@onerjs/core 8.41.4 → 8.41.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (264) hide show
  1. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +16 -0
  2. package/Cameras/Inputs/geospatialCameraPointersInput.js +19 -3
  3. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  4. package/Cameras/Limits/geospatialLimits.d.ts +0 -6
  5. package/Cameras/Limits/geospatialLimits.js +0 -6
  6. package/Cameras/Limits/geospatialLimits.js.map +1 -1
  7. package/Cameras/geospatialCamera.d.ts +5 -0
  8. package/Cameras/geospatialCamera.js +38 -10
  9. package/Cameras/geospatialCamera.js.map +1 -1
  10. package/Engines/abstractEngine.d.ts +2 -2
  11. package/Engines/abstractEngine.js +2 -2
  12. package/Engines/abstractEngine.js.map +1 -1
  13. package/Engines/webgpuEngine.d.ts +1 -4
  14. package/Engines/webgpuEngine.js +8 -6
  15. package/Engines/webgpuEngine.js.map +1 -1
  16. package/FrameGraph/frameGraphContext.js +1 -1
  17. package/FrameGraph/frameGraphContext.js.map +1 -1
  18. package/FrameGraph/frameGraphRenderContext.js +2 -2
  19. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  20. package/Lights/Shadows/cascadedShadowGenerator.js +1 -1
  21. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  22. package/Lights/Shadows/shadowGenerator.js +1 -1
  23. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  24. package/Lights/lightingVolume.js +1 -1
  25. package/Lights/lightingVolume.js.map +1 -1
  26. package/Materials/Textures/Procedurals/proceduralTexture.js +1 -1
  27. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  28. package/Maths/math.path.js +3 -3
  29. package/Maths/math.path.js.map +1 -1
  30. package/Meshes/Builders/capsuleBuilder.js +0 -3
  31. package/Meshes/Builders/capsuleBuilder.js.map +1 -1
  32. package/Meshes/Builders/cylinderBuilder.d.ts +1 -1
  33. package/Meshes/Builders/cylinderBuilder.js +1 -2
  34. package/Meshes/Builders/cylinderBuilder.js.map +1 -1
  35. package/Meshes/Builders/decalBuilder.js +2 -0
  36. package/Meshes/Builders/decalBuilder.js.map +1 -1
  37. package/Meshes/Builders/discBuilder.js +0 -1
  38. package/Meshes/Builders/discBuilder.js.map +1 -1
  39. package/Meshes/Builders/groundBuilder.d.ts +50 -54
  40. package/Meshes/Builders/groundBuilder.js +50 -54
  41. package/Meshes/Builders/groundBuilder.js.map +1 -1
  42. package/Meshes/Builders/tiledBoxBuilder.d.ts +0 -26
  43. package/Meshes/Builders/tiledBoxBuilder.js +0 -26
  44. package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
  45. package/Meshes/Builders/tiledPlaneBuilder.d.ts +0 -25
  46. package/Meshes/Builders/tiledPlaneBuilder.js +0 -25
  47. package/Meshes/Builders/tiledPlaneBuilder.js.map +1 -1
  48. package/Meshes/Builders/torusBuilder.d.ts +0 -13
  49. package/Meshes/Builders/torusBuilder.js +0 -13
  50. package/Meshes/Builders/torusBuilder.js.map +1 -1
  51. package/Meshes/Builders/torusKnotBuilder.d.ts +0 -19
  52. package/Meshes/Builders/torusKnotBuilder.js +0 -19
  53. package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
  54. package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
  55. package/Meshes/Compression/dracoDecoder.js.map +1 -1
  56. package/Meshes/Compression/dracoDecoder.types.d.ts +11 -0
  57. package/Meshes/Compression/dracoDecoder.types.js.map +1 -1
  58. package/Meshes/Compression/dracoEncoder.js.map +1 -1
  59. package/Meshes/Compression/meshoptCompression.js +0 -2
  60. package/Meshes/Compression/meshoptCompression.js.map +1 -1
  61. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +0 -8
  62. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  63. package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.d.ts +1 -0
  64. package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js +1 -0
  65. package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js.map +1 -1
  66. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.d.ts +1 -0
  67. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +1 -0
  68. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
  69. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.d.ts +1 -0
  70. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +1 -0
  71. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
  72. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.d.ts +1 -0
  73. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +1 -0
  74. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
  75. package/Meshes/Node/Blocks/Matrices/scalingBlock.d.ts +1 -0
  76. package/Meshes/Node/Blocks/Matrices/scalingBlock.js +1 -0
  77. package/Meshes/Node/Blocks/Matrices/scalingBlock.js.map +1 -1
  78. package/Meshes/Node/Blocks/Matrices/translationBlock.d.ts +1 -0
  79. package/Meshes/Node/Blocks/Matrices/translationBlock.js +1 -0
  80. package/Meshes/Node/Blocks/Matrices/translationBlock.js.map +1 -1
  81. package/Meshes/Node/Blocks/Set/aggregatorBlock.d.ts +1 -0
  82. package/Meshes/Node/Blocks/Set/aggregatorBlock.js +1 -0
  83. package/Meshes/Node/Blocks/Set/aggregatorBlock.js.map +1 -1
  84. package/Meshes/Node/Blocks/Set/latticeBlock.d.ts +1 -0
  85. package/Meshes/Node/Blocks/Set/latticeBlock.js +1 -0
  86. package/Meshes/Node/Blocks/Set/latticeBlock.js.map +1 -1
  87. package/Meshes/Node/Blocks/Set/setColorsBlock.d.ts +1 -0
  88. package/Meshes/Node/Blocks/Set/setColorsBlock.js +1 -0
  89. package/Meshes/Node/Blocks/Set/setColorsBlock.js.map +1 -1
  90. package/Meshes/Node/Blocks/Set/setMaterialIDBlock.d.ts +1 -0
  91. package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js +1 -0
  92. package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js.map +1 -1
  93. package/Meshes/Node/Blocks/Set/setNormalsBlock.d.ts +1 -0
  94. package/Meshes/Node/Blocks/Set/setNormalsBlock.js +1 -0
  95. package/Meshes/Node/Blocks/Set/setNormalsBlock.js.map +1 -1
  96. package/Meshes/Node/Blocks/Set/setPositionsBlock.d.ts +1 -0
  97. package/Meshes/Node/Blocks/Set/setPositionsBlock.js +1 -0
  98. package/Meshes/Node/Blocks/Set/setPositionsBlock.js.map +1 -1
  99. package/Meshes/Node/Blocks/Set/setTangentsBlock.d.ts +1 -0
  100. package/Meshes/Node/Blocks/Set/setTangentsBlock.js +1 -0
  101. package/Meshes/Node/Blocks/Set/setTangentsBlock.js.map +1 -1
  102. package/Meshes/Node/Blocks/Set/setUVsBlock.d.ts +1 -0
  103. package/Meshes/Node/Blocks/Set/setUVsBlock.js +1 -0
  104. package/Meshes/Node/Blocks/Set/setUVsBlock.js.map +1 -1
  105. package/Meshes/Node/Blocks/Sources/boxBlock.d.ts +2 -0
  106. package/Meshes/Node/Blocks/Sources/boxBlock.js +2 -0
  107. package/Meshes/Node/Blocks/Sources/boxBlock.js.map +1 -1
  108. package/Meshes/Node/Blocks/Sources/capsuleBlock.d.ts +2 -0
  109. package/Meshes/Node/Blocks/Sources/capsuleBlock.js +2 -0
  110. package/Meshes/Node/Blocks/Sources/capsuleBlock.js.map +1 -1
  111. package/Meshes/Node/Blocks/Sources/cylinderBlock.d.ts +2 -0
  112. package/Meshes/Node/Blocks/Sources/cylinderBlock.js +2 -0
  113. package/Meshes/Node/Blocks/Sources/cylinderBlock.js.map +1 -1
  114. package/Meshes/Node/Blocks/Sources/discBlock.d.ts +2 -0
  115. package/Meshes/Node/Blocks/Sources/discBlock.js +2 -0
  116. package/Meshes/Node/Blocks/Sources/discBlock.js.map +1 -1
  117. package/Meshes/Node/Blocks/Sources/gridBlock.d.ts +2 -0
  118. package/Meshes/Node/Blocks/Sources/gridBlock.js +2 -0
  119. package/Meshes/Node/Blocks/Sources/gridBlock.js.map +1 -1
  120. package/Meshes/Node/Blocks/Sources/icoSphereBlock.d.ts +2 -0
  121. package/Meshes/Node/Blocks/Sources/icoSphereBlock.js +2 -0
  122. package/Meshes/Node/Blocks/Sources/icoSphereBlock.js.map +1 -1
  123. package/Meshes/Node/Blocks/Sources/meshBlock.d.ts +1 -0
  124. package/Meshes/Node/Blocks/Sources/meshBlock.js +1 -0
  125. package/Meshes/Node/Blocks/Sources/meshBlock.js.map +1 -1
  126. package/Meshes/Node/Blocks/Sources/planeBlock.d.ts +2 -0
  127. package/Meshes/Node/Blocks/Sources/planeBlock.js +2 -0
  128. package/Meshes/Node/Blocks/Sources/planeBlock.js.map +1 -1
  129. package/Meshes/Node/Blocks/Sources/pointListBlock.d.ts +2 -1
  130. package/Meshes/Node/Blocks/Sources/pointListBlock.js +2 -1
  131. package/Meshes/Node/Blocks/Sources/pointListBlock.js.map +1 -1
  132. package/Meshes/Node/Blocks/Sources/sphereBlock.d.ts +2 -0
  133. package/Meshes/Node/Blocks/Sources/sphereBlock.js +2 -0
  134. package/Meshes/Node/Blocks/Sources/sphereBlock.js.map +1 -1
  135. package/Meshes/Node/Blocks/Sources/torusBlock.d.ts +2 -0
  136. package/Meshes/Node/Blocks/Sources/torusBlock.js +2 -0
  137. package/Meshes/Node/Blocks/Sources/torusBlock.js.map +1 -1
  138. package/Meshes/Node/Blocks/Teleport/teleportInBlock.d.ts +1 -0
  139. package/Meshes/Node/Blocks/Teleport/teleportInBlock.js +1 -0
  140. package/Meshes/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
  141. package/Meshes/Node/Blocks/Teleport/teleportOutBlock.d.ts +3 -0
  142. package/Meshes/Node/Blocks/Teleport/teleportOutBlock.js +3 -0
  143. package/Meshes/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  144. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.d.ts +1 -0
  145. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js +1 -1
  146. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js.map +1 -1
  147. package/Meshes/Node/Blocks/Textures/geometryTextureFetchBlock.d.ts +1 -0
  148. package/Meshes/Node/Blocks/Textures/geometryTextureFetchBlock.js +1 -0
  149. package/Meshes/Node/Blocks/Textures/geometryTextureFetchBlock.js.map +1 -1
  150. package/Meshes/Node/Blocks/booleanGeometryBlock.d.ts +1 -0
  151. package/Meshes/Node/Blocks/booleanGeometryBlock.js +1 -1
  152. package/Meshes/Node/Blocks/booleanGeometryBlock.js.map +1 -1
  153. package/Meshes/Node/Blocks/cleanGeometryBlock.d.ts +1 -0
  154. package/Meshes/Node/Blocks/cleanGeometryBlock.js +1 -0
  155. package/Meshes/Node/Blocks/cleanGeometryBlock.js.map +1 -1
  156. package/Meshes/Node/Blocks/conditionBlock.d.ts +2 -0
  157. package/Meshes/Node/Blocks/conditionBlock.js +2 -0
  158. package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
  159. package/Meshes/Node/Blocks/geometryClampBlock.d.ts +1 -0
  160. package/Meshes/Node/Blocks/geometryClampBlock.js +1 -0
  161. package/Meshes/Node/Blocks/geometryClampBlock.js.map +1 -1
  162. package/Meshes/Node/Blocks/geometryCollectionBlock.d.ts +1 -0
  163. package/Meshes/Node/Blocks/geometryCollectionBlock.js +1 -0
  164. package/Meshes/Node/Blocks/geometryCollectionBlock.js.map +1 -1
  165. package/Meshes/Node/Blocks/geometryCurveBlock.d.ts +2 -0
  166. package/Meshes/Node/Blocks/geometryCurveBlock.js +2 -0
  167. package/Meshes/Node/Blocks/geometryCurveBlock.js.map +1 -1
  168. package/Meshes/Node/Blocks/geometryEaseBlock.d.ts +2 -0
  169. package/Meshes/Node/Blocks/geometryEaseBlock.js +2 -0
  170. package/Meshes/Node/Blocks/geometryEaseBlock.js.map +1 -1
  171. package/Meshes/Node/Blocks/geometryInputBlock.d.ts +3 -0
  172. package/Meshes/Node/Blocks/geometryInputBlock.js +3 -0
  173. package/Meshes/Node/Blocks/geometryInputBlock.js.map +1 -1
  174. package/Meshes/Node/Blocks/geometryOptimizeBlock.d.ts +1 -0
  175. package/Meshes/Node/Blocks/geometryOptimizeBlock.js +1 -0
  176. package/Meshes/Node/Blocks/geometryOptimizeBlock.js.map +1 -1
  177. package/Meshes/Node/Blocks/geometryTransformBlock.d.ts +1 -0
  178. package/Meshes/Node/Blocks/geometryTransformBlock.js +1 -0
  179. package/Meshes/Node/Blocks/geometryTransformBlock.js.map +1 -1
  180. package/Meshes/Node/Blocks/geometryTrigonometryBlock.d.ts +2 -0
  181. package/Meshes/Node/Blocks/geometryTrigonometryBlock.js +2 -0
  182. package/Meshes/Node/Blocks/geometryTrigonometryBlock.js.map +1 -1
  183. package/Meshes/Node/Blocks/mappingBlock.d.ts +1 -0
  184. package/Meshes/Node/Blocks/mappingBlock.js +1 -0
  185. package/Meshes/Node/Blocks/mappingBlock.js.map +1 -1
  186. package/Meshes/Node/Blocks/mathBlock.d.ts +1 -0
  187. package/Meshes/Node/Blocks/mathBlock.js +1 -0
  188. package/Meshes/Node/Blocks/mathBlock.js.map +1 -1
  189. package/Meshes/Node/Blocks/mergeGeometryBlock.d.ts +1 -0
  190. package/Meshes/Node/Blocks/mergeGeometryBlock.js +1 -0
  191. package/Meshes/Node/Blocks/mergeGeometryBlock.js.map +1 -1
  192. package/Meshes/Node/Blocks/randomBlock.d.ts +2 -0
  193. package/Meshes/Node/Blocks/randomBlock.js +2 -0
  194. package/Meshes/Node/Blocks/randomBlock.js.map +1 -1
  195. package/Meshes/Node/Blocks/subdivideBlock.d.ts +1 -0
  196. package/Meshes/Node/Blocks/subdivideBlock.js +1 -0
  197. package/Meshes/Node/Blocks/subdivideBlock.js.map +1 -1
  198. package/Meshes/Node/Interfaces/nodeGeometryTextureData.d.ts +3 -0
  199. package/Meshes/Node/Interfaces/nodeGeometryTextureData.js.map +1 -1
  200. package/Meshes/Node/nodeGeometry.js +0 -2
  201. package/Meshes/Node/nodeGeometry.js.map +1 -1
  202. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +0 -1
  203. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
  204. package/Meshes/Node/nodeGeometryBuildState.js +0 -1
  205. package/Meshes/Node/nodeGeometryBuildState.js.map +1 -1
  206. package/Meshes/WebGL/webGLDataBuffer.d.ts +2 -0
  207. package/Meshes/WebGL/webGLDataBuffer.js +2 -0
  208. package/Meshes/WebGL/webGLDataBuffer.js.map +1 -1
  209. package/Meshes/WebGPU/webgpuDataBuffer.d.ts +4 -0
  210. package/Meshes/WebGPU/webgpuDataBuffer.js +4 -0
  211. package/Meshes/WebGPU/webgpuDataBuffer.js.map +1 -1
  212. package/Meshes/abstractMesh.d.ts +1 -0
  213. package/Meshes/abstractMesh.decalMap.d.ts +1 -0
  214. package/Meshes/abstractMesh.decalMap.js.map +1 -1
  215. package/Meshes/abstractMesh.js +1 -6
  216. package/Meshes/abstractMesh.js.map +1 -1
  217. package/Meshes/csg.js +0 -6
  218. package/Meshes/csg.js.map +1 -1
  219. package/Meshes/csg2.js +1 -2
  220. package/Meshes/csg2.js.map +1 -1
  221. package/Meshes/geodesicMesh.d.ts +26 -0
  222. package/Meshes/geodesicMesh.js +18 -3
  223. package/Meshes/geodesicMesh.js.map +1 -1
  224. package/Meshes/groundMesh.d.ts +1 -0
  225. package/Meshes/groundMesh.js +1 -0
  226. package/Meshes/groundMesh.js.map +1 -1
  227. package/Meshes/index.js +0 -2
  228. package/Meshes/index.js.map +1 -1
  229. package/Meshes/instancedMesh.d.ts +18 -3
  230. package/Meshes/instancedMesh.js +10 -3
  231. package/Meshes/instancedMesh.js.map +1 -1
  232. package/Meshes/mesh.d.ts +286 -204
  233. package/Meshes/mesh.js +251 -197
  234. package/Meshes/mesh.js.map +1 -1
  235. package/Meshes/mesh.vertexData.d.ts +15 -19
  236. package/Meshes/mesh.vertexData.js +15 -19
  237. package/Meshes/mesh.vertexData.js.map +1 -1
  238. package/Meshes/meshSimplification.d.ts +0 -1
  239. package/Meshes/meshSimplification.js +6 -1
  240. package/Meshes/meshSimplification.js.map +1 -1
  241. package/Meshes/meshSimplificationSceneComponent.d.ts +2 -0
  242. package/Meshes/meshSimplificationSceneComponent.js.map +1 -1
  243. package/Meshes/meshUVSpaceRenderer.d.ts +1 -0
  244. package/Meshes/meshUVSpaceRenderer.js.map +1 -1
  245. package/Meshes/polygonMesh.js +4 -0
  246. package/Meshes/polygonMesh.js.map +1 -1
  247. package/Meshes/subMesh.project.d.ts +1 -0
  248. package/Meshes/subMesh.project.js.map +1 -1
  249. package/Meshes/thinInstanceMesh.d.ts +5 -0
  250. package/Meshes/thinInstanceMesh.js.map +1 -1
  251. package/Meshes/transformNode.d.ts +1 -1
  252. package/Meshes/transformNode.js +1 -1
  253. package/Meshes/transformNode.js.map +1 -1
  254. package/Physics/v2/Plugins/havokPlugin.d.ts +75 -2
  255. package/Physics/v2/Plugins/havokPlugin.js +243 -52
  256. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  257. package/Probes/reflectionProbe.js +1 -1
  258. package/Probes/reflectionProbe.js.map +1 -1
  259. package/Rendering/depthRenderer.js +1 -1
  260. package/Rendering/depthRenderer.js.map +1 -1
  261. package/package.json +1 -1
  262. package/scene.d.ts +0 -3
  263. package/scene.js +18 -5
  264. package/scene.js.map +1 -1
@@ -123,7 +123,7 @@ export class ReflectionProbe {
123
123
  const engine = scene.getEngine();
124
124
  this._currentSceneUBO = scene.getSceneUniformBuffer();
125
125
  if (engine._enableGPUDebugMarkers) {
126
- engine.restoreDefaultFramebuffer();
126
+ engine.restoreDefaultFramebuffer(true);
127
127
  engine._debugPushGroup?.(`reflection probe generation for ${name}`);
128
128
  }
129
129
  currentApplyByPostProcess = this._scene.imageProcessingConfiguration.applyByPostProcess;
@@ -1 +1 @@
1
