@onerjs/core 8.41.9 → 8.42.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Layers/effectLayer.d.ts +11 -0
- package/Layers/effectLayer.js +41 -0
- package/Layers/effectLayer.js.map +1 -1
- package/Meshes/Builders/greasedLineBuilder.d.ts +1 -1
- package/Rendering/depthRenderer.d.ts +11 -0
- package/Rendering/depthRenderer.js +40 -0
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/depthRendererSceneComponent.js +1 -0
- package/Rendering/depthRendererSceneComponent.js.map +1 -1
- package/package.json +1 -1
package/Layers/effectLayer.d.ts
CHANGED
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@@ -63,6 +63,8 @@ export interface IEffectLayerOptions {
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* customized per effects.
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*/
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export declare abstract class EffectLayer {
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+
private _autoResize;
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+
private _resizeObserver;
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private _effectLayerOptions;
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protected _mainTextureCreatedSize: ISize;
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protected _scene: Scene;
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@@ -104,6 +106,11 @@ export declare abstract class EffectLayer {
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* The unique id of the layer
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*/
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readonly uniqueId: number;
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/**
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* Defines if auto resize the layer is enabled
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*/
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get autoResize(): boolean;
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set autoResize(value: boolean);
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/**
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* The name of the layer
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*/
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@@ -267,6 +274,10 @@ export declare abstract class EffectLayer {
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* of the engine canvas size.
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*/
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private _setMainTextureSize;
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/**
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* Resize the main texture
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*/
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resize(): void;
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/**
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* Creates the main texture for the effect layer.
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*/
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package/Layers/effectLayer.js
CHANGED
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@@ -47,6 +47,30 @@ export class EffectLayer {
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static set ForceGLSL(value) {
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ThinEffectLayer.ForceGLSL = value;
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}
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/**
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* Defines if auto resize the layer is enabled
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*/
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get autoResize() {
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return this._autoResize;
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}
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set autoResize(value) {
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if (this._autoResize !== value) {
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this._autoResize = value;
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}
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if (value) {
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if (!this._resizeObserver && this._engine) {
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this._resizeObserver = this._engine.onResizeObservable.add(() => {
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this.resize();
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});
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}
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}
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else {
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if (this._resizeObserver) {
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this._resizeObserver.remove();
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this._resizeObserver = null;
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}
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}
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}
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/**
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* The name of the layer
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*/
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@@ -147,6 +171,8 @@ export class EffectLayer {
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constructor(
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/** The Friendly of the effect in the scene */
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name, scene, forceGLSL = false, thinEffectLayer) {
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this._autoResize = false;
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this._resizeObserver = null;
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this._mainTextureCreatedSize = { width: 0, height: 0 };
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this._maxSize = 0;
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this._mainTextureDesiredSize = { width: 0, height: 0 };
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@@ -287,6 +313,17 @@ export class EffectLayer {
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this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
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this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
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}
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/**
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* Resize the main texture
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*/
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resize() {
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if (this._mainTexture) {
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this._mainTexture.resize({
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width: this._mainTextureDesiredSize.width,
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height: this._mainTextureDesiredSize.height,
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});
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}
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}
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/**
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* Creates the main texture for the effect layer.
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*/
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@@ -454,6 +491,10 @@ export class EffectLayer {
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this.onAfterRenderMeshToEffect.clear();
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this.onAfterComposeObservable.clear();
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this.onSizeChangedObservable.clear();
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if (this._resizeObserver) {
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this._resizeObserver.remove();
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this._resizeObserver = null;
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}
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}
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/**
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* Gets the class name of the effect layer
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@@ -1 +1 @@
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1
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-
