@onerjs/core 8.50.4 → 8.50.6

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Files changed (66) hide show
  1. package/Collisions/pickingInfo.js +6 -3
  2. package/Collisions/pickingInfo.js.map +1 -1
  3. package/Culling/ray.core.js +34 -26
  4. package/Culling/ray.core.js.map +1 -1
  5. package/Engines/AbstractEngine/abstractEngine.textureSelector.d.ts +45 -0
  6. package/Engines/AbstractEngine/abstractEngine.textureSelector.js +69 -0
  7. package/Engines/AbstractEngine/abstractEngine.textureSelector.js.map +1 -0
  8. package/Engines/AbstractEngine/index.d.ts +2 -0
  9. package/Engines/AbstractEngine/index.js +4 -0
  10. package/Engines/AbstractEngine/index.js.map +1 -1
  11. package/Engines/Extensions/engine.textureSelector.d.ts +2 -45
  12. package/Engines/Extensions/engine.textureSelector.js +8 -68
  13. package/Engines/Extensions/engine.textureSelector.js.map +1 -1
  14. package/Engines/abstractEngine.js +2 -2
  15. package/Engines/abstractEngine.js.map +1 -1
  16. package/FlowGraph/flowGraph.d.ts +22 -0
  17. package/FlowGraph/flowGraph.js +11 -0
  18. package/FlowGraph/flowGraph.js.map +1 -1
  19. package/FlowGraph/flowGraphCoordinator.d.ts +2 -1
  20. package/FlowGraph/flowGraphCoordinator.js +4 -2
  21. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  22. package/FlowGraph/flowGraphParser.js +7 -0
  23. package/FlowGraph/flowGraphParser.js.map +1 -1
  24. package/FlowGraph/typeDefinitions.d.ts +8 -0
  25. package/FlowGraph/typeDefinitions.js.map +1 -1
  26. package/Lights/Clustered/clusteredLightContainer.d.ts +1 -0
  27. package/Lights/Clustered/clusteredLightContainer.js +19 -0
  28. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  29. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +6 -2
  30. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  31. package/Meshes/Builders/groundBuilder.js +15 -1
  32. package/Meshes/Builders/groundBuilder.js.map +1 -1
  33. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +13 -0
  34. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +26 -0
  35. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  36. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.d.ts +3 -0
  37. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js +113 -10
  38. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js.map +1 -1
  39. package/Misc/tools.js +1 -1
  40. package/Misc/tools.js.map +1 -1
  41. package/Particles/gpuParticleSystem.d.ts +35 -2
  42. package/Particles/gpuParticleSystem.js +272 -6
  43. package/Particles/gpuParticleSystem.js.map +1 -1
  44. package/Particles/thinParticleSystem.js +5 -0
  45. package/Particles/thinParticleSystem.js.map +1 -1
  46. package/Rendering/depthRenderer.d.ts +8 -0
  47. package/Rendering/depthRenderer.js +62 -14
  48. package/Rendering/depthRenderer.js.map +1 -1
  49. package/Rendering/depthRendererSceneComponent.d.ts +1 -0
  50. package/Rendering/depthRendererSceneComponent.js +26 -0
  51. package/Rendering/depthRendererSceneComponent.js.map +1 -1
  52. package/Shaders/gpuRenderParticles.vertex.js +7 -0
  53. package/Shaders/gpuRenderParticles.vertex.js.map +1 -1
  54. package/XR/features/WebXRBodyTracking.d.ts +952 -0
  55. package/XR/features/WebXRBodyTracking.js +2221 -0
  56. package/XR/features/WebXRBodyTracking.js.map +1 -0
  57. package/XR/features/index.d.ts +1 -0
  58. package/XR/features/index.js +1 -0
  59. package/XR/features/index.js.map +1 -1
  60. package/XR/webXRFeaturesManager.d.ts +7 -0
  61. package/XR/webXRFeaturesManager.js +4 -0
  62. package/XR/webXRFeaturesManager.js.map +1 -1
  63. package/package.json +1 -1
  64. package/sceneComponent.d.ts +1 -0
  65. package/sceneComponent.js +1 -0
  66. package/sceneComponent.js.map +1 -1
@@ -74,6 +74,14 @@ export declare class DepthRenderer {
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  * @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.