- {"version":3,"file":"reflectionProbe.js","sourceRoot":"","sources":["../../../../dev/core/src/Probes/reflectionProbe.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,wBAAwB,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAClF,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AACvE,OAAO,EAAE,mBAAmB,EAAE,MAAM,2CAA2C,CAAC;AAChF,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAGvD,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AACjC,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AA4BjD,KAAK,CAAC,SAAS,CAAC,qBAAqB,GAAG,UAAU,QAAyB;IACvE,IAAI,CAAC,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACzB,OAAO,CAAC,CAAC,CAAC;IACd,CAAC;IAED,MAAM,KAAK,GAAG,IAAI,CAAC,gBAAgB,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC;IACtD,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;QACf,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;IAC3C,CAAC;IAED,OAAO,KAAK,CAAC;AACjB,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,kBAAkB,GAAG,UAAU,kBAAmC;IAC9E,IAAI,CAAC,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACzB,IAAI,CAAC,gBAAgB,GAAG,EAAE,CAAC;IAC/B,CAAC;IAED,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;AACnD,CAAC,CAAC;AAEF;;;GAGG;AACH,MAAM,OAAO,eAAe;IA0BxB;;;;;;;;OAQG;IACH;IACI,oCAAoC;IAC7B,IAAY,EACnB,IAAY,EACZ,KAAY,EACZ,eAAe,GAAG,IAAI,EACtB,QAAQ,GAAG,KAAK,EAChB,WAAW,GAAG,KAAK;QALZ,SAAI,GAAJ,IAAI,CAAQ;QAjCf,gBAAW,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;QAChC,YAAO,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QACzB,SAAI,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAItB,iBAAY,GAAG,KAAK,CAAC;QAI7B,2DAA2D;QAEpD,aAAQ,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAEjC;;WAEG;QACI,aAAQ,GAAQ,IAAI,CAAC;QAE5B,gBAAgB;QACT,qBAAgB,GAA8B,IAAI,CAAC;QAoBtD,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,IAAI,KAAK,CAAC,SAAS,EAAE,CAAC,sBAAsB,EAAE,CAAC;YAC3C,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;YACrB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;gBACzB,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,KAAK,CAAC,wBAAwB,CAAC,qCAAqC,IAAI,YAAY,CAAC,EAAE,CAAC,CAAC,CAAC;YACnH,CAAC;QACL,CAAC;QAED,uCAAuC;QACvC,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,gBAAgB,EAAE,CAAC;YAChC,IAAI,CAAC,MAAM,CAAC,gBAAgB,GAAG,EAAuB,CAAC;QAC3D,CAAC;QACD,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAExC,IAAI,WAAW,GAAG,SAAS,CAAC,yBAAyB,CAAC;QACtD,IAAI,QAAQ,EAAE,CAAC;YACX,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC;YAC/C,IAAI,IAAI,CAAC,sBAAsB,EAAE,CAAC;gBAC9B,WAAW,GAAG,SAAS,CAAC,sBAAsB,CAAC;YACnD,CAAC;iBAAM,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;gBACjC,WAAW,GAAG,SAAS,CAAC,iBAAiB,CAAC;YAC9C,CAAC;QACL,CAAC;QACD,IAAI,CAAC,oBAAoB,GAAG,IAAI,mBAAmB,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,eAAe,EAAE,IAAI,EAAE,WAAW,EAAE,IAAI,CAAC,CAAC;QACjH,IAAI,CAAC,oBAAoB,CAAC,UAAU,GAAG,CAAC,WAAW,CAAC;QACpD,IAAI,CAAC,oBAAoB,CAAC,OAAO,GAAG,KAAK,CAAC,oBAAoB,CAAC;QAE/D,MAAM,qBAAqB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC,qBAAqB,CAAC;QAEtE,IAAI,CAAC,oBAAoB,CAAC,wBAAwB,CAAC,GAAG,CAAC,CAAC,SAAiB,EAAE,EAAE;YACzE,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;gBAClB,KAAK,CAAC,qBAAqB,CAAC,IAAI,CAAC,UAAU,CAAC,SAAS,CAAC,CAAC,CAAC;gBACxD,KAAK,CAAC,qBAAqB,EAAE,CAAC,YAAY,EAAE,CAAC;YACjD,CAAC;YACD,QAAQ,SAAS,EAAE,CAAC;gBAChB,KAAK,CAAC;oBACF,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;oBAClC,MAAM;gBACV,KAAK,CAAC;oBACF,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;oBACnC,MAAM;gBACV,KAAK,CAAC;oBACF,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;oBAC3D,MAAM;gBACV,KAAK,CAAC;oBACF,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;oBAC3D,MAAM;gBACV,KAAK,CAAC;oBACF,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,oBAAoB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBACpE,MAAM;gBACV,KAAK,CAAC;oBACF,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,oBAAoB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBACpE,MAAM;YACd,CAAC;YAED,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;gBACrB,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,aAAa,CAAC,mBAAmB,EAAE,CAAC,CAAC;YACrE,CAAC;YAED,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;YAEhD,MAAM,cAAc,GAAG,KAAK,CAAC,oBAAoB,CAAC,CAAC,CAAC,MAAM,CAAC,aAAa,CAAC,CAAC,CAAC,MAAM,CAAC,aAAa,CAAC;YAChG,MAAM,mBAAmB,GAAG,KAAK,CAAC,oBAAoB,CAAC,CAAC,CAAC,MAAM,CAAC,gBAAgB,CAAC,CAAC,CAAC,MAAM,CAAC,gBAAgB,CAAC;YAE3G,cAAc,CAAC,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,OAAO,EAAE,OAAO,CAAC,EAAE,EAAE,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;YAE5E,IAAI,KAAK,CAAC,YAAY,EAAE,CAAC;gBACrB,IAAI,CAAC,iBAAiB,GAAG,mBAAmB,CACxC,IAAI,CAAC,EAAE,GAAG,CAAC,EACX,CAAC,EACD,qBAAqB,CAAC,CAAC,CAAC,KAAK,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,YAAY,CAAC,IAAI,EACzE,qBAAqB,CAAC,CAAC,CAAC,KAAK,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,YAAY,CAAC,IAAI,EACzE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,CAC1C,CAAC;gBACF,KAAK,CAAC,kBAAkB,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;gBACnE,IAAI,KAAK,CAAC,YAAY,CAAC,WAAW,IAAI,CAAC,IAAI,CAAC,oBAAoB,CAAC,YAAY,EAAE,CAAC;oBAC5E,IAAI,CAAC,oBAAoB,CAAC,YAAY,GAAG,KAAK,CAAC,YAAY,CAAC,SAAS,IAAI,IAAI,CAAC;gBAClF,CAAC;YACL,CAAC;YACD,KAAK,CAAC,mBAAmB,GAAG,IAAI,CAAC,QAAQ,CAAC;QAC9C,CAAC,CAAC,CAAC;QAEH,IAAI,yBAAkC,CAAC;QAEvC,IAAI,CAAC,oBAAoB,CAAC,sBAAsB,CAAC,GAAG,CAAC,GAAG,EAAE;YACtD,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;YACjC,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC,qBAAqB,EAAE,CAAC;YACtD,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAChC,MAAM,CAAC,yBAAyB,EAAE,CAAC;gBACnC,MAAM,CAAC,eAAe,EAAE,CAAC,mCAAmC,IAAI,EAAE,CAAC,CAAC;YACxE,CAAC;YACD,yBAAyB,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;YACxF,IAAI,WAAW,EAAE,CAAC;gBACd,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,IAAI,CAAC;YACjE,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,oBAAoB,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;YACvD,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;YACjC,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,yBAAyB,CAAC;YAClF,KAAK,CAAC,mBAAmB,GAAG,IAAI,CAAC;YACjC,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;gBAClB,KAAK,CAAC,qBAAqB,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;YACvD,CAAC;YACD,KAAK,CAAC,qBAAqB,CAAC,IAAI,CAAC,CAAC;YAClC,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAChC,MAAM,CAAC,cAAc,EAAE,EAAE,CAAC;YAC9B,CAAC;QACL,CAAC,CAAC,CAAC;IACP,CAAC;IAED,mGAAmG;IACnG,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,oBAAoB,CAAC,OAAO,CAAC;IAC7C,CAAC;IAED,IAAW,OAAO,CAAC,KAAa;QAC5B,IAAI,CAAC,oBAAoB,CAAC,OAAO,GAAG,KAAK,CAAC;IAC9C,CAAC;IAED,uEAAuE;IACvE,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,oBAAoB,CAAC,WAAW,CAAC;IACjD,CAAC;IAED,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,oBAAoB,CAAC,WAAW,GAAG,KAAK,CAAC;IAClD,CAAC;IAED;;;OAGG;IACI,QAAQ;QACX,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED,sDAAsD;IACtD,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,gDAAgD;IAChD,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,oBAAoB,CAAC,UAAU,CAAC;IAChD,CAAC;IAED,IAAW,UAAU,CAAC,KAA+B;QACjD,IAAI,CAAC,oBAAoB,CAAC,UAAU,GAAG,KAAK,CAAC;IACjD,CAAC;IAED;;;OAGG;IACI,YAAY,CAAC,IAA4B;QAC5C,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;IAC9B,CAAC;IAED;;;;OAIG;IACI,iCAAiC,CAAC,gBAAwB,EAAE,qBAA8B;QAC7F,IAAI,CAAC,oBAAoB,CAAC,iCAAiC,CAAC,gBAAgB,EAAE,qBAAqB,CAAC,CAAC;IACzG,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QAEzD,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;YACf,iCAAiC;YACjC,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QAClD,CAAC;QAED,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,MAAM,KAAK,GAAG,IAAI,CAAC,gBAAgB,CAAC,gBAAgB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;YACnE,IAAI,KAAK,GAAG,CAAC,CAAC,EAAE,CAAC;gBACb,IAAI,CAAC,gBAAgB,CAAC,gBAAgB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;YAC5D,CAAC;YACD,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;QACjC,CAAC;QAED,IAAI,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,IAAI,CAAC,oBAAoB,CAAC,OAAO,EAAE,CAAC;YAC9B,IAAI,CAAC,oBAAqB,GAAG,IAAI,CAAC;QAC5C,CAAC;QAED,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;YAClB,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;gBAChC,GAAG,CAAC,OAAO,EAAE,CAAC;YAClB,CAAC;YACD,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;QACzB,CAAC;IACL,CAAC;IAED;;;;OAIG;IACI,QAAQ,CAAC,WAAqB;QACjC,IAAI,GAAG,GAAG,QAAQ,GAAG,IAAI,CAAC,IAAI,CAAC;QAE/B,IAAI,WAAW,EAAE,CAAC;YACd,GAAG,IAAI,cAAc,GAAG,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAAC;YAEjD,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;gBACrB,GAAG,IAAI,mBAAmB,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC;YACzD,CAAC;QACL,CAAC;QAED,OAAO,GAAG,CAAC;IACf,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,iBAAiB,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,EAAE,IAAI,CAAC,oBAAoB,CAAC,SAAS,EAAE,CAAC,CAAC;QACvG,mBAAmB,CAAC,iBAAiB,GAAG,IAAI,CAAC;QAC7C,mBAAmB,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;QAE7C,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,KAAK,CAAC,qBAA0B,EAAE,KAAY,EAAE,OAAe;QACzE,IAAI,eAAe,GAA8B,IAAI,CAAC;QACtD,IAAI,KAAK,CAAC,gBAAgB,EAAE,CAAC;YACzB,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,gBAAgB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBACjE,MAAM,EAAE,GAAG,KAAK,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;gBACzC,IAAI,EAAE,CAAC,IAAI,KAAK,qBAAqB,CAAC,IAAI,EAAE,CAAC;oBACzC,eAAe,GAAG,EAAE,CAAC;oBACrB,MAAM;gBACV,CAAC;YACL,CAAC;QACL,CAAC;QAED,eAAe,GAAG,mBAAmB,CAAC,KAAK,CACvC,GAAG,EAAE,CAAC,eAAe,IAAI,IAAI,eAAe,CAAC,qBAAqB,CAAC,IAAI,EAAE,qBAAqB,CAAC,gBAAgB,EAAE,KAAK,EAAE,qBAAqB,CAAC,gBAAgB,CAAC,EAC/J,qBAAqB,EACrB,KAAK,EACL,OAAO,CACV,CAAC;QACF,eAAe,CAAC,WAAW,CAAC,kBAAkB,GAAG,qBAAqB,CAAC,UAAU,CAAC;QAElF,IAAI,qBAAqB,CAAC,aAAa,EAAE,CAAC;YACtC,eAAe,CAAC,YAAY,CAAC,KAAK,CAAC,WAAW,CAAC,qBAAqB,CAAC,aAAa,CAAC,CAAC,CAAC;QACzF,CAAC;QAED,IAAI,qBAAqB,CAAC,QAAQ,EAAE,CAAC;YACjC,eAAe,CAAC,QAAQ,GAAG,qBAAqB,CAAC,QAAQ,CAAC;QAC9D,CAAC;QAED,OAAO,eAAe,CAAC;IAC3B,CAAC;CACJ;AAzTW;IADP,wBAAwB,EAAE;sDACmB;AAQvC;IADN,kBAAkB,EAAE;iDACY","sourcesContent":["import { serializeAsMeshReference, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport type { IAssetContainer } from \"core/IAssetContainer\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /**\r\n * The list of reflection probes added to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/reflectionProbes\r\n */\r\n reflectionProbes: Array<ReflectionProbe>;\r\n\r\n /**\r\n * Removes the given reflection probe from this scene.\r\n * @param toRemove The reflection probe to remove\r\n * @returns The index of the removed reflection probe\r\n */\r\n removeReflectionProbe(toRemove: ReflectionProbe): number;\r\n\r\n /**\r\n * Adds the given reflection probe to this scene.\r\n * @param newReflectionProbe The reflection probe to add\r\n */\r\n addReflectionProbe(newReflectionProbe: ReflectionProbe): void;\r\n }\r\n}\r\n\r\nScene.prototype.removeReflectionProbe = function (toRemove: ReflectionProbe): number {\r\n if (!this.reflectionProbes) {\r\n return -1;\r\n }\r\n\r\n const index = this.reflectionProbes.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.reflectionProbes.splice(index, 1);\r\n }\r\n\r\n return index;\r\n};\r\n\r\nScene.prototype.addReflectionProbe = function (newReflectionProbe: ReflectionProbe): void {\r\n if (!this.reflectionProbes) {\r\n this.reflectionProbes = [];\r\n }\r\n\r\n this.reflectionProbes.push(newReflectionProbe);\r\n};\r\n\r\n/**\r\n * Class used to generate realtime reflection / refraction cube textures\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/reflectionProbes\r\n */\r\nexport class ReflectionProbe {\r\n private _scene: Scene;\r\n private _renderTargetTexture: RenderTargetTexture;\r\n private _projectionMatrix: Matrix;\r\n private _viewMatrix = Matrix.Identity();\r\n private _target = Vector3.Zero();\r\n private _add = Vector3.Zero();\r\n @serializeAsMeshReference()\r\n private _attachedMesh: Nullable<AbstractMesh>;\r\n\r\n private _invertYAxis = false;\r\n private _sceneUBOs: UniformBuffer[];\r\n private _currentSceneUBO: UniformBuffer;\r\n\r\n /** Gets or sets probe position (center of the cube map) */\r\n @serializeAsVector3()\r\n public position = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information for the reflection probe.\r\n */\r\n public metadata: any = null;\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<IAssetContainer> = null;\r\n\r\n /**\r\n * Creates a new reflection probe\r\n * @param name defines the name of the probe\r\n * @param size defines the texture resolution (for each face)\r\n * @param scene defines the hosting scene\r\n * @param generateMipMaps defines if mip maps should be generated automatically (true by default)\r\n * @param useFloat defines if HDR data (float data) should be used to store colors (false by default)\r\n * @param linearSpace defines if the probe should be generated in linear space or not (false by default)\r\n */\r\n constructor(\r\n /** defines the name of the probe */\r\n public name: string,\r\n size: number,\r\n scene: Scene,\r\n generateMipMaps = true,\r\n useFloat = false,\r\n linearSpace = false\r\n ) {\r\n this._scene = scene;\r\n\r\n if (scene.getEngine().supportsUniformBuffers) {\r\n this._sceneUBOs = [];\r\n for (let i = 0; i < 6; ++i) {\r\n this._sceneUBOs.push(scene.createSceneUniformBuffer(`Scene for Reflection Probe (name \"${name}\") face #${i}`));\r\n }\r\n }\r\n\r\n // Create the scene field if not exist.\r\n if (!this._scene.reflectionProbes) {\r\n this._scene.reflectionProbes = [] as ReflectionProbe[];\r\n }\r\n this._scene.reflectionProbes.push(this);\r\n\r\n let textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (useFloat) {\r\n const caps = this._scene.getEngine().getCaps();\r\n if (caps.textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (caps.textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n }\r\n this._renderTargetTexture = new RenderTargetTexture(name, size, scene, generateMipMaps, true, textureType, true);\r\n this._renderTargetTexture.gammaSpace = !linearSpace;\r\n this._renderTargetTexture.invertZ = scene.useRightHandedSystem;\r\n\r\n const useReverseDepthBuffer = scene.getEngine().useReverseDepthBuffer;\r\n\r\n this._renderTargetTexture.onBeforeRenderObservable.add((faceIndex: number) => {\r\n if (this._sceneUBOs) {\r\n scene.setSceneUniformBuffer(this._sceneUBOs[faceIndex]);\r\n scene.getSceneUniformBuffer().unbindEffect();\r\n }\r\n switch (faceIndex) {\r\n case 0:\r\n this._add.copyFromFloats(1, 0, 0);\r\n break;\r\n case 1:\r\n this._add.copyFromFloats(-1, 0, 0);\r\n break;\r\n case 2:\r\n this._add.copyFromFloats(0, this._invertYAxis ? 1 : -1, 0);\r\n break;\r\n case 3:\r\n this._add.copyFromFloats(0, this._invertYAxis ? -1 : 1, 0);\r\n break;\r\n case 4:\r\n this._add.copyFromFloats(0, 0, scene.useRightHandedSystem ? -1 : 1);\r\n break;\r\n case 5:\r\n this._add.copyFromFloats(0, 0, scene.useRightHandedSystem ? 1 : -1);\r\n break;\r\n }\r\n\r\n if (this._attachedMesh) {\r\n this.position.copyFrom(this._attachedMesh.getAbsolutePosition());\r\n }\r\n\r\n this.position.addToRef(this._add, this._target);\r\n\r\n const lookAtFunction = scene.useRightHandedSystem ? Matrix.LookAtRHToRef : Matrix.LookAtLHToRef;\r\n const perspectiveFunction = scene.useRightHandedSystem ? Matrix.PerspectiveFovRH : Matrix.PerspectiveFovLH;\r\n\r\n lookAtFunction(this.position, this._target, Vector3.Up(), this._viewMatrix);\r\n\r\n if (scene.activeCamera) {\r\n this._projectionMatrix = perspectiveFunction(\r\n Math.PI / 2,\r\n 1,\r\n useReverseDepthBuffer ? scene.activeCamera.maxZ : scene.activeCamera.minZ,\r\n useReverseDepthBuffer ? scene.activeCamera.minZ : scene.activeCamera.maxZ,\r\n this._scene.getEngine().isNDCHalfZRange\r\n );\r\n scene.setTransformMatrix(this._viewMatrix, this._projectionMatrix);\r\n if (scene.activeCamera.isRigCamera && !this._renderTargetTexture.activeCamera) {\r\n this._renderTargetTexture.activeCamera = scene.activeCamera.rigParent || null;\r\n }\r\n }\r\n scene._forcedViewPosition = this.position;\r\n });\r\n\r\n let currentApplyByPostProcess: boolean;\r\n\r\n this._renderTargetTexture.onBeforeBindObservable.add(() => {\r\n const engine = scene.getEngine();\r\n this._currentSceneUBO = scene.getSceneUniformBuffer();\r\n if (engine._enableGPUDebugMarkers) {\r\n engine.restoreDefaultFramebuffer();\r\n engine._debugPushGroup?.(`reflection probe generation for ${name}`);\r\n }\r\n currentApplyByPostProcess = this._scene.imageProcessingConfiguration.applyByPostProcess;\r\n if (linearSpace) {\r\n scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n });\r\n\r\n this._renderTargetTexture.onAfterUnbindObservable.add(() => {\r\n const engine = scene.getEngine();\r\n scene.imageProcessingConfiguration.applyByPostProcess = currentApplyByPostProcess;\r\n scene._forcedViewPosition = null;\r\n if (this._sceneUBOs) {\r\n scene.setSceneUniformBuffer(this._currentSceneUBO);\r\n }\r\n scene.updateTransformMatrix(true);\r\n if (engine._enableGPUDebugMarkers) {\r\n engine._debugPopGroup?.