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{ serialize, serializeAsColor4, serializeAsCameraReference } from \"../Misc/decorators\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\nimport type { Color4 } from \"../Maths/math.color\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { GetExponentOfTwo } from \"../Misc/tools.functions\";\r\nimport type { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\nimport { ThinEffectLayer } from \"./thinEffectLayer\";\r\nimport { UniqueIdGenerator } from \"../Misc/uniqueIdGenerator\";\r\n\r\n/**\r\n * Effect layer options. This helps customizing the behaviour\r\n * of the effect layer.\r\n */\r\nexport interface IEffectLayerOptions {\r\n /**\r\n * Multiplication factor apply to the canvas size to compute the render target size\r\n * used to generated the objects (the smaller the faster). Default: 0.5\r\n */\r\n mainTextureRatio: number;\r\n\r\n /**\r\n * Enforces a fixed size texture to ensure effect stability across devices. Default: undefined\r\n */\r\n mainTextureFixedSize?: number;\r\n\r\n /**\r\n * Alpha blending mode used to apply the blur. Default depends of the implementation. Default: ALPHA_COMBINE\r\n */\r\n alphaBlendingMode: number;\r\n\r\n /**\r\n * The camera attached to the layer. Default: null\r\n */\r\n camera: Nullable<Camera>;\r\n\r\n /**\r\n * The rendering group to draw the layer in. Default: -1\r\n */\r\n renderingGroupId: number;\r\n\r\n /**\r\n * The type of the main texture. Default: TEXTURETYPE_UNSIGNED_BYTE\r\n */\r\n mainTextureType: number;\r\n\r\n /**\r\n * The format of the main texture. Default: TEXTUREFORMAT_RGBA\r\n */\r\n mainTextureFormat: number;\r\n\r\n /**\r\n * Whether or not to generate a stencil buffer. Default: false\r\n */\r\n generateStencilBuffer: boolean;\r\n}\r\n\r\n/**\r\n * The effect layer Helps adding post process effect blended with the main pass.\r\n *\r\n * This can be for instance use to generate glow or highlight effects on the scene.\r\n *\r\n * The effect layer class can not be used directly and is intented to inherited from to be\r\n * customized per effects.\r\n */\r\nexport abstract class EffectLayer {\r\n private _effectLayerOptions: IEffectLayerOptions;\r\n protected _mainTextureCreatedSize: ISize = { width: 0, height: 0 };\r\n\r\n protected _scene: Scene;\r\n protected _engine: AbstractEngine;\r\n protected _maxSize: number = 0;\r\n protected _mainTextureDesiredSize: ISize = { width: 0, height: 0 };\r\n protected _mainTexture: RenderTargetTexture;\r\n protected get _shouldRender() {\r\n return this._thinEffectLayer._shouldRender;\r\n }\r\n protected set _shouldRender(value) {\r\n this._thinEffectLayer._shouldRender = value;\r\n }\r\n protected _postProcesses: PostProcess[] = [];\r\n protected _textures: BaseTexture[] = [];\r\n protected get _emissiveTextureAndColor(): { texture: Nullable<BaseTexture>; color: Color4 } {\r\n return this._thinEffectLayer._emissiveTextureAndColor;\r\n }\r\n protected set _emissiveTextureAndColor(value) {\r\n this._thinEffectLayer._emissiveTextureAndColor = value;\r\n }\r\n protected get _effectIntensity(): { [meshUniqueId: number]: number } {\r\n return this._thinEffectLayer._effectIntensity;\r\n }\r\n protected set _effectIntensity(value) {\r\n this._thinEffectLayer._effectIntensity = value;\r\n }\r\n protected readonly _thinEffectLayer: ThinEffectLayer;\r\n private readonly _internalThinEffectLayer: boolean;\r\n /**\r\n * Defines if the effect layer should be serialized\r\n */\r\n public doNotSerialize = false;\r\n\r\n /**\r\n * Force all the effect layers 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 get ForceGLSL() {\r\n return ThinEffectLayer.ForceGLSL;\r\n }\r\n\r\n public static set ForceGLSL(value: boolean) {\r\n ThinEffectLayer.ForceGLSL = value;\r\n }\r\n\r\n /**\r\n * The unique id of the layer\r\n */\r\n public readonly uniqueId = UniqueIdGenerator.UniqueId;\r\n\r\n /**\r\n * The name of the layer\r\n */\r\n @serialize()\r\n public get name() {\r\n return this._thinEffectLayer.name;\r\n }\r\n\r\n public set name(value: string) {\r\n this._thinEffectLayer.name = value;\r\n }\r\n\r\n /**\r\n * The clear color of the texture used to generate the glow map.\r\n */\r\n @serializeAsColor4()\r\n public get neutralColor(): Color4 {\r\n return this._thinEffectLayer.neutralColor;\r\n }\r\n\r\n public set neutralColor(value: Color4) {\r\n this._thinEffectLayer.neutralColor = value;\r\n }\r\n\r\n /**\r\n * Specifies whether the highlight layer is enabled or not.\r\n */\r\n @serialize()\r\n public get isEnabled(): boolean {\r\n return this._thinEffectLayer.isEnabled;\r\n }\r\n\r\n public set isEnabled(value: boolean) {\r\n this._thinEffectLayer.isEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets the camera attached to the layer.\r\n */\r\n @serializeAsCameraReference()\r\n public get camera(): Nullable<Camera> {\r\n return this._thinEffectLayer.camera;\r\n }\r\n\r\n /**\r\n * Gets the rendering group id the layer should render in.\r\n */\r\n @serialize()\r\n public get renderingGroupId(): number {\r\n return this._thinEffectLayer.renderingGroupId;\r\n }\r\n public set renderingGroupId(renderingGroupId: number) {\r\n this._thinEffectLayer.renderingGroupId = renderingGroupId;\r\n }\r\n\r\n /**\r\n * Specifies if the bounding boxes should be rendered normally or if they should undergo the effect of the layer\r\n */\r\n @serialize()\r\n public get disableBoundingBoxesFromEffectLayer() {\r\n return this._thinEffectLayer.disableBoundingBoxesFromEffectLayer;\r\n }\r\n\r\n public set disableBoundingBoxesFromEffectLayer(value: boolean) {\r\n this._thinEffectLayer.disableBoundingBoxesFromEffectLayer = value;\r\n }\r\n\r\n /**\r\n * An event triggered when the effect layer has been disposed.\r\n */\r\n public onDisposeObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * An event triggered when the effect layer is about rendering the main texture with the glowy parts.\r\n */\r\n public onBeforeRenderMainTextureObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * An event triggered when the generated texture is being merged in the scene.\r\n */\r\n public onBeforeComposeObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * An event triggered when the mesh is rendered into the effect render target.\r\n */\r\n public onBeforeRenderMeshToEffect = new Observable<AbstractMesh>();\r\n\r\n /**\r\n * An event triggered after the mesh has been rendered into the effect render target.\r\n */\r\n public onAfterRenderMeshToEffect = new Observable<AbstractMesh>();\r\n\r\n /**\r\n * An event triggered when the generated texture has been merged in the scene.\r\n */\r\n public onAfterComposeObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * An event triggered when the effect layer changes its size.\r\n */\r\n public onSizeChangedObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * Gets the main texture where the effect is rendered\r\n */\r\n public get mainTexture() {\r\n return this._mainTexture;\r\n }\r\n\r\n protected get _shaderLanguage(): ShaderLanguage {\r\n return this._thinEffectLayer.shaderLanguage;\r\n }\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._thinEffectLayer.shaderLanguage;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"EffectLayerSceneComponent\");\r\n };\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes in the layer\r\n * @param mesh mesh or array of meshes\r\n * @param material material to use by the layer when rendering the mesh(es). If undefined is passed, the specific material created by the layer will be used.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material): void {\r\n this._thinEffectLayer.setMaterialForRendering(mesh, material);\r\n }\r\n\r\n /**\r\n * Gets the intensity of the effect for a specific mesh.\r\n * @param mesh The mesh to get the effect intensity for\r\n * @returns The intensity of the effect for the mesh\r\n */\r\n public getEffectIntensity(mesh: AbstractMesh) {\r\n return this._thinEffectLayer.getEffectIntensity(mesh);\r\n }\r\n\r\n /**\r\n * Sets the intensity of the effect for a specific mesh.\r\n * @param mesh The mesh to set the effect intensity for\r\n * @param intensity The intensity of the effect for the mesh\r\n */\r\n public setEffectIntensity(mesh: AbstractMesh, intensity: number): void {\r\n this._thinEffectLayer.setEffectIntensity(mesh, intensity);\r\n }\r\n\r\n /**\r\n * Instantiates a new effect Layer and references it in the scene.\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false\r\n * @param thinEffectLayer The thin instance of the effect layer (optional)\r\n */\r\n constructor(\r\n /** The Friendly of the effect in the scene */\r\n name: string,\r\n scene?: Scene,\r\n forceGLSL = false,\r\n thinEffectLayer?: ThinEffectLayer\r\n ) {\r\n this._internalThinEffectLayer = !thinEffectLayer;\r\n if (!thinEffectLayer) {\r\n thinEffectLayer = new ThinEffectLayer(name, scene, forceGLSL, false, this._importShadersAsync.bind(this));\r\n thinEffectLayer.getEffectName = this.getEffectName.bind(this);\r\n thinEffectLayer.isReady = this.isReady.bind(this);\r\n thinEffectLayer._createMergeEffect = this._createMergeEffect.bind(this);\r\n thinEffectLayer._createTextureAndPostProcesses = this._createTextureAndPostProcesses.bind(this);\r\n thinEffectLayer._internalCompose = this._internalRender.bind(this);\r\n thinEffectLayer._setEmissiveTextureAndColor = this._setEmissiveTextureAndColor.bind(this);\r\n thinEffectLayer._numInternalDraws = this._numInternalDraws.bind(this);\r\n thinEffectLayer._addCustomEffectDefines = this._addCustomEffectDefines.bind(this);\r\n thinEffectLayer.hasMesh = this.hasMesh.bind(this);\r\n thinEffectLayer.shouldRender = this.shouldRender.bind(this);\r\n thinEffectLayer._shouldRenderMesh = this._shouldRenderMesh.bind(this);\r\n thinEffectLayer._canRenderMesh = this._canRenderMesh.bind(this);\r\n thinEffectLayer._useMeshMaterial = this._useMeshMaterial.bind(this);\r\n }\r\n\r\n this._thinEffectLayer = thinEffectLayer;\r\n this.name = name;\r\n\r\n this._scene = scene || <Scene>EngineStore.LastCreatedScene;\r\n EffectLayer._SceneComponentInitialization(this._scene);\r\n\r\n this._engine = this._scene.getEngine();\r\n this._maxSize = this._engine.getCaps().maxTextureSize;\r\n this._scene.addEffectLayer(this);\r\n\r\n this._thinEffectLayer.onDisposeObservable.add(() => {\r\n this.onDisposeObservable.notifyObservers(this);\r\n });\r\n\r\n this._thinEffectLayer.onBeforeRenderLayerObservable.add(() => {\r\n this.onBeforeRenderMainTextureObservable.notifyObservers(this);\r\n });\r\n\r\n this._thinEffectLayer.onBeforeComposeObservable.add(() => {\r\n this.onBeforeComposeObservable.notifyObservers(this);\r\n });\r\n\r\n this._thinEffectLayer.onBeforeRenderMeshToEffect.add((mesh) => {\r\n this.onBeforeRenderMeshToEffect.notifyObservers(mesh);\r\n });\r\n\r\n this._thinEffectLayer.onAfterRenderMeshToEffect.add((mesh) => {\r\n this.onAfterRenderMeshToEffect.notifyObservers(mesh);\r\n });\r\n\r\n this._thinEffectLayer.onAfterComposeObservable.add(() => {\r\n this.onAfterComposeObservable.notifyObservers(this);\r\n });\r\n }\r\n\r\n protected get _shadersLoaded() {\r\n return this._thinEffectLayer._shadersLoaded;\r\n }\r\n\r\n protected set _shadersLoaded(value: boolean) {\r\n this._thinEffectLayer._shadersLoaded = value;\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @returns The effect name\r\n */\r\n public abstract getEffectName(): string;\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @returns true if ready otherwise, false\r\n */\r\n public abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;\r\n\r\n /**\r\n * Returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n * @returns true if the effect requires stencil during the main canvas render pass.\r\n */\r\n public abstract needStencil(): boolean;\r\n\r\n /**\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n * @returns The effect containing the shader used to merge the effect on the main canvas\r\n */\r\n protected abstract _createMergeEffect(): Effect;\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the effect layer.\r\n */\r\n protected abstract _createTextureAndPostProcesses(): void;\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n * @param renderNum Index of the _internalRender call (0 for the first time _internalRender is called, 1 for the second time, etc. _internalRender is called the number of times returned by _numInternalDraws())\r\n */\r\n protected abstract _internalRender(effect: Effect, renderIndex: number): void;\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n */\r\n protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n */\r\n public abstract _disposeMesh(mesh: Mesh): void;\r\n\r\n /**\r\n * Serializes this layer (Glow or Highlight for example)\r\n * @returns a serialized layer object\r\n */\r\n public abstract serialize?(): any;\r\n\r\n /**\r\n * Number of times _internalRender will be called. Some effect layers need to render the mesh several times, so they should override this method with the number of times the mesh should be rendered\r\n * @returns Number of times a mesh must be rendered in the layer\r\n */\r\n protected _numInternalDraws(): number {\r\n return this._internalThinEffectLayer ? 1 : this._thinEffectLayer._numInternalDraws();\r\n }\r\n\r\n /**\r\n * Initializes the effect layer with the required options.\r\n * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)\r\n */\r\n protected _init(options: Partial<IEffectLayerOptions>): void {\r\n // Adapt options\r\n this._effectLayerOptions = {\r\n mainTextureRatio: 0.5,\r\n alphaBlendingMode: Constants.ALPHA_COMBINE,\r\n camera: null,\r\n renderingGroupId: -1,\r\n mainTextureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n mainTextureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n generateStencilBuffer: false,\r\n ...options,\r\n };\r\n\r\n this._setMainTextureSize();\r\n this._thinEffectLayer._init(options);\r\n this._createMainTexture();\r\n this._createTextureAndPostProcesses();\r\n }\r\n\r\n /**\r\n * Sets the main texture desired size which is the closest power of two\r\n * of the engine canvas size.\r\n */\r\n private _setMainTextureSize(): void {\r\n if (this._effectLayerOptions.mainTextureFixedSize) {\r\n this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;\r\n this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;\r\n } else {\r\n this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;\r\n this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;\r\n\r\n this._mainTextureDesiredSize.width = this._engine.needPOTTextures\r\n ? GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize)\r\n : this._mainTextureDesiredSize.width;\r\n this._mainTextureDesiredSize.height = this._engine.needPOTTextures\r\n ? GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize)\r\n : this._mainTextureDesiredSize.height;\r\n }\r\n\r\n this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);\r\n this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);\r\n }\r\n\r\n /**\r\n * Creates the main texture for the effect layer.\r\n */\r\n protected _createMainTexture(): void {\r\n this._mainTexture = new RenderTargetTexture(\r\n \"EffectLayerMainRTT\",\r\n {\r\n width: this._mainTextureDesiredSize.width,\r\n height: this._mainTextureDesiredSize.height,\r\n },\r\n this._scene,\r\n {\r\n type: this._effectLayerOptions.mainTextureType,\r\n format: this._effectLayerOptions.mainTextureFormat,\r\n samplingMode: Texture.TRILINEAR_SAMPLINGMODE,\r\n generateStencilBuffer: this._effectLayerOptions.generateStencilBuffer,\r\n existingObjectRenderer: this._thinEffectLayer.objectRenderer,\r\n }\r\n );\r\n this._mainTexture.activeCamera = this._effectLayerOptions.camera;\r\n this._mainTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._mainTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._mainTexture.anisotropicFilteringLevel = 1;\r\n this._mainTexture.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._mainTexture.renderParticles = false;\r\n this._mainTexture.renderList = null;\r\n this._mainTexture.ignoreCameraViewport = true;\r\n\r\n this._mainTexture.onClearObservable.add((engine: AbstractEngine) => {\r\n engine.clear(this.neutralColor, true, true, true);\r\n });\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _addCustomEffectDefines(defines: string[]): void {\r\n // Nothing to add by default.\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @param emissiveTexture the associated emissive texture used to generate the glow\r\n * @returns true if ready otherwise, false\r\n */\r\n protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean {\r\n return this._internalThinEffectLayer\r\n ? this._thinEffectLayer._internalIsSubMeshReady(subMesh, useInstances, emissiveTexture)\r\n : this._thinEffectLayer._isSubMeshReady(subMesh, useInstances, emissiveTexture);\r\n }\r\n\r\n protected async _importShadersAsync(): Promise<void> {}\r\n\r\n protected _arePostProcessAndMergeReady(): boolean {\r\n return this._internalThinEffectLayer ? this._thinEffectLayer._internalIsLayerReady() : this._thinEffectLayer.isLayerReady();\r\n }\r\n\r\n /**\r\n * Checks if the layer is ready to be used.\r\n * @returns true if the layer is ready to be used\r\n */\r\n public isLayerReady(): boolean {\r\n return this._arePostProcessAndMergeReady() && this._mainTexture.isReady();\r\n }\r\n\r\n /**\r\n * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.\r\n */\r\n public render(): void {\r\n this._thinEffectLayer.compose();\r\n\r\n // Handle size changes.\r\n this._setMainTextureSize();\r\n if (\r\n (this._mainTextureCreatedSize.width !== this._mainTextureDesiredSize.width || this._mainTextureCreatedSize.height !== this._mainTextureDesiredSize.height) &&\r\n this._mainTextureDesiredSize.width !== 0 &&\r\n this._mainTextureDesiredSize.height !== 0\r\n ) {\r\n // Recreate RTT and post processes on size change.\r\n this.onSizeChangedObservable.notifyObservers(this);\r\n this._disposeTextureAndPostProcesses();\r\n this._createMainTexture();\r\n this._createTextureAndPostProcesses();\r\n this._mainTextureCreatedSize.width = this._mainTextureDesiredSize.width;\r\n this._mainTextureCreatedSize.height = this._mainTextureDesiredSize.height;\r\n }\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be used in the current effect.\r\n * @param mesh mesh to test\r\n * @returns true if the mesh will be used\r\n */\r\n public hasMesh(mesh: AbstractMesh): boolean {\r\n return this._internalThinEffectLayer ? this._thinEffectLayer._internalHasMesh(mesh) : this._thinEffectLayer.hasMesh(mesh);\r\n }\r\n\r\n /**\r\n * Returns true if the layer contains information to display, otherwise false.\r\n * @returns true if the glow layer should be rendered\r\n */\r\n public shouldRender(): boolean {\r\n return this._internalThinEffectLayer ? this._thinEffectLayer._internalShouldRender() : this._thinEffectLayer.shouldRender();\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _shouldRenderMesh(mesh: AbstractMesh): boolean {\r\n return this._internalThinEffectLayer ? true : this._thinEffectLayer._shouldRenderMesh(mesh);\r\n }\r\n\r\n /**\r\n * Returns true if the mesh can be rendered, otherwise false.