public static KernelSize: number = 0.3;\r\n\r\n /**\r\n * Compensation\r\n */\r\n public static Compensation: boolean = false;\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material, otherwise, using default static `KernelSize` value\r\n */\r\n public kernelSize = GaussianSplattingMaterial.KernelSize;\r\n private _compensation = GaussianSplattingMaterial.Compensation;\r\n\r\n // set to true when material defines are dirty\r\n private _isDirty = false;\r\n\r\n /**\r\n * Set compensation default value is `GaussianSplattingMaterial.Compensation`\r\n */\r\n public set compensation(value: boolean) {\r\n this._isDirty = this._isDirty != value;\r\n this._compensation = value;\r\n }\r\n\r\n /**\r\n * Get compensation\r\n */\r\n public get compensation(): boolean {\r\n return this._compensation;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public override get hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha test mode.\r\n * @returns false\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha blend mode.\r\n * @returns true\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n protected static _Attribs = [VertexBuffer.PositionKind, \"splatIndex0\", \"splatIndex1\", \"splatIndex2\", \"splatIndex3\"];\r\n protected static _Samplers = [\"covariancesATexture\", \"covariancesBTexture\", \"centersTexture\", \"colorsTexture\", \"shTexture0\", \"shTexture1\", \"shTexture2\", \"partIndicesTexture\"];\r\n protected static _UniformBuffers = [\"Scene\", \"Mesh\"];\r\n protected static _Uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"projection\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"invViewport\",\r\n \"dataTextureSize\",\r\n \"focal\",\r\n \"eyePosition\",\r\n \"kernelSize\",\r\n \"alpha\",\r\n \"depthValues\",\r\n \"partWorld\",\r\n \"partVisibility\",\r\n ];\r\n private _sourceMesh: GaussianSplattingMesh | null = null;\r\n /**\r\n * Checks whether the material is ready to be rendered for a given mesh.\r\n * @param mesh The mesh to render\r\n * @param subMesh The submesh to check against\r\n * @returns true if all the dependencies are ready (Textures, Effects...)\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const useInstances = true;\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n let defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n\r\n if (defines && this._isDirty) {\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (drawWrapper.effect && this.isFrozen) {\r\n if (drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n defines = subMesh.materialDefines = new GaussianSplattingMaterialDefines();\r\n }\r\n\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n if (!this._sourceMesh) {\r\n return false;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n const gsMesh = this._sourceMesh;\r\n\r\n // Misc.\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n false,\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances, null, true);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // SH is disabled for webGL1\r\n if (engine.version > 1 || engine.isWebGPU) {\r\n defines[\"SH_DEGREE\"] = gsMesh.shDegree;\r\n }\r\n\r\n defines[\"IS_COMPOUND\"] = gsMesh.isCompound;\r\n\r\n // Compensation\r\n const splatMaterial = gsMesh.material as GaussianSplattingMaterial;\r\n defines[\"COMPENSATION\"] = splatMaterial && splatMaterial.compensation ? splatMaterial.compensation : GaussianSplattingMaterial.Compensation;\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n //Attributes\r\n PrepareAttributesForInstances(GaussianSplattingMaterial._Attribs, defines);\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: GaussianSplattingMaterial._Uniforms,\r\n uniformBuffersNames: GaussianSplattingMaterial._UniformBuffers,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n defines: defines,\r\n });\r\n\r\n AddClipPlaneUniforms(GaussianSplattingMaterial._Uniforms);\r\n\r\n const join = defines.toString();\r\n const effect = scene.getEngine().createEffect(\r\n \"gaussianSplatting\",\r\n <IEffectCreationOptions>{\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniformsNames: GaussianSplattingMaterial._Uniforms,\r\n uniformBuffersNames: GaussianSplattingMaterial._UniformBuffers,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n defines: join,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: {},\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../ShadersWGSL/gaussianSplatting.fragment\"), import(\"../../ShadersWGSL/gaussianSplatting.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/gaussianSplatting.fragment\"), import(\"../../Shaders/gaussianSplatting.vertex\")]);\r\n }\r\n },\r\n },\r\n engine\r\n );\r\n subMesh.setEffect(effect, defines, this._materialContext);\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = useInstances;\r\n this._isDirty = false;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * GaussianSplattingMaterial belongs to a single mesh\r\n * @param mesh mesh this material belongs to\r\n */\r\n public setSourceMesh(mesh: GaussianSplattingMesh) {\r\n this._sourceMesh = mesh;\r\n }\r\n /**\r\n * Bind material effect for a specific Gaussian Splatting mesh\r\n * @param mesh Gaussian splatting mesh\r\n * @param effect Splatting material or node material\r\n * @param scene scene that contains mesh