@onerjs/core 8.50.8 → 8.51.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Cameras/Inputs/freeCameraTouchInput.js +5 -3
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.js +11 -7
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.js.map +1 -1
- package/Cameras/arcRotateCamera.js +2 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.js +1 -0
- package/Cameras/camera.js.map +1 -1
- package/Cameras/followCamera.js +1 -1
- package/Cameras/followCamera.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +12 -0
- package/Collisions/gpuPicker.js +51 -0
- package/Collisions/gpuPicker.js.map +1 -1
- package/Culling/ray.core.js +46 -2
- package/Culling/ray.core.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +10 -3
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +1 -0
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +36 -3
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
- package/FlowGraph/flowGraphEventBlock.d.ts +13 -0
- package/FlowGraph/flowGraphEventBlock.js +21 -2
- package/FlowGraph/flowGraphEventBlock.js.map +1 -1
- package/Layers/layer.js +5 -1
- package/Layers/layer.js.map +1 -1
- package/LensFlares/lensFlareSystem.js +1 -0
- package/LensFlares/lensFlareSystem.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.js +11 -1
- package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.d.ts +1 -0
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js +6 -3
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +2 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +10 -3
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.d.ts +2 -1
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js +10 -4
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.js +3 -3
- package/Materials/PBR/openpbrMaterial.js.map +1 -1
- package/Materials/Textures/envCubeTexture.js +33 -15
- package/Materials/Textures/envCubeTexture.js.map +1 -1
- package/Materials/standardMaterial.js +4 -2
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/abstractMesh.js +1 -0
- package/Meshes/abstractMesh.js.map +1 -1
- package/Misc/brdfTextureTools.d.ts +12 -0
- package/Misc/brdfTextureTools.js +22 -0
- package/Misc/brdfTextureTools.js.map +1 -1
- package/Misc/depthReducer.js +1 -1
- package/Misc/depthReducer.js.map +1 -1
- package/Particles/Node/Blocks/Update/updateFlowMapBlock.js +17 -10
- package/Particles/Node/Blocks/Update/updateFlowMapBlock.js.map +1 -1
- package/Particles/Node/Blocks/Update/updateNoiseBlock.js +14 -0
- package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -1
- package/Particles/Node/Blocks/particleSourceTextureBlock.js +114 -12
- package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
- package/Particles/Node/nodeParticleBuildState.d.ts +11 -0
- package/Particles/Node/nodeParticleBuildState.js +15 -0
- package/Particles/Node/nodeParticleBuildState.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.js +23 -22
- package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
- package/Particles/gpuParticleSystem.js +1 -0
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.js +1 -0
- package/Particles/thinParticleSystem.js.map +1 -1
- package/PostProcesses/postProcessManager.d.ts +2 -0
- package/PostProcesses/postProcessManager.js +14 -8
- package/PostProcesses/postProcessManager.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +12 -9
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
- package/Rendering/depthRendererSceneComponent.js +7 -7
- package/Rendering/depthRendererSceneComponent.js.map +1 -1
- package/Rendering/iblCdfGeneratorSceneComponent.d.ts +6 -0
- package/Rendering/iblCdfGeneratorSceneComponent.js +16 -0
- package/Rendering/iblCdfGeneratorSceneComponent.js.map +1 -1
- package/Rendering/prePassRenderer.d.ts +4 -1
- package/Rendering/prePassRenderer.js +31 -9
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js +1 -1
- package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +3 -3
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrIblFunctions.js +8 -5
- package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBRDFFunctions.js +10 -6
- package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
- package/Shaders/openpbr.fragment.js +4 -4
- package/Shaders/openpbr.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +3 -3
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +5 -3
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +5 -6
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
- package/ShadersWGSL/openpbr.fragment.js +6 -6
- package/ShadersWGSL/openpbr.fragment.js.map +1 -1
- package/Sprites/spriteManager.js +1 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +16 -0
- package/scene.js +13 -0
- package/scene.js.map +1 -1
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@@ -1,4 +1,5 @@
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import { FlowGraphAsyncExecutionBlock } from "./flowGraphAsyncExecutionBlock.js";
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import { type IFlowGraphBlockConfiguration } from "./flowGraphBlock.js";
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import { type FlowGraphContext } from "./flowGraphContext.js";
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import { FlowGraphEventType } from "./flowGraphEventType.js";
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/**
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@@ -11,6 +12,18 @@ export declare abstract class FlowGraphEventBlock extends FlowGraphAsyncExecutio
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* For example, scene start should have a negative priority because it should be initialized last.
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*/
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initPriority: number;
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/**
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* Creates a new event block.
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* @param config optional configuration
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*/
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constructor(config?: IFlowGraphBlockConfiguration);
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/**
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* Deserializes from an object.
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* Filters out the legacy "in" signal input that existed before event blocks
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* stopped exposing it, so old serialized graphs load without error.
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* @param serializationObject the object to deserialize from
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*/
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deserialize(serializationObject: any): void;
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/**
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* The type of the event
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*/
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* its output signal when the event is triggered.
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*/
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export class FlowGraphEventBlock extends FlowGraphAsyncExecutionBlock {
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/**
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* Creates a new event block.
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* @param config optional configuration
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*/
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constructor(config) {
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super(config);
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/**
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* the priority of initialization of this block.
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* For example, scene start should have a negative priority because it should be initialized last.
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* The type of the event
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*/
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this.type = "NoTrigger" /* FlowGraphEventType.NoTrigger */;
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// Event blocks are driven by scene events, not by an incoming signal.
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// Remove the inherited `in` port so it is not shown in the editor UI
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// and cannot be accidentally wired.
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this._unregisterSignalInput("in");
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}
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/**
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* Deserializes from an object.