\r\n * @param mesh The mesh to render\r\n * @param material The material used on the mesh\r\n * @returns true if it can be rendered otherwise false\r\n */\r\n protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n return this._internalThinEffectLayer ? this._thinEffectLayer._internalCanRenderMesh(mesh, material) : this._thinEffectLayer._canRenderMesh(mesh, material);\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @returns true if it should render otherwise false\r\n */\r\n protected _shouldRenderEmissiveTextureForMesh(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Defines whether the current material of the mesh should be use to render the effect.\r\n * @param mesh defines the current mesh to render\r\n * @returns true if the mesh material should be use\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _useMeshMaterial(mesh: AbstractMesh): boolean {\r\n return this._internalThinEffectLayer ? false : this._thinEffectLayer._useMeshMaterial(mesh);\r\n }\r\n\r\n /**\r\n * Rebuild the required buffers.\r\n * @internal Internal use only.\r\n */\r\n public _rebuild(): void {\r\n this._thinEffectLayer._rebuild();\r\n }\r\n\r\n /**\r\n * Dispose only the render target textures and post process.\r\n */\r\n private _disposeTextureAndPostProcesses(): void {\r\n this._mainTexture.dispose();\r\n\r\n for (let i = 0; i < this._postProcesses.length; i++) {\r\n if (this._postProcesses[i]) {\r\n this._postProcesses[i].dispose();\r\n }\r\n }\r\n this._postProcesses = [];\r\n\r\n for (let i = 0; i < this._textures.length; i++) {\r\n if (this._textures[i]) {\r\n this._textures[i].dispose();\r\n }\r\n }\r\n this._textures = [];\r\n }\r\n\r\n /**\r\n * Dispose the highlight layer and free resources.\r\n */\r\n public dispose(): void {\r\n this._thinEffectLayer.dispose();\r\n\r\n // Clean textures and post processes\r\n this._disposeTextureAndPostProcesses();\r\n\r\n // Remove from scene\r\n this._scene.removeEffectLayer(this);\r\n\r\n // Callback\r\n this.onDisposeObservable.clear();\r\n this.onBeforeRenderMainTextureObservable.clear();\r\n this.onBeforeComposeObservable.clear();\r\n this.onBeforeRenderMeshToEffect.clear();\r\n this.onAfterRenderMeshToEffect.clear();\r\n this.onAfterComposeObservable.clear();\r\n this.onSizeChangedObservable.clear();\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public getClassName(): string {\r\n return \"EffectLayer\";\r\n }\r\n\r\n /**\r\n * Creates an effect layer from parsed effect layer data\r\n * @param parsedEffectLayer defines effect layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the effect layer information\r\n * @returns a parsed effect Layer\r\n */\r\n public static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer {\r\n const effectLayerType = Tools.Instantiate(parsedEffectLayer.customType);\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unsafe-return\r\n return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);\r\n }\r\n}\r\n"]}
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+
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{ serialize, serializeAsColor4, serializeAsCameraReference } from \"../Misc/decorators\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\nimport type { Color4 } from \"../Maths/math.color\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { GetExponentOfTwo } from \"../Misc/tools.functions\";\r\nimport type { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\nimport { ThinEffectLayer } from \"./thinEffectLayer\";\r\nimport { UniqueIdGenerator } from \"../Misc/uniqueIdGenerator\";\r\n\r\n/**\r\n * Effect layer options. This helps customizing the behaviour\r\n * of the effect layer.\r\n */\r\nexport interface IEffectLayerOptions {\r\n /**\r\n * Multiplication factor apply to the canvas size to compute the render target size\r\n * used to generated the objects (the smaller the faster). Default: 0.5\r\n */\r\n mainTextureRatio: number;\r\n\r\n /**\r\n * Enforces a fixed size texture to ensure effect stability across devices. Default: undefined\r\n */\r\n mainTextureFixedSize?: number;\r\n\r\n /**\r\n * Alpha blending mode used to apply the blur. Default depends of the implementation. Default: ALPHA_COMBINE\r\n */\r\n alphaBlendingMode: number;\r\n\r\n /**\r\n * The camera attached to the layer. Default: null\r\n */\r\n camera: Nullable<Camera>;\r\n\r\n /**\r\n * The rendering group to draw the layer in. Default: -1\r\n */\r\n renderingGroupId: number;\r\n\r\n /**\r\n * The type of the main texture. Default: TEXTURETYPE_UNSIGNED_BYTE\r\n */\r\n mainTextureType: number;\r\n\r\n /**\r\n * The format of the main texture. Default: TEXTUREFORMAT_RGBA\r\n */\r\n mainTextureFormat: number;\r\n\r\n /**\r\n * Whether or not to generate a stencil buffer. Default: false\r\n */\r\n generateStencilBuffer: boolean;\r\n}\r\n\r\n/**\r\n * The effect layer Helps adding post process effect blended with the main pass.\r\n *\r\n * This can be for instance use to generate glow or highlight effects on the scene.\r\n *\r\n * The effect layer class can not be used directly and is intented to inherited from to be\r\n * customized per effects.\r\n */\r\nexport abstract class EffectLayer {\r\n private _autoResize: boolean = false;\r\n private _resizeObserver: Nullable<Observer<any>> = null;\r\n private _effectLayerOptions: IEffectLayerOptions;\r\n protected _mainTextureCreatedSize: ISize = { width: 0, height: 0 };\r\n\r\n protected _scene: Scene;\r\n protected _engine: AbstractEngine;\r\n protected _maxSize: number = 0;\r\n protected _mainTextureDesiredSize: ISize = { width: 0, height: 0 };\r\n protected _mainTexture: RenderTargetTexture;\r\n\r\n protected get _shouldRender() {\r\n return this._thinEffectLayer._shouldRender;\r\n }\r\n\r\n protected set _shouldRender(value) {\r\n this._thinEffectLayer._shouldRender = value;\r\n }\r\n\r\n protected _postProcesses: PostProcess[] = [];\r\n protected _textures: BaseTexture[] = [];\r\n\r\n protected get _emissiveTextureAndColor(): { texture: Nullable<BaseTexture>; color: Color4 } {\r\n return this._thinEffectLayer._emissiveTextureAndColor;\r\n }\r\n\r\n protected set _emissiveTextureAndColor(value) {\r\n this._thinEffectLayer._emissiveTextureAndColor = value;\r\n }\r\n\r\n protected get _effectIntensity(): { [meshUniqueId: number]: number } {\r\n return this._thinEffectLayer._effectIntensity;\r\n }\r\n\r\n protected set _effectIntensity(value) {\r\n this._thinEffectLayer._effectIntensity = value;\r\n }\r\n\r\n protected readonly _thinEffectLayer: ThinEffectLayer;\r\n private readonly _internalThinEffectLayer: boolean;\r\n /**\r\n * Defines if the effect layer should be serialized\r\n */\r\n public doNotSerialize = false;\r\n\r\n /**\r\n * Force all the effect layers 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 get ForceGLSL() {\r\n return ThinEffectLayer.ForceGLSL;\r\n }\r\n\r\n public static set ForceGLSL(value: boolean) {\r\n ThinEffectLayer.ForceGLSL = value;\r\n }\r\n\r\n /**\r\n * The unique id of the layer\r\n */\r\n public readonly uniqueId = UniqueIdGenerator.UniqueId;\r\n\r\n /**\r\n * Defines if auto resize the layer is enabled\r\n */\r\n public get autoResize() {\r\n return this._autoResize;\r\n }\r\n\r\n public set autoResize(value: boolean) {\r\n if (this._autoResize !== value) {\r\n this._autoResize = value;\r\n }\r\n if (value) {\r\n if (!this._resizeObserver && this._engine) {\r\n this._resizeObserver = this._engine.onResizeObservable.add(() => {\r\n this.resize();\r\n });\r\n }\r\n } else {\r\n if (this._resizeObserver) {\r\n this._resizeObserver.remove();\r\n this._resizeObserver = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * The name of the layer\r\n */\r\n @serialize()\r\n public get name() {\r\n return this._thinEffectLayer.name;\r\n }\r\n\r\n public set name(value: string) {\r\n this._thinEffectLayer.name = value;\r\n }\r\n\r\n /**\r\n * The clear color of the texture used to generate the glow map.\r\n */\r\n @serializeAsColor4()\r\n public get neutralColor(): Color4 {\r\n return this._thinEffectLayer.neutralColor;\r\n }\r\n\r\n public set neutralColor(value: Color4) {\r\n this._thinEffectLayer.neutralColor = value;\r\n }\r\n\r\n /**\r\n * Specifies whether the highlight layer is enabled or not.\r\n */\r\n @serialize()\r\n public get isEnabled(): boolean {\r\n return this._thinEffectLayer.isEnabled;\r\n }\r\n\r\n public set isEnabled(value: boolean) {\r\n this._thinEffectLayer.isEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets the camera attached to the layer.\r\n */\r\n @serializeAsCameraReference()\r\n public get camera(): Nullable<Camera> {\r\n return this._thinEffectLayer.camera;\r\n }\r\n\r\n /**\r\n * Gets the rendering group id the layer should render in.\r\n */\r\n @serialize()\r\n public get renderingGroupId(): number {\r\n return this._thinEffectLayer.renderingGroupId;\r\n }\r\n\r\n public set renderingGroupId(renderingGroupId: number) {\r\n this._thinEffectLayer.renderingGroupId = renderingGroupId;\r\n }\r\n\r\n /**\r\n * Specifies if the bounding boxes should be rendered normally or if they should undergo the effect of the layer\r\n */\r\n @serialize()\r\n public get disableBoundingBoxesFromEffectLayer() {\r\n return this._thinEffectLayer.disableBoundingBoxesFromEffectLayer;\r\n }\r\n\r\n public set disableBoundingBoxesFromEffectLayer(value: boolean) {\r\n this._thinEffectLayer.disableBoundingBoxesFromEffectLayer = value;\r\n }\r\n\r\n /**\r\n * An event triggered when the effect layer has been disposed.