and camera used for rendering\r\n */\r\n public static BindEffect(mesh: Mesh, effect: Effect, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const camera = scene.activeCamera;\r\n\r\n const renderWidth = engine.getRenderWidth() * camera!.viewport.width;\r\n const renderHeight = engine.getRenderHeight() * camera!.viewport.height;\r\n\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n\r\n if (!gsMaterial._sourceMesh) {\r\n return;\r\n }\r\n\r\n const gsMesh = gsMaterial._sourceMesh;\r\n\r\n // check if rigcamera, get number of rigs\r\n const numberOfRigs = camera?.rigParent?.rigCameras.length || 1;\r\n\r\n effect.setFloat2(\"invViewport\", 1 / (renderWidth / numberOfRigs), 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n scene.bindEyePosition(effect, \"eyePosition\", true);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n\r\n if (gsMesh.shTextures) {\r\n for (let i = 0; i < gsMesh.shTextures?.length; i++) {\r\n effect.setTexture(`shTexture${i}`, gsMesh.shTextures[i]);\r\n }\r\n }\r\n\r\n // Bind part indices texture, if the\r\n if (gsMesh.partIndicesTexture) {\r\n effect.setTexture(\"partIndicesTexture\", gsMesh.partIndicesTexture);\r\n // Bind part world matrices\r\n const partWorldData = new Float32Array(gsMesh.partCount * 16);\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n gsMesh.getWorldMatrixForPart(i).toArray(partWorldData, i * 16);\r\n }\r\n effect.setMatrices(\"partWorld\", partWorldData);\r\n\r\n // Bind part visibility data\r\n const partVisibilityData: number[] = [];\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n partVisibilityData.push(gsMesh.partVisibility[i] ?? 1.0);\r\n }\r\n effect.setArray(\"partVisibility\", partVisibilityData);\r\n }\r\n }\r\n }\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices Mesh.\r\n mesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n mesh.transferToEffect(world);\r\n\r\n // Bind data\r\n const mustRebind = this._mustRebind(scene, effect, subMesh, mesh.visibility);\r\n\r\n if (mustRebind) {\r\n this.bindView(effect);\r\n this.bindViewProjection(effect);\r\n GaussianSplattingMaterial.BindEffect(mesh, this._activeEffect, scene);\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n } else if (scene.getEngine()._features.needToAlwaysBindUniformBuffers) {\r\n this._needToBindSceneUbo = true;\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, effect);\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n protected static _BindEffectUniforms(gsMesh: GaussianSplattingMesh, gsMaterial: GaussianSplattingMaterial, shaderMaterial: ShaderMaterial, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const effect = shaderMaterial.getEffect()!;\r\n const camera = scene.activeCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n gsMesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n shaderMaterial.bindView(effect);\r\n shaderMaterial.bindViewProjection(effect);\r\n\r\n const renderWidth = engine.getRenderWidth() * camera!.viewport.width;\r\n const renderHeight = engine.getRenderHeight() * camera!.viewport.height;\r\n effect.setFloat2(\"invViewport\", 1 / renderWidth, 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n\r\n let minZ: number, maxZ: number;\r\n\r\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\r\n if (cameraIsOrtho) {\r\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n } else {\r\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\r\n }\r\n\r\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Create a depth rendering material for a Gaussian Splatting mesh\r\n * @param scene scene it belongs to\r\n * @param shaderLanguage GLSL or WGSL\r\n * @param alphaBlendedDepth whether to enable alpha blended depth rendering\r\n * @returns depth rendering shader material\r\n */\r\n public makeDepthRenderingMaterial(scene: Scene, shaderLanguage: ShaderLanguage, alphaBlendedDepth: boolean = false): ShaderMaterial {\r\n const defines = [\"#define DEPTH_RENDER\"];\r\n if (alphaBlendedDepth) {\r\n defines.push(\"#define ALPHA_BLENDED_DEPTH\");\r\n }\r\n\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingDepthRender\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingDepth\",\r\n fragment: \"gaussianSplattingDepth\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._Uniforms,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n defines: defines,\r\n needAlphaBlending: alphaBlendedDepth,\r\n }\r\n );\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n GaussianSplattingMaterial._BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene);\r\n });\r\n return shaderMaterial;\r\n }\r\n protected static _MakeGaussianSplattingShadowDepthWrapper(scene: Scene, shaderLanguage: ShaderLanguage): ShadowDepthWrapper {\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingDepth\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingDepth\",\r\n fragment: \"gaussianSplattingDepth\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._Uniforms,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n }\r\n );\r\n\r\n const shadowDepthWrapper = new ShadowDepthWrapper(shaderMaterial, scene, {\r\n standalone: true,\r\n });\r\n\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n\r\n GaussianSplattingMaterial._BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene);\r\n });\r\n\r\n return shadowDepthWrapper;\r\n }\r\n\r\n /**\r\n * Clones the material.