@onerjs/core 8.44.7 → 8.44.8
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/Bones/skeleton.d.ts +5 -0
- package/Bones/skeleton.js +35 -8
- package/Bones/skeleton.js.map +1 -1
- package/Collisions/collider.js +2 -2
- package/Collisions/collider.js.map +1 -1
- package/Culling/Helper/computeShaderBoundingHelper.js +8 -1
- package/Culling/Helper/computeShaderBoundingHelper.js.map +1 -1
- package/Culling/Helper/transformFeedbackBoundingHelper.js +1 -1
- package/Culling/Helper/transformFeedbackBoundingHelper.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.d.ts +2 -1
- package/FlowGraph/Blocks/Data/flowGraphDebugBlock.d.ts +45 -0
- package/FlowGraph/Blocks/Data/flowGraphDebugBlock.js +98 -0
- package/FlowGraph/Blocks/Data/flowGraphDebugBlock.js.map +1 -0
- package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.d.ts +16 -0
- package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js +15 -2
- package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphPointerDownEventBlock.d.ts +64 -0
- package/FlowGraph/Blocks/Event/flowGraphPointerDownEventBlock.js +54 -0
- package/FlowGraph/Blocks/Event/flowGraphPointerDownEventBlock.js.map +1 -0
- package/FlowGraph/Blocks/Event/flowGraphPointerMoveEventBlock.d.ts +64 -0
- package/FlowGraph/Blocks/Event/flowGraphPointerMoveEventBlock.js +54 -0
- package/FlowGraph/Blocks/Event/flowGraphPointerMoveEventBlock.js.map +1 -0
- package/FlowGraph/Blocks/Event/flowGraphPointerUpEventBlock.d.ts +64 -0
- package/FlowGraph/Blocks/Event/flowGraphPointerUpEventBlock.js +54 -0
- package/FlowGraph/Blocks/Event/flowGraphPointerUpEventBlock.js.map +1 -0
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.d.ts +1 -0
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js +17 -1
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.d.ts +1 -0
- package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.js +23 -3
- package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.js +2 -2
- package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +7 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +4 -0
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +6 -2
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js +2 -2
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js +0 -4
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
- package/FlowGraph/Blocks/flowGraphBlockFactory.js +16 -0
- package/FlowGraph/Blocks/flowGraphBlockFactory.js.map +1 -1
- package/FlowGraph/Blocks/flowGraphBlockNames.d.ts +2 -1
- package/FlowGraph/Blocks/flowGraphBlockNames.js +1 -0
- package/FlowGraph/Blocks/flowGraphBlockNames.js.map +1 -1
- package/FlowGraph/flowGraph.d.ts +63 -2
- package/FlowGraph/flowGraph.js +210 -19
- package/FlowGraph/flowGraph.js.map +1 -1
- package/FlowGraph/flowGraphContext.d.ts +73 -0
- package/FlowGraph/flowGraphContext.js +115 -0
- package/FlowGraph/flowGraphContext.js.map +1 -1
- package/FlowGraph/flowGraphExecutionBlock.d.ts +7 -0
- package/FlowGraph/flowGraphExecutionBlock.js +7 -0
- package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
- package/FlowGraph/flowGraphParser.js +1 -0
- package/FlowGraph/flowGraphParser.js.map +1 -1
- package/FlowGraph/flowGraphSceneEventCoordinator.d.ts +3 -0
- package/FlowGraph/flowGraphSceneEventCoordinator.js +13 -1
- package/FlowGraph/flowGraphSceneEventCoordinator.js.map +1 -1
- package/FlowGraph/flowGraphSignalConnection.d.ts +5 -0
- package/FlowGraph/flowGraphSignalConnection.js +12 -0
- package/FlowGraph/flowGraphSignalConnection.js.map +1 -1
- package/FlowGraph/flowGraphValidator.d.ts +66 -0
- package/FlowGraph/flowGraphValidator.js +324 -0
- package/FlowGraph/flowGraphValidator.js.map +1 -0
- package/FlowGraph/index.d.ts +1 -0
- package/FlowGraph/index.js +1 -0
- package/FlowGraph/index.js.map +1 -1
- package/FlowGraph/serialization.js +10 -3
- package/FlowGraph/serialization.js.map +1 -1
- package/Layers/thinEffectLayer.js +1 -1
- package/Layers/thinEffectLayer.js.map +1 -1
- package/Layers/thinSelectionOutlineLayer.js +1 -1
- package/Layers/thinSelectionOutlineLayer.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +1 -1
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/bonesBlock.js +2 -2
- package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.js +1 -1
- package/Materials/PBR/openpbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +1 -1
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/materialHelper.functions.js +2 -2
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/materialHelper.geometryrendering.js +1 -1
- package/Materials/materialHelper.geometryrendering.js.map +1 -1
- package/Materials/standardMaterial.js +1 -1
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/mesh.js +2 -2
- package/Meshes/mesh.js.map +1 -1
- package/Misc/bitArray.js +1 -1
- package/Misc/bitArray.js.map +1 -1
- package/Misc/tools.js +3 -3
- package/Misc/tools.js.map +1 -1
- package/Particles/thinParticleSystem.js +2 -2
- package/Particles/thinParticleSystem.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/Rendering/depthRenderer.js +1 -1
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +3 -3
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/outlineRenderer.js +1 -1
- package/Rendering/outlineRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/bonesDeclaration.js +5 -7
- package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +3 -3
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/ShadersWGSL/boundingInfo.compute.js +4 -3
- package/ShadersWGSL/boundingInfo.compute.js.map +1 -1
- package/package.json +1 -1