\r\n */\r\n public onDisposeObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * An event triggered when the effect layer is about rendering the main texture with the glowy parts.\r\n */\r\n public onBeforeRenderMainTextureObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * An event triggered when the generated texture is being merged in the scene.\r\n */\r\n public onBeforeComposeObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * An event triggered when the mesh is rendered into the effect render target.\r\n */\r\n public onBeforeRenderMeshToEffect = new Observable<AbstractMesh>();\r\n\r\n /**\r\n * An event triggered after the mesh has been rendered into the effect render target.\r\n */\r\n public onAfterRenderMeshToEffect = new Observable<AbstractMesh>();\r\n\r\n /**\r\n * An event triggered when the generated texture has been merged in the scene.\r\n */\r\n public onAfterComposeObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * An event triggered when the effect layer changes its size.\r\n */\r\n public onSizeChangedObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * Gets the main texture where the effect is rendered\r\n */\r\n public get mainTexture() {\r\n return this._mainTexture;\r\n }\r\n\r\n protected get _shaderLanguage(): ShaderLanguage {\r\n return this._thinEffectLayer.shaderLanguage;\r\n }\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._thinEffectLayer.shaderLanguage;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"EffectLayerSceneComponent\");\r\n };\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes in the layer\r\n * @param mesh mesh or array of meshes\r\n * @param material material to use by the layer when rendering the mesh(es). If undefined is passed, the specific material created by the layer will be used.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material): void {\r\n this._thinEffectLayer.setMaterialForRendering(mesh, material);\r\n }\r\n\r\n /**\r\n * Gets the intensity of the effect for a specific mesh.\r\n * @param mesh The mesh to get the effect intensity for\r\n * @returns The intensity of the effect for the mesh\r\n */\r\n public getEffectIntensity(mesh: AbstractMesh) {\r\n return this._thinEffectLayer.getEffectIntensity(mesh);\r\n }\r\n\r\n /**\r\n * Sets the intensity of the effect for a specific mesh.\r\n * @param mesh The mesh to set the effect intensity for\r\n * @param intensity The intensity of the effect for the mesh\r\n */\r\n public setEffectIntensity(mesh: AbstractMesh, intensity: number): void {\r\n this._thinEffectLayer.setEffectIntensity(mesh, intensity);\r\n }\r\n\r\n /**\r\n * Instantiates a new effect Layer and references it in the scene.\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false\r\n * @param thinEffectLayer The thin instance of the effect layer (optional)\r\n */\r\n constructor(\r\n /** The Friendly of the effect in the scene */\r\n name: string,\r\n scene?: Scene,\r\n forceGLSL = false,\r\n thinEffectLayer?: ThinEffectLayer\r\n ) {\r\n this._internalThinEffectLayer = !thinEffectLayer;\r\n if (!thinEffectLayer) {\r\n thinEffectLayer = new ThinEffectLayer(name, scene, forceGLSL, false, this._importShadersAsync.bind(this));\r\n thinEffectLayer.getEffectName = this.getEffectName.bind(this);\r\n thinEffectLayer.isReady = this.isReady.bind(this);\r\n thinEffectLayer._createMergeEffect = this._createMergeEffect.bind(this);\r\n thinEffectLayer._createTextureAndPostProcesses = this._createTextureAndPostProcesses.bind(this);\r\n thinEffectLayer._internalCompose = this._internalRender.bind(this);\r\n thinEffectLayer._setEmissiveTextureAndColor = this._setEmissiveTextureAndColor.bind(this);\r\n thinEffectLayer._numInternalDraws = this._numInternalDraws.bind(this);\r\n thinEffectLayer._addCustomEffectDefines = this._addCustomEffectDefines.bind(this);\r\n thinEffectLayer.hasMesh = this.hasMesh.bind(this);\r\n thinEffectLayer.shouldRender = this.shouldRender.bind(this);\r\n thinEffectLayer._shouldRenderMesh = this._shouldRenderMesh.bind(this);\r\n thinEffectLayer._canRenderMesh = this._canRenderMesh.bind(this);\r\n thinEffectLayer._useMeshMaterial = this._useMeshMaterial.bind(this);\r\n }\r\n\r\n this._thinEffectLayer = thinEffectLayer;\r\n this.name = name;\r\n\r\n this._scene = scene || <Scene>EngineStore.LastCreatedScene;\r\n EffectLayer._SceneComponentInitialization(this._scene);\r\n\r\n this._engine = this._scene.getEngine();\r\n this._maxSize = this._engine.getCaps().maxTextureSize;\r\n this._scene.addEffectLayer(this);\r\n\r\n this._thinEffectLayer.onDisposeObservable.add(() => {\r\n this.onDisposeObservable.notifyObservers(this);\r\n });\r\n\r\n this._thinEffectLayer.onBeforeRenderLayerObservable.add(() => {\r\n this.onBeforeRenderMainTextureObservable.notifyObservers(this);\r\n });\r\n\r\n this._thinEffectLayer.onBeforeComposeObservable.add(() => {\r\n this.onBeforeComposeObservable.notifyObservers(this);\r\n });\r\n\r\n this._thinEffectLayer.onBeforeRenderMeshToEffect.add((mesh) => {\r\n this.onBeforeRenderMeshToEffect.notifyObservers(mesh);\r\n });\r\n\r\n this._thinEffectLayer.onAfterRenderMeshToEffect.add((mesh) => {\r\n this.onAfterRenderMeshToEffect.notifyObservers(mesh);\r\n });\r\n\r\n this._thinEffectLayer.onAfterComposeObservable.add(() => {\r\n this.onAfterComposeObservable.notifyObservers(this);\r\n });\r\n }\r\n\r\n protected get _shadersLoaded() {\r\n return this._thinEffectLayer._shadersLoaded;\r\n }\r\n\r\n protected set _shadersLoaded(value: boolean) {\r\n this._thinEffectLayer._shadersLoaded = value;\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @returns The effect name\r\n */\r\n public abstract getEffectName(): string;\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @returns true if ready otherwise, false\r\n */\r\n public abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;\r\n\r\n /**\r\n * Returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n * @returns true if the effect requires stencil during the main canvas render pass.\r\n */\r\n public abstract needStencil(): boolean;\r\n\r\n /**\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n * @returns The effect containing the shader used to merge the effect on the main canvas\r\n */\r\n protected abstract _createMergeEffect(): Effect;\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the effect layer.\r\n */\r\n protected abstract _createTextureAndPostProcesses(): void;\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n * @param renderNum Index of the _internalRender call (0 for the first time _internalRender is called, 1 for the second time, etc. _internalRender is called the number of times returned by _numInternalDraws())\r\n */\r\n protected abstract _internalRender(effect: Effect, renderIndex: number): void;\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n */\r\n protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n */\r\n public abstract _disposeMesh(mesh: Mesh): void;\r\n\r\n /**\r\n * Serializes this layer (Glow or Highlight for example)\r\n * @returns a serialized layer object\r\n */\r\n public abstract serialize?(): any;\r\n\r\n /**\r\n * Number of times _internalRender will be called. Some effect layers need to render the mesh several times, so they should override this method with the number of times the mesh should be rendered\r\n * @returns Number of times a mesh must be rendered in the layer\r\n */\r\n protected _numInternalDraws(): number {\r\n return this._internalThinEffectLayer ? 1 : this._thinEffectLayer._numInternalDraws();\r\n }\r\n\r\n /**\r\n * Initializes the effect layer with the required options.\r\n * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)\r\n */\r\n protected _init(options: Partial<IEffectLayerOptions>): void {\r\n // Adapt options\r\n this._effectLayerOptions = {\r\n mainTextureRatio: 0.5,\r\n alphaBlendingMode: Constants.ALPHA_COMBINE,\r\n camera: null,\r\n renderingGroupId: -1,\r\n mainTextureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n mainTextureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n generateStencilBuffer: false,\r\n ...options,\r\n };\r\n\r\n this._setMainTextureSize();\r\n this._thinEffectLayer._init(options);\r\n this._createMainTexture();\r\n this._createTextureAndPostProcesses();\r\n }\r\n\r\n /**\r\n * Sets the main texture desired size which is the closest power of two\r\n * of the engine canvas size.\r\n */\r\n private _setMainTextureSize(): void {\r\n if (this._effectLayerOptions.mainTextureFixedSize) {\r\n this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;\r\n this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;\r\n } else {\r\n this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;\r\n this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;\r\n\r\n this._mainTextureDesiredSize.width = this._engine.needPOTTextures\r\n ? GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize)\r\n : this._mainTextureDesiredSize.width;\r\n this._mainTextureDesiredSize.height = this._engine.needPOTTextures\r\n ? GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize)\r\n : this._mainTextureDesiredSize.height;\r\n }\r\n\r\n this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);\r\n this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);\r\n }\r\n\r\n /**\r\n * Resize the main texture\r\n */\r\n public resize() {\r\n if (this._mainTexture) {\r\n this._mainTexture.resize({\r\n width: this._mainTextureDesiredSize.width,\r\n height: this._mainTextureDesiredSize.height,\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Creates the main texture for the effect layer.