\r\n * @param name The cloned name.\r\n * @returns The cloned material.\r\n */\r\n public override clone(name: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Clone(() => new GaussianSplattingMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes the current material to its JSON representation.\r\n * @returns The JSON representation.\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GaussianSplattingMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the class name of the material\r\n * @returns \"GaussianSplattingMaterial\"\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingMaterial\";\r\n }\r\n\r\n /**\r\n * Parse a JSON input to create back a Gaussian Splatting material.\r\n * @param source The JSON data to parse\r\n * @param scene The scene to create the parsed material in\r\n * @param rootUrl The root url of the assets the material depends upon\r\n * @returns the instantiated GaussianSplattingMaterial.\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Parse(() => new GaussianSplattingMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingMaterial\", GaussianSplattingMaterial);\r\n"]}
|
|
1
|
+
{"version":3,"file":"gaussianSplattingMaterial.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/GaussianSplatting/gaussianSplattingMaterial.ts"],"names":[],"mappings":"AAOA,OAAO,EAAE,mBAAmB,EAAE,MAAM,qCAAqC,CAAC;AAC1E,OAAO,EAAE,YAAY,EAAE,MAAM,sBAAsB,CAAC;AACpD,OAAO,EAAE,eAAe,EAAE,MAAM,iCAAiC,CAAC;AAClE,OAAO,EAAE,YAAY,EAAE,MAAM,8BAA8B,CAAC;AAC5D,OAAO,EAAE,aAAa,EAAE,MAAM,sBAAsB,CAAC;AACrD,OAAO,EAAE,oBAAoB,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AACjF,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,kBAAkB,EAAE,MAAM,oCAAoC,CAAC;AACxE,OAAO,EAAE,cAAc,EAAE,MAAM,gCAAgC,CAAC;AAEhE,OAAO,0CAA0C,CAAC;AAClD,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,4CAA4C,CAAC;AACpD,OAAO,+CAA+C,CAAC;AACvD,OAAO,6CAA6C,CAAC;AACrD,OAAO,mDAAmD,CAAC;AAC3D,OAAO,iDAAiD,CAAC;AACzD,OAAO,EACH,iBAAiB,EACjB,YAAY,EACZ,6BAA6B,EAC7B,2BAA2B,EAC3B,iCAAiC,EACjC,qBAAqB,EACrB,8BAA8B,GACjC,MAAM,6BAA6B,CAAC;AAGrC;;GAEG;AACH,MAAM,gCAAiC,SAAQ,eAAe;IAe1D;;OAEG;IACH;QACI,KAAK,EAAE,CAAC;QAlBL,QAAG,GAAG,KAAK,CAAC;QACZ,mBAAc,GAAG,IAAI,CAAC;QACtB,qBAAgB,GAAG,KAAK,CAAC;QACzB,cAAS,GAAG,KAAK,CAAC;QAClB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,cAAS,GAAG,CAAC,CAAC;QACd,iBAAY,GAAG,KAAK,CAAC;QACrB,gBAAW,GAAG,KAAK,CAAC;QACpB,mBAAc,GAAG,EAAE,CAAC,CAAC,uFAAuF;QAO/G,IAAI,CAAC,OAAO,EAAE,CAAC;IACnB,CAAC;CACJ;AAED;;;GAGG;AACH,MAAM,OAAO,yBAA0B,SAAQ,YAAY;IACvD;;;;OAIG;IACH,YAAY,IAAY,EAAE,KAAa;QACnC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QAgBvB;;WAEG;QACI,eAAU,GAAG,yBAAyB,CAAC,UAAU,CAAC;QACjD,kBAAa,GAAG,yBAAyB,CAAC,YAAY,CAAC;QAE/D,8CAA8C;QACtC,aAAQ,GAAG,KAAK,CAAC;QA4DjB,gBAAW,GAAiC,IAAI,CAAC;QAjFrD,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;QAC7B,IAAI,CAAC,kBAAkB,GAAG,yBAAyB,CAAC,wCAAwC,CAAC,KAAM,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;IAC9H,CAAC;IAqBD;;OAEG;IACH,IAAW,YAAY,CAAC,KAAc;QAClC,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,IAAI,KAAK,CAAC;QACvC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;IAC/B,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAoB,uBAAuB;QACvC,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;OAGG;IACa,gBAAgB;QAC5B,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;OAGG;IACa,iBAAiB;QAC7B,OAAO,IAAI,CAAC;IAChB,CAAC;IAuBD;;;;;OAKG;IACa,iBAAiB,CAAC,IAAkB,EAAE,OAAgB;QAClE,MAAM,YAAY,GAAG,IAAI,CAAC;QAE1B,MAAM,WAAW,GAAG,OAAO,CAAC,YAAY,CAAC;QACzC,IAAI,OAAO,GAAqC,OAAO,CAAC,eAAe,CAAC;QAExE,IAAI,OAAO,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAC3B,OAAO,CAAC,iBAAiB,EAAE,CAAC;QAChC,CAAC;QAED,IAAI,WAAW,CAAC,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YACtC,IAAI,WAAW,CAAC,mBAAmB,IAAI,WAAW,CAAC,4BAA4B,KAAK,YAAY,EAAE,CAAC;gBAC/F,OAAO,IAAI,CAAC;YAChB,CAAC;QACL,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,CAAC;YAC3B,OAAO,GAAG,OAAO,CAAC,eAAe,GAAG,IAAI,gCAAgC,EAAE,CAAC;QAC/E,CAAC;QAED,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,IAAI,CAAC,kBAAkB,CAAC,OAAO,CAAC,EAAE,CAAC;YACnC,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE,CAAC;YACpB,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,MAAM,GAAG,IAAI,CAAC,WAAW,CAAC;QAEhC,QAAQ;QACR,qBAAqB,CACjB,IAAI,EACJ,KAAK,EACL,IAAI,CAAC,oBAAoB,EACzB,IAAI,CAAC,WAAW,EAChB,IAAI,CAAC,UAAU,EACf,KAAK,EACL,OAAO,EACP,SAAS,EACT,SAAS,EACT,SAAS,EACT,IAAI,CAAC,wBAAwB,CAChC,CAAC;QAEF,kDAAkD;QAClD,iCAAiC,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,YAAY,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QAE1F,UAAU;QACV,2BAA2B,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QAEzD,4BAA4B;QAC5B,IAAI,MAAM,CAAC,OAAO,GAAG,CAAC,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;YACxC,OAAO,CAAC,WAAW,CAAC,GAAG,MAAM,CAAC,QAAQ,CAAC;QAC3C,CAAC;QAED,OAAO,CAAC,aAAa,CAAC,GAAG,MAAM,CAAC,UAAU,CAAC;QAE3C,eAAe;QACf,MAAM,aAAa,GAAG,MAAM,CAAC,QAAqC,CAAC;QACnE,OAAO,CAAC,cAAc,CAAC,GAAG,aAAa,IAAI,aAAa,CAAC,YAAY,CAAC,CAAC,CAAC,aAAa,CAAC,YAAY,CAAC,CAAC,CAAC,yBAAyB,CAAC,YAAY,CAAC;QAE5I,qBAAqB;QACrB,IAAI,OAAO,CAAC,OAAO,EAAE,CAAC;YAClB,OAAO,CAAC,eAAe,EAAE,CAAC;YAC1B,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAE5B,YAAY;YACZ,6BAA6B,CAAC,yBAAyB,CAAC,QAAQ,EAAE,OAAO,CAAC,CAAC;YAE3E,8