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* Filters out the legacy "in" signal input that existed before event blocks
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* stopped exposing it, so old serialized graphs load without error.
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* @param serializationObject the object to deserialize from
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*/
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deserialize(serializationObject) {
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const filtered = { ...serializationObject };
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filtered.signalInputs = (serializationObject.signalInputs ?? []).filter((s) => s.name !== "in");
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super.deserialize(filtered);
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}
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/**
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* @internal
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{"version":3,"file":"flowGraphEventBlock.js","sourceRoot":"","sources":["../../../../dev/core/src/FlowGraph/flowGraphEventBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,4BAA4B,EAAE,MAAM,gCAAgC,CAAC;
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{"version":3,"file":"flowGraphEventBlock.js","sourceRoot":"","sources":["../../../../dev/core/src/FlowGraph/flowGraphEventBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,4BAA4B,EAAE,MAAM,gCAAgC,CAAC;AAK9E;;;GAGG;AACH,MAAM,OAAgB,mBAAoB,SAAQ,4BAA4B;IAO1E;;;OAGG;IACH,YAAY,MAAqC;QAC7C,KAAK,CAAC,MAAM,CAAC,CAAC;QAXlB;;;WAGG;QACI,iBAAY,GAAW,CAAC,CAAC;QA0BhC;;WAEG;QACa,SAAI,kDAAoD;QArBpE,sEAAsE;QACtE,qEAAqE;QACrE,oCAAoC;QACpC,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,CAAC;IACtC,CAAC;IAED;;;;;OAKG;IACa,WAAW,CAAC,mBAAwB;QAChD,MAAM,QAAQ,GAAG,EAAE,GAAG,mBAAmB,EAAE,CAAC;QAC5C,QAAQ,CAAC,YAAY,GAAG,CAAC,mBAAmB,CAAC,YAAY,IAAI,EAAE,CAAC,CAAC,MAAM,CAAC,CAAC,CAAM,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,IAAI,CAAC,CAAC;QACrG,KAAK,CAAC,WAAW,CAAC,QAAQ,CAAC,CAAC;IAChC,CAAC;IAMD;;OAEG;IACI,QAAQ,CAAC,OAAyB;QACrC,OAAO,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;QACjC,iEAAiE;QACjE,2DAA2D;QAC3D,8DAA8D;QAC9D,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,CAAC;QACnC,IAAI,CAAC,GAAG,CAAC,eAAe,CAAC,OAAO,CAAC,CAAC;IACtC,CAAC;IAED;;;;;;;;OAQG;IACa,kBAAkB,CAAC,OAAyB;QACxD,IAAI,OAAO,CAAC,qBAAqB,CAAC,IAAI,EAAE,cAAc,EAAE,KAAK,CAAC,EAAE,CAAC;YAC7D,IAAI,CAAC,mBAAmB,CAAC,OAAO,CAAC,CAAC;YAClC,IAAI,CAAC,mBAAmB,CAAC,OAAO,CAAC,CAAC;QACtC,CAAC;QACD,IAAI,CAAC,oBAAoB,CAAC,OAAO,CAAC,CAAC;QACnC,OAAO,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC;QAC/B,mEAAmE;QACnE,mDAAmD;QACnD,OAAO,CAAC,qBAAqB,CAAC,IAAI,EAAE,cAAc,EAAE,IAAI,CAAC,CAAC;IAC9D,CAAC;CASJ","sourcesContent":["import { FlowGraphAsyncExecutionBlock } from \"./flowGraphAsyncExecutionBlock\";\r\nimport { type IFlowGraphBlockConfiguration } from \"./flowGraphBlock\";\r\nimport { type FlowGraphContext } from \"./flowGraphContext\";\r\nimport { FlowGraphEventType } from \"./flowGraphEventType\";\r\n\r\n/**\r\n * A type of block that listens to an event observable and activates\r\n * its output signal when the event is triggered.\r\n */\r\nexport abstract class FlowGraphEventBlock extends FlowGraphAsyncExecutionBlock {\r\n /**\r\n * the priority of initialization of this block.\r\n * For example, scene start should have a negative priority because it should be initialized last.\r\n */\r\n public initPriority: number = 0;\r\n\r\n /**\r\n * Creates a new event block.\r\n * @param config optional configuration\r\n */\r\n constructor(config?: IFlowGraphBlockConfiguration) {\r\n super(config);\r\n // Event blocks are driven by scene events, not by an incoming signal.\r\n // Remove the inherited `in` port so it is not shown in the editor UI\r\n // and cannot be accidentally wired.\r\n this._unregisterSignalInput(\"in\");\r\n }\r\n\r\n /**\r\n * Deserializes from an object.\r\n * Filters out the legacy \"in\" signal input that existed before event blocks\r\n * stopped exposing it, so old serialized graphs load without error.\r\n * @param serializationObject the object to deserialize from\r\n */\r\n public override deserialize(serializationObject: any) {\r\n const filtered = { ...serializationObject };\r\n filtered.signalInputs = (serializationObject.signalInputs ?? []).filter((s: any) => s.name !== \"in\");\r\n super.deserialize(filtered);\r\n }\r\n\r\n /**\r\n * The type of the event\r\n */\r\n public readonly type: FlowGraphEventType = FlowGraphEventType.NoTrigger;\r\n /**\r\n * @internal\r\n */\r\n public _execute(context: FlowGraphContext): void {\r\n context._notifyExecuteNode(this);\r\n // Fire both signals: KHR_interactivity graphs connect to `done`,\r\n // while editor-authored graphs typically connect to `out`.\r\n // Both must fire so that either wiring style works correctly.\r\n this.done._activateSignal(context);\r\n this.out._activateSignal(context);\r\n }\r\n\r\n /**\r\n * @internal\r\n * Override _startPendingTasks so that event blocks do NOT fire the\r\n * `out` signal at graph-start time. The base FlowGraphAsyncExecutionBlock\r\n * fires `out` immediately in _startPendingTasks (useful for async blocks\r\n * like PlayAnimation that start a task and let sync flow continue).\r\n * Event blocks should only fire their output signals when the actual\r\n * event occurs, which is handled by _execute.\r\n */\r\n public override _startPendingTasks(context: FlowGraphContext): void {\r\n if (context._getExecutionVariable(this, \"_initialized\", false)) {\r\n this._cancelPendingTasks(context);\r\n this._resetAfterCanceled(context);\r\n }\r\n this._preparePendingTasks(context);\r\n context._addPendingBlock(this);\r\n // Do NOT fire out._activateSignal — event blocks fire both out and\r\n // done in _execute when the actual event triggers.\r\n context._setExecutionVariable(this, \"_initialized\", true);\r\n }\r\n\r\n /**\r\n * Execute the event. This function should be called by the flow graph when the event is triggered.\r\n * @param context the context in which the event is executed\r\n * @param payload the payload of the event\r\n * @returns a boolean indicating if the event should stop propagation. if false, the event will stop propagating.\r\n */\r\n public abstract _executeEvent(context: FlowGraphContext, payload: any): boolean;\r\n}\r\n"]}