\r\n */\r\n protected _createMainTexture(): void {\r\n this._mainTexture = new RenderTargetTexture(\r\n \"EffectLayerMainRTT\",\r\n {\r\n width: this._mainTextureDesiredSize.width,\r\n height: this._mainTextureDesiredSize.height,\r\n },\r\n this._scene,\r\n {\r\n type: this._effectLayerOptions.mainTextureType,\r\n format: this._effectLayerOptions.mainTextureFormat,\r\n samplingMode: Texture.TRILINEAR_SAMPLINGMODE,\r\n generateStencilBuffer: this._effectLayerOptions.generateStencilBuffer,\r\n existingObjectRenderer: this._thinEffectLayer.objectRenderer,\r\n }\r\n );\r\n this._mainTexture.activeCamera = this._effectLayerOptions.camera;\r\n this._mainTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._mainTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._mainTexture.anisotropicFilteringLevel = 1;\r\n this._mainTexture.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._mainTexture.renderParticles = false;\r\n this._mainTexture.renderList = null;\r\n this._mainTexture.ignoreCameraViewport = true;\r\n\r\n this._mainTexture.onClearObservable.add((engine: AbstractEngine) => {\r\n engine.clear(this.neutralColor, true, true, true);\r\n });\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _addCustomEffectDefines(defines: string[]): void {\r\n // Nothing to add by default.\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @param emissiveTexture the associated emissive texture used to generate the glow\r\n * @returns true if ready otherwise, false\r\n */\r\n protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean {\r\n return this._internalThinEffectLayer\r\n ? this._thinEffectLayer._internalIsSubMeshReady(subMesh, useInstances, emissiveTexture)\r\n : this._thinEffectLayer._isSubMeshReady(subMesh, useInstances, emissiveTexture);\r\n }\r\n\r\n protected async _importShadersAsync(): Promise<void> {}\r\n\r\n protected _arePostProcessAndMergeReady(): boolean {\r\n return this._internalThinEffectLayer ? this._thinEffectLayer._internalIsLayerReady() : this._thinEffectLayer.isLayerReady();\r\n }\r\n\r\n /**\r\n * Checks if the layer is ready to be used.\r\n * @returns true if the layer is ready to be used\r\n */\r\n public isLayerReady(): boolean {\r\n return this._arePostProcessAndMergeReady() && this._mainTexture.isReady();\r\n }\r\n\r\n /**\r\n * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.\r\n */\r\n public render(): void {\r\n this._thinEffectLayer.compose();\r\n\r\n // Handle size changes.\r\n this._setMainTextureSize();\r\n if (\r\n (this._mainTextureCreatedSize.width !== this._mainTextureDesiredSize.width || this._mainTextureCreatedSize.height !== this._mainTextureDesiredSize.height) &&\r\n this._mainTextureDesiredSize.width !== 0 &&\r\n this._mainTextureDesiredSize.height !== 0\r\n ) {\r\n // Recreate RTT and post processes on size change.\r\n this.onSizeChangedObservable.notifyObservers(this);\r\n this._disposeTextureAndPostProcesses();\r\n this._createMainTexture();\r\n this._createTextureAndPostProcesses();\r\n this._mainTextureCreatedSize.width = this._mainTextureDesiredSize.width;\r\n this._mainTextureCreatedSize.height = this._mainTextureDesiredSize.height;\r\n }\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be used in the current effect.\r\n * @param mesh mesh to test\r\n * @returns true if the mesh will be used\r\n */\r\n public hasMesh(mesh: AbstractMesh): boolean {\r\n return this._internalThinEffectLayer ? this._thinEffectLayer._internalHasMesh(mesh) : this._thinEffectLayer.hasMesh(mesh);\r\n }\r\n\r\n /**\r\n * Returns true if the layer contains information to display, otherwise false.\r\n * @returns true if the glow layer should be rendered\r\n */\r\n public shouldRender(): boolean {\r\n return this._internalThinEffectLayer ? this._thinEffectLayer._internalShouldRender() : this._thinEffectLayer.shouldRender();\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _shouldRenderMesh(mesh: AbstractMesh): boolean {\r\n return this._internalThinEffectLayer ? true : this._thinEffectLayer._shouldRenderMesh(mesh);\r\n }\r\n\r\n /**\r\n * Returns true if the mesh can be rendered, otherwise false.\r\n * @param mesh The mesh to render\r\n * @param material The material used on the mesh\r\n * @returns true if it can be rendered otherwise false\r\n */\r\n protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n return this._internalThinEffectLayer ? this._thinEffectLayer._internalCanRenderMesh(mesh, material) : this._thinEffectLayer._canRenderMesh(mesh, material);\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @returns true if it should render otherwise false\r\n */\r\n protected _shouldRenderEmissiveTextureForMesh(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Defines whether the current material of the mesh should be use to render the effect.\r\n * @param mesh defines the current mesh to render\r\n * @returns true if the mesh material should be use\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _useMeshMaterial(mesh: AbstractMesh): boolean {\r\n return this._internalThinEffectLayer ? false : this._thinEffectLayer._useMeshMaterial(mesh);\r\n }\r\n\r\n /**\r\n * Rebuild the required buffers.\r\n * @internal Internal use only.\r\n */\r\n public _rebuild(): void {\r\n this._thinEffectLayer._rebuild();\r\n }\r\n\r\n /**\r\n * Dispose only the render target textures and post process.\r\n */\r\n private _disposeTextureAndPostProcesses(): void {\r\n this._mainTexture.dispose();\r\n\r\n for (let i = 0; i < this._postProcesses.length; i++) {\r\n if (this._postProcesses[i]) {\r\n this._postProcesses[i].dispose();\r\n }\r\n }\r\n this._postProcesses = [];\r\n\r\n for (let i = 0; i < this._textures.length; i++) {\r\n if (this._textures[i]) {\r\n this._textures[i].dispose();\r\n }\r\n }\r\n this._textures = [];\r\n }\r\n\r\n /**\r\n * Dispose the highlight layer and free resources.\r\n */\r\n public dispose(): void {\r\n this._thinEffectLayer.dispose();\r\n\r\n // Clean textures and post processes\r\n this._disposeTextureAndPostProcesses();\r\n\r\n // Remove from scene\r\n this._scene.removeEffectLayer(this);\r\n\r\n // Callback\r\n this.onDisposeObservable.clear();\r\n this.onBeforeRenderMainTextureObservable.clear();\r\n this.onBeforeComposeObservable.clear();\r\n this.onBeforeRenderMeshToEffect.clear();\r\n this.onAfterRenderMeshToEffect.clear();\r\n this.onAfterComposeObservable.clear();\r\n this.onSizeChangedObservable.clear();\r\n if (this._resizeObserver) {\r\n this._resizeObserver.remove();\r\n this._resizeObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public getClassName(): string {\r\n return \"EffectLayer\";\r\n }\r\n\r\n /**\r\n * Creates an effect layer from parsed effect layer data\r\n * @param parsedEffectLayer defines effect layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the effect layer information\r\n * @returns a parsed effect Layer\r\n */\r\n public static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer {\r\n const effectLayerType = Tools.Instantiate(parsedEffectLayer.customType);\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unsafe-return\r\n return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);\r\n }\r\n}\r\n"]}
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@@ -117,7 +117,7 @@ export declare function CreateGreasedLineMaterial(name: string, options: Greased
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export declare function CreateGreasedLine(name: string, options: GreasedLineMeshBuilderOptions, materialOptions?: Nullable<GreasedLineMaterialBuilderOptions>, scene?: Nullable<Scene>): import("../GreasedLine/greasedLineBaseMesh.js").GreasedLineBaseMesh |
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export declare function CreateGreasedLine(name: string, options: GreasedLineMeshBuilderOptions, materialOptions?: Nullable<GreasedLineMaterialBuilderOptions>, scene?: Nullable<Scene>): GreasedLineMesh | import("../GreasedLine/greasedLineBaseMesh.js").GreasedLineBaseMesh | GreasedLineRibbonMesh;
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* Counts the number of points
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@@ -18,12 +18,19 @@ export declare class DepthRenderer {
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private _depthMap;
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private readonly _storeNonLinearDepth;
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private _autoResize;
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+
private _resizeObserver;
|
|
21
23
|
/** Shader language used by the material */
|
|
22
24
|
protected _shaderLanguage: ShaderLanguage;
|
|
23
25
|
/**
|
|
24
26
|
* Gets the shader language used in this material.