();\r\n }\r\n });\r\n }\r\n\r\n /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */\r\n public get samples(): number {\r\n return this._renderTargetTexture.samples;\r\n }\r\n\r\n public set samples(value: number) {\r\n this._renderTargetTexture.samples = value;\r\n }\r\n\r\n /** Gets or sets the refresh rate to use (on every frame by default) */\r\n public get refreshRate(): number {\r\n return this._renderTargetTexture.refreshRate;\r\n }\r\n\r\n public set refreshRate(value: number) {\r\n this._renderTargetTexture.refreshRate = value;\r\n }\r\n\r\n /**\r\n * Gets the hosting scene\r\n * @returns a Scene\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /** Gets the internal CubeTexture used to render to */\r\n public get cubeTexture(): RenderTargetTexture {\r\n return this._renderTargetTexture;\r\n }\r\n\r\n /** Gets or sets the list of meshes to render */\r\n public get renderList(): Nullable<AbstractMesh[]> {\r\n return this._renderTargetTexture.renderList;\r\n }\r\n\r\n public set renderList(value: Nullable<AbstractMesh[]>) {\r\n this._renderTargetTexture.renderList = value;\r\n }\r\n\r\n /**\r\n * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)\r\n * @param mesh defines the mesh to attach to\r\n */\r\n public attachToMesh(mesh: Nullable<AbstractMesh>): void {\r\n this._attachedMesh = mesh;\r\n }\r\n\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n */\r\n public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void {\r\n this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);\r\n }\r\n\r\n /**\r\n * Clean all associated resources\r\n */\r\n public dispose() {\r\n const index = this._scene.reflectionProbes.indexOf(this);\r\n\r\n if (index !== -1) {\r\n // Remove from the scene if found\r\n this._scene.reflectionProbes.splice(index, 1);\r\n }\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.reflectionProbes.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.reflectionProbes.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n if (this._renderTargetTexture) {\r\n this._renderTargetTexture.dispose();\r\n (<any>this._renderTargetTexture) = null;\r\n }\r\n\r\n if (this._sceneUBOs) {\r\n for (const ubo of this._sceneUBOs) {\r\n ubo.dispose();\r\n }\r\n this._sceneUBOs = [];\r\n }\r\n }\r\n\r\n /**\r\n * Converts the reflection probe information to a readable string for debug purpose.\r\n * @param fullDetails Supports for multiple levels of logging within scene loading\r\n * @returns the human readable reflection probe info\r\n */\r\n public toString(fullDetails?: boolean): string {\r\n let ret = \"Name: \" + this.name;\r\n\r\n if (fullDetails) {\r\n ret += \", position: \" + this.position.toString();\r\n\r\n if (this._attachedMesh) {\r\n ret += \", attached mesh: \" + this._attachedMesh.name;\r\n }\r\n }\r\n\r\n return ret;\r\n }\r\n\r\n /**\r\n * Get the class name of the refection probe.\r\n * @returns \"ReflectionProbe\"\r\n */\r\n public getClassName(): string {\r\n return \"ReflectionProbe\";\r\n }\r\n\r\n /**\r\n * Serialize the reflection probe to a JSON representation we can easily use in the respective Parse function.\r\n * @returns The JSON representation of the texture\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this, this._renderTargetTexture.serialize());\r\n serializationObject.isReflectionProbe = true;\r\n serializationObject.metadata = this.metadata;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.\r\n * @param parsedReflectionProbe Define the JSON representation of the reflection probe\r\n * @param scene Define the scene the parsed reflection probe should be instantiated in\r\n * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies\r\n * @returns The parsed reflection probe if successful\r\n */\r\n public static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe> {\r\n let reflectionProbe: Nullable<ReflectionProbe> = null;\r\n if (scene.reflectionProbes) {\r\n for (let index = 0; index < scene.reflectionProbes.length; index++) {\r\n const rp = scene.reflectionProbes[index];\r\n if (rp.name === parsedReflectionProbe.name) {\r\n reflectionProbe = rp;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n reflectionProbe = SerializationHelper.Parse(\r\n () => reflectionProbe || new ReflectionProbe(parsedReflectionProbe.name, parsedReflectionProbe.renderTargetSize, scene, parsedReflectionProbe._generateMipMaps),\r\n parsedReflectionProbe,\r\n scene,\r\n rootUrl\r\n );\r\n reflectionProbe.cubeTexture._waitingRenderList = parsedReflectionProbe.renderList;\r\n\r\n if (parsedReflectionProbe._attachedMesh) {\r\n reflectionProbe.attachToMesh(scene.getMeshById(parsedReflectionProbe._attachedMesh));\r\n }\r\n\r\n if (parsedReflectionProbe.metadata) {\r\n reflectionProbe.metadata = parsedReflectionProbe.metadata;\r\n }\r\n\r\n return reflectionProbe;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"reflectionProbe.js","sourceRoot":"","sources":["../../../../dev/core/src/Probes/reflectionProbe.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,wBAAwB,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAClF,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AACvE,OAAO,EAAE,mBAAmB,EAAE,MAAM,2CAA2C,CAAC;AAChF,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAGvD,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AACjC,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AA4BjD,KAAK,CAAC,SAAS,CAAC,qBAAqB,GAAG,UAAU,QAAyB;IACvE,IAAI,CAAC,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACzB,OAAO,CAAC,CAAC,CAAC;IACd,CAAC;IAED,MAAM,KAAK,GAAG,IAAI,CAAC,gBAAgB,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC;IACtD,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;QACf,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;IAC3C,CAAC;IAED,OAAO,KAAK,CAAC;AACjB,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,kBAAkB,GAAG,UAAU,kBAAmC;IAC9E,IAAI,CAAC,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACzB,IAAI,CAAC,gBAAgB,GAAG,EAAE,CAAC;IAC/B,CAAC;IAED,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;AACnD,CAAC,CAAC;AAEF;;;GAGG;AACH,MAAM,OAAO,eAAe;IA0BxB;;;;;;;;OAQG;IACH;IACI,oCAAoC;IAC7B,IAAY,EACnB,IAAY,EACZ,KAAY,EACZ,eAAe,GAAG,IAAI,EACtB,QAAQ,GAAG,KAAK,EAChB,WAAW,GAAG,KAAK;QALZ,SAAI,GAAJ,IAAI,CAAQ;QAjCf,gBAAW,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;QAChC,YAAO,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QACzB,SAAI,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAItB,iBAAY,GAAG,KAAK,CAAC;QAI7B,2DAA2D;QAEpD,aAAQ,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAEjC;;WAEG;QACI,aAAQ,GAAQ,IAAI,CAAC;QAE5B,gBAAgB;QACT,qBAAgB,GAA8B,IAAI,CAAC;QAoBtD,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,IAAI,KAAK,CAAC,SAAS,EAAE,CAAC,sBAAsB,EAAE,CAAC;YAC3C,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;YACrB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;gBACzB,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,KAAK,CAAC,wBAAwB,CAAC,qCAAqC,IAAI,YAAY,CAAC,EAAE,CAAC,CAAC,CAAC;YACnH,CAAC;QACL,CAAC;QAED,uCAAuC;QACvC,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,gBAAgB,EAAE,CAAC;YAChC,IAAI,CAAC,MAAM,CAAC,gBAAgB,GAAG,EAAuB,CAAC;QAC3D,CAAC;QACD,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAExC,IAAI,WAAW,GAAG,SAAS,CAAC,yBAAyB,CAAC;QACtD,IAAI,QAAQ,EAAE,CAAC;YACX,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC;YAC/C,IAAI,IAAI,CAAC,sBAAsB,EAAE,CAAC;gBAC9B,WAAW,GAAG,SAAS,CAAC,sBAAsB,CAAC;YACnD,CAAC;iBAAM,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;gBACjC,WAAW,GAAG,SAAS,CAAC,iBAAiB,CAAC;YAC9C,CAAC;QACL,CAAC;QACD,IAAI,CAAC,oBAAoB,GAAG,IAAI,mBAAmB,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,eAAe,EAAE,IAAI,EAAE,WAAW,EAAE,IAAI,CAAC,CAAC;QACjH,IAAI,CAAC,oBAAoB,CAAC,UAAU,GAAG,CAAC,WAAW,CAAC;QACpD,IAAI,CAAC,oBAAoB,CAAC,OAAO,GAAG,KAAK,CAAC,oBAAoB,CAAC;QAE/D,MAAM,qBAAqB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC,qBAAqB,CAAC;QAEtE,IAAI,CAAC,oBAAoB,CAAC,wBAAwB,CAAC,GAAG,CAAC,CAAC,SAAiB,EAAE,EAAE;YACzE,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;gBAClB,KAAK,CAAC,qBAAqB,CAAC,IAAI,CAAC,UAAU,CAAC,SAAS,CAAC,CAAC,CAAC;gBACxD,KAAK,CAAC,qBAAqB,EAAE,CAAC,YAAY,EAAE,CAAC;YACjD,CAAC;YACD,QAAQ,SAAS,EAAE,CAAC;gBAChB,KAAK,CAAC;oBACF,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;oBAClC,MAAM;gBACV,KAAK,CAAC;oBACF,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;oBACnC,MAAM;gBACV,KAAK,CAAC;oBACF,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;oBAC3D,MAAM;gBACV,KAAK,CAAC;oBACF,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;oBAC3D,MAAM;gBACV,KAAK,CAAC;oBACF,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,oBAAoB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBACpE,MAAM;gBACV,KAAK,CAAC;oBACF,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,oBAAoB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBACpE,MAAM;YACd,CAAC;YAED,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;gBACrB,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,aAAa,CAAC,mBAAmB,EAAE,CAAC,CAAC;YACrE,CAAC;YAED,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;YAEhD,MAAM,cAAc,GAAG,KAAK,CAAC,oBAAoB,CAAC,CAAC,CAAC,MAAM,CAAC,aAAa,CAAC,CAAC,CAAC,MAAM,CAAC,aAAa,CAAC;YAChG,MAAM,mBAAmB,GAAG,KAAK,CAAC,oBAAoB,CAAC,CAAC,CAAC,MAAM,CAAC,gBAAgB,CAAC,CAAC,CAAC,MAAM,CAAC,gBAAgB,CAAC;YAE3G,cAAc,CAAC,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,OAAO,EAAE,OAAO,CAAC,EAAE,EAAE,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;YAE5E,IAAI,KAAK,CAAC,YAAY,EAAE,CAAC;gBACrB,IAAI,CAAC,iBAAiB,GAAG,mBAAmB,CACxC,IAAI,CAAC,EAAE,GAAG,CAAC,EACX,CAAC,EACD,qBAAqB,CAAC,CAAC,CAAC,KAAK,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,YAAY,CAAC,IAAI,EACzE,qBAAqB,CAAC,CAAC,CAAC,KAAK,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,YAAY,CAAC,IAAI,EACzE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,CAC1C,CAAC;gBACF,KAAK,CAAC,kBAAkB,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;gBACnE,IAAI,KAAK,CAAC,YAAY,CAAC,WAAW,IAAI,CAAC,IAAI,CAAC,oBAAoB,CAAC,YAAY,EAAE,CAAC;oBAC5E,IAAI,CAAC,oBAAoB,CAAC,YAAY,GAAG,KAAK,CAAC,YAAY,CAAC,SAAS,IAAI,IAAI,CAAC;gBAClF,CAAC;YACL,CAAC;YACD,KAAK,CAAC,mBAAmB,GAAG,IAAI,CAAC,QAAQ,CAAC;QAC9C,CAAC,CAAC,CAAC;QAEH,IAAI,yBAAkC,CAAC;QAEvC,IAAI,CAAC,oBAAoB,CAAC,sBAAsB,CAAC,GAAG,CAAC,GAAG,EAAE;YACtD,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;YACjC,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC,qBAAqB,EAAE,CAAC;YACtD,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAChC,MAAM,CAAC,yBAAyB,CAAC,IAAI,CAAC,CAAC;gBACvC,MAAM,CAAC,eAAe,EAAE,CAAC,mCAAmC,IAAI,EAAE,CAAC,CAAC;YACxE,CAAC;YACD,yBAAyB,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;YACxF,IAAI,WAAW,EAAE,CAAC;gBACd,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,IAAI,CAAC;YACjE,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,oBAAoB,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;YACvD,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;YACjC,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,yBAAyB,CAAC;YAClF,KAAK,CAAC,mBAAmB,GAAG,IAAI,CAAC;YACjC,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;gBAClB,KAAK,CAAC,qBAAqB,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;YACvD,CAAC;YACD,KAAK,CAAC,qBAAqB,CAAC,IAAI,CAAC,CAAC;YAClC,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAChC,MAAM,CAAC,cAAc,EAAE,EAAE,CAAC;YAC9B,CAAC;QACL,CAAC,CAAC,CAAC;IACP,CAAC;IAED,mGAAmG;IACnG,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,oBAAoB,CAAC,OAAO,CAAC;IAC7C,CAAC;IAED,IAAW,OAAO,CAAC,KAAa;QAC5B,IAAI,CAAC,oBAAoB,CAAC,OAAO,GAAG,KAAK,CAAC;IAC9C,CAAC;IAED,uEAAuE;IACvE,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,oBAAoB,CAAC,WAAW,CAAC;IACjD,CAAC;IAED,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,oBAAoB,CAAC,WAAW,GAAG,KAAK,CAAC;IAClD,CAAC;IAED;;;OAGG;IACI,QAAQ;QACX,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED,sDAAsD;IACtD,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,gDAAgD;IAChD,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,oBAAoB,CAAC,UAAU,CAAC;IAChD,CAAC;IAED,IAAW,UAAU,CAAC,KAA+B;QACjD,IAAI,CAAC,oBAAoB,CAAC,UAAU,GAAG,KAAK,CAAC;IACjD,CAAC;IAED;;;OAGG;IACI,YAAY,CAAC,IAA4B;QAC5C,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;IAC9B,CAAC;IAED;;;;OAIG;IACI,iCAAiC,CAAC,gBAAwB,EAAE,qBAA8B;QAC7F,IAAI,CAAC,oBAAoB,CAAC,iCAAiC,CAAC,gBAAgB,EAAE,qBAAqB,CAAC,CAAC;IACzG,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QAEzD,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;YACf,iCAAiC;YACjC,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QAClD,CAAC;QAED,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,MAAM,KAAK,GAAG,IAAI,CAAC,gBAAgB,CAAC,gBAAgB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;YACnE,IAAI,KAAK,GAAG,CAAC,CAAC,EAAE,CAAC;gBACb,IAAI,CAAC,gBAAgB,CAAC,gBAAgB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;YAC5D,CAAC;YACD,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;QACjC,CAAC;QAED,IAAI,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,IAAI,CAAC,oBAAoB,CAAC,OAAO,EAAE,CAAC;YAC9B,IAAI,CAAC,oBAAqB,GAAG,IAAI,CAAC;QAC5C,CAAC;QAED,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;YAClB,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;gBAChC,GAAG,CAAC,OAAO,EAAE,CAAC;YAClB,CAAC;YACD,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;QACzB,CAAC;IACL,CAAC;IAED;;;;OAIG;IACI,QAAQ,CAAC,WAAqB;QACjC,IAAI,GAAG,GAAG,QAAQ,GAAG,IAAI,CAAC,IAAI,CAAC;QAE/B,IAAI,WAAW,EAAE,CAAC;YACd,GAAG,IAAI,cAAc,GAAG,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAAC;YAEjD,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;gBACrB,GAAG,IAAI,mBAAmB,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC;YACzD,CAAC;QACL,CAAC;QAED,OAAO,GAAG,CAAC;IACf,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,iBAAiB,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,EAAE,IAAI,CAAC,oBAAoB,CAAC,SAAS,EAAE,CAAC,CAAC;QACvG,mBAAmB,CAAC,iBAAiB,GAAG,IAAI,CAAC;QAC7C,mBAAmB,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;QAE7C,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,KAAK,CAAC,qBAA0B,EAAE,KAAY,EAAE,OAAe;QACzE,IAAI,eAAe,GAA8B,IAAI,CAAC;QACtD,IAAI,KAAK,CAAC,gBAAgB,EAAE,CAAC;YACzB,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,gBAAgB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBACjE,MAAM,EAAE,GAAG,KAAK,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;gBACzC,IAAI,EAAE,CAAC,IAAI,KAAK,qBAAqB,CAAC,IAAI,EAAE,CAAC;oBACzC,eAAe,GAAG,EAAE,CAAC;oBACrB,MAAM;gBACV,CAAC;YACL,CAAC;QACL,CAAC;QAED,eAAe,GAAG,mBAAmB,CAAC,KAAK,CACvC,GAAG,EAAE,CAAC,eAAe,IAAI,IAAI,eAAe,CAAC,qBAAqB,CAAC,IAAI,EAAE,qBAAqB,CAAC,gBAAgB,EAAE,KAAK,EAAE,qBAAqB,CAAC,gBAAgB,CAAC,EAC/J,qBAAqB,EACrB,KAAK,EACL,OAAO,CACV,CAAC;QACF,eAAe,CAAC,WAAW,CAAC,kBAAkB,GAAG,qBAAqB,CAAC,UAAU,CAAC;QAElF,IAAI,qBAAqB,CAAC,aAAa,EAAE,CAAC;YACtC,eAAe,CAAC,YAAY,CAAC,KAAK,CAAC,WAAW,CAAC,qBAAqB,CAAC,aAAa,CAAC,CAAC,CAAC;QACzF,CAAC;QAED,IAAI,qBAAqB,CAAC,QAAQ,EAAE,CAAC;YACjC,eAAe,CAAC,QAAQ,GAAG,qBAAqB,CAAC,QAAQ,CAAC;QAC9D,CAAC;QAED,OAAO,eAAe,CAAC;IAC3B,CAAC;CACJ;AAzTW;IADP,wBAAwB,EAAE;sDACmB;AAQvC;IADN,kBAAkB,EAAE;iDACY","sourcesContent":["import { serializeAsMeshReference, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport type { IAssetContainer } from \"core/IAssetContainer\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /**\r\n * The list of reflection probes added to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/reflectionProbes\r\n */\r\n reflectionProbes: Array<ReflectionProbe>;\r\n\r\n /**\r\n * Removes the given reflection probe from this scene.\r\n * @param toRemove The reflection probe to remove\r\n * @returns The index of the removed reflection probe\r\n */\r\n removeReflectionProbe(toRemove: ReflectionProbe): number;\r\n\r\n /**\r\n * Adds the given reflection probe to this scene.\r\n * @param newReflectionProbe The reflection probe to add\r\n */\r\n addReflectionProbe(newReflectionProbe: ReflectionProbe): void;\r\n }\r\n}\r\n\r\nScene.prototype.removeReflectionProbe = function (toRemove: ReflectionProbe): number {\r\n if (!this.reflectionProbes) {\r\n return -1;\r\n }\r\n\r\n const index = this.reflectionProbes.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.reflectionProbes.splice(index, 1);\r\n }\r\n\r\n return index;\r\n};\r\n\r\nScene.prototype.addReflectionProbe = function (newReflectionProbe: ReflectionProbe): void {\r\n if (!this.reflectionProbes) {\r\n this.reflectionProbes = [];\r\n }\r\n\r\n this.reflectionProbes.push(newReflectionProbe);\r\n};\r\n\r\n/**\r\n * Class used to generate realtime reflection / refraction cube textures\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/reflectionProbes\r\n */\r\nexport class ReflectionProbe {\r\n private _scene: Scene;\r\n private _renderTargetTexture: RenderTargetTexture;\r\n private _projectionMatrix: Matrix;\r\n private _viewMatrix = Matrix.Identity();\r\n private _target = Vector3.Zero();\r\n private _add = Vector3.Zero();\r\n @serializeAsMeshReference()\r\n private _attachedMesh: Nullable<AbstractMesh>;\r\n\r\n private _invertYAxis = false;\r\n private _sceneUBOs: UniformBuffer[];\r\n private _currentSceneUBO: UniformBuffer;\r\n\r\n /** Gets or sets probe position (center of the cube map) */\r\n @serializeAsVector3()\r\n public position = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information for the reflection probe.