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{ VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { _InstancesBatch } from \"../Meshes/mesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Scene } from \"../scene\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal */\r\n _outlineRenderer: OutlineRenderer;\r\n\r\n /**\r\n * Gets the outline renderer associated with the scene\r\n * @returns a OutlineRenderer\r\n */\r\n getOutlineRenderer(): OutlineRenderer;\r\n }\r\n}\r\n\r\n/**\r\n * Gets the outline renderer associated with the scene\r\n * @returns a OutlineRenderer\r\n */\r\nScene.prototype.getOutlineRenderer = function (): OutlineRenderer {\r\n if (!this._outlineRenderer) {\r\n this._outlineRenderer = new OutlineRenderer(this);\r\n }\r\n return this._outlineRenderer;\r\n};\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface AbstractMesh {\r\n /** @internal (Backing field) */\r\n _renderOutline: boolean;\r\n /**\r\n * Gets or sets a boolean indicating if the outline must be rendered as well\r\n * @see https://www.babylonjs-playground.com/#10WJ5S#3\r\n */\r\n renderOutline: boolean;\r\n\r\n /** @internal (Backing field) */\r\n _renderOverlay: boolean;\r\n /**\r\n * Gets or sets a boolean indicating if the overlay must be rendered as well\r\n * @see https://www.babylonjs-playground.com/#10WJ5S#2\r\n */\r\n renderOverlay: boolean;\r\n /** @internal (Backing field) */\r\n _renderInternalOverlay: boolean;\r\n /**\r\n * Internal set for rendering overlay;\r\n */\r\n renderInternalOverlay: boolean;\r\n }\r\n}\r\n\r\nObject.defineProperty(Mesh.prototype, \"renderOutline\", {\r\n get: function (this: Mesh) {\r\n return this._renderOutline;\r\n },\r\n set: function (this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderOutline = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nObject.defineProperty(Mesh.prototype, \"renderOverlay\", {\r\n get: function (this: Mesh) {\r\n return this._renderOverlay;\r\n },\r\n set: function (this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderOverlay = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nObject.defineProperty(Mesh.prototype, \"renderInternalOverlay\", {\r\n get: function (this: Mesh) {\r\n return this._renderInternalOverlay;\r\n },\r\n set: function (this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderInternalOverlay = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * This class is responsible to draw the outline/overlay of meshes.\r\n * It should not be used directly but through the available method on mesh.\r\n */\r\nexport class OutlineRenderer implements ISceneComponent {\r\n /**\r\n * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent\r\n */\r\n private static _StencilReference = 0x04;\r\n /**\r\n * The name of the component. Each component must have a unique name.\r\n */\r\n public name = SceneComponentConstants.NAME_OUTLINERENDERER;\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 * Defines a zOffset default Factor to prevent zFighting between the overlay and the mesh.\r\n */\r\n public zOffset = 1;\r\n\r\n /**\r\n * Defines a zOffset default Unit to prevent zFighting between the overlay and the mesh.\r\n */\r\n public zOffsetUnits = 4; // 4 to account for projection a bit by default\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the renderer is enabled\r\n */\r\n public enabled = true;\r\n\r\n private _engine: AbstractEngine;\r\n private _savedDepthWrite: boolean;\r\n private _passIdForDrawWrapper: number[];\r\n\r\n /** Shader language used by the Outline renderer. */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in the Outline renderer.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Instantiates a new outline renderer. (There could be only one per scene).\r\n * @param scene Defines the scene it belongs to\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this._engine = scene.getEngine();\r\n this.scene._addComponent(this);\r\n this._passIdForDrawWrapper = [];\r\n for (let i = 0; i < 4; ++i) {\r\n this._passIdForDrawWrapper[i] = this._engine.createRenderPassId(`Outline Renderer (${i})`);\r\n }\r\n\r\n const engine = this._engine;\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n }\r\n\r\n /**\r\n * Register the component to one instance of a scene.\r\n */\r\n public register(): void {\r\n this.scene._beforeRenderingMeshStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);\r\n this.scene._afterRenderingMeshStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);\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 here.\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 (let i = 0; i < this._passIdForDrawWrapper.length; ++i) {\r\n this._engine.releaseRenderPassId(this._passIdForDrawWrapper[i]);\r\n }\r\n }\r\n\r\n /**\r\n * Renders the outline in the canvas.\r\n * @param subMesh Defines the sumesh to render\r\n * @param batch Defines the batch of meshes in case of instances\r\n * @param useOverlay Defines if the rendering is for the overlay or the outline\r\n * @param renderPassId Render pass id to use to render the mesh\r\n * @param internal Defines the internal render\r\n */\r\n public render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay: boolean = false, renderPassId?: number, internal?: boolean): void {\r\n renderPassId = renderPassId ?? this._passIdForDrawWrapper[0];\r\n\r\n const scene = this.scene;\r\n const engine = scene.getEngine();\r\n\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || subMesh.getRenderingMesh().hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering, renderPassId)) {\r\n return;\r\n }\r\n\r\n const ownerMesh = subMesh.getMesh();\r\n const replacementMesh = ownerMesh._internalAbstractMeshDataInfo._actAsRegularMesh ? ownerMesh : null;\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = replacementMesh ? replacementMesh : renderingMesh;\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material || !