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  */
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  setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material): void;
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+ /**
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+ * Ensures the GaussianSplatting depth material exists and is up to date for the given mesh.
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+ * Creates the material on first call, and recreates it when alphaBlendedDepth changes.
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+ * @param mesh the GaussianSplatting mesh
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+ * @param renderPassId the render pass ID to look up the per-pass material
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+ * @returns the current depth rendering material, or null if the mesh has no GS material
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+ */
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+ private _ensureGaussianSplattingDepthMaterial;
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  /**
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  * Instantiates a depth renderer
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  * @param scene The scene the renderer belongs to
@@ -70,6 +70,28 @@ export class DepthRenderer {
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  setMaterialForRendering(mesh, material) {
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  this._depthMap.setMaterialForRendering(mesh, material);
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  }
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+ /**
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+ * Ensures the GaussianSplatting depth material exists and is up to date for the given mesh.
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+ * Creates the material on first call, and recreates it when alphaBlendedDepth changes.
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+ * @param mesh the GaussianSplatting mesh
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+ * @param renderPassId the render pass ID to look up the per-pass material
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+ * @returns the current depth rendering material, or null if the mesh has no GS material
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+ */
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+ _ensureGaussianSplattingDepthMaterial(mesh, renderPassId) {
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+ let renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[renderPassId];
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+ const cachedAlphaBlendedDepth = this._alphaBlendedDepthMaterialCache.get(mesh.uniqueId);
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+ if (renderingMaterial === undefined || cachedAlphaBlendedDepth !== this.alphaBlendedDepth) {
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+ const gsMaterial = mesh.material;
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+ if (!gsMaterial) {
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+ return null;
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+ }
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+ const compoundMesh = mesh.isCompound;
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+ renderingMaterial = gsMaterial.makeDepthRenderingMaterial(this._scene, this._shaderLanguage, this.alphaBlendedDepth, compoundMesh);
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+ this.setMaterialForRendering(mesh, renderingMaterial);
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+ this._alphaBlendedDepthMaterialCache.set(mesh.uniqueId, this.alphaBlendedDepth);
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+ }
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+ return renderingMaterial;
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+ }
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  /**
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  * Instantiates a depth renderer
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  * @param scene The scene the renderer belongs to
@@ -198,22 +220,26 @@ export class DepthRenderer {
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  const camera = this._camera || scene.activeCamera;
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  if (this.isReady(subMesh, hardwareInstancedRendering) && camera) {
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  subMesh._renderId = scene.getRenderId();
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- let renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];
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  const gsClassName = effectiveMesh.getClassName();
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  if (gsClassName === "GaussianSplattingMesh") {
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- const cachedAlphaBlendedDepth = this._alphaBlendedDepthMaterialCache.get(effectiveMesh.uniqueId);
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- const compoundMesh = effectiveMesh.isCompound;
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- // Recreate material if it doesn't exist or if alphaBlendedDepth changed
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- if (renderingMaterial === undefined || cachedAlphaBlendedDepth !== this.alphaBlendedDepth) {
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- const gsMaterial = effectiveMesh.material;
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- renderingMaterial = gsMaterial.makeDepthRenderingMaterial(this._scene, this._shaderLanguage, this.alphaBlendedDepth, compoundMesh);
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- this.setMaterialForRendering(effectiveMesh, renderingMaterial);
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- this._alphaBlendedDepthMaterialCache.set(effectiveMesh.uniqueId, this.alphaBlendedDepth);
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- if (!renderingMaterial.isReady()) {
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- return;
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- }
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+ const gsMaterial = this._ensureGaussianSplattingDepthMaterial(effectiveMesh, engine.currentRenderPassId);
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+ if (gsMaterial && !gsMaterial.isReadyForSubMesh(effectiveMesh, subMesh, hardwareInstancedRendering)) {
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+ return;
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+ }
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+ // Alpha blending for transparent materials
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+ if (this.alphaBlendedDepth && material.needAlphaBlendingForMesh(effectiveMesh)) {
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+ engine.setAlphaMode(2);
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+ }
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+ else {
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+ engine.setAlphaMode(0);
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  }
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+ // Delegate to the GS mesh's render() which properly routes through camera meshes
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+ // with the correct thin instance data. The depth material is already set as the
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+ // render pass material and will be propagated to the camera mesh.