BAA8B,CAAyB;gBACnD,aAAa,EAAE,yBAAyB,CAAC,SAAS;gBAClD,mBAAmB,EAAE,yBAAyB,CAAC,eAAe;gBAC9D,QAAQ,EAAE,yBAAyB,CAAC,SAAS;gBAC7C,OAAO,EAAE,OAAO;aACnB,CAAC,CAAC;YAEH,oBAAoB,CAAC,yBAAyB,CAAC,SAAS,CAAC,CAAC;YAE1D,MAAM,IAAI,GAAG,OAAO,CAAC,QAAQ,EAAE,CAAC;YAChC,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC,YAAY,CACzC,mBAAmB,EACK;gBACpB,UAAU,EAAE,yBAAyB,CAAC,QAAQ;gBAC9C,aAAa,EAAE,yBAAyB,CAAC,SAAS;gBAClD,mBAAmB,EAAE,yBAAyB,CAAC,eAAe;gBAC9D,QAAQ,EAAE,yBAAyB,CAAC,SAAS;gBAC7C,OAAO,EAAE,IAAI;gBACb,UAAU,EAAE,IAAI,CAAC,UAAU;gBAC3B,OAAO,EAAE,IAAI,CAAC,OAAO;gBACrB,eAAe,EAAE,EAAE;gBACnB,cAAc,EAAE,IAAI,CAAC,eAAe;gBACpC,yBAAyB,EAAE,KAAK,IAAI,EAAE;oBAClC,IAAI,IAAI,CAAC,eAAe,gCAAwB,EAAE,CAAC;wBAC/C,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,8CAA8C,CAAC,EAAE,MAAM,CAAC,4CAA4C,CAAC,CAAC,CAAC,CAAC;oBACtI,CAAC;yBAAM,CAAC;wBACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,0CAA0C,CAAC,EAAE,MAAM,CAAC,wCAAwC,CAAC,CAAC,CAAC,CAAC;oBAC9H,CAAC;gBACL,CAAC;aACJ,EACD,MAAM,CACT,CAAC;YACF,OAAO,CAAC,SAAS,CAAC,MAAM,EAAE,OAAO,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAC9D,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,OAAO,EAAE,EAAE,CAAC;YAC/C,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC;QACxC,WAAW,CAAC,mBAAmB,GAAG,IAAI,CAAC;QACvC,WAAW,CAAC,4BAA4B,GAAG,YAAY,CAAC;QACxD,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QAEtB,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACI,aAAa,CAAC,IAA2B;QAC5C,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;IAC5B,CAAC;IACD;;;;;OAKG;IACI,MAAM,CAAC,UAAU,CAAC,IAAU,EAAE,MAAc,EAAE,KAAY;QAC7D,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,MAAM,GAAG,KAAK,CAAC,YAAY,CAAC;QAElC,MAAM,WAAW,GAAG,MAAM,CAAC,cAAc,EAAE,GAAG,MAAO,CAAC,QAAQ,CAAC,KAAK,CAAC;QACrE,MAAM,YAAY,GAAG,MAAM,CAAC,eAAe,EAAE,GAAG,MAAO,CAAC,QAAQ,CAAC,MAAM,CAAC;QAExE,MAAM,UAAU,GAAG,IAAI,CAAC,QAAqC,CAAC;QAE9D,IAAI,CAAC,UAAU,CAAC,WAAW,EAAE,CAAC;YAC1B,OAAO;QACX,CAAC;QAED,MAAM,MAAM,GAAG,UAAU,CAAC,WAAW,CAAC;QAEtC,yCAAyC;QACzC,MAAM,YAAY,GAAG,MAAM,EAAE,SAAS,EAAE,UAAU,CAAC,MAAM,IAAI,CAAC,CAAC;QAE/D,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,CAAC,GAAG,CAAC,WAAW,GAAG,YAAY,CAAC,EAAE,CAAC,GAAG,YAAY,CAAC,CAAC;QAEpF,IAAI,KAAK,GAAG,IAAI,CAAC;QAEjB,IAAI,MAAM,EAAE,CAAC;YACT;;;;;;cAME;YACF,MAAM,CAAC,GAAG,MAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC5C,IAAI,MAAM,CAAC,OAAO,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAClD,KAAK,GAAG,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;YACrC,CAAC;iBAAM,CAAC;gBACJ,KAAK,GAAG,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;YACpC,CAAC;QACL,CAAC;QAED,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QACxC,MAAM,CAAC,QAAQ,CAAC,YAAY,EAAE,UAAU,IAAI,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,yBAAyB,CAAC,UAAU,CAAC,CAAC;QAClI,MAAM,CAAC,QAAQ,CAAC,OAAO,EAAE,UAAU,CAAC,KAAK,CAAC,CAAC;QAC3C,KAAK,CAAC,eAAe,CAAC,MAAM,EAAE,aAAa,EAAE,IAAI,CAAC,CAAC;QAEnD,IAAI,MAAM,CAAC,mBAAmB,EAAE,CAAC;YAC7B,MAAM,WAAW,GAAG,MAAM,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;YAEzD,MAAM,CAAC,SAAS,CAAC,iBAAiB,EAAE,WAAW,CAAC,KAAK,EAAE,WAAW,CAAC,MAAM,CAAC,CAAC;YAE3E,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;YACrE,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;YACrE,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,MAAM,CAAC,cAAc,CAAC,CAAC;YAC3D,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,MAAM,CAAC,aAAa,CAAC,CAAC;YAEzD,IAAI,MAAM,CAAC,UAAU,EAAE,CAAC;gBACpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;oBACjD,MAAM,CAAC,UAAU,CAAC,YAAY,CAAC,EAAE,EAAE,MAAM,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC7D,CAAC;YACL,CAAC;YAED,oCAAoC;YACpC,IAAI,MAAM,CAAC,kBAAkB,EAAE,CAAC;gBAC5B,MAAM,CAAC,UAAU,CAAC,oBAAoB,EAAE,MAAM,CAAC,kBAAkB,CAAC,CAAC;gBACnE,2BAA2B;gBAC3B,MAAM,aAAa,GAAG,IAAI,YAAY,CAAC,MAAM,CAAC,SAAS,GAAG,EAAE,CAAC,CAAC;gBAC9D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;oBACxC,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,aAAa,EAAE,CAAC,GAAG,EAAE,CAAC,CAAC;gBACnE,CAAC;gBACD,MAAM,CAAC,WAAW,CAAC,WAAW,EAAE,aAAa,CAAC,CAAC;gBAE/C,4BAA4B;gBAC5B,MAAM,kBAAkB,GAAa,EAAE,CAAC;gBACxC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;oBACxC,kBAAkB,CAAC,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,CAAC,CAAC,IAAI,GAAG,CAAC,CAAC;gBAC7D,CAAC;gBACD,MAAM,CAAC,QAAQ,CAAC,gBAAgB,EAAE,kBAAkB,CAAC,CAAC;YAC1D,CAAC;QACL,CAAC;IACL,CAAC;IACD;;;;;OAKG;IACa,cAAc,CAAC,KAAa,EAAE,IAAU,EAAE,OAAgB;QACtE,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,MAAM,OAAO,GAAqC,OAAO,CAAC,eAAe,CAAC;QAC1E,IAAI,CAAC,OAAO,EAAE,CAAC;YACX,OAAO;QACX,CAAC;QAED,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;QAC9B,IAAI,CAAC,MAAM,EAAE,CAAC;YACV,OAAO;QACX,CAAC;QACD,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC;QAE5B,iBAAiB;QACjB,IAAI,CAAC,oBAAoB,EAAE,CAAC,YAAY,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QACzD,IAAI,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;QAE7B,YAAY;QACZ,MAAM,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;QAE7E,IAAI,UAAU,EAAE,CAAC;YACb,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;YACtB,IAAI,CAAC,kBAAkB,CAAC,MAAM,CAAC,CAAC;YAChC,yBAAyB,CAAC,UAAU,CAAC,IAAI,EAAE,IAAI,CAAC,aAAa,EAAE,KAAK,CAAC,CAAC;YACtE,aAAa;YACb,aAAa,CAAC,MAAM,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;QACvC,CAAC;aAAM,IAAI,KAAK,CAAC,SAAS,EAAE,CAAC,SAAS,CAAC,