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n const drawWrapper = subMesh._getDrawWrapper(renderPassId)!;\r\n const effect = DrawWrapper.GetEffect(drawWrapper)!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n\r\n // Logarithmic depth\r\n if ((<any>material).useLogarithmicDepth) {\r\n effect.setFloat(\"logarithmicDepthConstant\", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));\r\n }\r\n\r\n effect.setFloat(\"offset\", useOverlay ? 0 : renderingMesh.outlineWidth);\r\n effect.setColor4(\r\n \"color\",\r\n useOverlay ? (internal ? renderingMesh._internalOverlayColor : renderingMesh.overlayColor) : renderingMesh.outlineColor,\r\n useOverlay ? (internal ? renderingMesh._internalOverlayAlpha : renderingMesh.overlayAlpha) : material.alpha\r\n );\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n\r\n // Bones\r\n BindBonesParameters(renderingMesh, effect);\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 if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\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 // Alpha test\r\n if (material && material.needAlphaTestingForMesh(effectiveMesh)) {\r\n const alphaTexture = material.getAlphaTestTexture();\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 // Clip plane\r\n BindClipPlane(effect, material, scene);\r\n\r\n engine.setZOffset(-this.zOffset);\r\n engine.setZOffsetUnits(-this.zOffsetUnits);\r\n\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 engine.setZOffset(0);\r\n engine.setZOffsetUnits(0);\r\n }\r\n\r\n /**\r\n * Returns whether or not the outline renderer is ready for a given submesh.\r\n * All the dependencies e.g. submeshes, texture, effect... mus be ready\r\n * @param subMesh Defines the submesh to check readiness for\r\n * @param useInstances Defines whether wee are trying to render instances or not\r\n * @param renderPassId Render pass id to use to render the mesh\r\n * @returns true if ready otherwise false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean, renderPassId?: number): boolean {\r\n renderPassId = renderPassId ?? this._passIdForDrawWrapper[0];\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n\r\n const mesh = subMesh.getMesh();\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return false;\r\n }\r\n\r\n const scene = mesh.getScene();\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)) {\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 //Logarithmic depth\r\n if ((<any>material).useLogarithmicDepth) {\r\n defines.push(\"#define LOGARITHMICDEPTH\");\r\n }\r\n // Clip planes\r\n PrepareStringDefinesForClipPlanes(material, scene, defines);\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 const skeleton = mesh.skeleton;\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 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 true, // 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 // 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 // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(renderPassId, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"viewProjection\",\r\n \"diffuseMatrix\",\r\n \"offset\",\r\n \"color\",\r\n \"logarithmicDepthConstant\",\r\n \"morphTargetInfluences\",\r\n \"boneTextureWidth\",\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\", \"boneSampler\", \"morphTargets\", \"bakedVertexAnimationTexture\"];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n drawWrapper.setEffect(\r\n this.scene.getEngine().createEffect(\r\n \"outline\",\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 extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/outline.fragment\"), import(\"../ShadersWGSL/outline.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/outline.fragment\"), import(\"../Shaders/outline.vertex\")]);\r\n }\r\n },\r\n },\r\n this.scene.getEngine()\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n private _beforeRenderingMesh(mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch): void {\r\n if (!this.enabled) {\r\n return;\r\n }\r\n\r\n // Outline - step 1\r\n this._savedDepthWrite = this._engine.getDepthWrite();\r\n if (mesh.renderOutline) {\r\n const material = subMesh.getMaterial();\r\n if (material && material.needAlphaBlendingForMesh(mesh)) {\r\n this._engine.cacheStencilState();\r\n // Draw only to stencil buffer for the original mesh\r\n // The resulting stencil buffer will be used so the outline is not visible inside the mesh when the mesh is transparent\r\n this._engine.setDepthWrite(false);\r\n this._engine.setColorWrite(false);\r\n this._engine.setStencilBuffer(true);\r\n this._engine.setStencilOperationPass(Constants.REPLACE);\r\n this._engine.setStencilFunction(Constants.ALWAYS);\r\n this._engine.setStencilMask(OutlineRenderer._StencilReference);\r\n this._engine.setStencilFunctionReference(OutlineRenderer._StencilReference);\r\n this._engine.stencilStateComposer.useStencilGlobalOnly = true;\r\n this.render(subMesh, batch, /* This sets offset to 0 */ true, this._passIdForDrawWrapper[1]);\r\n\r\n this._engine.setColorWrite(true);\r\n this._engine.setStencilFunction(Constants.NOTEQUAL);\r\n }\r\n\r\n // Draw the outline using the above stencil if needed to avoid drawing within the mesh\r\n this._engine.setDepthWrite(false);\r\n this.render(subMesh, batch, false, this._passIdForDrawWrapper[0]);\r\n this._engine.setDepthWrite(this._savedDepthWrite);\r\n\r\n if (material && material.needAlphaBlendingForMesh(mesh)) {\r\n this._engine.stencilStateComposer.useStencilGlobalOnly = false;\r\n this._engine.restoreStencilState();\r\n }\r\n }\r\n }\r\n\r\n private _afterRenderingMesh(mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch): void {\r\n if (!this.enabled) {\r\n return;\r\n }\r\n\r\n // Overlay\r\n if (mesh.renderOverlay || mesh.renderInternalOverlay) {\r\n const currentMode = this._engine.getAlphaMode();\r\n const alphaBlendState = this._engine.alphaState.alphaBlend;\r\n this._engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n this.render(subMesh, batch, true, this._passIdForDrawWrapper[3], mesh.renderInternalOverlay);\r\n this._engine.setAlphaMode(currentMode);\r\n this._engine.setDepthWrite(this._savedDepthWrite);\r\n this._engine.alphaState.setAlphaBlend(alphaBlendState);\r\n }\r\n\r\n // Outline - step 2\r\n if (mesh.renderOutline && this._savedDepthWrite) {\r\n this._engine.setDepthWrite(true);\r\n this._engine.setColorWrite(false);\r\n this.render(subMesh, batch, false, this._passIdForDrawWrapper[2]);\r\n this._engine.setColorWrite(true);\r\n }\r\n }\r\n}\r\n"]}