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+ effectiveMesh.render(subMesh, false);
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+ return;
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  }
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+ const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];
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  let drawWrapper = subMesh._getDrawWrapper();
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  if (!drawWrapper && renderingMaterial) {
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  drawWrapper = renderingMaterial._getDrawWrapper();
@@ -350,7 +376,16 @@ export class DepthRenderer {
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  const engine = this._scene.getEngine();
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  const mesh = subMesh.getMesh();
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  const scene = mesh.getScene();
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- const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];
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+ // Use the depth map's render pass ID to look up per-pass materials,
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+ // since isReady can be called outside of the depth renderer's render pass
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+ // (e.g. from the scene's isReady check).
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+ const renderPassId = this._depthMap.renderPassId;
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+ let renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[renderPassId] ?? null;
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+ // For GaussianSplatting meshes, eagerly create the depth material so that
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+ // the scene's isReady check properly blocks until it is compiled.
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+ if (mesh.getClassName() === "GaussianSplattingMesh") {
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+ renderingMaterial = this._ensureGaussianSplattingDepthMaterial(mesh, renderPassId);
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+ }
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  if (renderingMaterial) {
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  return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);
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  }
@@ -446,7 +481,20 @@ export class DepthRenderer {
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  // Clip planes
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  PrepareStringDefinesForClipPlanes(material, scene, defines);
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  // Get correct effect
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- const drawWrapper = subMesh._getDrawWrapper(undefined, true);
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+ // Determine which render pass id to use for the draw wrapper. isReady can be called from
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+ // contexts where engine.currentRenderPassId is *not* one of the depth map's render pass ids
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+ // (e.g. from EffectLayer / scene readiness checks). In that case, using
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+ // engine.currentRenderPassId would stamp the depth effect onto the main pass's draw wrapper,
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+ // which is especially harmful for frozen materials that won't restore the correct effect on
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+ // their next isReady call (forum bug 63230).
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+ // When engine.currentRenderPassId already belongs to this depth map (the normal in-pass
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+ // case, including multi-pass render targets like cube/array depth textures), keep using it
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+ // so each pass keeps its own draw wrapper. Otherwise fall back to the depth map's primary
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+ // render pass id.