8BAA8B,EAAE,CAAC;YACpE,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC;QACpC,CAAC;QAED,MAAM;QACN,iBAAiB,CAAC,KAAK,EAAE,IAAI,EAAE,MAAM,CAAC,CAAC;QAEvC,aAAa;QACb,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC3B,YAAY,CAAC,OAAO,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;QACzC,CAAC;QAED,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,IAAI,CAAC,aAAa,EAAE,OAAO,CAAC,CAAC;IACvD,CAAC;IAES,MAAM,CAAC,mBAAmB,CAAC,MAA6B,EAAE,UAAqC,EAAE,cAA8B,EAAE,KAAY;QACnJ,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,MAAM,GAAG,cAAc,CAAC,SAAS,EAAG,CAAC;QAC3C,MAAM,MAAM,GAAG,KAAK,CAAC,YAAY,CAAC;QAClC,IAAI,CAAC,MAAM,EAAE,CAAC;YACV,OAAO;QACX,CAAC;QAED,MAAM,CAAC,oBAAoB,EAAE,CAAC,YAAY,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QAC3D,cAAc,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;QAChC,cAAc,CAAC,kBAAkB,CAAC,MAAM,CAAC,CAAC;QAE1C,MAAM,WAAW,GAAG,MAAM,CAAC,cAAc,EAAE,GAAG,MAAO,CAAC,QAAQ,CAAC,KAAK,CAAC;QACrE,MAAM,YAAY,GAAG,MAAM,CAAC,eAAe,EAAE,GAAG,MAAO,CAAC,QAAQ,CAAC,MAAM,CAAC;QACxE,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,CAAC,GAAG,WAAW,EAAE,CAAC,GAAG,YAAY,CAAC,CAAC;QAEnE,IAAI,KAAK,GAAG,IAAI,CAAC;QAEjB,IAAI,MAAM,EAAE,CAAC;YACT;;;;;;cAME;YACF,MAAM,CAAC,GAAG,MAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC5C,IAAI,MAAM,CAAC,OAAO,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAClD,KAAK,GAAG,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;YACrC,CAAC;iBAAM,CAAC;gBACJ,KAAK,GAAG,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;YACpC,CAAC;QACL,CAAC;QAED,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QACxC,MAAM,CAAC,QAAQ,CAAC,YAAY,EAAE,UAAU,IAAI,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,yBAAyB,CAAC,UAAU,CAAC,CAAC;QAClI,MAAM,CAAC,QAAQ,CAAC,OAAO,EAAE,UAAU,CAAC,KAAK,CAAC,CAAC;QAE3C,IAAI,IAAY,EAAE,IAAY,CAAC;QAE/B,MAAM,aAAa,GAAG,MAAM,CAAC,IAAI,KAAK,MAAM,CAAC,mBAAmB,CAAC;QACjE,IAAI,aAAa,EAAE,CAAC;YAChB,IAAI,GAAG,CAAC,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YACvE,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1E,CAAC;aAAM,CAAC;YACJ,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC;YACvH,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC;QACpF,CAAC;QAED,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,EAAE,IAAI,GAAG,IAAI,CAAC,CAAC;QAEnD,IAAI,MAAM,CAAC,mBAAmB,EAAE,CAAC;YAC7B,MAAM,WAAW,GAAG,MAAM,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;YACzD,MAAM,CAAC,SAAS,CAAC,iBAAiB,EAAE,WAAW,CAAC,KAAK,EAAE,WAAW,CAAC,MAAM,CAAC,CAAC;YAE3E,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;YACrE,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;YACrE,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,MAAM,CAAC,cAAc,CAAC,CAAC;YAC3D,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,MAAM,CAAC,aAAa,CAAC,CAAC;YAEzD,IAAI,MAAM,CAAC,kBAAkB,EAAE,CAAC;gBAC5B,MAAM,CAAC,UAAU,CAAC,oBAAoB,EAAE,MAAM,CAAC,kBAAkB,CAAC,CAAC;gBACnE,MAAM,aAAa,GAAG,IAAI,YAAY,CAAC,MAAM,CAAC,SAAS,GAAG,EAAE,CAAC,CAAC;gBAC9D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;oBACxC,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,aAAa,EAAE,CAAC,GAAG,EAAE,CAAC,CAAC;gBACnE,CAAC;gBACD,MAAM,CAAC,WAAW,CAAC,WAAW,EAAE,aAAa,CAAC,CAAC;gBAC/C,MAAM,kBAAkB,GAAa,EAAE,CAAC;gBACxC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;oBACxC,kBAAkB,CAAC,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,CAAC,CAAC,IAAI,GAAG,CAAC,CAAC;gBAC7D,CAAC;gBACD,MAAM,CAAC,QAAQ,CAAC,gBAAgB,EAAE,kBAAkB,CAAC,CAAC;YAC1D,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;;;;;OAOG;IACI,0BAA0B,CAAC,KAAY,EAAE,cAA8B,EAAE,oBAA6B,KAAK,EAAE,eAAwB,KAAK;QAC7I,MAAM,OAAO,GAAG,CAAC,sBAAsB,CAAC,CAAC;QACzC,IAAI,iBAAiB,EAAE,CAAC;YACpB,OAAO,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;QAChD,CAAC;QACD,IAAI,YAAY,EAAE,CAAC;YACf,OAAO,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;YACpC,OAAO,CAAC,IAAI,CAAC,2BAA2B,CAAC,CAAC;QAC9C,CAAC;QAED,MAAM,cAAc,GAAG,IAAI,cAAc,CACrC,8BAA8B,EAC9B,KAAK,EACL;YACI,MAAM,EAAE,wBAAwB;YAChC,QAAQ,EAAE,wBAAwB;SACrC,EACD;YACI,UAAU,EAAE,yBAAyB,CAAC,QAAQ;YAC9C,QAAQ,EAAE,yBAAyB,CAAC,SAAS;YAC7C,QAAQ,EAAE,yBAAyB,CAAC,SAAS;YAC7C,cAAc,EAAE,yBAAyB,CAAC,eAAe;YACzD,cAAc,EAAE,cAAc;YAC9B,OAAO,EAAE,OAAO;YAChB,iBAAiB,EAAE,iBAAiB;SACvC,CACJ,CAAC;QACF,cAAc,CAAC,gBAAgB,CAAC,GAAG,CAAC,CAAC,IAAkB,EAAE,EAAE;YACvD,MAAM,UAAU,GAAG,IAAI,CAAC,QAAqC,CAAC;YAC9D,MAAM,MAAM,GAAG,IAA6B,CAAC;YAC7C,yBAAyB,CAAC,mBAAmB,CAAC,MAAM,EAAE,UAAU,EAAE,cAAc,EAAE,KAAK,CAAC,CAAC;QAC7F,CAAC,CAAC,CAAC;QACH,OAAO,cAAc,CAAC;IAC1B,CAAC;IACS,MAAM,CAAC,wCAAwC,CAAC,KAAY,EAAE,cAA8B;QAClG,MAAM,cAAc,GAAG,IAAI,cAAc,CACrC,wBAAwB,EACxB,KAAK,EACL;YACI,MAAM,EAAE,wBAAwB;YAChC,QAAQ,EAAE,wBAAwB;SACrC,EACD;YACI,UAAU,EAAE,yBAAyB,CAAC,QAAQ;YAC9C,QAAQ,EAAE,yBAAyB,CAAC,SAAS;YAC7C,QAAQ,EAAE,yBAAyB,CAAC,SAAS;YAC7C,cAAc,EAAE,yBAAyB,CAAC,eAAe;YACzD,cAAc,EAAE,cAAc;SACjC,CACJ,CAAC;QAEF,MAAM,kBAAkB,GAAG,IAAI,kBAAkB,CAAC,cAAc,EAAE,KAAK,EAAE;YACrE,UAAU,EAAE,IAAI;SACnB,CAAC,CAAC;QAEH,cAAc,CAAC,gBAAgB,CAAC,GAAG,CAAC,CAAC,IAAkB,EAAE,EAAE;YACvD,MAAM,UAAU,GAAG,IAAI,CAAC,QAAqC,CAAC;YAC9D,MAAM,MAAM,GAAG,IAA6B,CAAC;YAE7C,yBAAyB,CAAC,mBAAmB,CAAC,MAAM,EAAE,UAAU,EAAE,cAAc,EAAE,KAAK,CAAC,CAAC;QAC7F,CAAC,CAAC,CAAC;QAEH,OAAO,kBAAkB,CAAC;IAC9B,CAAC;IAED;;;;OAIG;IACa,KAAK,CAAC,IAAY;QAC9B,OAAO,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,IAAI,yBAAyB,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