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1
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+
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{ VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { _InstancesBatch } from \"../Meshes/mesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Scene } from \"../scene\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal */\r\n _outlineRenderer: OutlineRenderer;\r\n\r\n /**\r\n * Gets the outline renderer associated with the scene\r\n * @returns a OutlineRenderer\r\n */\r\n getOutlineRenderer(): OutlineRenderer;\r\n }\r\n}\r\n\r\n/**\r\n * Gets the outline renderer associated with the scene\r\n * @returns a OutlineRenderer\r\n */\r\nScene.prototype.getOutlineRenderer = function (): OutlineRenderer {\r\n if (!this._outlineRenderer) {\r\n this._outlineRenderer = new OutlineRenderer(this);\r\n }\r\n return this._outlineRenderer;\r\n};\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface AbstractMesh {\r\n /** @internal (Backing field) */\r\n _renderOutline: boolean;\r\n /**\r\n * Gets or sets a boolean indicating if the outline must be rendered as well\r\n * @see https://www.babylonjs-playground.com/#10WJ5S#3\r\n */\r\n renderOutline: boolean;\r\n\r\n /** @internal (Backing field) */\r\n _renderOverlay: boolean;\r\n /**\r\n * Gets or sets a boolean indicating if the overlay must be rendered as well\r\n * @see https://www.babylonjs-playground.com/#10WJ5S#2\r\n */\r\n renderOverlay: boolean;\r\n /** @internal (Backing field) */\r\n _renderInternalOverlay: boolean;\r\n /**\r\n * Internal set for rendering overlay;\r\n */\r\n renderInternalOverlay: boolean;\r\n }\r\n}\r\n\r\nObject.defineProperty(Mesh.prototype, \"renderOutline\", {\r\n get: function (this: Mesh) {\r\n return this._renderOutline;\r\n },\r\n set: function (this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderOutline = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nObject.defineProperty(Mesh.prototype, \"renderOverlay\", {\r\n get: function (this: Mesh) {\r\n return this._renderOverlay;\r\n },\r\n set: function (this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderOverlay = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nObject.defineProperty(Mesh.prototype, \"renderInternalOverlay\", {\r\n get: function (this: Mesh) {\r\n return this._renderInternalOverlay;\r\n },\r\n set: function (this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderInternalOverlay = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * This class is responsible to draw the outline/overlay of meshes.\r\n * It should not be used directly but through the available method on mesh.\r\n */\r\nexport class OutlineRenderer implements ISceneComponent {\r\n /**\r\n * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent\r\n */\r\n private static _StencilReference = 0x04;\r\n /**\r\n * The name of the component. Each component must have a unique name.\r\n */\r\n public name = SceneComponentConstants.NAME_OUTLINERENDERER;\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 * Defines a zOffset default Factor to prevent zFighting between the overlay and the mesh.\r\n */\r\n public zOffset = 1;\r\n\r\n /**\r\n * Defines a zOffset default Unit to prevent zFighting between the overlay and the mesh.\r\n */\r\n public zOffsetUnits = 4; // 4 to account for projection a bit by default\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the renderer is enabled\r\n */\r\n public enabled = true;\r\n\r\n private _engine: AbstractEngine;\r\n private _savedDepthWrite: boolean;\r\n private _passIdForDrawWrapper: number[];\r\n\r\n /** Shader language used by the Outline renderer. */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in the Outline renderer.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Instantiates a new outline renderer. (There could be only one per scene).\r\n * @param scene Defines the scene it belongs to\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this._engine = scene.getEngine();\r\n this.scene._addComponent(this);\r\n this._passIdForDrawWrapper = [];\r\n for (let i = 0; i < 4; ++i) {\r\n this._passIdForDrawWrapper[i] = this._engine.createRenderPassId(`Outline Renderer (${i})`);\r\n }\r\n\r\n const engine = this._engine;\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n }\r\n\r\n /**\r\n * Register the component to one instance of a scene.\r\n */\r\n public register(): void {\r\n this.scene._beforeRenderingMeshStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);\r\n this.scene._afterRenderingMeshStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);\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 here.\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 (let i = 0; i < this._passIdForDrawWrapper.length; ++i) {\r\n this._engine.releaseRenderPassId(this._passIdForDrawWrapper[i]);\r\n }\r\n }\r\n\r\n /**\r\n * Renders the outline in the canvas.