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+ const currentPassId = engine.currentRenderPassId;
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+ const depthPassIds = this._depthMap.renderPassIds;
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+ const passId = depthPassIds.includes(currentPassId) ? currentPassId : this._depthMap.renderPassId;
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+ const drawWrapper = subMesh._getDrawWrapper(passId, true);
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  const cachedDefines = drawWrapper.defines;
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  const join = defines.join("\n");
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  if (cachedDefines !== join) {
@@ -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 Observer } from \"core/Misc/observable\";\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 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.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 material = subMesh.getMaterial();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n\r\n // Skip submeshes that won't be rendered by the depth renderer (mirroring renderSubMesh logic)\r\n if (!material || effectiveMesh.infiniteDistance || material.disableDepthWrite || subMesh.verticesCount === 0) {\r\n continue;\r\n }\r\n\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 const gsClassName = effectiveMesh.getClassName();\r\n if (gsClassName === \"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 \"boneTextureInfo\",\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"]}
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 Observer } from \"core/Misc/observable\";\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 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 * Ensures the GaussianSplatting depth material exists and is up to date for the given mesh.\r\n * Creates the material on first call, and recreates it when alphaBlendedDepth changes.\r\n * @param mesh the GaussianSplatting mesh\r\n * @param renderPassId the render pass ID to look up the per-pass material\r\n * @returns the current depth rendering material, or null if the mesh has no GS material\r\n */\r\n private _ensureGaussianSplattingDepthMaterial(mesh: AbstractMesh, renderPassId: number): Nullable<Material> {\r\n let renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[renderPassId];\r\n const cachedAlphaBlendedDepth = this._alphaBlendedDepthMaterialCache.get(mesh.uniqueId);\r\n\r\n if (renderingMaterial === undefined || cachedAlphaBlendedDepth !== this.alphaBlendedDepth) {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n if (!gsMaterial) {\r\n return null;\r\n }\r\n const compoundMesh = (mesh as unknown as GaussianSplattingMesh).isCompound;\r\n renderingMaterial = gsMaterial.makeDepthRenderingMaterial(this._scene, this._shaderLanguage, this.alphaBlendedDepth, compoundMesh);\r\n this.setMaterialForRendering(mesh, renderingMaterial);\r\n this._alphaBlendedDepthMaterialCache.set(mesh.uniqueId, this.alphaBlendedDepth);\r\n }\r\n\r\n return renderingMaterial;\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.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 material = subMesh.getMaterial();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n\r\n // Skip submeshes that won't be rendered by the depth renderer (mirroring renderSubMesh logic)\r\n if (!material || effectiveMesh.infiniteDistance || material.disableDepthWrite || subMesh.verticesCount === 0) {\r\n continue;\r\n }\r\n\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 const gsClassName = effectiveMesh.getClassName();\r\n if (gsClassName === \"GaussianSplattingMesh\") {\r\n const gsMaterial = this._ensureGaussianSplattingDepthMaterial(effectiveMesh, engine.currentRenderPassId);\r\n if (gsMaterial && !gsMaterial.isReadyForSubMesh(effectiveMesh, subMesh, hardwareInstancedRendering)) {\r\n return;\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 // Delegate to the GS mesh's render() which properly routes through camera meshes\r\n // with the correct thin instance data. The depth material is already set as the\r\n // render pass material and will be propagated to the camera mesh.\r\n (effectiveMesh as Mesh).render(subMesh, false);\r\n return;\r\n }\r\n\r\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\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 // Use the depth map's render pass ID to look up per-pass materials,\r\n // since isReady can be called outside of the depth renderer's render pass\r\n // (e.g. from the scene's isReady check).