;IACvG,CAAC;IAED;;;OAGG;IACa,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAC9C,mBAAmB,CAAC,UAAU,GAAG,mCAAmC,CAAC;QACrE,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,2BAA2B,CAAC;IACvC,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAU,KAAK,CAAC,MAAW,EAAE,KAAY,EAAE,OAAe;QACnE,OAAO,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,IAAI,yBAAyB,CAAC,MAAM,CAAC,IAAI,EAAE,KAAK,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;IACtH,CAAC;;AAhhBD;;GAEG;AACW,oCAAU,GAAW,GAAG,AAAd,CAAe;AAEvC;;GAEG;AACW,sCAAY,GAAY,KAAK,AAAjB,CAAkB;AAiD3B,kCAAQ,GAAG,CAAC,YAAY,CAAC,YAAY,EAAE,aAAa,EAAE,aAAa,EAAE,aAAa,EAAE,aAAa,CAAC,AAA1F,CAA2F;AACnG,mCAAS,GAAG,CAAC,qBAAqB,EAAE,qBAAqB,EAAE,gBAAgB,EAAE,eAAe,EAAE,YAAY,EAAE,YAAY,EAAE,YAAY,EAAE,oBAAoB,CAAC,AAApJ,CAAqJ;AAC9J,yCAAe,GAAG,CAAC,OAAO,EAAE,MAAM,CAAC,AAApB,CAAqB;AACpC,mCAAS,GAAG;IACzB,OAAO;IACP,MAAM;IACN,YAAY;IACZ,WAAW;IACX,WAAW;IACX,0BAA0B;IAC1B,aAAa;IACb,iBAAiB;IACjB,OAAO;IACP,aAAa;IACb,YAAY;IACZ,OAAO;IACP,aAAa;IACb,WAAW;IACX,gBAAgB;CACnB,AAhByB,CAgBxB;AAucN,aAAa,CAAC,mCAAmC,EAAE,yBAAyB,CAAC,CAAC","sourcesContent":["import type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Effect, IEffectCreationOptions } from \"../../Materials/effect\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Matrix } from \"../../Maths/math.vector\";\r\nimport type { GaussianSplattingMesh } from \"../../Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { PushMaterial } from \"../../Materials/pushMaterial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"../clipPlaneMaterialHelper\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { ShadowDepthWrapper } from \"../../Materials/shadowDepthWrapper\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\r\n\r\nimport \"../../Shaders/gaussianSplatting.fragment\";\r\nimport \"../../Shaders/gaussianSplatting.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.vertex\";\r\nimport \"../../Shaders/gaussianSplattingDepth.fragment\";\r\nimport \"../../Shaders/gaussianSplattingDepth.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.vertex\";\r\nimport {\r\n BindFogParameters,\r\n BindLogDepth,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\n\r\n/**\r\n * @internal\r\n */\r\nclass GaussianSplattingMaterialDefines extends MaterialDefines {\r\n public FOG = false;\r\n public THIN_INSTANCES = true;\r\n public LOGARITHMICDEPTH = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public SH_DEGREE = 0;\r\n public COMPENSATION = false;\r\n public IS_COMPOUND = false;\r\n public MAX_PART_COUNT = 16; // Can be up to 256, then we'll need to change the partIndices texture format to uint16\r\n\r\n /**\r\n * Constructor of the defines.\r\n */\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * GaussianSplattingMaterial material used to render Gaussian Splatting\r\n * @experimental\r\n */\r\nexport class GaussianSplattingMaterial extends PushMaterial {\r\n /**\r\n * Instantiates a Gaussian Splatting Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.backFaceCulling = false;\r\n this.shadowDepthWrapper = GaussianSplattingMaterial._MakeGaussianSplattingShadowDepthWrapper(scene!, this.shaderLanguage);\r\n }\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material\r\n */\r\n public static KernelSize: number = 0.3;\r\n\r\n /**\r\n * Compensation\r\n */\r\n public static Compensation: boolean = false;\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material, otherwise, using default static `KernelSize` value\r\n */\r\n public kernelSize = GaussianSplattingMaterial.KernelSize;\r\n private _compensation = GaussianSplattingMaterial.Compensation;\r\n\r\n // set to true when material defines are dirty\r\n private _isDirty = false;\r\n\r\n /**\r\n * Set compensation default value is `GaussianSplattingMaterial.Compensation`\r\n */\r\n public set compensation(value: boolean) {\r\n this._isDirty = this._isDirty != value;\r\n this._compensation = value;\r\n }\r\n\r\n /**\r\n * Get compensation\r\n */\r\n public get compensation(): boolean {\r\n return this._compensation;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public override get hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha test mode.\r\n * @returns false\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha blend mode.\r\n * @returns true\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n protected static _Attribs = [VertexBuffer.PositionKind, \"splatIndex0\", \"splatIndex1\", \"splatIndex2\", \"splatIndex3\"];\r\n protected static _Samplers = [\"covariancesATexture\", \"covariancesBTexture\", \"centersTexture\", \"colorsTexture\", \"shTexture0\", \"shTexture1\", \"shTexture2\", \"partIndicesTexture\"];\r\n protected static _UniformBuffers = [\"Scene\", \"Mesh\"];\r\n protected static _Uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"projection\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"invViewport\",\r\n \"dataTextureSize\",\r\n \"focal\",\r\n \"eyePosition\",\r\n \"kernelSize\",\r\n \"alpha\",\r\n \"depthValues\",\r\n \"partWorld\",\r\n \"partVisibility\",\r\n ];\r\n private _sourceMesh: GaussianSplattingMesh | null = null;\r\n /**\r\n * Checks whether the material is ready to be rendered for a given mesh.\r\n * @param mesh The mesh to render\r\n * @param subMesh The submesh to check against\r\n * @returns true if all the dependencies are ready (Textures, Effects...)