\r\n */\r\n public metadata: any = null;\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<IAssetContainer> = null;\r\n\r\n /**\r\n * Creates a new reflection probe\r\n * @param name defines the name of the probe\r\n * @param size defines the texture resolution (for each face)\r\n * @param scene defines the hosting scene\r\n * @param generateMipMaps defines if mip maps should be generated automatically (true by default)\r\n * @param useFloat defines if HDR data (float data) should be used to store colors (false by default)\r\n * @param linearSpace defines if the probe should be generated in linear space or not (false by default)\r\n */\r\n constructor(\r\n /** defines the name of the probe */\r\n public name: string,\r\n size: number,\r\n scene: Scene,\r\n generateMipMaps = true,\r\n useFloat = false,\r\n linearSpace = false\r\n ) {\r\n this._scene = scene;\r\n\r\n if (scene.getEngine().supportsUniformBuffers) {\r\n this._sceneUBOs = [];\r\n for (let i = 0; i < 6; ++i) {\r\n this._sceneUBOs.push(scene.createSceneUniformBuffer(`Scene for Reflection Probe (name \"${name}\") face #${i}`));\r\n }\r\n }\r\n\r\n // Create the scene field if not exist.\r\n if (!this._scene.reflectionProbes) {\r\n this._scene.reflectionProbes = [] as ReflectionProbe[];\r\n }\r\n this._scene.reflectionProbes.push(this);\r\n\r\n let textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (useFloat) {\r\n const caps = this._scene.getEngine().getCaps();\r\n if (caps.textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (caps.textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n }\r\n this._renderTargetTexture = new RenderTargetTexture(name, size, scene, generateMipMaps, true, textureType, true);\r\n this._renderTargetTexture.gammaSpace = !linearSpace;\r\n this._renderTargetTexture.invertZ = scene.useRightHandedSystem;\r\n\r\n const useReverseDepthBuffer = scene.getEngine().useReverseDepthBuffer;\r\n\r\n this._renderTargetTexture.onBeforeRenderObservable.add((faceIndex: number) => {\r\n if (this._sceneUBOs) {\r\n scene.setSceneUniformBuffer(this._sceneUBOs[faceIndex]);\r\n scene.getSceneUniformBuffer().unbindEffect();\r\n }\r\n switch (faceIndex) {\r\n case 0:\r\n this._add.copyFromFloats(1, 0, 0);\r\n break;\r\n case 1:\r\n this._add.copyFromFloats(-1, 0, 0);\r\n break;\r\n case 2:\r\n this._add.copyFromFloats(0, this._invertYAxis ? 1 : -1, 0);\r\n break;\r\n case 3:\r\n this._add.copyFromFloats(0, this._invertYAxis ? -1 : 1, 0);\r\n break;\r\n case 4:\r\n this._add.copyFromFloats(0, 0, scene.useRightHandedSystem ? -1 : 1);\r\n break;\r\n case 5:\r\n this._add.copyFromFloats(0, 0, scene.useRightHandedSystem ? 1 : -1);\r\n break;\r\n }\r\n\r\n if (this._attachedMesh) {\r\n this.position.copyFrom(this._attachedMesh.getAbsolutePosition());\r\n }\r\n\r\n this.position.addToRef(this._add, this._target);\r\n\r\n const lookAtFunction = scene.useRightHandedSystem ? Matrix.LookAtRHToRef : Matrix.LookAtLHToRef;\r\n const perspectiveFunction = scene.useRightHandedSystem ? Matrix.PerspectiveFovRH : Matrix.PerspectiveFovLH;\r\n\r\n lookAtFunction(this.position, this._target, Vector3.Up(), this._viewMatrix);\r\n\r\n if (scene.activeCamera) {\r\n this._projectionMatrix = perspectiveFunction(\r\n Math.PI / 2,\r\n 1,\r\n useReverseDepthBuffer ? scene.activeCamera.maxZ : scene.activeCamera.minZ,\r\n useReverseDepthBuffer ? scene.activeCamera.minZ : scene.activeCamera.maxZ,\r\n this._scene.getEngine().isNDCHalfZRange\r\n );\r\n scene.setTransformMatrix(this._viewMatrix, this._projectionMatrix);\r\n if (scene.activeCamera.isRigCamera && !this._renderTargetTexture.activeCamera) {\r\n this._renderTargetTexture.activeCamera = scene.activeCamera.rigParent || null;\r\n }\r\n }\r\n scene._forcedViewPosition = this.position;\r\n });\r\n\r\n let currentApplyByPostProcess: boolean;\r\n\r\n this._renderTargetTexture.onBeforeBindObservable.add(() => {\r\n const engine = scene.getEngine();\r\n this._currentSceneUBO = scene.getSceneUniformBuffer();\r\n if (engine._enableGPUDebugMarkers) {\r\n engine.restoreDefaultFramebuffer(true);\r\n engine._debugPushGroup?.(`reflection probe generation for ${name}`);\r\n }\r\n currentApplyByPostProcess = this._scene.imageProcessingConfiguration.applyByPostProcess;\r\n if (linearSpace) {\r\n scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n });\r\n\r\n this._renderTargetTexture.onAfterUnbindObservable.add(() => {\r\n const engine = scene.getEngine();\r\n scene.imageProcessingConfiguration.applyByPostProcess = currentApplyByPostProcess;\r\n scene._forcedViewPosition = null;\r\n if (this._sceneUBOs) {\r\n scene.setSceneUniformBuffer(this._currentSceneUBO);\r\n }\r\n scene.updateTransformMatrix(true);\r\n if (engine._enableGPUDebugMarkers) {\r\n engine._debugPopGroup?.();\r\n }\r\n });\r\n }\r\n\r\n /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */\r\n public get samples(): number {\r\n return this._renderTargetTexture.samples;\r\n }\r\n\r\n public set samples(value: number) {\r\n this._renderTargetTexture.samples = value;\r\n }\r\n\r\n /** Gets or sets the refresh rate to use (on every frame by default) */\r\n public get refreshRate(): number {\r\n return this._renderTargetTexture.refreshRate;\r\n }\r\n\r\n public set refreshRate(value: number) {\r\n this._renderTargetTexture.refreshRate = value;\r\n }\r\n\r\n /**\r\n * Gets the hosting scene\r\n * @returns a Scene\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /** Gets the internal CubeTexture used to render to */\r\n public get cubeTexture(): RenderTargetTexture {\r\n return this._renderTargetTexture;\r\n }\r\n\r\n /** Gets or sets the list of meshes to render */\r\n public get renderList(): Nullable<AbstractMesh[]> {\r\n return this._renderTargetTexture.renderList;\r\n }\r\n\r\n public set renderList(value: Nullable<AbstractMesh[]>) {\r\n this._renderTargetTexture.renderList = value;\r\n }\r\n\r\n /**\r\n * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)\r\n * @param mesh defines the mesh to attach to\r\n */\r\n public attachToMesh(mesh: Nullable<AbstractMesh>): void {\r\n this._attachedMesh = mesh;\r\n }\r\n\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n */\r\n public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void {\r\n this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);\r\n }\r\n\r\n /**\r\n * Clean all associated resources\r\n */\r\n public dispose() {\r\n const index = this._scene.reflectionProbes.indexOf(this);\r\n\r\n if (index !== -1) {\r\n // Remove from the scene if found\r\n this._scene.reflectionProbes.splice(index, 1);\r\n }\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.reflectionProbes.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.reflectionProbes.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n if (this._renderTargetTexture) {\r\n this._renderTargetTexture.dispose();\r\n (<any>this._renderTargetTexture) = null;\r\n }\r\n\r\n if (this._sceneUBOs) {\r\n for (const ubo of this._sceneUBOs) {\r\n ubo.dispose();\r\n }\r\n this._sceneUBOs = [];\r\n }\r\n }\r\n\r\n /**\r\n * Converts the reflection probe information to a readable string for debug purpose.\r\n * @param fullDetails Supports for multiple levels of logging within scene loading\r\n * @returns the human readable reflection probe info\r\n */\r\n public toString(fullDetails?: boolean): string {\r\n let ret = \"Name: \" + this.name;\r\n\r\n if (fullDetails) {\r\n ret += \", position: \" + this.position.toString();\r\n\r\n if (this._attachedMesh) {\r\n ret += \", attached mesh: \" + this._attachedMesh.name;\r\n }\r\n }\r\n\r\n return ret;\r\n }\r\n\r\n /**\r\n * Get the class name of the refection probe.\r\n * @returns \"ReflectionProbe\"\r\n */\r\n public getClassName(): string {\r\n return \"ReflectionProbe\";\r\n }\r\n\r\n /**\r\n * Serialize the reflection probe to a JSON representation we can easily use in the respective Parse function.\r\n * @returns The JSON representation of the texture\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this, this._renderTargetTexture.serialize());\r\n serializationObject.isReflectionProbe = true;\r\n serializationObject.metadata = this.metadata;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.\r\n * @param parsedReflectionProbe Define the JSON representation of the reflection probe\r\n * @param scene Define the scene the parsed reflection probe should be instantiated in\r\n * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies\r\n * @returns The parsed reflection probe if successful\r\n */\r\n public static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe> {\r\n let reflectionProbe: Nullable<ReflectionProbe> = null;\r\n if (scene.reflectionProbes) {\r\n for (let index = 0; index < scene.reflectionProbes.length; index++) {\r\n const rp = scene.reflectionProbes[index];\r\n if (rp.name === parsedReflectionProbe.name) {\r\n reflectionProbe = rp;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n reflectionProbe = SerializationHelper.Parse(\r\n () => reflectionProbe || new ReflectionProbe(parsedReflectionProbe.name, parsedReflectionProbe.renderTargetSize, scene, parsedReflectionProbe._generateMipMaps),\r\n parsedReflectionProbe,\r\n scene,\r\n rootUrl\r\n );\r\n reflectionProbe.cubeTexture._waitingRenderList = parsedReflectionProbe.renderList;\r\n\r\n if (parsedReflectionProbe._attachedMesh) {\r\n reflectionProbe.attachToMesh(scene.getMeshById(parsedReflectionProbe._attachedMesh));\r\n }\r\n\r\n if (parsedReflectionProbe.metadata) {\r\n reflectionProbe.metadata = parsedReflectionProbe.metadata;\r\n }\r\n\r\n return reflectionProbe;\r\n }\r\n}\r\n"]}
@@ -120,7 +120,7 @@ export class DepthRenderer {
120
120
  });
121
121
  this._depthMap.onBeforeBindObservable.add(() => {
122
122
  if (engine._enableGPUDebugMarkers) {
123
- engine.restoreDefaultFramebuffer();
123
+ engine.restoreDefaultFramebuffer(true);
124
124
  engine._debugPushGroup?.(`Depth renderer`);
125
125
  }
126
126
  });
@@ -1 +1 @@
1
- {"version":3,"file":"depthRenderer.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/depthRenderer.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAG7C,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AAGjD,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,mBAAmB,EAAE,MAAM,2CAA2C,CAAC;AAChF,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,2BAA2B,CAAC;AACnC,OAAO,yBAAyB,CAAC;AACjC,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,OAAO,EAAE,oBAAoB,EAAE,aAAa,EAAE,iCAAiC,EAAE,MAAM,sCAAsC,CAAC;AAI9H,OAAO,EAAE,mBAAmB,EAAE,yBAAyB,EAAE,0CAA0C,EAAE,0BAA0B,EAAE,MAAM,uCAAuC,CAAC;AAE/K,OAAO,EAAE,eAAe,EAAE,wCAAuC;AAKjE;;;GAGG;AACH,MAAM,OAAO,aAAa;IAStB;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAyBD;;;;OAIG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IACD,IAAW,iBAAiB,CAAC,KAAc;QACvC,IAAI,IAAI,CAAC,kBAAkB,KAAK,KAAK,EAAE,CAAC;YACpC,OAAO;QACX,CAAC;QACD,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;QAChC,qEAAqE;QACrE,IAAI,CAAC,+BAA+B,CAAC,KAAK,EAAE,CAAC;IACjD,CAAC;IAqBD;;;;OAIG;IACI,uBAAuB,CAAC,IAAmC,EAAE,QAAmB;QACnF,IAAI,CAAC,SAAS,CAAC,uBAAuB,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;IAC3D,CAAC;IAED;;;;;;;;;;OAUG;IACH,YACI,KAAY,EACZ,OAAe,SAAS,CAAC,iBAAiB,EAC1C,SAA2B,IAAI,EAC/B,mBAAmB,GAAG,KAAK,EAC3B,YAAY,GAAG,OAAO,CAAC,sBAAsB,EAC7C,iBAAiB,GAAG,KAAK,EACzB,IAAa,EACb,2BAAiD;QAjGrD,2CAA2C;QACjC,oBAAe,+BAAuB;QAuBhD,4FAA4F;QACrF,YAAO,GAAG,IAAI,CAAC;QAEtB,+DAA+D;QACxD,qCAAgC,GAAG,KAAK,CAAC;QAExC,uBAAkB,GAAG,KAAK,CAAC;QAC3B,oCAA+B,GAAyB,IAAI,GAAG,EAAE,CAAC;QAmB1E;;;;WAIG;QACI,0BAAqB,GAAY,KAAK,CAAC;QAE9C;;WAEG;QACI,mBAAc,GAAG,KAAK,CAAC;QAqUtB,mBAAc,GAAG,KAAK,CAAC;QA9R3B,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,oBAAoB,GAAG,mBAAmB,CAAC;QAChD,IAAI,CAAC,kBAAkB,GAAG,iBAAiB,CAAC;QAC5C,IAAI,CAAC,QAAQ,GAAG,IAAI,KAAK,SAAS,CAAC,yBAAyB,CAAC;QAC7D,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,CAAC,UAAU,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QACrD,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,UAAU,GAAG,IAAI,MAAM,CAAC,iBAAiB,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAC/E,CAAC;QAED,mEAAmE;QACnE,IAAI,CAAC,sBAAsB,EAAE,CAAC;QAE9B,aAAa,CAAC,6BAA6B,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAEzD,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QAEtB,IAAI,YAAY,KAAK,OAAO,CAAC,oBAAoB,EAAE,CAAC;YAChD,IAAI,IAAI,KAAK,SAAS,CAAC,iBAAiB,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,2BAA2B,EAAE,CAAC;gBACpF,YAAY,GAAG,OAAO,CAAC,oBAAoB,CAAC;YAChD,CAAC;YACD,IAAI,IAAI,KAAK,SAAS,CAAC,sBAAsB,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,+BAA+B,EAAE,CAAC;gBAC7F,YAAY,GAAG,OAAO,CAAC,oBAAoB,CAAC;YAChD,CAAC;QACL,CAAC;QAED,gBAAgB;QAChB,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,6BAA6B,CAAC,CAAC,CAAC,SAAS,CAAC,kBAAkB,CAAC,CAAC,CAAC,SAAS,CAAC,eAAe,CAAC;QAC3I,IAAI,CAAC,SAAS;YACV,2BAA2B;gBAC3B,IAAI,mBAAmB,CACnB,IAAI,IAAI,eAAe,EACvB,EAAE,KAAK,EAAE,MAAM,CAAC,cAAc,EAAE,EAAE,MAAM,EAAE,MAAM,CAAC,eAAe,EAAE,EAAE,EACpE,IAAI,CAAC,MAAM,EACX,KAAK,EACL,IAAI,EACJ,IAAI,EACJ,KAAK,EACL,YAAY,EACZ,SAAS,EACT,SAAS,EACT,SAAS,EACT,MAAM,CACT,CAAC;QACN,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QACjD,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QACjD,IAAI,CAAC,SAAS,CAAC,WAAW,GAAG,CAAC,CAAC;QAC/B,IAAI,CAAC,SAAS,CAAC,eAAe,GAAG,KAAK,CAAC;QACvC,IAAI,CAAC,SAAS,CAAC,UAAU,GAAG,IAAI,CAAC;QACjC,IAAI,CAAC,SAAS,CAAC,iBAAiB,GAAG,IAAI,CAAC;QAExC,sEAAsE;QACtE,IAAI,CAAC,SAAS,CAAC,YAAY,GAAG,IAAI,CAAC,OAAO,CAAC;QAC3C,IAAI,CAAC,SAAS,CAAC,oBAAoB,GAAG,IAAI,CAAC;QAC3C,IAAI,CAAC,SAAS,CAAC,sBAAsB,GAAG,KAAK,CAAC;QAE9C,4CAA4C;QAC5C,IAAI,CAAC,SAAS,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,EAAE;YAC5C,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QACpD,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,SAAS,CAAC,sBAAsB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC3C,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAChC,MAAM,CAAC,yBAAyB,EAAE,CAAC;gBACnC,MAAM,CAAC,eAAe,EAAE,CAAC,gBAAgB,CAAC,CAAC;YAC/C,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,SAAS,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC5C,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAChC,MAAM,CAAC,cAAc,EAAE,EAAE,CAAC;YAC9B,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,SAAS,CAAC,qBAAqB,GAAG,CAAC,IAAkB,EAAE,WAAmB,EAAE,OAAiB,EAAE,EAAE;YAClG,IAAI,CAAC,OAAO,IAAI,WAAW,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;gBACnD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;oBAC7C,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;oBAClC,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;oBAEjD,MAAM,KAAK,GAAG,aAAa,CAAC,uBAAuB,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,OAAO,CAAC,kBAAkB,EAAE,CAAC,CAAC;oBACjG,MAAM,0BAA0B,GAC5B,MAAM,CAAC,OAAO,EAAE,CAAC,eAAe;wBAChC,CAAC,CAAC,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,IAAI,IAAI,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,SAAS,CAAC,IAAI,aAAa,CAAC,gBAAgB,CAAC,CAAC;oBAE5I,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,0BAA0B,CAAC,EAAE,CAAC;wBACrD,OAAO,KAAK,CAAC;oBACjB,CAAC;gBACL,CAAC;YACL,CAAC;YAED,OAAO,IAAI,CAAC;QAChB,CAAC,CAAC;QAEF,yBAAyB;QACzB,MAAM,aAAa,GAAG,CAAC,OAAgB,EAAQ,EAAE;YAC7C,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;YACjD,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;YACjD,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;YAC1B,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;YACjC,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;YAEvC,aAAa,CAAC,6BAA6B,CAAC,qBAAqB,GAAG,KAAK,CAAC;YAE1E,IAAI,CAAC,QAAQ,IAAI,aAAa,CAAC,gBAAgB,IAAI,QAAQ,CAAC,iBAAiB,IAAI,OAAO,CAAC,aAAa,KAAK,CAAC,IAAI,OAAO,CAAC,SAAS,KAAK,KAAK,CAAC,WAAW,EAAE,EAAE,CAAC;gBACxJ,OAAO;YACX,CAAC;YAED,UAAU;YACV,MAAM,MAAM,GAAG,aAAa,CAAC,0BAA0B,EAAE,GAAG,CAAC,CAAC;YAC9D,IAAI,eAAe,GAAG,QAAQ,CAAC,wBAAwB,CAAC,aAAa,CAAC,CAAC;YAEvE,IAAI,MAAM,EAAE,CAAC;gBACT,eAAe;oBACX,eAAe,KAAK,SAAS,CAAC,iCAAiC;wBAC3D,CAAC,CAAC,SAAS,CAAC,wCAAwC;wBACpD,CAAC,CAAC,SAAS,CAAC,iCAAiC,CAAC;YAC1D,CAAC;YACD,MAAM,sBAAsB,GAAG,eAAe,KAAK,SAAS,CAAC,iCAAiC,CAAC;YAE/F,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,eAAe,EAAE,CAAC,EAAE,KAAK,EAAE,sBAAsB,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,aAAa,CAAC,CAAC,CAAC,QAAQ,CAAC,aAAa,CAAC,CAAC;YAEpJ,qBAAqB;YACrB,MAAM,KAAK,GAAG,aAAa,CAAC,uBAAuB,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,OAAO,CAAC,kBAAkB,EAAE,CAAC,CAAC;YAEjG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;gBACnB,OAAO;YACX,CAAC;YAED,MAAM,0BAA0B,GAC5B,MAAM,CAAC,OAAO,EAAE,CAAC,eAAe;gBAChC,CAAC,CAAC,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,IAAI,IAAI,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,SAAS,CAAC,IAAI,aAAa,CAAC,gBAAgB,CAAC,CAAC;YAE5I