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package/Layers/layer.js
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/** Shader language used by the material */
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this._shaderLanguage = 0 /* ShaderLanguage.GLSL */;
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this._shadersLoaded = false;
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if (!scene) {
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scene = EngineStore.LastCreatedScene;
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}
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this.layerMask = scene.defaultRenderableLayerMask;
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this.texture = imgUrl ? new Texture(imgUrl, scene, true) : null;
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this.isBackground = isBackground === undefined ? true : isBackground;
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this.color = color === undefined ? new Color4(1, 1, 1, 1) : color;
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this._scene = scene;
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if (engine.isWebGPU && !forceGLSL && !Layer.ForceGLSL) {
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this._shaderLanguage = 1 /* ShaderLanguage.WGSL */;
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package/Layers/layer.js.map
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{ type Observer, Observable } from \"../Misc/observable\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { type BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { LayerSceneComponent } from \"./layerSceneComponent\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n */\r\nexport class Layer {\r\n /**\r\n * Force all the layers to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n /**\r\n * Define the texture the layer should display.\r\n */\r\n public texture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Is the layer in background or foreground.\r\n */\r\n public isBackground: boolean;\r\n\r\n private _applyPostProcess: boolean = true;\r\n /**\r\n * Determines if the layer is drawn before (true) or after (false) post-processing.\r\n * If the layer is background, it is always before.\r\n */\r\n public set applyPostProcess(value: boolean) {\r\n this._applyPostProcess = value;\r\n }\r\n public get applyPostProcess(): boolean {\r\n return this.isBackground || this._applyPostProcess;\r\n }\r\n\r\n /**\r\n * Define the color of the layer (instead of texture).\r\n */\r\n public color: Color4;\r\n\r\n /**\r\n * Define the scale of the layer in order to zoom in out of the texture.\r\n */\r\n public scale = new Vector2(1, 1);\r\n\r\n /**\r\n * Define an offset for the layer in order to shift the texture.\r\n */\r\n public offset = new Vector2(0, 0);\r\n\r\n /**\r\n * Define the alpha blending mode used in the layer in case the texture or color has an alpha.\r\n */\r\n public alphaBlendingMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Define if the layer should alpha test or alpha blend with the rest of the scene.\r\n * Alpha test will not mix with the background color in case of transparency.\r\n * It will either use the texture color or the background depending on the alpha value of the current pixel.\r\n */\r\n public alphaTest: boolean;\r\n\r\n /**\r\n * Define a mask to restrict the layer to only some of the scene cameras.\r\n */\r\n public layerMask: number = 0x0fffffff;\r\n\r\n /**\r\n * Define the list of render target the layer is visible into.\r\n */\r\n public renderTargetTextures: RenderTargetTexture[] = [];\r\n\r\n /**\r\n * Define if the layer is only used in renderTarget or if it also\r\n * renders in the main frame buffer of the canvas.\r\n */\r\n public renderOnlyInRenderTargetTextures = false;\r\n\r\n /**\r\n * Define if the colors of the layer should be generated in linear space (default: false)\r\n */\r\n public convertToLinearSpace = false;\r\n\r\n /**\r\n * Define if the layer is enabled (ie. should be displayed). Default: true\r\n */\r\n public isEnabled = true;\r\n\r\n private _scene: Scene;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _drawWrapper: DrawWrapper;\r\n private _previousDefines: string;\r\n\r\n /**\r\n * An event triggered when the layer is disposed.\r\n */\r\n public onDisposeObservable = new Observable<Layer>();\r\n\r\n private _onDisposeObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onDisposeObservable existed.\r\n * The set callback will be triggered when the layer has been disposed.\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered before rendering the scene\r\n */\r\n public onBeforeRenderObservable = new Observable<Layer>();\r\n\r\n private _onBeforeRenderObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onBeforeRenderObservable existed.\r\n * The set callback will be triggered just before rendering the layer.\r\n */\r\n public set onBeforeRender(callback: () => void) {\r\n if (this._onBeforeRenderObserver) {\r\n this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n }\r\n this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered after rendering the scene\r\n */\r\n public onAfterRenderObservable = new Observable<Layer>();\r\n\r\n private _onAfterRenderObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onAfterRenderObservable existed.\r\n * The set callback will be triggered just after rendering the layer.\r\n */\r\n public set onAfterRender(callback: () => void) {\r\n if (this._onAfterRenderObserver) {\r\n this.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n }\r\n this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);\r\n }\r\n\r\n /** Shader language used by the material */\r\n private _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 * Instantiates a new layer.