\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const useInstances = true;\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n let defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n\r\n if (defines && this._isDirty) {\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (drawWrapper.effect && this.isFrozen) {\r\n if (drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n defines = subMesh.materialDefines = new GaussianSplattingMaterialDefines();\r\n }\r\n\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n if (!this._sourceMesh) {\r\n return false;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n const gsMesh = this._sourceMesh;\r\n\r\n // Misc.\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n false,\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances, null, true);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // SH is disabled for webGL1\r\n if (engine.version > 1 || engine.isWebGPU) {\r\n defines[\"SH_DEGREE\"] = gsMesh.shDegree;\r\n }\r\n\r\n defines[\"IS_COMPOUND\"] = gsMesh.isCompound;\r\n\r\n // Compensation\r\n const splatMaterial = gsMesh.material as GaussianSplattingMaterial;\r\n defines[\"COMPENSATION\"] = splatMaterial && splatMaterial.compensation ? splatMaterial.compensation : GaussianSplattingMaterial.Compensation;\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n //Attributes\r\n PrepareAttributesForInstances(GaussianSplattingMaterial._Attribs, defines);\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: GaussianSplattingMaterial._Uniforms,\r\n uniformBuffersNames: GaussianSplattingMaterial._UniformBuffers,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n defines: defines,\r\n });\r\n\r\n AddClipPlaneUniforms(GaussianSplattingMaterial._Uniforms);\r\n\r\n const join = defines.toString();\r\n const effect = scene.getEngine().createEffect(\r\n \"gaussianSplatting\",\r\n <IEffectCreationOptions>{\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniformsNames: GaussianSplattingMaterial._Uniforms,\r\n uniformBuffersNames: GaussianSplattingMaterial._UniformBuffers,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n defines: join,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: {},\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../ShadersWGSL/gaussianSplatting.fragment\"), import(\"../../ShadersWGSL/gaussianSplatting.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/gaussianSplatting.fragment\"), import(\"../../Shaders/gaussianSplatting.vertex\")]);\r\n }\r\n },\r\n },\r\n engine\r\n );\r\n subMesh.setEffect(effect, defines, this._materialContext);\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = useInstances;\r\n this._isDirty = false;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * GaussianSplattingMaterial belongs to a single mesh\r\n * @param mesh mesh this material belongs to\r\n */\r\n public setSourceMesh(mesh: GaussianSplattingMesh) {\r\n this._sourceMesh = mesh;\r\n }\r\n /**\r\n * Bind material effect for a specific Gaussian Splatting mesh\r\n * @param mesh Gaussian splatting mesh\r\n * @param effect Splatting material or node material\r\n * @param scene scene that contains mesh and camera used for rendering\r\n */\r\n public static BindEffect(mesh: Mesh, effect: Effect, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const camera = scene.activeCamera;\r\n\r\n const renderWidth = engine.getRenderWidth() * camera!.viewport.width;\r\n const renderHeight = engine.getRenderHeight() * camera!.viewport.height;\r\n\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n\r\n if (!gsMaterial._sourceMesh) {\r\n return;\r\n }\r\n\r\n const gsMesh = gsMaterial._sourceMesh;\r\n\r\n // check if rigcamera, get number of rigs\r\n const numberOfRigs = camera?.rigParent?.rigCameras.length || 1;\r\n\r\n effect.setFloat2(\"invViewport\", 1 / (renderWidth / numberOfRigs), 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n scene.bindEyePosition(effect, \"eyePosition\", true);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n\r\n if (gsMesh.shTextures) {\r\n for (let i = 0; i < gsMesh.shTextures?.length; i++) {\r\n effect.setTexture(`shTexture${i}`, gsMesh.shTextures[i]);\r\n }\r\n }\r\n\r\n // Bind part indices texture, if the\r\n if (gsMesh.partIndicesTexture) {\r\n effect.setTexture(\"partIndicesTexture\", gsMesh.partIndicesTexture);\r\n // Bind part world matrices\r\n const partWorldData = new Float32Array(gsMesh.partCount * 16);\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n gsMesh.getWorldMatrixForPart(i).toArray(partWorldData, i * 16);\r\n }\r\n effect.setMatrices(\"partWorld\", partWorldData);\r\n\r\n // Bind part visibility data\r\n const partVisibilityData: number[] = [];\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n partVisibilityData.push(gsMesh.partVisibility[i] ?? 1.0);\r\n }\r\n effect.setArray(\"partVisibility\", partVisibilityData);\r\n }\r\n }\r\n }\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices Mesh.