\r\n const renderPassId = this._depthMap.renderPassId;\r\n let renderingMaterial: Nullable<Material> = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[renderPassId] ?? null;\r\n\r\n // For GaussianSplatting meshes, eagerly create the depth material so that\r\n // the scene's isReady check properly blocks until it is compiled.\r\n if (mesh.getClassName() === \"GaussianSplattingMesh\") {\r\n renderingMaterial = this._ensureGaussianSplattingDepthMaterial(mesh, renderPassId);\r\n }\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 // Determine which render pass id to use for the draw wrapper. isReady can be called from\r\n // contexts where engine.currentRenderPassId is *not* one of the depth map's render pass ids\r\n // (e.g. from EffectLayer / scene readiness checks). In that case, using\r\n // engine.currentRenderPassId would stamp the depth effect onto the main pass's draw wrapper,\r\n // which is especially harmful for frozen materials that won't restore the correct effect on\r\n // their next isReady call (forum bug 63230).\r\n // When engine.currentRenderPassId already belongs to this depth map (the normal in-pass\r\n // case, including multi-pass render targets like cube/array depth textures), keep using it\r\n // so each pass keeps its own draw wrapper. Otherwise fall back to the depth map's primary\r\n // render pass id.\r\n const currentPassId = engine.currentRenderPassId;\r\n const depthPassIds = this._depthMap.renderPassIds;\r\n const passId = depthPassIds.includes(currentPassId) ? currentPassId : this._depthMap.renderPassId;\r\n const drawWrapper = subMesh._getDrawWrapper(passId, 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 \"boneTextureInfo\",\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"]}
@@ -60,5 +60,6 @@ export declare class DepthRendererSceneComponent implements ISceneComponent {
60
60
  */
61
61
  dispose(): void;
62
62
  private _gatherRenderTargets;
63
+ private _isReadyForMesh;
63
64
  private _gatherActiveCameraRenderTargets;
64
65
  }
@@ -57,6 +57,7 @@ export class DepthRendererSceneComponent {
57
57
  register() {
58
58
  this.scene._gatherRenderTargetsStage.registerStep(SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
59
59
  this.scene._gatherActiveCameraRenderTargetsStage.registerStep(SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
60
+ this.scene._isReadyForMeshStage.registerStep(SceneComponentConstants.STEP_ISREADYFORMESH_DEPTHRENDERER, this, this._isReadyForMesh);
60
61
  }
61
62
  /**
62
63
  * Rebuilds the elements related to this component in case of
@@ -83,6 +84,31 @@ export class DepthRendererSceneComponent {
83
84
  }
84
85
  }
85
86
  }
87
+ _isReadyForMesh(mesh, hardwareInstancedRendering) {
88
+ if (!this.scene._depthRenderer) {
89
+ return true;
90
+ }
91
+ for (const key in this.scene._depthRenderer) {
92
+ const depthRenderer = this.scene._depthRenderer[key];
93
+ if (!depthRenderer.enabled) {
94
+ continue;
95
+ }
96
+ if (mesh.subMeshes) {
97
+ for (let i = 0; i < mesh.subMeshes.length; ++i) {
98
+ const subMesh = mesh.subMeshes[i];
99
+ const material = subMesh.getMaterial();
100
+ // Skip submeshes that the depth renderer would never render
101
+ if (!material || material.disableDepthWrite || subMesh.verticesCount === 0) {
102
+ continue;
103
+ }
104
+ if (!depthRenderer.isReady(subMesh, hardwareInstancedRendering)) {
105
+ return false;
106
+ }
107
+ }
108
+ }
109
+ }
110
+ return true;
111
+ }
86
112
  _gatherActiveCameraRenderTargets(renderTargets) {
87
113
  if (this.scene._depthRenderer) {
88
114
  for (const key in this.scene._depthRenderer) {
@@ -1 +1 @@
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: number;\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"]}
1