\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n * @param name Define the name of the layer in the scene\r\n * @param imgUrl Define the url of the texture to display in the layer\r\n * @param scene Define the scene the layer belongs to\r\n * @param isBackground Defines whether the layer is displayed in front or behind the scene\r\n * @param color Defines a color for the layer\r\n * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false\r\n */\r\n constructor(\r\n /**\r\n * Define the name of the layer.\r\n */\r\n public name: string,\r\n imgUrl: Nullable<string>,\r\n scene: Nullable<Scene>,\r\n isBackground?: boolean,\r\n color?: Color4,\r\n forceGLSL = false\r\n ) {\r\n this.texture = imgUrl ? new Texture(imgUrl, scene, true) : null;\r\n this.isBackground = isBackground === undefined ? true : isBackground;\r\n this.color = color === undefined ? new Color4(1, 1, 1, 1) : color;\r\n\r\n this._scene = <Scene>(scene || EngineStore.LastCreatedScene);\r\n const engine = this._scene.getEngine();\r\n if (engine.isWebGPU && !forceGLSL && !Layer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n let layerComponent = this._scene._getComponent(SceneComponentConstants.NAME_LAYER) as LayerSceneComponent;\r\n if (!layerComponent) {\r\n layerComponent = new LayerSceneComponent(this._scene);\r\n this._scene._addComponent(layerComponent);\r\n }\r\n this._scene.layers.push(this);\r\n\r\n this._drawWrapper = new DrawWrapper(engine);\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n const vertexBuffer = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n private _shadersLoaded = false;\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this._scene.getEngine();\r\n\r\n // Indices\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n /**\r\n * Checks if the layer is ready to be rendered\r\n * @returns true if the layer is ready. False otherwise.\r\n */\r\n public isReady() {\r\n const engine = this._scene.getEngine();\r\n\r\n let defines = \"\";\r\n\r\n if (this.alphaTest) {\r\n defines = \"#define ALPHATEST\";\r\n }\r\n\r\n if (this.texture) {\r\n if (this.texture.gammaSpace) {\r\n if (this.convertToLinearSpace) {\r\n defines += \"\\n#define CONVERT_TO_LINEAR\";\r\n }\r\n } else if (!this.convertToLinearSpace) {\r\n defines += \"\\n#define CONVERT_TO_GAMMA\";\r\n }\r\n }\r\n\r\n if (this._previousDefines !== defines) {\r\n this._previousDefines = defines;\r\n this._drawWrapper.effect = engine.createEffect(\r\n \"layer\",\r\n [VertexBuffer.PositionKind],\r\n [\"textureMatrix\", \"color\", \"scale\", \"offset\"],\r\n [\"textureSampler\"],\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage,\r\n this._shadersLoaded\r\n ? undefined\r\n : async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/layer.vertex\"), import(\"../ShadersWGSL/layer.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/layer.vertex\"), import(\"../Shaders/layer.fragment\")]);\r\n }\r\n this._shadersLoaded = true;\r\n }\r\n );\r\n }\r\n\r\n const currentEffect = this._drawWrapper.effect;\r\n\r\n return !!currentEffect?.isReady() && (!this.texture || this.texture.isReady());\r\n }\r\n\r\n /**\r\n * Renders the layer in the scene.\r\n */\r\n public render(): void {\r\n if (!this.isEnabled) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n // Check\r\n if (!this.isReady()) {\r\n return;\r\n }\r\n\r\n const currentEffect = this._drawWrapper.effect!;\r\n\r\n this.onBeforeRenderObservable.notifyObservers(this);\r\n\r\n // Render\r\n engine.enableEffect(this._drawWrapper);\r\n engine.setState(false);\r\n\r\n // Texture\r\n if (this.texture) {\r\n currentEffect.setTexture(\"textureSampler\", this.texture);\r\n currentEffect.setMatrix(\"textureMatrix\", this.texture.getTextureMatrix());\r\n }\r\n\r\n // Color\r\n currentEffect.setFloat4(\"color\", this.color.r, this.color.g, this.color.b, this.color.a);\r\n\r\n // Scale / offset\r\n currentEffect.setVector2(\"offset\", this.offset);\r\n currentEffect.setVector2(\"scale\", this.scale);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);\r\n\r\n // Draw order\r\n if (!this.alphaTest) {\r\n engine.setAlphaMode(this.alphaBlendingMode);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n } else {\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n this.onAfterRenderObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Disposes and releases the associated resources.\r\n */\r\n public dispose(): void {\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n this.texture = null;\r\n }\r\n\r\n // Clean RTT list\r\n this.renderTargetTextures = [];\r\n\r\n // Remove from scene\r\n const index = this._scene.layers.indexOf(this);\r\n this._scene.layers.splice(index, 1);\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n\r\n this.onDisposeObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n }\r\n}\r\n"]}
|
|
1
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+
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{ type Observer, Observable } from \"../Misc/observable\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { type BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { LayerSceneComponent } from \"./layerSceneComponent\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n */\r\nexport class Layer {\r\n /**\r\n * Force all the layers to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n /**\r\n * Define the texture the layer should display.\r\n */\r\n public texture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Is the layer in background or foreground.\r\n */\r\n public isBackground: boolean;\r\n\r\n private _applyPostProcess: boolean = true;\r\n /**\r\n * Determines if the layer is drawn before (true) or after (false) post-processing.\r\n * If the layer is background, it is always before.\r\n */\r\n public set applyPostProcess(value: boolean) {\r\n this._applyPostProcess = value;\r\n }\r\n public get applyPostProcess(): boolean {\r\n return this.isBackground || this._applyPostProcess;\r\n }\r\n\r\n /**\r\n * Define the color of the layer (instead of texture).\r\n */\r\n public color: Color4;\r\n\r\n /**\r\n * Define the scale of the layer in order to zoom in out of the texture.\r\n */\r\n public scale = new Vector2(1, 1);\r\n\r\n /**\r\n * Define an offset for the layer in order to shift the texture.