\r\n * @param subMesh Defines the sumesh to render\r\n * @param batch Defines the batch of meshes in case of instances\r\n * @param useOverlay Defines if the rendering is for the overlay or the outline\r\n * @param renderPassId Render pass id to use to render the mesh\r\n * @param internal Defines the internal render\r\n */\r\n public render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay: boolean = false, renderPassId?: number, internal?: boolean): void {\r\n renderPassId = renderPassId ?? this._passIdForDrawWrapper[0];\r\n\r\n const scene = this.scene;\r\n const engine = scene.getEngine();\r\n\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || subMesh.getRenderingMesh().hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering, renderPassId)) {\r\n return;\r\n }\r\n\r\n const ownerMesh = subMesh.getMesh();\r\n const replacementMesh = ownerMesh._internalAbstractMeshDataInfo._actAsRegularMesh ? ownerMesh : null;\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = replacementMesh ? replacementMesh : renderingMesh;\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material || !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n const drawWrapper = subMesh._getDrawWrapper(renderPassId)!;\r\n const effect = DrawWrapper.GetEffect(drawWrapper)!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n\r\n // Logarithmic depth\r\n if ((<any>material).useLogarithmicDepth) {\r\n effect.setFloat(\"logarithmicDepthConstant\", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));\r\n }\r\n\r\n effect.setFloat(\"offset\", useOverlay ? 0 : renderingMesh.outlineWidth);\r\n effect.setColor4(\r\n \"color\",\r\n useOverlay ? (internal ? renderingMesh._internalOverlayColor : renderingMesh.overlayColor) : renderingMesh.outlineColor,\r\n useOverlay ? (internal ? renderingMesh._internalOverlayAlpha : renderingMesh.overlayAlpha) : material.alpha\r\n );\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n\r\n // Bones\r\n BindBonesParameters(renderingMesh, effect);\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 if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\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 // Alpha test\r\n if (material && material.needAlphaTestingForMesh(effectiveMesh)) {\r\n const alphaTexture = material.getAlphaTestTexture();\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 // Clip plane\r\n BindClipPlane(effect, material, scene);\r\n\r\n engine.setZOffset(-this.zOffset);\r\n engine.setZOffsetUnits(-this.zOffsetUnits);\r\n\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 engine.setZOffset(0);\r\n engine.setZOffsetUnits(0);\r\n }\r\n\r\n /**\r\n * Returns whether or not the outline renderer is ready for a given submesh.\r\n * All the dependencies e.g. submeshes, texture, effect... mus be ready\r\n * @param subMesh Defines the submesh to check readiness for\r\n * @param useInstances Defines whether wee are trying to render instances or not\r\n * @param renderPassId Render pass id to use to render the mesh\r\n * @returns true if ready otherwise false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean, renderPassId?: number): boolean {\r\n renderPassId = renderPassId ?? this._passIdForDrawWrapper[0];\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n\r\n const mesh = subMesh.getMesh();\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return false;\r\n }\r\n\r\n const scene = mesh.getScene();\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)) {\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 //Logarithmic depth\r\n if ((<any>material).useLogarithmicDepth) {\r\n defines.push(\"#define LOGARITHMICDEPTH\");\r\n }\r\n // Clip planes\r\n PrepareStringDefinesForClipPlanes(material, scene, defines);\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 const skeleton = mesh.skeleton;\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 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 true, // 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 // 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 // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(renderPassId, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"viewProjection\",\r\n \"diffuseMatrix\",\r\n \"offset\",\r\n \"color\",\r\n \"logarithmicDepthConstant\",\r\n \"morphTargetInfluences\",\r\n \"boneTextureInfo\",\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\", \"boneSampler\", \"morphTargets\", \"bakedVertexAnimationTexture\"];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n drawWrapper.setEffect(\r\n this.scene.getEngine().createEffect(\r\n \"outline\",\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 extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/outline.fragment\"), import(\"../ShadersWGSL/outline.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/outline.fragment\"), import(\"../Shaders/outline.vertex\")]);\r\n }\r\n },\r\n },\r\n this.scene.getEngine()\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n private _beforeRenderingMesh(mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch): void {\r\n if (!this.enabled) {\r\n return;\r\n }\r\n\r\n // Outline - step 1\r\n this._savedDepthWrite = this._engine.getDepthWrite();\r\n if (mesh.renderOutline) {\r\n const material = subMesh.getMaterial();\r\n if (material && material.needAlphaBlendingForMesh(mesh)) {\r\n this._engine.cacheStencilState();\r\n // Draw only to stencil buffer for the original mesh\r\n // The resulting stencil buffer will be used so the outline is not visible inside the mesh when the mesh is transparent\r\n this._engine.setDepthWrite(false);\r\n this._engine.setColorWrite(false);\r\n this._engine.setStencilBuffer(true);\r\n this._engine.setStencilOperationPass(Constants.REPLACE);\r\n this._engine.setStencilFunction(Constants.ALWAYS);\r\n this._engine.setStencilMask(OutlineRenderer._StencilReference);\r\n this._engine.setStencilFunctionReference(OutlineRenderer._StencilReference);\r\n