,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,IAAI,KAAK,CAAC,YAAY,CAAC;YAClD,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,0BAA0B,CAAC,IAAI,MAAM,EAAE,CAAC;gBAC9D,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC;gBAExC,IAAI,iBAAiB,GAAG,aAAa,CAAC,6BAA6B,CAAC,sBAAsB,EAAE,CAAC,MAAM,CAAC,mBAAmB,CAAC,CAAC;gBACzH,IAAI,aAAa,CAAC,YAAY,EAAE,KAAK,uBAAuB,EAAE,CAAC;oBAC3D,MAAM,uBAAuB,GAAG,IAAI,CAAC,+BAA+B,CAAC,GAAG,CAAC,aAAa,CAAC,QAAQ,CAAC,CAAC;oBACjG,MAAM,YAAY,GAAI,aAAuC,CAAC,UAAU,CAAC;oBACzE,wEAAwE;oBACxE,IAAI,iBAAiB,KAAK,SAAS,IAAI,uBAAuB,KAAK,IAAI,CAAC,iBAAiB,EAAE,CAAC;wBACxF,MAAM,UAAU,GAAG,aAAa,CAAC,QAAsC,CAAC;wBACxE,iBAAiB,GAAG,UAAU,CAAC,0BAA0B,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,eAAe,EAAE,IAAI,CAAC,iBAAiB,EAAE,YAAY,CAAC,CAAC;wBACnI,IAAI,CAAC,uBAAuB,CAAC,aAAa,EAAE,iBAAiB,CAAC,CAAC;wBAC/D,IAAI,CAAC,+BAA+B,CAAC,GAAG,CAAC,aAAa,CAAC,QAAQ,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;wBACzF,IAAI,CAAC,iBAAiB,CAAC,OAAO,EAAE,EAAE,CAAC;4BAC/B,OAAO;wBACX,CAAC;oBACL,CAAC;gBACL,CAAC;gBAED,IAAI,WAAW,GAAG,OAAO,CAAC,eAAe,EAAE,CAAC;gBAC5C,IAAI,CAAC,WAAW,IAAI,iBAAiB,EAAE,CAAC;oBACpC,WAAW,GAAG,iBAAiB,CAAC,eAAe,EAAE,CAAC;gBACtD,CAAC;gBACD,MAAM,aAAa,GAAG,MAAM,CAAC,IAAI,KAAK,MAAM,CAAC,mBAAmB,CAAC;gBAEjE,IAAI,CAAC,WAAW,EAAE,CAAC;oBACf,OAAO;gBACX,CAAC;gBAED,MAAM,MAAM,GAAG,WAAW,CAAC,MAAO,CAAC;gBAEnC,MAAM,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;gBAEjC,IAAI,CAAC,0BAA0B,EAAE,CAAC;oBAC9B,aAAa,CAAC,KAAK,CAAC,OAAO,EAAE,MAAM,EAAE,QAAQ,CAAC,QAAQ,CAAC,CAAC;gBAC5D,CAAC;gBAED,IAAI,CAAC,iBAAiB,EAAE,CAAC;oBACrB,MAAM,CAAC,SAAS,CAAC,gBAAgB,EAAE,KAAK,CAAC,kBAAkB,EAAE,CAAC,CAAC;oBAC/D,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,aAAa,CAAC,cAAc,EAAE,CAAC,CAAC;oBAC1D,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;wBAC1B,MAAM,CAAC,SAAS,CAAC,MAAM,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC,CAAC;oBACpD,CAAC;gBACL,CAAC;qBAAM,CAAC;oBACJ,iBAAiB,CAAC,cAAc,CAAC,aAAa,CAAC,cAAc,EAAE,EAAE,aAAqB,EAAE,OAAO,CAAC,CAAC;gBACrG,CAAC;gBAED,IAAI,IAAY,EAAE,IAAY,CAAC;gBAE/B,IAAI,aAAa,EAAE,CAAC;oBAChB,IAAI,GAAG,CAAC,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBACvE,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC1E,CAAC;qBAAM,CAAC;oBACJ,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;oBACvH,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC;gBACpF,CAAC;gBAED,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,EAAE,IAAI,GAAG,IAAI,CAAC,CAAC;gBAEnD,IAAI,CAAC,iBAAiB,EAAE,CAAC;oBACrB,aAAa;oBACb,IAAI,QAAQ,CAAC,uBAAuB,CAAC,aAAa,CAAC,EAAE,CAAC;wBAClD,MAAM,YAAY,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;wBAEpD,IAAI,YAAY,EAAE,CAAC;4BACf,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,YAAY,CAAC,CAAC;4BAClD,MAAM,CAAC,SAAS,CAAC,eAAe,EAAE,YAAY,CAAC,gBAAgB,EAAE,CAAC,CAAC;wBACvE,CAAC;oBACL,CAAC;oBAED,QAAQ;oBACR,mBAAmB,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;oBAE3C,cAAc;oBACd,aAAa,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;oBAEvC,gBAAgB;oBAChB,yBAAyB,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;oBACjD,IAAI,aAAa,CAAC,kBAAkB,IAAI,aAAa,CAAC,kBAAkB,CAAC,wBAAwB,EAAE,CAAC;wBAChG,aAAa,CAAC,kBAAkB,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;oBACnD,CAAC;oBAED,0BAA0B;oBAC1B,MAAM,UAAU,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC,2BAA2B,CAAC;oBACjE,IAAI,UAAU,IAAI,UAAU,CAAC,SAAS,EAAE,CAAC;wBACrC,UAAU,CAAC,IAAI,CAAC,MAAM,EAAE,0BAA0B,CAAC,CAAC;oBACxD,CAAC;oBAED,yBAAyB;oBACzB,IAAI,QAAQ,CAAC,WAAW,EAAE,CAAC;wBACvB,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,QAAQ,CAAC,SAAS,CAAC,CAAC;oBACrD,CAAC;gBACL,CAAC;gBAED,2CAA2C;gBAC3C,IAAI,IAAI,CAAC,iBAAiB,IAAI,QAAQ,CAAC,wBAAwB,CAAC,aAAa,CAAC,EAAE,CAAC;oBAC7E,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;gBACjD,CAAC;qBAAM,CAAC;oBACJ,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;gBACjD,CAAC;gBAED,OAAO;gBACP,aAAa,CAAC,iBAAiB,CAAC,aAAa,EAAE,OAAO,EAAE,MAAM,EAAE,QAAQ,CAAC,QAAQ,EAAE,KAAK,EAAE,0BAA0B,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,EAAE,CACxI,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,CAAC,CACnC,CAAC;YACN,CAAC;QACL,CAAC,CAAC;QAEF,IAAI,CAAC,SAAS,CAAC,oBAAoB,GAAG,CAClC,eAAoC,EACpC,kBAAuC,EACvC,oBAAyC,EACzC,kBAAuC,EACnC,EAAE;YACN,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;YACvC,4DAA4D;YAC5D,MAAM,iBAAiB,GAAG,MAAM,CAAC,YAAY,EAAE,CAAC;YAEhD,IAAI,KAAK,CAAC;YAEV,IAAI,kBAAkB,CAAC,MAAM,EAAE,CAAC;gBAC5B,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,kBAAkB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;oBACzD,aAAa,CAAC,kBAAkB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;gBAClD,CAAC;YACL,CAAC;YAED,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBACtD,aAAa,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;YAC/C,CAAC;YAED,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,kBAAkB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBACzD,aAAa,CAAC,kBAAkB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;YAClD,CAAC;YAED,IAAI,IAAI,CAAC,gCAAgC,EAAE,CAAC;gBACxC,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;oBAC3D,aAAa,CAAC,oBAAoB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;gBACpD,CAAC;YACL,CAAC;iBAAM,CAAC;gBACJ,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;oBAC3D,oBAAoB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,gBAAgB,EAAE,CAAC,6BAA6B,CAAC,qBAAqB,GAAG,KAAK,CAAC;gBACpH,CAAC;YACL,CAAC;YAED,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;gBACzB,MAAM,CAAC,YAAY,CAAC,iBAAiB,CAAC,CAAC;YAC3C,CAAC;QACL,CAAC,CAAC;IACN,CAAC;IAGO,KAAK,CAAC,sBAAsB,CAAC,SAAS,GAAG,KAAK;QAClD,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,IAAI,MAAM,CAAC,QAAQ,IAAI,CAAC,SAAS,IAAI,CAAC,aAAa,CAAC,SAAS,EAAE,CAAC;YAC5D,IAAI,CAAC,eAAe,8BAAsB,CAAC;YAE3C,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,6BAA6B,CAAC,EAAE,MAAM,CAAC,+BAA+B,CAAC,CAAC,CAAC,CAAC;QACxG,CAAC;aAAM,CAAC;YACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,yBAAyB,CAAC,EAAE,MAAM,CAAC,2BAA2B,CAAC,CAAC,CAAC,CAAC;QAChG,CAAC;QAED,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;IAC/B,CAAC;IAED;;;;;OAKG;IACI,OAAO,CAAC,OAAgB,EAAE,YAAqB;QAClD,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC;YACvB,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,IAAI,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;QAC/B,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,MAAM,iBAAiB,GAAG,IAAI,CAAC,6BAA6B,CAAC,sBAAsB,EAAE,CAAC,MAAM,CAAC,mBAAmB,CAAC,CAAC;QAElH,IAAI,iBAAiB,EAAE,CAAC;YACpB,OAAO,iBAAiB,CAAC,iBAAiB,CAAC,IAAI,EAAE,OAAO,EAAE,YAAY,CAAC,CAAC;QAC5E,CAAC;QAED,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QACvC,IAAI,CAAC,QAAQ,IAAI,QAAQ,CAAC,iBAAiB,EAAE,CAAC;YAC1C,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,MAAM,OAAO,GAAG,EAAE,CAAC;QAEnB,MAAM,OAAO,GAAG,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAE5C,IAAI,GAAG,GAAG,KAAK,CAAC;QAChB,IAAI,GAAG,GAAG,KAAK,CAAC;QAChB,MAAM,KAAK,GAAG,KAAK,CAAC;QAEpB,aAAa;QACb,IAAI,QAAQ,CAAC,uBAAuB,CAAC,IAAI,CAAC,IAAI,QAAQ,CAAC,mBAAmB,EAAE,EAAE,CAAC;YAC3E,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAClC,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,MAAM,CAAC,EAAE,CAAC;gBAClD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;gBAClC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;gBAC5B,GAAG,GAAG,IAAI,CAAC;YACf,CAAC;YACD,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,OAAO,CAAC,EAAE,CAAC;gBACnD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;gBACnC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;gBAC5B,GAAG,GAAG,IAAI,CAAC;YACf,CAAC;QACL,CAAC;QAED,QAAQ;QACR,MAAM,SAAS,GAAG,IAAI,eAAe,EAAE,CAAC;QACxC,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,wBAAwB,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAClE,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,IAAI,IAAI,CAAC,kBAAkB,GAAG,CAAC,EAAE,CAAC;gBAC9B,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC;gBACpD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC;YACxD,CAAC;YACD,OAAO,CAAC,IAAI,CAAC,+BAA+B,GAAG,IAAI,CAAC,kBAAkB,CAAC,CAAC;YACxE,IAAI,IAAI,CAAC,kBAAkB,GAAG,CAAC,EAAE,CAAC;gBAC9B,SAAS,CAAC,sBAAsB,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;YAC9C,CAAC;YAED,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;YAC/B,IAAI,QAAQ,CAAC,yBAAyB,EAAE,CAAC;gBACrC,OAAO,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;YACxC,CAAC;iBAAM,CAAC;gBACJ,OAAO,CAAC,IAAI,CAAC,uBAAuB,GAAG,CAAC,QAAQ,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC;YACxE,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,OAAO,CAAC,IAAI,CAAC,gCAAgC,CAAC,CAAC;QACnD,CAAC;QAED,gBAAgB;QAChB,MAAM,mBAAmB,GAAG,IAAI,CAAC,kBAAkB;YAC/C,CAAC,CAAC,0CAA0C,CACtC,IAAI,CAAC,kBAAkB,EACvB,OAAO,EACP,OAAO,EACP,IAAI,EACJ,IAAI,EAAE,mBAAmB;YACzB,KAAK,EAAE,iBAAiB;YACxB,KAAK,EAAE,kBAAkB;YACzB,GAAG,EAAE,aAAa;YAClB,GAAG,EAAE,cAAc;YACnB,KAAK,CAAC,gBAAgB;aACzB;YACH,CAAC,CAAC,CAAC,CAAC;QAER,yBAAyB;QACzB,IAAI,QAAQ,CAAC,WAAW,EAAE,CAAC;YACvB,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;QACtC,CAAC;QAED,YAAY;QACZ,IAAI,YAAY,EAAE,CAAC;YACf,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAClC,0BAA0B,CAAC,OAAO,CAAC,CAAC;YACpC,IAAI,OAAO,CAAC,gBAAgB,EAAE,CAAC,gBAAgB,EAAE,CAAC;gBAC9C,OAAO,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;YAC3C,CAAC;QACL,CAAC;QAED,0BAA0B;QAC1B,MAAM,UAAU,GAAG,IAAI,CAAC,2BAA2B,CAAC;QACpD,IAAI,UAAU,IAAI,UAAU,CAAC,SAAS,EAAE,CAAC;YACrC,OAAO,CAAC,IAAI,CAAC,wCAAwC,CAAC,CAAC;YACvD,IAAI,YAAY,EAAE,CAAC;gBACf,OAAO,CAAC,IAAI,CAAC,uCAAuC,CAAC,CAAC;YAC1D,CAAC;QACL,CAAC;QAED,oBAAoB;QACpB,IAAI,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,OAAO,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;QAC3C,CAAC;QAED,mDAAmD;QACnD,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,OAAO,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;QAChD,CAAC;QAED,aAAa;QACb,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,OAAO,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;QACnC,CAAC;QAED,cAAc;QACd,iCAAiC,CAAC,QAAQ,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAE5D,qBAAqB;QACrB,MAAM,WAAW,GAAG,OAAO,CAAC,eAAe,CAAC,SAAS,EAAE,IAAI,CAAE,CAAC;QAC9D,MAAM,aAAa,GAAG,WAAW,CAAC,OAAO,CAAC;QAC1C,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAChC,IAAI,aAAa,KAAK,IAAI,EAAE,CAAC;YACzB,MAAM,QAAQ,GAAG;gBACb,OAAO;gBACP,QAAQ;gBACR,kBAAkB;gBAClB,WAAW;gBACX,gBAAgB;gBAChB,MAAM;gBACN,eAAe;gBACf,aAAa;gBACb,uBAAuB;gBACvB,kBAAkB;gBAClB,wBAAwB;gBACxB,2BAA2B;gBAC3B,8BAA8B;gBAC9B,yCAAyC;gBACzC,0BAA0B;gBAC1B,6BAA6B;aAChC,CAAC;YACF,MAAM,QAAQ,GAAG,CAAC,gBAAgB,EAAE,cAAc,EAAE,aAAa,EAAE,6BAA6B,CAAC,CAAC;YAElG,oBAAoB,CAAC,QAAQ,CAAC,CAAC;YAE/B,WAAW,CAAC,SAAS,CACjB,MAAM,CAAC,YAAY,CACf,OAAO,EACiB;gBACpB,UAAU,EAAE,OAAO;gBACnB,aAAa,EAAE,QAAQ;gBACvB,mBAAmB,EAAE,EAAE;gBACvB,QAAQ,EAAE,QAAQ;gBAClB,OAAO,EAAE,IAAI;gBACb,SAAS,EAAE,SAAS;gBACpB,UAAU,EAAE,IAAI;gBAChB,OAAO,EAAE,IAAI;gBACb,eAAe,EAAE,EAAE,2BAA2B,EAAE,mBAAmB,EAAE;gBACrE,cAAc,EAAE,IAAI,CAAC,eAAe;aACvC,EACD,MAAM,CACT,EACD,IAAI,CACP,CAAC;QACN,CAAC;QAED,OAAO,WAAW,CAAC,MAAO,CAAC,OAAO,EAAE,CAAC;IACzC,CAAC;IAED;;;OAGG;IACI,WAAW;QACd,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,YAAY,GAAG,EAAE,CAAC;QACxB,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,CAAC;YAC3C,MAAM,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;YACtD,IAAI,aAAa,KAAK,IAAI,EAAE,CAAC;gBACzB,YAAY,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;YAC3B,CAAC;QACL,CAAC;QAED,IAAI,YAAY,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;YAC1B,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;YAEzB,KAAK,MAAM,GAAG,IAAI,YAAY,EAAE,CAAC;gBAC7B,OAAO,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;YAC3C,CAAC;QACL,CAAC;IACL,CAAC;;AAtlBD;;;GAGG;AACW,uBAAS,GAAG,KAAK,AAAR,CAAS;AAgDhC;;GAEG;AACW,2CAA6B,GAA2B,CAAC,CAAC,EAAE,EAAE;IACxE,MAAM,WAAW,CAAC,6BAA6B,CAAC,CAAC;AACrD,CAAC,AAF0C,CAEzC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/depth.fragment\";\r\nimport \"../Shaders/depth.vertex\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\r\n\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport type { GaussianSplattingMaterial } from \"../Materials/GaussianSplatting/gaussianSplattingMaterial\";\r\nimport type { GaussianSplattingMesh } from \"../Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\n\r\n/**\r\n * This represents a depth renderer in Babylon.\r\n * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing\r\n */\r\nexport class DepthRenderer {\r\n private _scene: Scene;\r\n private _depthMap: RenderTargetTexture;\r\n private readonly _storeNonLinearDepth: boolean;\r\n private readonly _storeCameraSpaceZ: boolean;\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this material.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Force all the depth renderer to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n\r\n /** Color used to clear the depth texture. Default: (1,0,0,1) */\r\n public clearColor: Color4;\r\n\r\n /** Get if the depth renderer is using packed depth or not */\r\n public readonly isPacked: boolean;\r\n\r\n private _camera: Nullable<Camera>;\r\n\r\n /** Enable or disable the depth renderer. When disabled, the depth texture is not updated */\r\n public enabled = true;\r\n\r\n /** Force writing the transparent objects into the depth map */\r\n public forceDepthWriteTransparentMeshes = false;\r\n\r\n private _alphaBlendedDepth = false;\r\n private _alphaBlendedDepthMaterialCache: Map<number, boolean> = new Map();\r\n\r\n /**\r\n * Enable or disable the alpha blending for depth rendering. When enabled,\r\n * the depth renderer will blend the depth values with the alpha values of\r\n * the transparent objects.\r\n */\r\n public get alphaBlendedDepth(): boolean {\r\n return this._alphaBlendedDepth;\r\n }\r\n public set alphaBlendedDepth(value: boolean) {\r\n if (this._alphaBlendedDepth === value) {\r\n return;\r\n }\r\n this._alphaBlendedDepth = value;\r\n // Clear the cache so materials will be recreated with the new define\r\n this._alphaBlendedDepthMaterialCache.clear();\r\n }\r\n\r\n /**\r\n * Specifies that the depth renderer will only be used within\r\n * the camera it is created for.\r\n * This can help forcing its rendering during the camera processing.\r\n */\r\n public useOnlyInActiveCamera: boolean = false;\r\n\r\n /** If true, reverse the culling of materials before writing to the depth texture.\r\n * So, basically, when \"true\", back facing instead of front facing faces are rasterized into the texture\r\n */\r\n public reverseCulling = false;\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"DepthRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes by the depth renderer\r\n * @param mesh mesh or array of meshes\r\n * @param material material to use by the depth render when rendering the mesh(es). If undefined is passed, the specific material created by the depth renderer will be used.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material): void {\r\n this._depthMap.setMaterialForRendering(mesh, material);\r\n }\r\n\r\n /**\r\n * Instantiates a depth renderer\r\n * @param scene The scene the renderer belongs to\r\n * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)\r\n * @param camera The camera to be used to render the depth map (default: scene's active camera)\r\n * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z\r\n * @param samplingMode The sampling mode to be used with the render target (Linear, Nearest...) (default: TRILINEAR_SAMPLINGMODE)\r\n * @param storeCameraSpaceZ Defines whether the depth stored is the Z coordinate in camera space. If true, storeNonLinearDepth has no effect. (Default: false)\r\n * @param name Name of the render target (default: DepthRenderer)\r\n * @param existingRenderTargetTexture An existing render target texture to use (default: undefined). If not provided, a new render target texture will be created.\r\n */\r\n constructor(\r\n scene: Scene,\r\n type: number = Constants.TEXTURETYPE_FLOAT,\r\n camera: Nullable<Camera> = null,\r\n storeNonLinearDepth = false,\r\n samplingMode = Texture.TRILINEAR_SAMPLINGMODE,\r\n storeCameraSpaceZ = false,\r\n name?: string,\r\n existingRenderTargetTexture?: RenderTargetTexture\r\n ) {\r\n this._scene = scene;\r\n this._storeNonLinearDepth = storeNonLinearDepth;\r\n this._storeCameraSpaceZ = storeCameraSpaceZ;\r\n this.isPacked = type === Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this.isPacked) {\r\n this.clearColor = new Color4(1.0, 1.0, 1.0, 1.0);\r\n } else {\r\n this.clearColor = new Color4(storeCameraSpaceZ ? 0.0 : 1.0, 0.0, 0.0, 1.0);\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync();\r\n\r\n DepthRenderer._SceneComponentInitialization(this._scene);\r\n\r\n const engine = scene.getEngine();\r\n\r\n this._camera = camera;\r\n\r\n if (samplingMode !