\r\n */\r\n public offset = new Vector2(0, 0);\r\n\r\n /**\r\n * Define the alpha blending mode used in the layer in case the texture or color has an alpha.\r\n */\r\n public alphaBlendingMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Define if the layer should alpha test or alpha blend with the rest of the scene.\r\n * Alpha test will not mix with the background color in case of transparency.\r\n * It will either use the texture color or the background depending on the alpha value of the current pixel.\r\n */\r\n public alphaTest: boolean;\r\n\r\n /**\r\n * Define a mask to restrict the layer to only some of the scene cameras.\r\n */\r\n public layerMask: number = 0x0fffffff;\r\n\r\n /**\r\n * Define the list of render target the layer is visible into.\r\n */\r\n public renderTargetTextures: RenderTargetTexture[] = [];\r\n\r\n /**\r\n * Define if the layer is only used in renderTarget or if it also\r\n * renders in the main frame buffer of the canvas.\r\n */\r\n public renderOnlyInRenderTargetTextures = false;\r\n\r\n /**\r\n * Define if the colors of the layer should be generated in linear space (default: false)\r\n */\r\n public convertToLinearSpace = false;\r\n\r\n /**\r\n * Define if the layer is enabled (ie. should be displayed). Default: true\r\n */\r\n public isEnabled = true;\r\n\r\n private _scene: Scene;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _drawWrapper: DrawWrapper;\r\n private _previousDefines: string;\r\n\r\n /**\r\n * An event triggered when the layer is disposed.\r\n */\r\n public onDisposeObservable = new Observable<Layer>();\r\n\r\n private _onDisposeObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onDisposeObservable existed.\r\n * The set callback will be triggered when the layer has been disposed.\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered before rendering the scene\r\n */\r\n public onBeforeRenderObservable = new Observable<Layer>();\r\n\r\n private _onBeforeRenderObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onBeforeRenderObservable existed.\r\n * The set callback will be triggered just before rendering the layer.\r\n */\r\n public set onBeforeRender(callback: () => void) {\r\n if (this._onBeforeRenderObserver) {\r\n this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n }\r\n this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered after rendering the scene\r\n */\r\n public onAfterRenderObservable = new Observable<Layer>();\r\n\r\n private _onAfterRenderObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onAfterRenderObservable existed.\r\n * The set callback will be triggered just after rendering the layer.\r\n */\r\n public set onAfterRender(callback: () => void) {\r\n if (this._onAfterRenderObserver) {\r\n this.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n }\r\n this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);\r\n }\r\n\r\n /** Shader language used by the material */\r\n private _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 * Instantiates a new layer.\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n * @param name Define the name of the layer in the scene\r\n * @param imgUrl Define the url of the texture to display in the layer\r\n * @param scene Define the scene the layer belongs to\r\n * @param isBackground Defines whether the layer is displayed in front or behind the scene\r\n * @param color Defines a color for the layer\r\n * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false\r\n */\r\n constructor(\r\n /**\r\n * Define the name of the layer.\r\n */\r\n public name: string,\r\n imgUrl: Nullable<string>,\r\n scene: Nullable<Scene>,\r\n isBackground?: boolean,\r\n color?: Color4,\r\n forceGLSL = false\r\n ) {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene!;\r\n }\r\n this.layerMask = scene.defaultRenderableLayerMask;\r\n\r\n this.texture = imgUrl ? new Texture(imgUrl, scene, true) : null;\r\n this.isBackground = isBackground === undefined ? true : isBackground;\r\n this.color = color === undefined ? new Color4(1, 1, 1, 1) : color;\r\n\r\n this._scene = scene;\r\n\r\n const engine = this._scene.getEngine();\r\n if (engine.isWebGPU && !forceGLSL && !Layer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n let layerComponent = this._scene._getComponent(SceneComponentConstants.NAME_LAYER) as LayerSceneComponent;\r\n if (!layerComponent) {\r\n layerComponent = new LayerSceneComponent(this._scene);\r\n this._scene._addComponent(layerComponent);\r\n }\r\n this._scene.layers.push(this);\r\n\r\n this._drawWrapper = new DrawWrapper(engine);\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n const vertexBuffer = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n private _shadersLoaded = false;\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this._scene.getEngine();\r\n\r\n // Indices\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n /**\r\n * Checks if the layer is ready to be rendered\r\n * @returns true if the layer is ready. False otherwise.\r\n */\r\n public isReady() {\r\n const engine = this._scene.getEngine();\r\n\r\n let defines = \"\";\r\n\r\n if (this.alphaTest) {\r\n defines = \"#define ALPHATEST\";\r\n }\r\n\r\n if (this.texture) {\r\n if (this.texture.gammaSpace) {\r\n if (this.convertToLinearSpace) {\r\n defines += \"\\n#define CONVERT_TO_LINEAR\";\r\n }\r\n } else if (!this.convertToLinearSpace) {\r\n defines += \"\\n#define CONVERT_TO_GAMMA\";\r\n }\r\n }\r\n\r\n if (this._previousDefines !== defines) {\r\n this._previousDefines = defines;\r\n this._drawWrapper.effect = engine.createEffect(\r\n \"layer\",\r\n [VertexBuffer.PositionKind],\r\n [\"textureMatrix\", \"color\", \"scale\", \"offset\"],\r\n [\"textureSampler\"],\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage,\r\n this._shadersLoaded\r\n ? undefined\r\n : async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/layer.vertex\"), import(\"../ShadersWGSL/layer.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/layer.vertex\"), import(\"../Shaders/layer.fragment\")]);\r\n }\r\n this._shadersLoaded = true;\r\n }\r\n );\r\n }\r\n\r\n const currentEffect = this._drawWrapper.effect;\r\n\r\n return !!currentEffect?.isReady() && (!this.texture || this.texture.isReady());\r\n }\r\n\r\n /**\r\n * Renders the layer in the scene.