this._engine.stencilStateComposer.useStencilGlobalOnly = true;\r\n this.render(subMesh, batch, /* This sets offset to 0 */ true, this._passIdForDrawWrapper[1]);\r\n\r\n this._engine.setColorWrite(true);\r\n this._engine.setStencilFunction(Constants.NOTEQUAL);\r\n }\r\n\r\n // Draw the outline using the above stencil if needed to avoid drawing within the mesh\r\n this._engine.setDepthWrite(false);\r\n this.render(subMesh, batch, false, this._passIdForDrawWrapper[0]);\r\n this._engine.setDepthWrite(this._savedDepthWrite);\r\n\r\n if (material && material.needAlphaBlendingForMesh(mesh)) {\r\n this._engine.stencilStateComposer.useStencilGlobalOnly = false;\r\n this._engine.restoreStencilState();\r\n }\r\n }\r\n }\r\n\r\n private _afterRenderingMesh(mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch): void {\r\n if (!this.enabled) {\r\n return;\r\n }\r\n\r\n // Overlay\r\n if (mesh.renderOverlay || mesh.renderInternalOverlay) {\r\n const currentMode = this._engine.getAlphaMode();\r\n const alphaBlendState = this._engine.alphaState.alphaBlend;\r\n this._engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n this.render(subMesh, batch, true, this._passIdForDrawWrapper[3], mesh.renderInternalOverlay);\r\n this._engine.setAlphaMode(currentMode);\r\n this._engine.setDepthWrite(this._savedDepthWrite);\r\n this._engine.alphaState.setAlphaBlend(alphaBlendState);\r\n }\r\n\r\n // Outline - step 2\r\n if (mesh.renderOutline && this._savedDepthWrite) {\r\n this._engine.setDepthWrite(true);\r\n this._engine.setColorWrite(false);\r\n this.render(subMesh, batch, false, this._passIdForDrawWrapper[2]);\r\n this._engine.setColorWrite(true);\r\n }\r\n }\r\n}\r\n"]}
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@@ -8,10 +8,7 @@ attribute vec4 matricesIndicesExtra;attribute vec4 matricesWeightsExtra;
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#ifndef BAKED_VERTEX_ANIMATION_TEXTURE
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uniform highp sampler2D boneSampler;
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uniform float boneTextureWidth;
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#endif
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uniform highp sampler2D boneSampler;uniform vec2 boneTextureInfo;
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uniform mat4 mBones[BonesPerMesh];
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@@ -23,10 +20,11 @@ uniform mat4 mPreviousBones[BonesPerMesh];
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mat4 readMatrixFromRawSampler(sampler2D smp,float index)
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int offset=int(index)
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vec4 m0=texelFetch(smp,ivec2(
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int offset=int(index)*4;
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int textureWidth=int(boneTextureInfo.x);int y=int(offset)/textureWidth;int x=int(offset) % textureWidth;vec4 m0=texelFetch(smp,ivec2(x+0,y),0);vec4 m1=texelFetch(smp,ivec2(x+1,y),0);vec4 m2=texelFetch(smp,ivec2(x+2,y),0);vec4 m3=texelFetch(smp,ivec2(x+3,y),0);return mat4(m0,m1,m2,m3);
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float offset=index
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float offset=index*4.0;float y=floor(offset/boneTextureInfo.x);float x=offset-y*boneTextureInfo.x;float dy=1.0/boneTextureInfo.y;float dx=1.0/boneTextureInfo.x;vec4 m0=texture2D(smp,vec2(dx*(x+0.5),dy*(y+0.5)));vec4 m1=texture2D(smp,vec2(dx*(x+1.5),dy*(y+0.5)));vec4 m2=texture2D(smp,vec2(dx*(x+2.5),dy*(y+0.5)));vec4 m3=texture2D(smp,vec2(dx*(x+3.5),dy*(y+0.5)));
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return mat4(m0,m1,m2,m3);
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-
{"version":3,"file":"bonesDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bonesDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG
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1
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+
{"version":3,"file":"bonesDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/bonesDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Bd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bonesDeclaration\";\nconst shader = `#if NUM_BONE_INFLUENCERS>0\nattribute vec4 matricesIndices;attribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;attribute vec4 matricesWeightsExtra;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nuniform highp sampler2D boneSampler;uniform vec2 boneTextureInfo;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#endif\n#ifdef BONES_VELOCITY_ENABLED\nuniform mat4 mPreviousBones[BonesPerMesh];\n#endif\n#ifdef BONETEXTURE\n#define inline\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\n{\n#if defined(WEBGL2) || defined(WEBGPU)\nint offset=int(index)*4; \nint textureWidth=int(boneTextureInfo.x);int y=int(offset)/textureWidth;int x=int(offset) % textureWidth;vec4 m0=texelFetch(smp,ivec2(x+0,y),0);vec4 m1=texelFetch(smp,ivec2(x+1,y),0);vec4 m2=texelFetch(smp,ivec2(x+2,y),0);vec4 m3=texelFetch(smp,ivec2(x+3,y),0);return mat4(m0,m1,m2,m3);\n#else\nfloat offset=index*4.0;float y=floor(offset/boneTextureInfo.x);float x=offset-y*boneTextureInfo.x;float dy=1.0/boneTextureInfo.y;float dx=1.0/boneTextureInfo.x;vec4 m0=texture2D(smp,vec2(dx*(x+0.5),dy*(y+0.5)));vec4 m1=texture2D(smp,vec2(dx*(x+1.5),dy*(y+0.5)));vec4 m2=texture2D(smp,vec2(dx*(x+2.5),dy*(y+0.5)));vec4 m3=texture2D(smp,vec2(dx*(x+3.5),dy*(y+0.5))); \nreturn mat4(m0,m1,m2,m3);\n#endif\n}\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const bonesDeclaration = { name, shader };\n"]}
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@@ -8,7 +8,7 @@ attribute matricesIndicesExtra : vec4f;attribute matricesWeightsExtra : vec4f;