== Texture.NEAREST_SAMPLINGMODE) {\r\n if (type === Constants.TEXTURETYPE_FLOAT && !engine._caps.textureFloatLinearFiltering) {\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE;\r\n }\r\n if (type === Constants.TEXTURETYPE_HALF_FLOAT && !engine._caps.textureHalfFloatLinearFiltering) {\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE;\r\n }\r\n }\r\n\r\n // Render target\r\n const format = this.isPacked || !engine._features.supportExtendedTextureFormats ? Constants.TEXTUREFORMAT_RGBA : Constants.TEXTUREFORMAT_R;\r\n this._depthMap =\r\n existingRenderTargetTexture ??\r\n new RenderTargetTexture(\r\n name ?? \"DepthRenderer\",\r\n { width: engine.getRenderWidth(), height: engine.getRenderHeight() },\r\n this._scene,\r\n false,\r\n true,\r\n type,\r\n false,\r\n samplingMode,\r\n undefined,\r\n undefined,\r\n undefined,\r\n format\r\n );\r\n this._depthMap.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.refreshRate = 1;\r\n this._depthMap.renderParticles = false;\r\n this._depthMap.renderList = null;\r\n this._depthMap.noPrePassRenderer = true;\r\n\r\n // Camera to get depth map from to support multiple concurrent cameras\r\n this._depthMap.activeCamera = this._camera;\r\n this._depthMap.ignoreCameraViewport = true;\r\n this._depthMap.useCameraPostProcesses = false;\r\n\r\n // set default depth value to 1.0 (far away)\r\n this._depthMap.onClearObservable.add((engine) => {\r\n engine.clear(this.clearColor, true, true, true);\r\n });\r\n\r\n this._depthMap.onBeforeBindObservable.add(() => {\r\n if (engine._enableGPUDebugMarkers) {\r\n engine.restoreDefaultFramebuffer();\r\n engine._debugPushGroup?.(`Depth renderer`);\r\n }\r\n });\r\n\r\n this._depthMap.onAfterUnbindObservable.add(() => {\r\n if (engine._enableGPUDebugMarkers) {\r\n engine._debugPopGroup?.();\r\n }\r\n });\r\n\r\n this._depthMap.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || renderingMesh.hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n // Custom render function\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const material = subMesh.getMaterial();\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n if (!material || effectiveMesh.infiniteDistance || material.disableDepthWrite || subMesh.verticesCount === 0 || subMesh._renderId === scene.getRenderId()) {\r\n return;\r\n }\r\n\r\n // Culling\r\n const detNeg = effectiveMesh._getWorldMatrixDeterminant() < 0;\r\n let sideOrientation = material._getEffectiveOrientation(renderingMesh);\r\n\r\n if (detNeg) {\r\n sideOrientation =\r\n sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation\r\n ? Constants.MATERIAL_CounterClockWiseSideOrientation\r\n : Constants.MATERIAL_ClockWiseSideOrientation;\r\n }\r\n const reverseSideOrientation = sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation;\r\n\r\n engine.setState(material.backFaceCulling, 0, false, reverseSideOrientation, this.reverseCulling ? !material.cullBackFaces : material.cullBackFaces);\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || renderingMesh.hasThinInstances);\r\n\r\n const camera = this._camera || scene.activeCamera;\r\n if (this.isReady(subMesh, hardwareInstancedRendering) && camera) {\r\n subMesh._renderId = scene.getRenderId();\r\n\r\n let renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n if (effectiveMesh.getClassName() === \"GaussianSplattingMesh\") {\r\n const cachedAlphaBlendedDepth = this._alphaBlendedDepthMaterialCache.get(effectiveMesh.uniqueId);\r\n const compoundMesh = (effectiveMesh as GaussianSplattingMesh).isCompound;\r\n // Recreate material if it doesn't exist or if alphaBlendedDepth changed\r\n if (renderingMaterial === undefined || cachedAlphaBlendedDepth !== this.alphaBlendedDepth) {\r\n const gsMaterial = effectiveMesh.material! as GaussianSplattingMaterial;\r\n renderingMaterial = gsMaterial.makeDepthRenderingMaterial(this._scene, this._shaderLanguage, this.alphaBlendedDepth, compoundMesh);\r\n this.setMaterialForRendering(effectiveMesh, renderingMaterial);\r\n this._alphaBlendedDepthMaterialCache.set(effectiveMesh.uniqueId, this.alphaBlendedDepth);\r\n if (!renderingMaterial.isReady()) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n let drawWrapper = subMesh._getDrawWrapper();\r\n if (!drawWrapper && renderingMaterial) {\r\n drawWrapper = renderingMaterial._getDrawWrapper();\r\n }\r\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (!renderingMaterial) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n if (this._storeCameraSpaceZ) {\r\n effect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n } else {\r\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\r\n }\r\n\r\n let minZ: number, maxZ: number;\r\n\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 (!renderingMaterial) {\r\n // Alpha test\r\n if (material.needAlphaTestingForMesh(effectiveMesh)) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bones\r\n BindBonesParameters(renderingMesh, effect);\r\n\r\n // Clip planes\r\n BindClipPlane(effect, material, scene);\r\n\r\n // Morph targets\r\n BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n bvaManager.bind(effect, hardwareInstancedRendering);\r\n }\r\n\r\n // Points cloud rendering\r\n if (material.pointsCloud) {\r\n effect.setFloat(\"pointSize\", material.pointSize);\r\n }\r\n }\r\n\r\n // Alpha blending for transparent materials\r\n if (this.alphaBlendedDepth && material.needAlphaBlendingForMesh(effectiveMesh)) {\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n } else {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\r\n effect.setMatrix(\"world\", world)\r\n );\r\n }\r\n };\r\n\r\n this._depthMap.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n const engine = this._scene.getEngine();\r\n // Save the current alpha mode to restore it after rendering\r\n const previousAlphaMode = engine.getAlphaMode();\r\n\r\n let index;\r\n\r\n if (depthOnlySubMeshes.length) {\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (this.forceDepthWriteTransparentMeshes) {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n renderSubMesh(transparentSubMeshes.data[index]);\r\n }\r\n } else {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n transparentSubMeshes.data[index].getEffectiveMesh()._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n }\r\n }\r\n\r\n if (this.alphaBlendedDepth) {\r\n engine.setAlphaMode(previousAlphaMode);\r\n }\r\n };\r\n }\r\n\r\n private _shadersLoaded = false;\r\n private async _initShaderSourceAsync(forceGLSL = false) {\r\n const engine = this._scene.getEngine();\r\n\r\n if (engine.isWebGPU && !forceGLSL && !DepthRenderer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/depth.vertex\"), import(\"../ShadersWGSL/depth.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/depth.vertex\"), import(\"../Shaders/depth.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n }\r\n\r\n /**\r\n * Creates the depth rendering effect and checks if the effect is ready.\r\n * @param subMesh The submesh to be used to render the depth map of\r\n * @param useInstances If multiple world instances should be used\r\n * @returns if the depth renderer is ready to render the depth map\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n if (!this._shadersLoaded) {\r\n return false;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const mesh = subMesh.getMesh();\r\n const scene = mesh.getScene();\r\n\r\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n if (renderingMaterial) {\r\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\r\n }\r\n\r\n const material = subMesh.getMaterial();\r\n if (!material || material.disableDepthWrite) {\r\n return false;\r\n }\r\n\r\n const defines = [];\r\n\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n let uv1 = false;\r\n let uv2 = false;\r\n const color = false;\r\n\r\n // Alpha test\r\n if (material.needAlphaTestingForMesh(mesh) && material.getAlphaTestTexture()) {\r\n defines.push(\"#define ALPHATEST\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n uv1 = true;\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n uv2 = true;\r\n }\r\n }\r\n\r\n // Bones\r\n const fallbacks = new EffectFallbacks();\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n if (mesh.numBoneInfluencers > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n const skeleton = mesh.skeleton;\r\n if (skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton.bones.length + 1));\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const numMorphInfluencers = mesh.morphTargetManager\r\n ? PrepareDefinesAndAttributesForMorphTargets(\r\n mesh.morphTargetManager,\r\n defines,\r\n attribs,\r\n mesh,\r\n true, // usePositionMorph\r\n false, // useNormalMorph\r\n false, // useTangentMorph\r\n uv1, // useUVMorph\r\n uv2, // useUV2Morph\r\n color // useColorMorph\r\n )\r\n : 0;\r\n\r\n // Points cloud rendering\r\n if (material.pointsCloud) {\r\n defines.push(\"#define POINTSIZE\");\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = mesh.bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\r\n if (useInstances) {\r\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\r\n }\r\n }\r\n\r\n // None linear depth\r\n if (this._storeNonLinearDepth) {\r\n defines.push(\"#define NONLINEARDEPTH\");\r\n }\r\n\r\n // Store camera space Z coordinate instead of NDC Z\r\n if (this._storeCameraSpaceZ) {\r\n defines.push(\"#define STORE_CAMERASPACE_Z\");\r\n }\r\n\r\n // Float Mode\r\n if (this.isPacked) {\r\n defines.push(\"#define PACKED\");\r\n }\r\n\r\n // Clip planes\r\n PrepareStringDefinesForClipPlanes(material, scene, defines);\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"boneTextureWidth\",\r\n \"pointSize\",\r\n \"viewProjection\",\r\n \"view\",\r\n \"diffuseMatrix\",\r\n \"depthValues\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetCount\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"bakedVertexAnimationSettings\",\r\n \"bakedVertexAnimationTextureSizeInverted\",\r\n \"bakedVertexAnimationTime\",\r\n \"bakedVertexAnimationTexture\",\r\n ];\r\n const samplers = [\"diffuseSampler\", \"morphTargets\", \"boneSampler\", \"bakedVertexAnimationTexture\"];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n drawWrapper.setEffect(\r\n engine.createEffect(\r\n \"depth\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\r\n shaderLanguage: this._shaderLanguage,\r\n },\r\n engine\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Gets the texture which the depth map will be written to.\r\n * @returns The depth map texture\r\n */\r\n public getDepthMap(): RenderTargetTexture {\r\n return this._depthMap;\r\n }\r\n\r\n /**\r\n * Disposes of the depth renderer.\r\n */\r\n public dispose(): void {\r\n const keysToDelete = [];\r\n for (const key in this._scene._depthRenderer) {\r\n const depthRenderer = this._scene._depthRenderer[key];\r\n if (depthRenderer === this) {\r\n keysToDelete.push(key);\r\n }\r\n }\r\n\r\n if (keysToDelete.length > 0) {\r\n this._depthMap.dispose();\r\n\r\n for (const key of keysToDelete) {\r\n delete this._scene._depthRenderer[key];\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"depthRenderer.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/depthRenderer.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAG7C,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AAGjD,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,mBAAmB,EAAE,MAAM,2CAA2C,CAAC;AAChF,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,2BAA2B,CAAC;AACnC,OAAO,yBAAyB,CAAC;AACjC,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,OAAO,EAAE,oBAAoB,EAAE,aAAa,EAAE,iCAAiC,EAAE,MAAM,sCAAsC,CAAC;AAI9H,OAAO,EAAE,mBAAmB,EAAE,yBAAyB,EAAE,0CAA0C,EAAE,0BAA0B,EAAE,MAAM,uCAAuC,CAAC;AAE/K,OAAO,EAAE,eAAe,EAAE,wCAAuC;AAKjE;;;GAGG;AACH,MAAM,OAAO,aAAa;IAStB;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAyBD;;;;OAIG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IACD,IAAW,iBAAiB,CAAC,KAAc;QACvC,IAAI,IAAI,CAAC,kBAAkB,KAAK,KAAK,EAAE,CAAC;YACpC,OAAO;QACX,CAAC;QACD,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;QAChC,qEAAqE;QACrE,IAAI,CAAC,+BAA+B,CAAC,KAAK,EAAE,CAAC;IACjD,CAAC;IAqBD;;;;OAIG;IACI,uBAAuB,CAAC,IAAmC,EAAE,QAAmB;QACnF,IAAI,CAAC,SAAS,CAAC,uBAAuB,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;IAC3D,CAAC;IAED;;;;;;;;;;OAUG;IACH,YACI,KAAY,EACZ,OAAe,SAAS,CAAC,iBAAiB,EAC1C,SAA2B,IAAI,EAC/B,mBAAmB,GAAG,KAAK,EAC3B,YAAY,GAAG,OAAO,CAAC,sBAAsB,EAC7C,iBAAiB,GAAG,KAAK,EACzB,IAAa,EACb,2BAAiD;QAjGrD,2CAA2C;QACjC,oBAAe,+BAAuB;QAuBhD,4FAA4F;QACrF,YAAO,GAAG,IAAI,CAAC;QAEtB,+DAA+D;QACxD,qCAAgC,GAAG,KAAK,CAAC;QAExC,uBAAkB,GAAG,KAAK,CAAC;QAC3B,oCAA+B,GAAyB,IAAI,GAAG,EAAE,CAAC;QAmB1E;;;;WAIG;QACI,0BAAqB,GAAY,KAAK,CAAC;QAE9C;;WAEG;QACI,mBAAc,GAAG,KAAK,CAAC;QAqUtB,mBAAc,GAAG,KAAK,CAAC;QA9R3B,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,oBAAoB,GAAG,mBAAmB,CAAC;QAChD,IAAI,CAAC,kBAAkB,GAAG,iBAAiB,CAAC;QAC5C,IAAI,CAAC,QAAQ,GAAG,IAAI,KAAK,SAAS,CAAC,yBAAyB,CAAC;QAC7D,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,CAAC,UAAU,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QACrD,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,UAAU,GAAG,IAAI,MAAM,CAAC,iBAAiB,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAC/E,CAAC;QAED,mEAAmE;QACnE,IAAI,CAAC,sBAAsB,EAAE,CAAC;QAE9B,aAAa,CAAC,6BAA6B,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAEzD,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QAEtB,IAAI,YAAY,KAAK,OAAO,CAAC,oBAAoB,EAAE,CAAC;YAChD,IAAI,IAAI,KAAK,SAAS,CAAC,iBAAiB,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,2BAA2B,EAAE,CAAC;gBACpF,YAAY,GAAG,OAAO,CAAC,oBAAoB,CAAC;YAChD,CAAC;YACD,IAAI,IAAI,KAAK,SAAS,CAAC,sBAAsB,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,+BAA+B,EAAE,CAAC;gBAC7F,YAAY,GAAG,OAAO,CAAC,oBAAoB,CAAC;YAChD,CAAC;QACL,CAAC;QAED,gBAAgB;QAChB,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,6BAA6B,CAAC,CAAC,CAAC,SAAS,CAAC,kBAAkB,CAAC,CAAC,CAAC,SAAS,CAAC,eAAe,CAAC;QAC3I,IAAI,CAAC,SAAS;YACV,2BAA2B;gBAC3B,IAAI,mBAAmB,CACnB,IAAI,IAAI,eAAe,EACvB,EAAE,KAAK,EAAE,MAAM,CAAC,cAAc,EAAE,EAAE,MAAM,EAAE,MAAM,CAAC,eAAe,EAAE,EAAE,EACpE,IAAI,CAAC,MAAM,EACX,KAAK,EACL,IAAI,EACJ,IAAI,EACJ,KAAK,EACL,YAAY,EACZ,SAAS,EACT,SAAS,EACT,SAAS,EACT,MAAM,CACT,CAAC;QACN,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QACjD,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QACjD,IAAI,CAAC,SAAS,CAAC,WAAW,GAAG,CAAC,CAAC;QAC/B,IAAI,CAAC,SAAS,CAAC,eAAe,GAAG,KAAK,CAAC;QACvC,IAAI,CAAC,SAAS,CAAC,UAAU,GAAG,IAAI,CAAC;QACjC,IAAI,CAAC,SAAS,CAAC,iBAAiB,GAAG,IAAI,CAAC;QAExC,sEAAsE;QACtE,IAAI,CAAC,SAAS,CAAC,YAAY,GAAG,IAAI,CAAC,OAAO,CAAC;QAC3C,IAAI,CAAC,SAAS,CAAC,oBAAoB,GAAG,IAAI,CAAC;QAC3C,IAAI,CAAC,SAAS,CAAC,sBAAsB,GAAG,KAAK,CAAC;QAE9C,4CAA4C;QAC5C,IAAI,CAAC,SAAS,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,EAAE;YAC5C,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QACpD,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,SAAS,CAAC,sBAAsB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC3C,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAChC,MAAM,CAAC,yBAAyB,CAAC,IAAI,CAAC,CAAC;gBACvC,MAAM,CAAC,eAAe,EAAE,CAAC,gBAAgB,CAAC,CAAC;YAC/C,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,SAAS,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC5C,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAChC,MAAM,CAAC,cAAc,EAAE,EAAE,CAAC;YAC9B,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,SAAS,CAAC,qBAAqB,GAAG,CAAC,IAAkB,EAAE,WAAmB,EAAE,OAAiB,EAAE,EAAE;YAClG,IAAI,CAAC,OAAO,IAAI,WAAW,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;gBACnD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,CAAC;oBAC7C,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;oBAClC,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;oBAEjD,MAAM,KAAK,GAAG,aAAa,CAAC,uBAAuB,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,OAAO,CAAC,kBAAkB,EAAE,CAAC,CAAC;oBACjG,MAAM,0BAA0B,GAC5B,MAAM,CAAC,OAAO,EAAE,CAAC,eAAe;wBAChC,CAAC,CAAC,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,IAAI,IAAI,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,SAAS,CAAC,IAAI,aAAa,CAAC,gBAAgB,CAAC,CAAC;oBAE5I,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,0BAA0B,CAAC,EAAE,CAAC;wBACrD,OAAO,KAAK,CAAC;oBACjB,CAAC;gBACL,CAAC;YACL,CAAC;YAED,OAAO,IAAI,CAAC;QAChB,CAAC,CAAC;QAEF,yBAAyB;QACzB,MAAM,aAAa,GAAG,CAAC,OAAgB,EAAQ,EAAE;YAC7C,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;YACjD,MAAM,aAAa,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;YACjD,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;YAC1B,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;YACjC,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;YAEvC,aAAa,CAAC,6BAA6B,CAAC,qBAAqB,GAAG,KAAK,CAAC;YAE1E,IAAI,CAAC,QAAQ,IAAI,aAAa,CAAC,gBAAgB,IAAI,QAAQ,CAAC,iBAAiB,IAAI,OAAO,CAAC,aAAa,KAAK,CAAC,IAAI,OAAO,CAAC,SAAS,KAAK,KAAK,CAAC,WAAW,EAAE,EAAE,CAAC;gBACxJ,OAAO;YACX,CAAC;YAED,UAAU;YACV,MAAM,MAAM,GAAG,aAAa,CAAC,0BAA0B,EAAE,GAAG,CAAC,CAAC;YAC9D,IAAI,eAAe,GAAG,QAAQ,CAAC,wBAAwB,CAAC,aAAa,CAAC,CAAC;YAEvE,IAAI,MAAM,EAAE,CAAC;gBACT,eAAe;oBACX,eAAe,KAAK,SAAS,CAAC,iCAAiC;wBAC3D,CAAC,CAAC,SAAS,CAAC,wCAAwC;wBACpD,CAAC,CAAC,SAAS,CAAC,iCAAiC,CAAC;YAC1D,CAAC;YACD,MAAM,sBAAsB,GAAG,eAAe,KAAK,SAAS,CAAC,iCAAiC,CAAC;YAE/F,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,eAAe,EAAE,CAAC,EAAE,KAAK,EAAE,sBAAsB,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,aAAa,CAAC,CAAC,CAAC,QAAQ,CAAC,aAAa,CAAC,CAAC;YAEpJ,qBAAqB;YACrB,MAAM,KAAK,GAAG,aAAa,CAAC,uBAAuB,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,OAAO,CAAC,kBAAkB,EAAE,CAAC,CAAC;YAEjG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;gBACnB,OAAO;YACX,CAAC;YAED,MAAM,0BAA0B,GAC5B,MAAM,CAAC,OAAO,EAAE,CAAC,eAAe;gBAChC,CAAC,CAAC,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,IAAI,IAAI,KAAK,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,SAAS,CAAC,IAAI,aAAa,CAAC,gBAAgB,CAAC,CAAC;YAE5I,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,IAAI,KAAK,CAAC,YAAY,CAAC;YAClD,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,0BAA0B,CAAC,IAAI,MAAM,EAAE,CAAC;gBAC9D,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC;gBAExC,IAAI,iBAAiB,GAAG,aAAa,CAAC,6BAA6B,CAAC,sBAAsB,EAAE,CAAC,MAAM,CAAC,mBAAmB,CAAC,CAAC;gBACzH,IAAI,aAAa,CAAC,YAAY,EAAE,KAAK,uBAAuB,EAAE,CAAC;oBAC3D,MAAM,uBAAuB,GAAG,IAAI,CAAC,+BAA+B,CAAC,GAAG,CAAC,aAAa,CAAC,QAAQ,CAAC,CAAC;oBACjG,MAAM,YAAY,GAAI,aAAuC,CAAC,UAAU,CAAC;oBACzE,wEAAwE;oBACxE,IAAI,iBAAiB,KAAK,SAAS,IAAI,uBAAuB,KAAK,IAAI,CAAC,iBAAiB,EAAE,CAAC;wBACxF,MAAM,UAAU,GAAG,aAAa,CAAC,QAAsC,CAAC;wBACxE,iBAAiB,GAAG,UAAU,CAAC,0BAA0B,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,eAAe,EAAE,IAAI,CAAC,iBAAiB,EAAE,YAAY,CAAC,CAAC;wBACnI,IAAI,CAAC,uBAAuB,CAAC,aAAa,EAAE,iBAAiB,CAAC,CAAC;wBAC/D,IAAI,CAAC,+BAA+B,CAAC,GAAG,CAAC,aAAa,CAAC,QAAQ,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;wBACzF,IAAI,CAAC,iBAAiB,CAAC,OAAO,EAAE,EAAE,CAAC;4BAC/B,OAAO;wBACX,CAAC;oBACL,CAAC;gBACL,CAAC;gBAED,IAAI,WAAW,GAAG,OAAO,CAAC,eAAe,EAAE,CAAC;gBAC5C,IAAI,CAAC,WAAW,IAAI,iBAAiB,EAAE,CAAC;oBACpC,WAAW,GAAG,iBAAiB,CAAC,eAAe,EAAE,CAAC;gBACtD,CAAC;gBACD,MAAM,aAAa,GAAG,MAAM,CAAC,IAAI,KAAK,MAAM,CAAC,mBAAmB,CAAC;gBAEjE,IAAI,CAAC,WAAW,EAAE,CAAC;oBACf,OAAO;gBACX,CAAC;gBAED,MAAM,MAAM,GAAG,WAAW,CAAC,MAAO,CAAC;gBAEnC,MAAM,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;gBAEjC,IAAI,CAAC,0BAA0B,EAAE,CAAC;oBAC9B,aAAa,CAAC,KAAK,CAAC,OAAO,EAAE,MAAM,EAAE,QAAQ,CAAC,QAAQ,CAAC,CAAC;gBAC5D,CAAC;gBAED,IAAI,CAAC,iBAAiB,EAAE,CAAC;oBACrB,MAAM,CAAC,SAAS,CAAC,gBAAgB,EAAE,KAAK,CAAC,kBAAkB,EAAE,CAAC,CAAC;oBAC/D,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,aAAa,CAAC,cAAc,EAAE,CAAC,CAAC;oBAC1D,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;wBAC1B,MAAM,CAAC,SAAS,CAAC,MAAM,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC,CAAC;oBACpD,CAAC;gBACL,CAAC;qBAAM,CAAC;oBACJ,iBAAiB,CAAC,cAAc,CAAC,aAAa,CAAC,cAAc,EAAE,EAAE,aAAqB,EAAE,OAAO,CAAC,CAAC;gBACrG,CAAC;gBAED,IAAI,IAAY,EAAE,IAAY,CAAC;gBAE/B,IAAI,aAAa,EAAE,CAAC;oBAChB,IAAI,GAAG,CAAC,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBACvE,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC1E,CAAC;qBAAM,CAAC;oBACJ,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;oBACvH,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC;gBACpF,CAAC;gBAED,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,EAAE,IAAI,GAAG,IAAI,CAAC,CAAC;gBAEnD,IAAI,CAAC,iBAAiB,EAAE,CAAC;oBACrB,aAAa;oBACb,IAAI,QAAQ,CAAC,uBAAuB,CAAC,aAAa,CAAC,EAAE,CAAC;wBAClD,MAAM,YAAY,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;wBAEpD,IAAI,YAAY,EAAE,CAAC;4BACf,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,YAAY,CAAC,CAAC;4BAClD,MAAM,CAAC,SAAS,CAAC,eAAe,EAAE,YAAY,CAAC,gBAAgB,EAAE,CAAC,CAAC;wBACvE,CAAC;oBACL,CAAC;oBAED,QAAQ;oBACR,mBAAmB,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;oBAE3C,cAAc;oBACd,aAAa,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;oBAEvC,gBAAgB;oBAChB,yBAAyB,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;oBACjD,IAAI,aAAa,CAAC,kBAAkB,IAAI,aAAa,CAAC,kBAAkB,CAAC,wBAAwB,EAAE,CAAC;wBAChG,aAAa,CAAC,kBAAkB,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;oBACnD,CAAC;oBAED,0BAA0B;oBAC1B,MAAM,UAAU,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC,2BAA2B,CAAC;oBACjE,IAAI,UAAU,IAAI,UAAU,CAAC,SAAS,EAAE,CAAC;wBACrC,UAAU,CAAC,IAAI,CAAC,MAAM,EAAE,0BAA0B,CAAC,CAAC;oBACxD,CAAC;oBAED,yBAAyB;oBACzB,IAAI,QAAQ,CAAC,WAAW,EAAE,CAAC;wBACvB,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,QAAQ,CAAC,SAAS,CAAC,CAAC;oBACrD,CAAC;gBACL,CAAC;gBAED,2CAA2C;gBAC3C,IAAI,IAAI,CAAC,iBAAiB,IAAI,QAAQ,CAAC,wBAAwB,CAAC,aAAa,CAAC,EAAE,CAAC;oBAC7E,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;gBACjD,CAAC;qBAAM,CAAC;oBACJ,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;gBACjD,CAAC;gBAED,OAAO;gBACP,aAAa,CAAC,iBAAiB,CAAC,aAAa,EAAE,OAAO,EAAE,MAAM,EAAE,QAAQ,CAAC,QAAQ,EAAE,KAAK,EAAE,0BAA0B,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,EAAE,CACxI,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,CAAC,CACnC,CAAC;YACN,CAAC;QACL,CAAC,CAAC;QAEF,IAAI,CAAC,SAAS,CAAC,oBAAoB,GAAG,CAClC,eAAoC,EACpC,kBAAuC,EACvC,oBAAyC,EACzC,kBAAuC,EACnC,EAAE;YACN,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;YACvC,4DAA4D;YAC5D,MAAM,iBAAiB,GAAG,MAAM,CAAC,YAAY,EAAE,CAAC;YAEhD,IAAI,KAAK,CAAC;YAEV,IAAI,kBAAkB,CAAC,MAAM,EAAE,CAAC;gBAC5B,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,kBAAkB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;oBACzD,aAAa,CAAC,kBAAkB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;gBAClD,CAAC;YACL,CAAC;YAED,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBACtD,aAAa,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;YAC/C,CAAC;YAED,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,kBAAkB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBACzD,aAAa,CAAC,kBAAkB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;YAClD,CAAC;YAED,IAAI,IAAI,CAAC,gCAAgC,EAAE,CAAC;gBACxC,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;oBAC3D,aAAa,CAAC,oBAAoB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;gBACpD,CAAC;YACL,CAAC;iBAAM,CAAC;gBACJ,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,oBAAoB,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;oBAC3D,oBAAoB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,gBAAgB,EAAE,CAAC,6BAA6B,CAAC,qBAAqB,GAAG,KAAK,CAAC;gBACpH,CAAC;YACL,CAAC;YAED,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;gBACzB,MAAM,CAAC,YAAY,CAAC,iBAAiB,CAAC,CAAC;YAC3C,CAAC;QACL,CAAC,CAAC;IACN,CAAC;IAGO,KAAK,CAAC,sBAAsB,CAAC,SAAS,GAAG,KAAK;QAClD,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,IAAI,MAAM,CAAC,QAAQ,IAAI,CAAC,SAAS,IAAI,CAAC,aAAa,CAAC,SAAS,EAAE,CAAC;YAC5D,IAAI,CAAC,eAAe,8BAAsB,CAAC;YAE3C,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,6BAA6B,CAAC,EAAE,MAAM,CAAC,+BAA+B,CAAC,CAAC,CAAC,CAAC;QACxG,CAAC;aAAM,CAAC;YACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,yBAAyB,CAAC,EAAE,MAAM,CAAC,2BAA2B,CAAC,CAAC,CAAC,CAAC;QAChG,CAAC;QAED,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;IAC/B,CAAC;IAED;;;;;OAKG;IACI,OAAO,CAAC,OAAgB,EAAE,YAAqB;QAClD,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC;YACvB,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,IAAI,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;QAC/B,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,MAAM,iBAAiB,GAAG,IAAI,CAAC,6BAA6B,CAAC,sBAAsB,EAAE,CAAC,MAAM,CAAC,mBAAmB,CAAC,CAAC;QAElH,IAAI,iBAAiB,EAAE,CAAC;YACpB,OAAO,iBAAiB,CAAC,iBAAiB,CAAC,IAAI,EAAE,OAAO,EAAE,YAAY,CAAC,CAAC;QAC5E,CAAC;QAED,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;QACvC,IAAI,CAAC,QAAQ,IAAI,QAAQ,CAAC,iBAAiB,EAAE,CAAC;YAC1C,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,MAAM,OAAO,GAAG,EAAE,CAAC;QAEnB,MAAM,OAAO,GAAG,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAE5C,IAAI,GAAG,GAAG,KAAK,CAAC;QAChB,IAAI,GAAG,GAAG,KAAK,CAAC;QAChB,MAAM,KAAK,GAAG,KAAK,CAAC;QAEpB,aAAa;QACb,IAAI,QAAQ,CAAC,uBAAuB,CAAC,IAAI,CAAC,IAAI,QAAQ,CAAC,mBAAmB,EAAE,EAAE,CAAC;YAC3E,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAClC,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,MAAM,CAAC,EAAE,CAAC;gBAClD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;gBAClC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;gBAC5B,GAAG,GAAG,IAAI,CAAC;YACf,CAAC;YACD,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,OAAO,CAAC,EAAE,CAAC;gBACnD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;gBACnC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;gBAC5B,GAAG,GAAG,IAAI,CAAC;YACf,CAAC;QACL,CAAC;QAED,QAAQ;QACR,MAAM,SAAS,GAAG,IAAI,eAAe,EAAE,CAAC;QACxC,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,wBAAwB,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAClE,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,IAAI,IAAI,CAAC,kBAAkB,GAAG,CAAC,EAAE,CAAC;gBAC9B,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC;gBACpD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC;YACxD,CAAC;YACD,OAAO,CAAC,IAAI,CAAC,+BAA+B,GAAG,IAAI,CAAC,kBAAkB,CAAC,CAAC;YACxE,IAAI,IAAI,CAAC,kBAAkB,GAAG,CAAC,EAAE,CAAC;gBAC9B,SAAS,CAAC,sBAAsB,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;YAC9C,CAAC;YAED,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;YAC/B,IAAI,QAAQ,CAAC,yBAAyB,EAAE,CAAC;gBACrC,OAAO,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;YACxC,CAAC;iBAAM,CAAC;gBACJ,OAAO,CAAC,IAAI,CAAC,uBAAuB,GAAG,CAAC,QAAQ,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC;YACxE,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,OAAO,CAAC,IAAI,CAAC,gCAAgC,CAAC,CAAC;QACnD,CAAC;QAED,gBAAgB;QAChB,MAAM,mBAAmB,GAAG,IAAI,CAAC,kBAAkB;YAC/C,CAAC,CAAC,0CAA0C,CACtC,IAAI,CAAC,kBAAkB,EACvB,OAAO,EACP,OAAO,EACP,IAAI,EACJ,IAAI,EAAE,mBAAmB;YACzB,KAAK,EAAE,iBAAiB;YACxB,KAAK,EAAE,kBAAkB;YACzB,GAAG,EAAE,aAAa;YAClB,GAAG,EAAE,cAAc;YACnB,KAAK,CAAC,gBAAgB;aACzB;YACH,CAAC,CAAC,CAAC,CAAC;QAER,yBAAyB;QACzB,IAAI,QAAQ,CAAC,WAAW,EAAE,CAAC;YACvB,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;QACtC,CAAC;QAED,YAAY;QACZ,IAAI,YAAY,EAAE,CAAC;YACf,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAClC,0BAA0B,CAAC,OAAO,CAAC,CAAC;YACpC,IAAI,OAAO,CAAC,gBAAgB,EAAE,CAAC,gBAAgB,EAAE,CAAC;gBAC9C,OAAO,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;YAC3C,CAAC;QACL,CAAC;QAED,0BAA0B;QAC1B,MAAM,UAAU,GAAG,IAAI,CAAC,2BAA2B,CAAC;QACpD,IAAI,UAAU,IAAI,UAAU,CAAC,SAAS,EAAE,CAAC;YACrC,OAAO,CAAC,IAAI,CAAC,wCAAwC,CAAC,CAAC;YACvD,IAAI,YAAY,EAAE,CAAC;gBACf,OAAO,CAAC,IAAI,CAAC,uCAAuC,CAAC,CAAC;YAC1D,CAAC;QACL,CAAC;QAED,oBAAoB;QACpB,IAAI,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,OAAO,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;QAC3C,CAAC;QAED,mDAAmD;QACnD,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,OAAO,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;QAChD,CAAC;QAED,aAAa;QACb,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,OAAO,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;QACnC,CAAC;QAED,cAAc;QACd,iCAAiC,CAAC,QAAQ,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAE5D,qBAAqB;QACrB,MAAM,WAAW,GAAG,OAAO,CAAC,eAAe,CAAC,SAAS,EAAE,IAAI,CAAE,CAAC;QAC9D,MAAM,aAAa,GAAG,WAAW,CAAC,OAAO,CAAC;QAC1C,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAChC,IAAI,aAAa,KAAK,IAAI,EAAE,CAAC;YACzB,MAAM,QAAQ,GAAG;gBACb,OAAO;gBACP,QAAQ;gBACR,kBAAkB;gBAClB,WAAW;gBACX,gBAAgB;gBAChB,MAAM;gBACN,eAAe;gBACf,aAAa;gBACb,uBAAuB;gBACvB,kBAAkB;gBAClB,wBAAwB;gBACxB,2BAA2B;gBAC3B,8BAA8B;gBAC9B,yCAAyC;gBACzC,0BAA0B;gBAC1B,6BAA6B;aAChC,CAAC;YACF,MAAM,QAAQ,GAAG,CAAC,gBAAgB,EAAE,cAAc,EAAE,aAAa,EAAE,6BAA6B,CAAC,CAAC;YAElG,oBAAoB,CAAC,QAAQ,CAAC,CAAC;YAE/B,WAAW,CAAC,SAAS,CACjB,MAAM,CAAC,YAAY,CACf,OAAO,EACiB;gBACpB,UAAU,EAAE,OAAO;gBACnB,aAAa,EAAE,QAAQ;gBACvB,mBAAmB,EAAE,EAAE;gBACvB,QAAQ,EAAE,QAAQ;gBAClB,OAAO,EAAE,IAAI;gBACb,SAAS,EAAE,SAAS;gBACpB,UAAU,EAAE,IAAI;gBAChB,OAAO,EAAE,IAAI;gBACb,eAAe,EAAE,EAAE,2BAA2B,EAAE,mBAAmB,EAAE;gBACrE,cAAc,EAAE,IAAI,CAAC,eAAe;aACvC,EACD,MAAM,CACT,EACD,IAAI,CACP,CAAC;QACN,CAAC;QAED,OAAO,WAAW,CAAC,MAAO,CAAC,OAAO,EAAE,CAAC;IACzC,CAAC;IAED;;;OAGG;IACI,WAAW;QACd,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,YAAY,GAAG,EAAE,CAAC;QACxB,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,CAAC;YAC3C,MAAM,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;YACtD,IAAI,aAAa,KAAK,IAAI,EAAE,CAAC;gBACzB,YAAY,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;YAC3B,CAAC;QACL,CAAC;QAED,IAAI,YAAY,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;YAC1B,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;YAEzB,KAAK,MAAM,GAAG,IAAI,YAAY,EAAE,CAAC;gBAC7B,OAAO,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;YAC3C,CAAC;QACL,CAAC;IACL,CAAC;;AAtlBD;;;GAGG;AACW,uBAAS,GAAG,KAAK,AAAR,CAAS;AAgDhC;;GAEG;AACW,2CAA6B,GAA2B,CAAC,CAAC,EAAE,EAAE;IACxE,MAAM,WAAW,CAAC,6BAA6B,CAAC,CAAC;AACrD,CAAC,AAF0C,CAEzC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/depth.fragment\";\r\nimport \"../Shaders/depth.vertex\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\r\n\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport type { GaussianSplattingMaterial } from \"../Materials/GaussianSplatting/gaussianSplattingMaterial\";\r\nimport type { GaussianSplattingMesh } from \"../Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\n\r\n/**\r\n * This represents a depth renderer in Babylon.\r\n * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing\r\n */\r\nexport class DepthRenderer {\r\n private _scene: Scene;\r\n private _depthMap: RenderTargetTexture;\r\n private readonly _storeNonLinearDepth: boolean;\r\n private readonly _storeCameraSpaceZ: boolean;\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this material.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Force all the depth renderer to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n\r\n /** Color used to clear the depth texture. Default: (1,0,0,1) */\r\n public clearColor: Color4;\r\n\r\n /** Get if the depth renderer is using packed depth or not */\r\n public readonly isPacked: boolean;\r\n\r\n private _camera: Nullable<Camera>;\r\n\r\n /** Enable or disable the depth renderer. When disabled, the depth texture is not updated */\r\n public enabled = true;\r\n\r\n /** Force writing the transparent objects into the depth map */\r\n public forceDepthWriteTransparentMeshes = false;\r\n\r\n private _alphaBlendedDepth = false;\r\n private _alphaBlendedDepthMaterialCache: Map<number, boolean> = new Map();\r\n\r\n /**\r\n * Enable or disable the alpha blending for depth rendering. When enabled,\r\n * the depth renderer will blend the depth values with the alpha values of\r\n * the transparent objects.\r\n */\r\n public get alphaBlendedDepth(): boolean {\r\n return this._alphaBlendedDepth;\r\n }\r\n public set alphaBlendedDepth(value: boolean) {\r\n if (this._alphaBlendedDepth === value) {\r\n return;\r\n }\r\n this._alphaBlendedDepth = value;\r\n // Clear the cache so materials will be recreated with the new define\r\n this._alphaBlendedDepthMaterialCache.clear();\r\n }\r\n\r\n /**\r\n * Specifies that the depth renderer will only be used within\r\n * the camera it is created for.\r\n * This can help forcing its rendering during the camera processing.\r\n */\r\n public useOnlyInActiveCamera: boolean = false;\r\n\r\n /** If true, reverse the culling of materials before writing to the depth texture.\r\n * So, basically, when \"true\", back facing instead of front facing faces are rasterized into the texture\r\n */\r\n public reverseCulling = false;\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"DepthRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes by the depth renderer\r\n * @param mesh mesh or array of meshes\r\n * @param material material to use by the depth render when rendering the mesh(es). If undefined is passed, the specific material created by the depth renderer will be used.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material): void {\r\n this._depthMap.setMaterialForRendering(mesh, material);\r\n }\r\n\r\n /**\r\n * Instantiates a depth renderer\r\n * @param scene The scene the renderer belongs to\r\n * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)\r\n * @param camera The camera to be used to render the depth map (default: scene's active camera)\r\n * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z\r\n * @param samplingMode The sampling mode to be used with the render target (Linear, Nearest...) (default: TRILINEAR_SAMPLINGMODE)\r\n * @param storeCameraSpaceZ Defines whether the depth stored is the Z coordinate in camera space. If true, storeNonLinearDepth has no effect. (Default: false)\r\n * @param name Name of the render target (default: DepthRenderer)\r\n * @param existingRenderTargetTexture An existing render target texture to use (default: undefined). If not provided, a new render target texture will be created.