\r\n */\r\n public render(): void {\r\n if (!this.isEnabled) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n // Check\r\n if (!this.isReady()) {\r\n return;\r\n }\r\n\r\n const currentEffect = this._drawWrapper.effect!;\r\n\r\n this.onBeforeRenderObservable.notifyObservers(this);\r\n\r\n // Render\r\n engine.enableEffect(this._drawWrapper);\r\n engine.setState(false);\r\n\r\n // Texture\r\n if (this.texture) {\r\n currentEffect.setTexture(\"textureSampler\", this.texture);\r\n currentEffect.setMatrix(\"textureMatrix\", this.texture.getTextureMatrix());\r\n }\r\n\r\n // Color\r\n currentEffect.setFloat4(\"color\", this.color.r, this.color.g, this.color.b, this.color.a);\r\n\r\n // Scale / offset\r\n currentEffect.setVector2(\"offset\", this.offset);\r\n currentEffect.setVector2(\"scale\", this.scale);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);\r\n\r\n // Draw order\r\n if (!this.alphaTest) {\r\n engine.setAlphaMode(this.alphaBlendingMode);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n } else {\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n this.onAfterRenderObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Disposes and releases the associated resources.\r\n */\r\n public dispose(): void {\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n this.texture = null;\r\n }\r\n\r\n // Clean RTT list\r\n this.renderTargetTextures = [];\r\n\r\n // Remove from scene\r\n const index = this._scene.layers.indexOf(this);\r\n this._scene.layers.splice(index, 1);\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n\r\n this.onDisposeObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n }\r\n}\r\n"]}
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@@ -65,6 +65,7 @@ export class LensFlareSystem {
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|
65
65
|
this._onShadersLoaded = new Observable(undefined, true);
|
|
66
66
|
this._shadersLoaded = false;
|
|
67
67
|
this._scene = scene || EngineStore.LastCreatedScene;
|
|
68
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+
this.layerMask = this._scene.defaultRenderableLayerMask;
|
|
68
69
|
LensFlareSystem._SceneComponentInitialization(this._scene);
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|
69
70
|
this._emitter = emitter;
|
|
70
71
|
this.id = name;
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|
@@ -1 +1 @@
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1
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-
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{ Tools } from \"../Misc/tools\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Clamp } from \"../Maths/math.scalar.functions\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { LensFlare } from \"./lensFlare\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { type Viewport } from \"../Maths/math.viewport\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Observable } from \"core/Misc/observable\";\r\n\r\n/**\r\n * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.\r\n * It is usually composed of several `lensFlare`.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare\r\n */\r\nexport class LensFlareSystem {\r\n /**\r\n * Force all the lens flare systems 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 /**\r\n * List of lens flares used in this system.\r\n */\r\n public lensFlares: LensFlare[] = [];\r\n\r\n /**\r\n * Define a limit from the border the lens flare can be visible.\r\n */\r\n public borderLimit = 300;\r\n\r\n /**\r\n * Define a viewport border we do not want to see the lens flare in.\r\n */\r\n public viewportBorder = 0;\r\n\r\n /**\r\n * Define a predicate which could limit the list of meshes able to occlude the effect.\r\n */\r\n public meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;\r\n\r\n /**\r\n * Restricts the rendering of the effect to only the camera rendering this layer mask.\r\n */\r\n public layerMask: number = 0x0fffffff;\r\n\r\n /** Gets the scene */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /** Shader language used by the system */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this system.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Define the id of the lens flare system in the scene.\r\n * (equal to name by default)\r\n */\r\n public id: string;\r\n\r\n private _scene: Scene;\r\n private _emitter: any;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _positionX: number;\r\n private _positionY: number;\r\n private _isEnabled = true;\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"LensFlareSystemSceneComponent\");\r\n };\r\n\r\n /**\r\n * Instantiates a lens flare system.\r\n * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.\r\n * It is usually composed of several `lensFlare`.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare\r\n * @param name Define the name of the lens flare system in the scene\r\n * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).\r\n * @param scene Define the scene the lens flare system belongs to\r\n */\r\n constructor(\r\n /**\r\n * Define the name of the lens flare system\r\n */\r\n public name: string,\r\n emitter: any,\r\n scene: Scene\r\n ) {\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n LensFlareSystem._SceneComponentInitialization(this._scene);\r\n\r\n this._emitter = emitter;\r\n this.id = name;\r\n scene.lensFlareSystems.push(this);\r\n\r\n this.meshesSelectionPredicate = (m) =>\r\n <boolean>(scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && (m.layerMask & scene.activeCamera.layerMask) != 0);\r\n\r\n const engine = scene.getEngine();\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n\r\n // Indices\r\n this._createIndexBuffer();\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync();\r\n }\r\n\r\n /** @internal */\r\n public _onShadersLoaded = new Observable<void>(undefined, true);\r\n\r\n private _shadersLoaded = false;\r\n\r\n protected async _initShaderSourceAsync() {\r\n const engine = this._scene.getEngine();\r\n\r\n if (engine.isWebGPU && !LensFlareSystem.