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#endif
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#ifndef BAKED_VERTEX_ANIMATION_TEXTURE
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#ifdef BONETEXTURE
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var boneSampler : texture_2d<f32>;
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var boneSampler : texture_2d<f32>;uniform boneTextureInfo : vec2f;
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#else
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uniform mBones : array<mat4x4f,BonesPerMesh>;
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@@ -17,8 +17,8 @@ uniform mPreviousBones : array<mat4x4f,BonesPerMesh>;
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fn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4f
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{let offset=i32(index)
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let m0=textureLoad(smp,vec2<i32>(
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{let offset=i32(index)*4;
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let textureWidth=i32(uniforms.boneTextureInfo.x);let y=offset/textureWidth;let x=offset % textureWidth;let m0=textureLoad(smp,vec2<i32>(x+0,y),0);let m1=textureLoad(smp,vec2<i32>(x+1,y),0);let m2=textureLoad(smp,vec2<i32>(x+2,y),0);let m3=textureLoad(smp,vec2<i32>(x+3,y),0);return mat4x4f(m0,m1,m2,m3);}
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@@ -1 +1 @@
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{"version":3,"file":"bonesDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/bonesDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bonesDeclaration\";\nconst shader = `#if NUM_BONE_INFLUENCERS>0\nattribute matricesIndices : vec4f;attribute matricesWeights : vec4f;\n#if NUM_BONE_INFLUENCERS>4\nattribute matricesIndicesExtra : vec4f;attribute matricesWeightsExtra : vec4f;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nvar boneSampler : texture_2d<f32
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1
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+
{"version":3,"file":"bonesDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/bonesDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bonesDeclaration\";\nconst shader = `#if NUM_BONE_INFLUENCERS>0\nattribute matricesIndices : vec4f;attribute matricesWeights : vec4f;\n#if NUM_BONE_INFLUENCERS>4\nattribute matricesIndicesExtra : vec4f;attribute matricesWeightsExtra : vec4f;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nvar boneSampler : texture_2d<f32>;uniform boneTextureInfo : vec2f;\n#else\nuniform mBones : array<mat4x4f,BonesPerMesh>;\n#endif\n#ifdef BONES_VELOCITY_ENABLED\nuniform mPreviousBones : array<mat4x4f,BonesPerMesh>;\n#endif\n#ifdef BONETEXTURE\nfn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4f\n{let offset=i32(index)*4; \nlet textureWidth=i32(uniforms.boneTextureInfo.x);let y=offset/textureWidth;let x=offset % textureWidth;let m0=textureLoad(smp,vec2<i32>(x+0,y),0);let m1=textureLoad(smp,vec2<i32>(x+1,y),0);let m2=textureLoad(smp,vec2<i32>(x+2,y),0);let m3=textureLoad(smp,vec2<i32>(x+3,y),0);return mat4x4f(m0,m1,m2,m3);}\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const bonesDeclarationWGSL = { name, shader };\n"]}
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@@ -15,14 +15,15 @@ if (atomicCompareExchangeWeak(atomicVar,oldIntValue,intValue).old_value==oldIntV
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15
15
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fn atomicMaxFloat(atomicVar: ptr<storage,atomic<i32>,read_write>,value: f32) {let intValue=floatToBits(value);loop {let oldIntValue=atomicLoad(atomicVar);let oldValue=bitsToFloat(oldIntValue);if (value<=oldValue) {break;}
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if (atomicCompareExchangeWeak(atomicVar,oldIntValue,intValue).old_value==oldIntValue) {break;}}}
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fn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>
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{let offset=i32(index)
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let m0=textureLoad(smp,vec2<i32>(
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+
{let offset=i32(index)*4;
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let textureWidth=i32(settings.boneTextureInfo.x);let y=offset/textureWidth;let x=offset % textureWidth;let m0=textureLoad(smp,vec2<i32>(x+0,y),0);let m1=textureLoad(smp,vec2<i32>(x+1,y),0);let m2=textureLoad(smp,vec2<i32>(x+2,y),0);let m3=textureLoad(smp,vec2<i32>(x+3,y),0);return mat4x4<f32>(m0,m1,m2,m3);}
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const identity=mat4x4f(
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vec4f(1.0,0.0,0.0,0.0),
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vec4f(0.0,1.0,0.0,0.0),
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vec4f(0.0,0.0,1.0,0.0),
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vec4f(0.0,0.0,0.0,1.0)
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-
);struct Settings {
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);struct Settings {boneTextureInfo: vec2f,
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morphTargetTextureInfo: vec3f,
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morphTargetCount: f32,
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indexResult : u32,};@group(0) @binding(0) var<storage,read> positionBuffer : array<f32>;@group(0) @binding(1) var<storage,read_write> resultBuffer : array<Results>;@group(0) @binding(7) var<uniform> settings : Settings;
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#if NUM_BONE_INFLUENCERS>0