|
|
25
27
|
*/
|
|
26
28
|
get shaderLanguage(): ShaderLanguage;
|
|
29
|
+
/**
|
|
30
|
+
* Defines if auto resize the layer is enabled
|
|
31
|
+
*/
|
|
32
|
+
get autoResize(): boolean;
|
|
33
|
+
set autoResize(value: boolean);
|
|
27
34
|
/**
|
|
28
35
|
* Force all the depth renderer to compile to glsl even on WebGPU engines.
|
|
29
36
|
* False by default. This is mostly meant for backward compatibility.
|
|
@@ -81,6 +88,10 @@ export declare class DepthRenderer {
|
|
|
81
88
|
constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean, samplingMode?: number, storeCameraSpaceZ?: boolean, name?: string, existingRenderTargetTexture?: RenderTargetTexture);
|
|
82
89
|
private _shadersLoaded;
|
|
83
90
|
private _initShaderSourceAsync;
|
|
91
|
+
/**
|
|
92
|
+
* Resize the depth map
|
|
93
|
+
*/
|
|
94
|
+
resize(): void;
|
|
84
95
|
/**
|
|
85
96
|
* Creates the depth rendering effect and checks if the effect is ready.
|
|
86
97
|
* @param subMesh The submesh to be used to render the depth map of
|
|
@@ -21,6 +21,31 @@ export class DepthRenderer {
|
|
|
21
21
|
get shaderLanguage() {
|
|
22
22
|
return this._shaderLanguage;
|
|
23
23
|
}
|
|
24
|
+
/**
|
|
25
|
+
* Defines if auto resize the layer is enabled
|
|
26
|
+
*/
|
|
27
|
+
get autoResize() {
|
|
28
|
+
return this._autoResize;
|
|
29
|
+
}
|
|
30
|
+
set autoResize(value) {
|
|
31
|
+
if (this._autoResize !== value) {
|
|
32
|
+
this._autoResize = value;
|
|
33
|
+
}
|
|
34
|
+
if (value) {
|
|
35
|
+
const engine = this._scene.getEngine();
|
|
36
|
+
if (!this._resizeObserver && engine) {
|
|
37
|
+
this._resizeObserver = engine.onResizeObservable.add(() => {
|
|
38
|
+
this.resize();
|
|
39
|
+
});
|
|
40
|
+
}
|
|
41
|
+
}
|
|
42
|
+
else {
|
|
43
|
+
if (this._resizeObserver) {
|
|
44
|
+
this._resizeObserver.remove();
|
|
45
|
+
this._resizeObserver = null;
|
|
46
|
+
}
|
|
47
|
+
}
|
|
48
|
+
}
|
|
24
49
|
/**
|
|
25
50
|
* Enable or disable the alpha blending for depth rendering. When enabled,
|
|
26
51
|
* the depth renderer will blend the depth values with the alpha values of
|
|
@@ -57,6 +82,8 @@ export class DepthRenderer {
|
|
|
57
82
|
* @param existingRenderTargetTexture An existing render target texture to use (default: undefined). If not provided, a new render target texture will be created.
|
|
58
83
|
*/
|
|
59
84
|
constructor(scene, type = 1, camera = null, storeNonLinearDepth = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, storeCameraSpaceZ = false, name, existingRenderTargetTexture) {
|
|
85
|
+
this._autoResize = false;
|
|
86
|
+
this._resizeObserver = null;
|
|
60
87
|
/** Shader language used by the material */
|
|
61
88
|
this._shaderLanguage = 0 /* ShaderLanguage.GLSL */;
|
|
62
89
|
/** Enable or disable the depth renderer. When disabled, the depth texture is not updated */
|
|
@@ -305,6 +332,15 @@ export class DepthRenderer {
|
|
|
305
332
|
}
|
|
306
333
|
this._shadersLoaded = true;
|
|
307
334
|
}
|
|
335
|
+
/**
|
|
336
|
+
* Resize the depth map
|
|
337
|
+
*/
|
|
338
|
+
resize() {
|
|
339
|
+
const engine = this._scene.getEngine();
|
|
340
|
+
if (this._depthMap) {
|
|
341
|
+
this._depthMap.resize({ width: engine.getRenderWidth(), height: engine.getRenderHeight() });
|
|
342
|
+
}
|
|
343
|
+
}
|
|
308
344
|
/**
|
|
309
345
|
* Creates the depth rendering effect and checks if the effect is ready.
|
|
310
346
|
* @param subMesh The submesh to be used to render the depth map of
|
|
@@ -464,6 +500,10 @@ export class DepthRenderer {
|
|
|
464
500
|
* Disposes of the depth renderer.