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/lensFlare.fragment\"), import(\"../ShadersWGSL/lensFlare.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/lensFlare.fragment\"), import(\"../Shaders/lensFlare.vertex\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n this._onShadersLoaded.notifyObservers();\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Define if the lens flare system is enabled.\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n }\r\n\r\n /**\r\n * Get the scene the effects belongs to.\r\n * @returns the scene holding the lens flare system\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Get the emitter of the lens flare system.\r\n * It defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @returns the emitter of the lens flare system\r\n */\r\n public getEmitter(): any {\r\n return this._emitter;\r\n }\r\n\r\n /**\r\n * Set the emitter of the lens flare system.\r\n * It defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @param newEmitter Define the new emitter of the system\r\n */\r\n public setEmitter(newEmitter: any): void {\r\n this._emitter = newEmitter;\r\n }\r\n\r\n /**\r\n * Get the lens flare system emitter position.\r\n * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @returns the position\r\n */\r\n public getEmitterPosition(): Vector3 {\r\n return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public computeEffectivePosition(globalViewport: Viewport): boolean {\r\n let position = this.getEmitterPosition();\r\n\r\n position = Vector3.Project(position, Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);\r\n\r\n this._positionX = position.x;\r\n this._positionY = position.y;\r\n\r\n position = Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());\r\n\r\n if (this.viewportBorder > 0) {\r\n globalViewport.x -= this.viewportBorder;\r\n globalViewport.y -= this.viewportBorder;\r\n globalViewport.width += this.viewportBorder * 2;\r\n globalViewport.height += this.viewportBorder * 2;\r\n position.x += this.viewportBorder;\r\n position.y += this.viewportBorder;\r\n this._positionX += this.viewportBorder;\r\n this._positionY += this.viewportBorder;\r\n }\r\n\r\n const rhs = this._scene.useRightHandedSystem;\r\n const okZ = (position.z > 0 && !rhs) || (position.z < 0 && rhs);\r\n\r\n if (okZ) {\r\n if (this._positionX > globalViewport.x && this._positionX < globalViewport.x + globalViewport.width) {\r\n if (this._positionY > globalViewport.y && this._positionY < globalViewport.y + globalViewport.height) {\r\n return true;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _isVisible(): boolean {\r\n if (!this._isEnabled || !this._scene.activeCamera) {\r\n return false;\r\n }\r\n\r\n const emitterPosition = this.getEmitterPosition();\r\n const direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);\r\n const distance = direction.length();\r\n direction.normalize();\r\n\r\n const ray = new Ray(this._scene.activeCamera.globalPosition, direction);\r\n const pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);\r\n\r\n return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public render(): boolean {\r\n if (!this._scene.activeCamera || !this._shadersLoaded) {\r\n return false;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const viewport = this._scene.activeCamera.viewport;\r\n const globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));\r\n\r\n // Position\r\n if (!this.computeEffectivePosition(globalViewport)) {\r\n return false;\r\n }\r\n\r\n // Visibility\r\n if (!this._isVisible()) {\r\n return false;\r\n }\r\n\r\n // Intensity\r\n let awayX;\r\n let awayY;\r\n\r\n if (this._positionX < this.borderLimit + globalViewport.x) {\r\n awayX = this.borderLimit + globalViewport.x - this._positionX;\r\n } else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {\r\n awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;\r\n } else {\r\n awayX = 0;\r\n }\r\n\r\n if (this._positionY < this.borderLimit + globalViewport.y) {\r\n awayY = this.borderLimit + globalViewport.y - this._positionY;\r\n } else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {\r\n awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;\r\n } else {\r\n awayY = 0;\r\n }\r\n\r\n let away = awayX > awayY ? awayX : awayY;\r\n\r\n away -= this.viewportBorder;\r\n\r\n if (away > this.borderLimit) {\r\n away = this.borderLimit;\r\n }\r\n\r\n let intensity = 1.0 - Clamp(away / this.borderLimit, 0, 1);\r\n if (intensity < 0) {\r\n return false;\r\n }\r\n\r\n if (intensity > 1.0) {\r\n intensity = 1.0;\r\n }\r\n\r\n if (this.viewportBorder > 0) {\r\n globalViewport.x += this.viewportBorder;\r\n globalViewport.y += this.viewportBorder;\r\n globalViewport.width -= this.viewportBorder * 2;\r\n globalViewport.height -= this.viewportBorder * 2;\r\n this._positionX -= this.viewportBorder;\r\n this._positionY -= this.viewportBorder;\r\n }\r\n\r\n // Position\r\n const centerX = globalViewport.x + globalViewport.width / 2;\r\n const centerY = globalViewport.y + globalViewport.height / 2;\r\n const distX = centerX - this._positionX;\r\n const distY = centerY - this._positionY;\r\n\r\n // Effects\r\n engine.setState(false);\r\n engine.setDepthBuffer(false);\r\n\r\n // Flares\r\n for (let index = 0; index < this.lensFlares.length; index++) {\r\n const flare = this.lensFlares[index];\r\n\r\n if (!flare._drawWrapper.effect!.isReady() || (flare.texture && !flare.texture.isReady())) {\r\n continue;\r\n }\r\n\r\n engine.enableEffect(flare._drawWrapper);\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, flare._drawWrapper.effect!);\r\n\r\n engine.setAlphaMode(flare.alphaMode);\r\n\r\n const x = centerX - distX * flare.position;\r\n const y = centerY - distY * flare.position;\r\n\r\n const cw = flare.size;\r\n const ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);\r\n const cx = 2 * ((x - globalViewport.x) / globalViewport.width) - 1.0;\r\n const cy = 1.0 - 2 * ((y - globalViewport.y) / globalViewport.height);\r\n\r\n const viewportMatrix = Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);\r\n\r\n flare._drawWrapper.effect!.setMatrix(\"viewportMatrix\", viewportMatrix);\r\n\r\n // Texture\r\n flare._drawWrapper.effect!.setTexture(\"textureSampler\", flare.texture);\r\n\r\n // Color\r\n flare._drawWrapper.effect!.setFloat4(\"color\", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n engine.setDepthBuffer(true);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n return true;\r\n }\r\n\r\n /**\r\n * Rebuilds the lens flare system\r\n */\r\n public rebuild(): void {\r\n this._createIndexBuffer();\r\n\r\n for (const key in this._vertexBuffers) {\r\n this._vertexBuffers[key]?._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * Dispose and release the lens flare with its associated resources.