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"boundingInfo.compute.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/boundingInfo.compute.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG
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1
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+
{"version":3,"file":"boundingInfo.compute.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/boundingInfo.compute.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Ed,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"boundingInfoComputeShader\";\nconst shader = `struct Results {minX : atomic<i32>,\nminY : atomic<i32>,\nminZ : atomic<i32>,\nmaxX : atomic<i32>,\nmaxY : atomic<i32>,\nmaxZ : atomic<i32>,\ndummy1 : i32,\ndummy2 : i32,};fn floatToBits(value: f32)->i32 {return bitcast<i32>(value);}\nfn bitsToFloat(value: i32)->f32 {return bitcast<f32>(value);}\nfn atomicMinFloat(atomicVar: ptr<storage,atomic<i32>,read_write>,value: f32) {let intValue=floatToBits(value);loop {let oldIntValue=atomicLoad(atomicVar);let oldValue=bitsToFloat(oldIntValue);if (value>=oldValue) {break;}\nif (atomicCompareExchangeWeak(atomicVar,oldIntValue,intValue).old_value==oldIntValue) {break;}}}\nfn atomicMaxFloat(atomicVar: ptr<storage,atomic<i32>,read_write>,value: f32) {let intValue=floatToBits(value);loop {let oldIntValue=atomicLoad(atomicVar);let oldValue=bitsToFloat(oldIntValue);if (value<=oldValue) {break;}\nif (atomicCompareExchangeWeak(atomicVar,oldIntValue,intValue).old_value==oldIntValue) {break;}}}\nfn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>\n{let offset=i32(index)*4; \nlet textureWidth=i32(settings.boneTextureInfo.x);let y=offset/textureWidth;let x=offset % textureWidth;let m0=textureLoad(smp,vec2<i32>(x+0,y),0);let m1=textureLoad(smp,vec2<i32>(x+1,y),0);let m2=textureLoad(smp,vec2<i32>(x+2,y),0);let m3=textureLoad(smp,vec2<i32>(x+3,y),0);return mat4x4<f32>(m0,m1,m2,m3);}\nconst identity=mat4x4f(\nvec4f(1.0,0.0,0.0,0.0),\nvec4f(0.0,1.0,0.0,0.0),\nvec4f(0.0,0.0,1.0,0.0),\nvec4f(0.0,0.0,0.0,1.0)\n);struct Settings {boneTextureInfo: vec2f,\nmorphTargetTextureInfo: vec3f,\nmorphTargetCount: f32,\nindexResult : u32,};@group(0) @binding(0) var<storage,read> positionBuffer : array<f32>;@group(0) @binding(1) var<storage,read_write> resultBuffer : array<Results>;@group(0) @binding(7) var<uniform> settings : Settings;\n#if NUM_BONE_INFLUENCERS>0\n@group(0) @binding(2) var boneSampler : texture_2d<f32>;@group(0) @binding(3) var<storage,read> indexBuffer : array<vec4f>;@group(0) @binding(4) var<storage,read> weightBuffer : array<vec4f>;\n#if NUM_BONE_INFLUENCERS>4\n@group(0) @binding(5) var<storage,read> indexExtraBuffer : array<vec4f>;@group(0) @binding(6) var<storage,read> weightExtraBuffer : array<vec4f>;\n#endif\n#endif\n#ifdef MORPHTARGETS\n@group(0) @binding(8) var morphTargets : texture_2d_array<f32>;@group(0) @binding(9) var<storage,read> morphTargetInfluences : array<f32>;@group(0) @binding(10) var<storage,read> morphTargetTextureIndices : array<f32>;\n#endif\n#ifdef MORPHTARGETS\nfn readVector3FromRawSampler(targetIndex : i32,vertexIndex : u32)->vec3f\n{ \nlet vertexID: u32=vertexIndex*u32(settings.morphTargetTextureInfo.x);let textureWidth: u32=u32(settings.morphTargetTextureInfo.y);let y: u32=vertexID/textureWidth;let x: u32=vertexID % textureWidth;return textureLoad(morphTargets,vec2u(x,y),u32(morphTargetTextureIndices[targetIndex]),0).xyz;}\nfn readVector4FromRawSampler(targetIndex : i32,vertexIndex : u32)->vec4f\n{ \nlet vertexID: u32=vertexIndex*u32(settings.morphTargetTextureInfo.x);let textureWidth: u32=u32(settings.morphTargetTextureInfo.y);let y: u32=vertexID/textureWidth;let x: u32=vertexID % textureWidth;return textureLoad(morphTargets,vec2u(x,y),u32(morphTargetTextureIndices[targetIndex]),0);}\n#endif\n@compute @workgroup_size(256,1,1)\nfn main(@builtin(global_invocation_id) global_id : vec3<u32>) {let index=global_id.x;if (index>=arrayLength(&positionBuffer)/3) {return;}\nlet position=vec3f(positionBuffer[index*3],positionBuffer[index*3+1],positionBuffer[index*3+2]);var finalWorld=identity;var positionUpdated=position;\n#if NUM_BONE_INFLUENCERS>0\nvar influence : mat4x4<f32>;let matricesIndices=indexBuffer[index];let matricesWeights=weightBuffer[index];influence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\nlet matricesIndicesExtra=indexExtraBuffer[index];let matricesWeightsExtra=weightExtraBuffer[index];influence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra.x)*matricesWeightsExtra.x;\n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra.y)*matricesWeightsExtra.y;\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra.z)*matricesWeightsExtra.z;\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+readMatrixFromRawSampler(boneSampler,matricesIndicesExtra.w)*matricesWeightsExtra.w;\n#endif \n#endif \nfinalWorld=finalWorld*influence;\n#endif\n#ifdef MORPHTARGETS\nfor (var i=0; i<NUM_MORPH_INFLUENCERS; i=i+1) {if (f32(i)>=settings.morphTargetCount) {break;}\npositionUpdated=positionUpdated+(readVector3FromRawSampler(i,index)-position)*morphTargetInfluences[i];}\n#endif\nvar worldPos=finalWorld*vec4f(positionUpdated.x,positionUpdated.y,positionUpdated.z,1.0);atomicMinFloat(&resultBuffer[settings.indexResult].minX,worldPos.x);atomicMinFloat(&resultBuffer[settings.indexResult].minY,worldPos.y);atomicMinFloat(&resultBuffer[settings.indexResult].minZ,worldPos.z);atomicMaxFloat(&resultBuffer[settings.indexResult].maxX,worldPos.x);atomicMaxFloat(&resultBuffer[settings.indexResult].maxY,worldPos.y);atomicMaxFloat(&resultBuffer[settings.indexResult].maxZ,worldPos.z);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const boundingInfoComputeShaderWGSL = { name, shader };\n"]}
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