\r\n */\r\n constructor(\r\n scene: Scene,\r\n type: number = Constants.TEXTURETYPE_FLOAT,\r\n camera: Nullable<Camera> = null,\r\n storeNonLinearDepth = false,\r\n samplingMode = Texture.TRILINEAR_SAMPLINGMODE,\r\n storeCameraSpaceZ = false,\r\n name?: string,\r\n existingRenderTargetTexture?: RenderTargetTexture\r\n ) {\r\n this._scene = scene;\r\n this._storeNonLinearDepth = storeNonLinearDepth;\r\n this._storeCameraSpaceZ = storeCameraSpaceZ;\r\n this.isPacked = type === Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this.isPacked) {\r\n this.clearColor = new Color4(1.0, 1.0, 1.0, 1.0);\r\n } else {\r\n this.clearColor = new Color4(storeCameraSpaceZ ? 0.0 : 1.0, 0.0, 0.0, 1.0);\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync();\r\n\r\n DepthRenderer._SceneComponentInitialization(this._scene);\r\n\r\n const engine = scene.getEngine();\r\n\r\n this._camera = camera;\r\n\r\n if (samplingMode !== Texture.NEAREST_SAMPLINGMODE) {\r\n if (type === Constants.TEXTURETYPE_FLOAT && !engine._caps.textureFloatLinearFiltering) {\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE;\r\n }\r\n if (type === Constants.TEXTURETYPE_HALF_FLOAT && !engine._caps.textureHalfFloatLinearFiltering) {\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE;\r\n }\r\n }\r\n\r\n // Render target\r\n const format = this.isPacked || !engine._features.supportExtendedTextureFormats ? Constants.TEXTUREFORMAT_RGBA : Constants.TEXTUREFORMAT_R;\r\n this._depthMap =\r\n existingRenderTargetTexture ??\r\n new RenderTargetTexture(\r\n name ?? \"DepthRenderer\",\r\n { width: engine.getRenderWidth(), height: engine.getRenderHeight() },\r\n this._scene,\r\n false,\r\n true,\r\n type,\r\n false,\r\n samplingMode,\r\n undefined,\r\n undefined,\r\n undefined,\r\n format\r\n );\r\n this._depthMap.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.refreshRate = 1;\r\n this._depthMap.renderParticles = false;\r\n this._depthMap.renderList = null;\r\n this._depthMap.noPrePassRenderer = true;\r\n\r\n // Camera to get depth map from to support multiple concurrent cameras\r\n this._depthMap.activeCamera = this._camera;\r\n this._depthMap.ignoreCameraViewport = true;\r\n this._depthMap.useCameraPostProcesses = false;\r\n\r\n // set default depth value to 1.0 (far away)\r\n this._depthMap.onClearObservable.add((engine) => {\r\n engine.clear(this.clearColor, true, true, true);\r\n });\r\n\r\n this._depthMap.onBeforeBindObservable.add(() => {\r\n if (engine._enableGPUDebugMarkers) {\r\n engine.restoreDefaultFramebuffer(true);\r\n engine._debugPushGroup?.(`Depth renderer`);\r\n }\r\n });\r\n\r\n this._depthMap.onAfterUnbindObservable.add(() => {\r\n if (engine._enableGPUDebugMarkers) {\r\n engine._debugPopGroup?.();\r\n }\r\n });\r\n\r\n this._depthMap.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || renderingMesh.hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n // Custom render function\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const material = subMesh.getMaterial();\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n if (!material || effectiveMesh.infiniteDistance || material.disableDepthWrite || subMesh.verticesCount === 0 || subMesh._renderId === scene.getRenderId()) {\r\n return;\r\n }\r\n\r\n // Culling\r\n const detNeg = effectiveMesh._getWorldMatrixDeterminant() < 0;\r\n let sideOrientation = material._getEffectiveOrientation(renderingMesh);\r\n\r\n if (detNeg) {\r\n sideOrientation =\r\n sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation\r\n ? Constants.MATERIAL_CounterClockWiseSideOrientation\r\n : Constants.MATERIAL_ClockWiseSideOrientation;\r\n }\r\n const reverseSideOrientation = sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation;\r\n\r\n engine.setState(material.backFaceCulling, 0, false, reverseSideOrientation, this.reverseCulling ? !material.cullBackFaces : material.cullBackFaces);\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || renderingMesh.hasThinInstances);\r\n\r\n const camera = this._camera || scene.activeCamera;\r\n if (this.isReady(subMesh, hardwareInstancedRendering) && camera) {\r\n subMesh._renderId = scene.getRenderId();\r\n\r\n let renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n if (effectiveMesh.getClassName() === \"GaussianSplattingMesh\") {\r\n const cachedAlphaBlendedDepth = this._alphaBlendedDepthMaterialCache.get(effectiveMesh.uniqueId);\r\n const compoundMesh = (effectiveMesh as GaussianSplattingMesh).isCompound;\r\n // Recreate material if it doesn't exist or if alphaBlendedDepth changed\r\n if (renderingMaterial === undefined || cachedAlphaBlendedDepth !== this.alphaBlendedDepth) {\r\n const gsMaterial = effectiveMesh.material! as GaussianSplattingMaterial;\r\n renderingMaterial = gsMaterial.makeDepthRenderingMaterial(this._scene, this._shaderLanguage, this.alphaBlendedDepth, compoundMesh);\r\n this.setMaterialForRendering(effectiveMesh, renderingMaterial);\r\n this._alphaBlendedDepthMaterialCache.set(effectiveMesh.uniqueId, this.alphaBlendedDepth);\r\n if (!renderingMaterial.isReady()) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n let drawWrapper = subMesh._getDrawWrapper();\r\n if (!drawWrapper && renderingMaterial) {\r\n drawWrapper = renderingMaterial._getDrawWrapper();\r\n }\r\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (!renderingMaterial) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n if (this._storeCameraSpaceZ) {\r\n effect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n } else {\r\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\r\n }\r\n\r\n let minZ: number, maxZ: number;\r\n\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 (!renderingMaterial) {\r\n // Alpha test\r\n if (material.needAlphaTestingForMesh(effectiveMesh)) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bones\r\n BindBonesParameters(renderingMesh, effect);\r\n\r\n // Clip planes\r\n BindClipPlane(effect, material, scene);\r\n\r\n // Morph targets\r\n BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n bvaManager.bind(effect, hardwareInstancedRendering);\r\n }\r\n\r\n // Points cloud rendering\r\n if (material.pointsCloud) {\r\n effect.setFloat(\"pointSize\", material.pointSize);\r\n }\r\n }\r\n\r\n // Alpha blending for transparent materials\r\n if (this.alphaBlendedDepth && material.needAlphaBlendingForMesh(effectiveMesh)) {\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n } else {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\r\n effect.setMatrix(\"world\", world)\r\n );\r\n }\r\n };\r\n\r\n this._depthMap.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n const engine = this._scene.getEngine();\r\n // Save the current alpha mode to restore it after rendering\r\n const previousAlphaMode = engine.getAlphaMode();\r\n\r\n let index;\r\n\r\n if (depthOnlySubMeshes.length) {\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (this.forceDepthWriteTransparentMeshes) {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n renderSubMesh(transparentSubMeshes.data[index]);\r\n }\r\n } else {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n transparentSubMeshes.data[index].getEffectiveMesh()._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n }\r\n }\r\n\r\n if (this.alphaBlendedDepth) {\r\n engine.setAlphaMode(previousAlphaMode);\r\n }\r\n };\r\n }\r\n\r\n private _shadersLoaded = false;\r\n private async _initShaderSourceAsync(forceGLSL = false) {\r\n const engine = this._scene.getEngine();\r\n\r\n if (engine.isWebGPU && !forceGLSL && !DepthRenderer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/depth.vertex\"), import(\"../ShadersWGSL/depth.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/depth.vertex\"), import(\"../Shaders/depth.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n }\r\n\r\n /**\r\n * Creates the depth rendering effect and checks if the effect is ready.\r\n * @param subMesh The submesh to be used to render the depth map of\r\n * @param useInstances If multiple world instances should be used\r\n * @returns if the depth renderer is ready to render the depth map\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n if (!this._shadersLoaded) {\r\n return false;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const mesh = subMesh.getMesh();\r\n const scene = mesh.getScene();\r\n\r\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n if (renderingMaterial) {\r\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\r\n }\r\n\r\n const material = subMesh.getMaterial();\r\n if (!material || material.disableDepthWrite) {\r\n return false;\r\n }\r\n\r\n const defines = [];\r\n\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n let uv1 = false;\r\n let uv2 = false;\r\n const color = false;\r\n\r\n // Alpha test\r\n if (material.needAlphaTestingForMesh(mesh) && material.getAlphaTestTexture()) {\r\n defines.push(\"#define ALPHATEST\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n uv1 = true;\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n uv2 = true;\r\n }\r\n }\r\n\r\n // Bones\r\n const fallbacks = new EffectFallbacks();\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n if (mesh.numBoneInfluencers > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n const skeleton = mesh.skeleton;\r\n if (skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton.bones.length + 1));\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const numMorphInfluencers = mesh.morphTargetManager\r\n ? PrepareDefinesAndAttributesForMorphTargets(\r\n mesh.morphTargetManager,\r\n defines,\r\n attribs,\r\n mesh,\r\n true, // usePositionMorph\r\n false, // useNormalMorph\r\n false, // useTangentMorph\r\n uv1, // useUVMorph\r\n uv2, // useUV2Morph\r\n color // useColorMorph\r\n )\r\n : 0;\r\n\r\n // Points cloud rendering\r\n if (material.pointsCloud) {\r\n defines.push(\"#define POINTSIZE\");\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = mesh.bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\r\n if (useInstances) {\r\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\r\n }\r\n }\r\n\r\n // None linear depth\r\n if (this._storeNonLinearDepth) {\r\n defines.push(\"#define NONLINEARDEPTH\");\r\n }\r\n\r\n // Store camera space Z coordinate instead of NDC Z\r\n if (this._storeCameraSpaceZ) {\r\n defines.push(\"#define STORE_CAMERASPACE_Z\");\r\n }\r\n\r\n // Float Mode\r\n if (this.isPacked) {\r\n defines.push(\"#define PACKED\");\r\n }\r\n\r\n // Clip planes\r\n PrepareStringDefinesForClipPlanes(material, scene, defines);\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"boneTextureWidth\",\r\n \"pointSize\",\r\n \"viewProjection\",\r\n \"view\",\r\n \"diffuseMatrix\",\r\n \"depthValues\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetCount\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"bakedVertexAnimationSettings\",\r\n \"bakedVertexAnimationTextureSizeInverted\",\r\n \"bakedVertexAnimationTime\",\r\n \"bakedVertexAnimationTexture\",\r\n ];\r\n const samplers = [\"diffuseSampler\", \"morphTargets\", \"boneSampler\", \"bakedVertexAnimationTexture\"];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n drawWrapper.setEffect(\r\n engine.createEffect(\r\n \"depth\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\r\n shaderLanguage: this._shaderLanguage,\r\n },\r\n engine\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Gets the texture which the depth map will be written to.\r\n * @returns The depth map texture\r\n */\r\n public getDepthMap(): RenderTargetTexture {\r\n return this._depthMap;\r\n }\r\n\r\n /**\r\n * Disposes of the depth renderer.\r\n */\r\n public dispose(): void {\r\n const keysToDelete = [];\r\n for (const key in this._scene._depthRenderer) {\r\n const depthRenderer = this._scene._depthRenderer[key];\r\n if (depthRenderer === this) {\r\n keysToDelete.push(key);\r\n }\r\n }\r\n\r\n if (keysToDelete.length > 0) {\r\n this._depthMap.dispose();\r\n\r\n for (const key of keysToDelete) {\r\n delete this._scene._depthRenderer[key];\r\n }\r\n }\r\n }\r\n}\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@onerjs/core",
3
- "version": "8.41.4",
3
+ "version": "8.41.6",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
package/scene.d.ts CHANGED
@@ -89,7 +89,6 @@ export interface SceneOptions {
89
89
  */
90
90
  useClonedMeshMap?: boolean;
91
91
  /**
92
- * @experimental
93
92
  * When enabled, the scene can handle large world coordinate rendering without jittering caused by floating point imprecision on the GPU.
94
93
  * This mode offsets matrices and position-related attribute values before passing to shaders, centering camera at origin and offsetting other scene objects by camera active position.
95
94
  *
@@ -1617,13 +1616,11 @@ export declare class Scene implements IAnimatable, IClipPlanesHolder, IAssetCont
1617
1616
  setSceneUniformBuffer(ubo: UniformBuffer): void;
1618
1617
  private _floatingOriginScene;
1619
1618
  /**
1620
- * @experimental
1621
1619
  * True if floatingOriginMode was passed to engine or this scene creation otions.
1622
1620
  * This mode avoids floating point imprecision in huge coordinate system by offsetting uniform values before passing to shader, centering camera at origin and displacing rest of scene by camera position
1623
1621
  */
1624
1622
  get floatingOriginMode(): boolean;
1625
1623
  /**
1626
- * @experimental
1627
1624
  * When floatingOriginMode is enabled, offset is equal to the eye position. Default to ZeroReadonly when mode is disabled.
1628
1625
  */
1629
1626
  get floatingOriginOffset(): Vector3;
package/scene.js CHANGED
@@ -1533,6 +1533,7 @@ export class Scene {
1533
1533
  if (engine.getCreationOptions().useLargeWorldRendering || options?.useFloatingOrigin) {
1534
1534
  OverrideMatrixFunctions();
1535
1535
  this._floatingOriginScene = this;
1536
+ FloatingOriginCurrentScene.getScene = this._getFloatingOriginScene;
1536
1537
  }
1537
1538
  this._uid = null;
1538
1539
  this._renderingManager = new RenderingManager(this);
@@ -2194,7 +2195,6 @@ export class Scene {
2194
2195
  this._projectionUpdateFlag = -1;
2195
2196
  }
2196
2197
  /**
2197
- * @experimental
2198
2198
  * True if floatingOriginMode was passed to engine or this scene creation otions.
2199
2199
  * This mode avoids floating point imprecision in huge coordinate system by offsetting uniform values before passing to shader, centering camera at origin and displacing rest of scene by camera position
2200
2200
  */
@@ -2202,7 +2202,6 @@ export class Scene {
2202
2202
  return this._floatingOriginScene !== undefined;
2203
2203
  }
2204
2204
  /**
2205
- * @experimental
2206
2205
  * When floatingOriginMode is enabled, offset is equal to the eye position. Default to ZeroReadonly when mode is disabled.
2207
2206
  */
2208
2207
  get floatingOriginOffset() {
@@ -4043,11 +4042,11 @@ export class Scene {
4043
4042
  let needRebind = false;
4044
4043
  if (this.renderTargetsEnabled) {
4045
4044
  this._intermediateRendering = true;
4045
+ let currentBoundingBoxMeshList;
4046
4046
  if (this._renderTargets.length > 0) {
4047
4047
  Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
4048
4048
  // The cast to "any" is to avoid an error in ES6 in case you don't import boundingBoxRenderer
4049
4049
  const boundingBoxRenderer = this.getBoundingBoxRenderer?.();
4050
- let currentBoundingBoxMeshList;
4051
4050
  for (let renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
4052
4051
  const renderTarget = this._renderTargets.data[renderIndex];
4053
4052
  if (renderTarget._shouldRender()) {
@@ -4069,8 +4068,22 @@ export class Scene {
4069
4068
  Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
4070
4069
  this._renderId++;
4071
4070
  }
4072
- for (const step of this._cameraDrawRenderTargetStage) {
4073
- needRebind = step.action(this.activeCamera) || needRebind;
4071
+ if (this._cameraDrawRenderTargetStage.length > 0) {
4072
+ // The cast to "any" is to avoid an error in ES6 in case you don't import boundingBoxRenderer
4073
+ const boundingBoxRenderer = this.getBoundingBoxRenderer?.();
4074
+ if (boundingBoxRenderer && !currentBoundingBoxMeshList) {
4075
+ // Saves the current bounding box mesh list (potentially built by the call to _evaluateActiveMeshes above), which can be reset/updated during the loop below
4076
+ currentBoundingBoxMeshList = boundingBoxRenderer.renderList.length > 0 ? boundingBoxRenderer.renderList.data.slice() : [];
4077
+ currentBoundingBoxMeshList.length = boundingBoxRenderer.renderList.length;
4078
+ }
4079
+ for (const step of this._cameraDrawRenderTargetStage) {
4080
+ // effect layer call object renderer in this step so bounding box render list must be restored
4081
+ needRebind = step.action(this.activeCamera) || needRebind;
4082
+ }
4083
+ if (boundingBoxRenderer && currentBoundingBoxMeshList) {
4084
+ boundingBoxRenderer.renderList.data = currentBoundingBoxMeshList;
4085
+ boundingBoxRenderer.renderList.length = currentBoundingBoxMeshList.length;
4086
+ }
4074
4087
  }
4075
4088
  this._intermediateRendering = false;
4076
4089
  }