+ 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{ type Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { type SmartArrayNoDuplicate } from \"../Misc/smartArray\";\r\nimport { DepthRenderer } from \"./depthRenderer\";\r\nimport { type Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type ISceneComponent, SceneComponentConstants } from \"../sceneComponent\";\r\nimport { type RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _depthRenderer: { [id: string]: DepthRenderer };\r\n\r\n /**\r\n * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.\r\n * @param camera The camera to create the depth renderer on (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 force32bitsFloat Forces 32 bits float when supported (else 16 bits float is prioritized over 32 bits float if supported)\r\n * @param samplingMode The sampling mode to be used with the render target (Linear, Nearest...)\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 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: number;\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 this.scene._isReadyForMeshStage.registerStep(SceneComponentConstants.STEP_ISREADYFORMESH_DEPTHRENDERER, this, this._isReadyForMesh);\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 _isReadyForMesh(mesh: AbstractMesh, hardwareInstancedRendering: boolean): boolean {\r\n if (!this.scene._depthRenderer) {\r\n return true;\r\n }\r\n\r\n for (const key in this.scene._depthRenderer) {\r\n const depthRenderer = this.scene._depthRenderer[key];\r\n if (!depthRenderer.enabled) {\r\n continue;\r\n }\r\n if (mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n // Skip submeshes that the depth renderer would never render\r\n if (!material || material.disableDepthWrite || subMesh.verticesCount === 0) {\r\n continue;\r\n }\r\n if (!depthRenderer.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\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"]}
@@ -31,6 +31,9 @@ uniform mat4 invView;
31
31
  #include<logDepthDeclaration>
32
32
  #ifdef COLORGRADIENTS
33
33
  uniform sampler2D colorGradientSampler;
34
+ #ifdef COLORGRADIENTS_COLOR2
35
+ attribute vec4 seed;
36
+ #endif
34
37
  #else
35
38
  uniform vec4 colorDead;attribute vec4 color;
36
39
  #endif
@@ -80,7 +83,11 @@ vUV=uv;
80
83
  #endif
81
84
  float ratio=min(1.0,age/life);
82
85
  #ifdef COLORGRADIENTS
86
+ #ifdef COLORGRADIENTS_COLOR2
87
+ vec4 vColor1=texture2D(colorGradientSampler,vec2(ratio,0.25));vec4 vColor2=texture2D(colorGradientSampler,vec2(ratio,0.75));vColor=mix(vColor1,vColor2,seed.x);
88
+ #else
83
89
  vColor=texture2D(colorGradientSampler,vec2(ratio,0));
90
+ #endif
84
91
  #else
85
92
  vColor=color*vec4(1.0-ratio)+colorDead*vec4(ratio);
86
93
  #endif
@@ -1 +1 @@
1
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\nvUV=vec2(0.0);vPositionW=vec3(0.0);return;}\n#endif\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/sheetInfos.z);float columnOffset=cellIndex-rowOffset*sheetInfos.z;vec2 uvScale=sheetInfos.xy;vec2 uvOffset=vec2(uv.x ,1.0-uv.y);vUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=uv;\n#endif\nfloat ratio=min(1.0,age/life);\n#ifdef COLORGRADIENTS\nvColor=texture2D(colorGradientSampler,vec2(ratio,0));\n#else\nvColor=color*vec4(1.0-ratio)+colorDead*vec4(ratio);\n#endif\nvec2 cornerPos=(offset-translationPivot)*size.yz*size.x;\n#ifdef BILLBOARD\nvec4 rotatedCorner;rotatedCorner.w=0.;\n#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=(position+worldOffset)-eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner.xyz);vec4 viewPosition=(view*vec4(vPositionW,1.0));\n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 toCamera=(position+worldOffset)-eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner.xyz);vec4 viewPosition=(view*vec4(vPositionW,1.0));\n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;\n#ifdef LOCAL\nvec4 viewPosition=view*vec4(((emitterWM*vec4(position,1.0)).xyz+worldOffset),1.0)+rotatedCorner;\n#else\nvec4 viewPosition=view*vec4((position+worldOffset),1.0)+rotatedCorner;\n#endif\nvPositionW=(invView*viewPosition).xyz;\n#endif\n#else\nvec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=0.;rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.xz+=translationPivot;vec3 yaxis=normalize(initialDirection);vPositionW=rotate(yaxis,rotatedCorner);vec4 viewPosition=view*vec4(vPositionW,1.0);\n#endif\ngl_Position=projection*viewPosition;\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6) || defined(FOG)\nvec4 worldPos=vec4(vPositionW,1.0);\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gpuRenderParticlesVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"gpuRenderParticles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuRenderParticles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,8CAA8C,CAAC;AACtD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA8Gb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration2\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gpuRenderParticlesVertexShader\";\nconst shader = `precision