\r\n mesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n mesh.transferToEffect(world);\r\n\r\n // Bind data\r\n const mustRebind = this._mustRebind(scene, effect, subMesh, mesh.visibility);\r\n\r\n if (mustRebind) {\r\n this.bindView(effect);\r\n this.bindViewProjection(effect);\r\n GaussianSplattingMaterial.BindEffect(mesh, this._activeEffect, scene);\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n } else if (scene.getEngine()._features.needToAlwaysBindUniformBuffers) {\r\n this._needToBindSceneUbo = true;\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, effect);\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n protected static _BindEffectUniforms(gsMesh: GaussianSplattingMesh, gsMaterial: GaussianSplattingMaterial, shaderMaterial: ShaderMaterial, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const effect = shaderMaterial.getEffect()!;\r\n const camera = scene.activeCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n gsMesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n shaderMaterial.bindView(effect);\r\n shaderMaterial.bindViewProjection(effect);\r\n\r\n const renderWidth = engine.getRenderWidth() * camera!.viewport.width;\r\n const renderHeight = engine.getRenderHeight() * camera!.viewport.height;\r\n effect.setFloat2(\"invViewport\", 1 / renderWidth, 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n\r\n let minZ: number, maxZ: number;\r\n\r\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\r\n if (cameraIsOrtho) {\r\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n } else {\r\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\r\n }\r\n\r\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n\r\n if (gsMesh.partIndicesTexture) {\r\n effect.setTexture(\"partIndicesTexture\", gsMesh.partIndicesTexture);\r\n const partWorldData = new Float32Array(gsMesh.partCount * 16);\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n gsMesh.getWorldMatrixForPart(i).toArray(partWorldData, i * 16);\r\n }\r\n effect.setMatrices(\"partWorld\", partWorldData);\r\n const partVisibilityData: number[] = [];\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n partVisibilityData.push(gsMesh.partVisibility[i] ?? 1.0);\r\n }\r\n effect.setArray(\"partVisibility\", partVisibilityData);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Create a depth rendering material for a Gaussian Splatting mesh\r\n * @param scene scene it belongs to\r\n * @param shaderLanguage GLSL or WGSL\r\n * @param alphaBlendedDepth whether to enable alpha blended depth rendering\r\n * @param compoundMesh whether the mesh is a compound mesh\r\n * @returns depth rendering shader material\r\n */\r\n public makeDepthRenderingMaterial(scene: Scene, shaderLanguage: ShaderLanguage, alphaBlendedDepth: boolean = false, compoundMesh: boolean = false): ShaderMaterial {\r\n const defines = [\"#define DEPTH_RENDER\"];\r\n if (alphaBlendedDepth) {\r\n defines.push(\"#define ALPHA_BLENDED_DEPTH\");\r\n }\r\n if (compoundMesh) {\r\n defines.push(\"#define IS_COMPOUND\");\r\n defines.push(\"#define MAX_PART_COUNT 16\");\r\n }\r\n\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingDepthRender\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingDepth\",\r\n fragment: \"gaussianSplattingDepth\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._Uniforms,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n defines: defines,\r\n needAlphaBlending: alphaBlendedDepth,\r\n }\r\n );\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n GaussianSplattingMaterial._BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene);\r\n });\r\n return shaderMaterial;\r\n }\r\n protected static _MakeGaussianSplattingShadowDepthWrapper(scene: Scene, shaderLanguage: ShaderLanguage): ShadowDepthWrapper {\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingDepth\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingDepth\",\r\n fragment: \"gaussianSplattingDepth\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._Uniforms,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n }\r\n );\r\n\r\n const shadowDepthWrapper = new ShadowDepthWrapper(shaderMaterial, scene, {\r\n standalone: true,\r\n });\r\n\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n\r\n GaussianSplattingMaterial._BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene);\r\n });\r\n\r\n return shadowDepthWrapper;\r\n }\r\n\r\n /**\r\n * Clones the material.\r\n * @param name The cloned name.\r\n * @returns The cloned material.\r\n */\r\n public override clone(name: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Clone(() => new GaussianSplattingMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes the current material to its JSON representation.\r\n * @returns The JSON representation.\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GaussianSplattingMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the class name of the material\r\n * @returns \"GaussianSplattingMaterial\"\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingMaterial\";\r\n }\r\n\r\n /**\r\n * Parse a JSON input to create back a Gaussian Splatting material.\r\n * @param source The JSON data to parse\r\n * @param scene The scene to create the parsed material in\r\n * @param rootUrl The root url of the assets the material depends upon\r\n * @returns the instantiated GaussianSplattingMaterial.\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Parse(() => new GaussianSplattingMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingMaterial\", GaussianSplattingMaterial);\r\n"]}
|