|
|
465
501
|
*/
|
|
466
502
|
dispose() {
|
|
503
|
+
if (this._resizeObserver) {
|
|
504
|
+
this._resizeObserver.remove();
|
|
505
|
+
this._resizeObserver = null;
|
|
506
|
+
}
|
|
467
507
|
const keysToDelete = [];
|
|
468
508
|
for (const key in this._scene._depthRenderer) {
|
|
469
509
|
const depthRenderer = this._scene._depthRenderer[key];
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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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"]}
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1
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+
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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\nimport type { Observer } from \"core/Misc\";\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 private _autoResize: boolean = false;\r\n private _resizeObserver: Nullable<Observer<any>> = null;\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 * Defines if auto resize the layer is enabled\r\n */\r\n public get autoResize() {\r\n return this._autoResize;\r\n }\r\n\r\n public set autoResize(value: boolean) {\r\n if (this._autoResize !== value) {\r\n this._autoResize = value;\r\n }\r\n if (value) {\r\n const engine = this._scene.getEngine();\r\n if (!this._resizeObserver && engine) {\r\n this._resizeObserver = engine.onResizeObservable.add(() => {\r\n this.resize();\r\n });\r\n }\r\n } else {\r\n if (this._resizeObserver) {\r\n this._resizeObserver.remove();\r\n this._resizeObserver = null;\r\n }\r\n }\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 * Resize the depth map\r\n */\r\n public resize() {\r\n const engine = this._scene.getEngine();\r\n if (this._depthMap) {\r\n this._depthMap.resize({ width: engine.getRenderWidth(), height: engine.getRenderHeight() });\r\n }\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 if (this._resizeObserver) {\r\n this._resizeObserver.remove();\r\n this._resizeObserver = null;\r\n }\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"]}
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@@ -33,6 +33,7 @@ Scene.prototype.disableDepthRenderer = function (camera) {
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return;
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}
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this._depthRenderer[camera.id].dispose();
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+
delete this._depthRenderer[camera.id];
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};
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/**
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* Defines the Depth Renderer scene component responsible to manage a depth buffer useful
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@@ -1 +1 @@
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1
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-
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If true, storeNonLinearDepth has no effect. (Default: false)\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 * @returns the created depth renderer\r\n */\r\n enableDepthRenderer(\r\n camera?: Nullable<Camera>,\r\n storeNonLinearDepth?: boolean,\r\n force32bitsFloat?: boolean,\r\n samplingMode?: number,\r\n storeCameraSpaceZ?: boolean,\r\n existingRenderTargetTexture?: RenderTargetTexture\r\n ): DepthRenderer;\r\n\r\n /**\r\n * Disables a depth renderer for a given camera\r\n * @param camera The camera to disable the depth renderer on (default: scene's active camera)\r\n */\r\n disableDepthRenderer(camera?: Nullable<Camera>): void;\r\n }\r\n}\r\n\r\nScene.prototype.enableDepthRenderer = function (\r\n camera?: Nullable<Camera>,\r\n storeNonLinearDepth = false,\r\n force32bitsFloat: boolean = false,\r\n samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n storeCameraSpaceZ: boolean = false,\r\n existingRenderTargetTexture?: RenderTargetTexture\r\n): DepthRenderer {\r\n camera = camera || this.activeCamera;\r\n if (!camera) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"No camera available to enable depth renderer\";\r\n }\r\n if (!this._depthRenderer) {\r\n this._depthRenderer = {};\r\n }\r\n if (!this._depthRenderer[camera.id]) {\r\n const supportFullfloat = !!this.getEngine().getCaps().textureFloatRender;\r\n let textureType = 0;\r\n if (this.getEngine().getCaps().textureHalfFloatRender && (!force32bitsFloat || !supportFullfloat)) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (supportFullfloat) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n } else {\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n this._depthRenderer[camera.id] = new DepthRenderer(this, textureType, camera, storeNonLinearDepth, samplingMode, storeCameraSpaceZ, undefined, existingRenderTargetTexture);\r\n }\r\n\r\n return this._depthRenderer[camera.id];\r\n};\r\n\r\nScene.prototype.disableDepthRenderer = function (camera?: Nullable<Camera>): void {\r\n camera = camera || this.activeCamera;\r\n if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {\r\n return;\r\n }\r\n\r\n this._depthRenderer[camera.id].dispose();\r\n};\r\n\r\n/**\r\n * Defines the Depth Renderer scene component responsible to manage a depth buffer useful\r\n * in several rendering techniques.\r\n */\r\nexport class DepthRendererSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_DEPTHRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherRenderTargetsStage.registerStep(SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);\r\n this.scene._gatherActiveCameraRenderTargetsStage.registerStep(\r\n SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER,\r\n this,\r\n this._gatherActiveCameraRenderTargets\r\n );\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n for (const key in this.scene._depthRenderer) {\r\n this.scene._depthRenderer[key].dispose();\r\n }\r\n }\r\n\r\n private _gatherRenderTargets(renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n if (this.scene._depthRenderer) {\r\n for (const key in this.scene._depthRenderer) {\r\n const depthRenderer = this.scene._depthRenderer[key];\r\n if (depthRenderer.enabled && !depthRenderer.useOnlyInActiveCamera) {\r\n renderTargets.push(depthRenderer.getDepthMap());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _gatherActiveCameraRenderTargets(renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n if (this.scene._depthRenderer) {\r\n for (const key in this.scene._depthRenderer) {\r\n const depthRenderer = this.scene._depthRenderer[key];\r\n if (depthRenderer.enabled && depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera!.id === key) {\r\n renderTargets.push(depthRenderer.getDepthMap());\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\nDepthRenderer._SceneComponentInitialization = (scene: Scene) => {\r\n // Register the G Buffer component to the scene.\r\n let component = scene._getComponent(SceneComponentConstants.NAME_DEPTHRENDERER) as DepthRendererSceneComponent;\r\n if (!component) {\r\n component = new DepthRendererSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n};\r\n"]}
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1
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If true, storeNonLinearDepth has no effect. (Default: false)\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 * @returns the created depth renderer\r\n */\r\n enableDepthRenderer(\r\n camera?: Nullable<Camera>,\r\n storeNonLinearDepth?: boolean,\r\n force32bitsFloat?: boolean,\r\n samplingMode?: number,\r\n storeCameraSpaceZ?: boolean,\r\n existingRenderTargetTexture?: RenderTargetTexture\r\n ): DepthRenderer;\r\n\r\n /**\r\n * Disables a depth renderer for a given camera\r\n * @param camera The camera to disable the depth renderer on (default: scene's active camera)\r\n */\r\n disableDepthRenderer(camera?: Nullable<Camera>): void;\r\n }\r\n}\r\n\r\nScene.prototype.enableDepthRenderer = function (\r\n camera?: Nullable<Camera>,\r\n storeNonLinearDepth = false,\r\n force32bitsFloat: boolean = false,\r\n samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n storeCameraSpaceZ: boolean = false,\r\n existingRenderTargetTexture?: RenderTargetTexture\r\n): DepthRenderer {\r\n camera = camera || this.activeCamera;\r\n if (!camera) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"No camera available to enable depth renderer\";\r\n }\r\n if (!this._depthRenderer) {\r\n this._depthRenderer = {};\r\n }\r\n if (!this._depthRenderer[camera.id]) {\r\n const supportFullfloat = !!this.getEngine().getCaps().textureFloatRender;\r\n let textureType = 0;\r\n if (this.getEngine().getCaps().textureHalfFloatRender && (!force32bitsFloat || !supportFullfloat)) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (supportFullfloat) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n } else {\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n this._depthRenderer[camera.id] = new DepthRenderer(this, textureType, camera, storeNonLinearDepth, samplingMode, storeCameraSpaceZ, undefined, existingRenderTargetTexture);\r\n }\r\n\r\n return this._depthRenderer[camera.id];\r\n};\r\n\r\nScene.prototype.disableDepthRenderer = function (camera?: Nullable<Camera>): void {\r\n camera = camera || this.activeCamera;\r\n if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {\r\n return;\r\n }\r\n this._depthRenderer[camera.id].dispose();\r\n delete this._depthRenderer[camera.id];\r\n};\r\n\r\n/**\r\n * Defines the Depth Renderer scene component responsible to manage a depth buffer useful\r\n * in several rendering techniques.\r\n */\r\nexport class DepthRendererSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_DEPTHRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherRenderTargetsStage.registerStep(SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);\r\n this.scene._gatherActiveCameraRenderTargetsStage.registerStep(\r\n SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER,\r\n this,\r\n this._gatherActiveCameraRenderTargets\r\n );\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n for (const key in this.scene._depthRenderer) {\r\n this.scene._depthRenderer[key].dispose();\r\n }\r\n }\r\n\r\n private _gatherRenderTargets(renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n if (this.scene._depthRenderer) {\r\n for (const key in this.scene._depthRenderer) {\r\n const depthRenderer = this.scene._depthRenderer[key];\r\n if (depthRenderer.enabled && !depthRenderer.useOnlyInActiveCamera) {\r\n renderTargets.push(depthRenderer.getDepthMap());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _gatherActiveCameraRenderTargets(renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n if (this.scene._depthRenderer) {\r\n for (const key in this.scene._depthRenderer) {\r\n const depthRenderer = this.scene._depthRenderer[key];\r\n if (depthRenderer.enabled && depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera!.id === key) {\r\n renderTargets.push(depthRenderer.getDepthMap());\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\nDepthRenderer._SceneComponentInitialization = (scene: Scene) => {\r\n // Register the G Buffer component to the scene.\r\n let component = scene._getComponent(SceneComponentConstants.NAME_DEPTHRENDERER) as DepthRendererSceneComponent;\r\n if (!component) {\r\n component = new DepthRendererSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n};\r\n"]}
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