highp float;uniform mat4 view;uniform mat4 projection;uniform vec2 translationPivot;uniform vec3 worldOffset;\n#ifdef LOCAL\nuniform mat4 emitterWM;\n#endif\nattribute vec3 position;attribute float age;attribute float life;attribute vec3 size;\n#if !defined(BILLBOARD) || defined(BILLBOARDSTRETCHED_LOCAL)\nattribute vec3 initialDirection;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction;\n#endif\nattribute float angle;\n#ifdef ANIMATESHEET\nattribute float cellIndex;\n#endif\nattribute vec2 offset;attribute vec2 uv;varying vec2 vUV;varying vec4 vColor;varying vec3 vPositionW;\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration2>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\n#ifdef COLORGRADIENTS\nuniform sampler2D colorGradientSampler;\n#ifdef COLORGRADIENTS_COLOR2\nattribute vec4 seed;\n#endif\n#else\nuniform vec4 colorDead;attribute vec4 color;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 sheetInfos;\n#endif\n#ifdef BILLBOARD\nuniform vec3 eyePosition;\n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {vec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));vec3 zaxis=normalize(cross(yaxis,xaxis));vec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);vec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);vec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;\n#ifdef LOCAL\nreturn ((emitterWM*vec4(position,1.0)).xyz+worldOffset)+alignedCorner;\n#else\nreturn (position+worldOffset)+alignedCorner;\n#endif\n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {vec3 normalizedToCamera=normalize(toCamera);\n#ifdef BILLBOARDSTRETCHED_LOCAL\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(initialDirection),normalizedToCamera));\n#else\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\n#endif\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);vec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\n#ifdef BILLBOARDSTRETCHED_LOCAL\nvec3 row1=normalize(initialDirection);\n#else\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));vec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\n#endif\nmat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;\n#ifdef LOCAL\nreturn ((emitterWM*vec4(position,1.0)).xyz+worldOffset)+alignedCorner;\n#else\nreturn (position+worldOffset)+alignedCorner;\n#endif\n}\n#endif\nvoid main() {\n#ifdef EMITRATECTRL\nif (life>0.0 && age>=life) {gl_Position=vec4(0.0,0.0,2.0,1.0);vColor=vec4(0.0); \nvUV=vec2(0.0);vPositionW=vec3(0.0);return;}\n#endif\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/sheetInfos.z);float columnOffset=cellIndex-rowOffset*sheetInfos.z;vec2 uvScale=sheetInfos.xy;vec2 uvOffset=vec2(uv.x ,1.0-uv.y);vUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=uv;\n#endif\nfloat ratio=min(1.0,age/life);\n#ifdef COLORGRADIENTS\n#ifdef COLORGRADIENTS_COLOR2\nvec4 vColor1=texture2D(colorGradientSampler,vec2(ratio,0.25));vec4 vColor2=texture2D(colorGradientSampler,vec2(ratio,0.75));vColor=mix(vColor1,vColor2,seed.x);\n#else\nvColor=texture2D(colorGradientSampler,vec2(ratio,0));\n#endif\n#else\nvColor=color*vec4(1.0-ratio)+colorDead*vec4(ratio);\n#endif\nvec2 cornerPos=(offset-translationPivot)*size.yz*size.x;\n#ifdef BILLBOARD\nvec4 rotatedCorner;rotatedCorner.w=0.;\n#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=(position+worldOffset)-eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner.xyz);vec4 viewPosition=(view*vec4(vPositionW,1.0));\n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 toCamera=(position+worldOffset)-eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner.xyz);vec4 viewPosition=(view*vec4(vPositionW,1.0));\n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;\n#ifdef LOCAL\nvec4 viewPosition=view*vec4(((emitterWM*vec4(position,1.0)).xyz+worldOffset),1.0)+rotatedCorner;\n#else\nvec4 viewPosition=view*vec4((position+worldOffset),1.0)+rotatedCorner;\n#endif\nvPositionW=(invView*viewPosition).xyz;\n#endif\n#else\nvec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=0.;rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.xz+=translationPivot;vec3 yaxis=normalize(initialDirection);vPositionW=rotate(yaxis,rotatedCorner);vec4 viewPosition=view*vec4(vPositionW,1.0);\n#endif\ngl_Position=projection*viewPosition;\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6) || defined(FOG)\nvec4 worldPos=vec4(vPositionW,1.0);\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gpuRenderParticlesVertexShader = { name, shader };\n"]}