\r\n */\r\n public dispose(): void {\r\n this._onShadersLoaded.clear();\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n while (this.lensFlares.length) {\r\n this.lensFlares[0].dispose();\r\n }\r\n\r\n // Remove from scene\r\n const index = this._scene.lensFlareSystems.indexOf(this);\r\n this._scene.lensFlareSystems.splice(index, 1);\r\n }\r\n\r\n /**\r\n * Parse a lens flare system from a JSON representation\r\n * @param parsedLensFlareSystem Define the JSON to parse\r\n * @param scene Define the scene the parsed system should be instantiated in\r\n * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures\r\n * @returns the parsed system\r\n */\r\n public static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem {\r\n const emitter = scene.getLastEntryById(parsedLensFlareSystem.emitterId);\r\n\r\n const name = parsedLensFlareSystem.name || \"lensFlareSystem#\" + parsedLensFlareSystem.emitterId;\r\n\r\n const lensFlareSystem = new LensFlareSystem(name, emitter, scene);\r\n\r\n lensFlareSystem.id = parsedLensFlareSystem.id || name;\r\n lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;\r\n\r\n for (let index = 0; index < parsedLensFlareSystem.flares.length; index++) {\r\n const parsedFlare = parsedLensFlareSystem.flares[index];\r\n LensFlare.AddFlare(\r\n parsedFlare.size,\r\n parsedFlare.position,\r\n Color3.FromArray(parsedFlare.color),\r\n parsedFlare.textureName ? rootUrl + parsedFlare.textureName : \"\",\r\n lensFlareSystem\r\n );\r\n }\r\n\r\n return lensFlareSystem;\r\n }\r\n\r\n /**\r\n * Serialize the current Lens Flare System into a JSON representation.\r\n * @returns the serialized JSON\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.id = this.id;\r\n serializationObject.name = this.name;\r\n\r\n serializationObject.emitterId = this.getEmitter().id;\r\n serializationObject.borderLimit = this.borderLimit;\r\n\r\n serializationObject.flares = [];\r\n for (let index = 0; index < this.lensFlares.length; index++) {\r\n const flare = this.lensFlares[index];\r\n\r\n serializationObject.flares.push({\r\n size: flare.size,\r\n position: flare.position,\r\n color: flare.color.asArray(),\r\n textureName: Tools.GetFilename(flare.texture ? flare.texture.name : \"\"),\r\n });\r\n }\r\n\r\n return serializationObject;\r\n }\r\n}\r\n"]}
|
|
1
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+
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{ Tools } from \"../Misc/tools\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Clamp } from \"../Maths/math.scalar.functions\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { LensFlare } from \"./lensFlare\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { type Viewport } from \"../Maths/math.viewport\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Observable } from \"core/Misc/observable\";\r\n\r\n/**\r\n * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.\r\n * It is usually composed of several `lensFlare`.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare\r\n */\r\nexport class LensFlareSystem {\r\n /**\r\n * Force all the lens flare systems 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 /**\r\n * List of lens flares used in this system.\r\n */\r\n public lensFlares: LensFlare[] = [];\r\n\r\n /**\r\n * Define a limit from the border the lens flare can be visible.\r\n */\r\n public borderLimit = 300;\r\n\r\n /**\r\n * Define a viewport border we do not want to see the lens flare in.\r\n */\r\n public viewportBorder = 0;\r\n\r\n /**\r\n * Define a predicate which could limit the list of meshes able to occlude the effect.\r\n */\r\n public meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;\r\n\r\n /**\r\n * Restricts the rendering of the effect to only the camera rendering this layer mask.\r\n */\r\n public layerMask: number = 0x0fffffff;\r\n\r\n /** Gets the scene */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /** Shader language used by the system */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this system.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Define the id of the lens flare system in the scene.\r\n * (equal to name by default)\r\n */\r\n public id: string;\r\n\r\n private _scene: Scene;\r\n private _emitter: any;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _positionX: number;\r\n private _positionY: number;\r\n private _isEnabled = true;\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"LensFlareSystemSceneComponent\");\r\n };\r\n\r\n /**\r\n * Instantiates a lens flare system.\r\n * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.\r\n * It is usually composed of several `lensFlare`.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare\r\n * @param name Define the name of the lens flare system in the scene\r\n * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).\r\n * @param scene Define the scene the lens flare system belongs to\r\n */\r\n constructor(\r\n /**\r\n * Define the name of the lens flare system\r\n */\r\n public name: string,\r\n emitter: any,\r\n scene: Scene\r\n ) {\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this.layerMask = this._scene.defaultRenderableLayerMask;\r\n\r\n LensFlareSystem._SceneComponentInitialization(this._scene);\r\n\r\n this._emitter = emitter;\r\n this.id = name;\r\n scene.lensFlareSystems.push(this);\r\n\r\n this.meshesSelectionPredicate = (m) =>\r\n <boolean>(scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && (m.layerMask & scene.activeCamera.layerMask) != 0);\r\n\r\n const engine = scene.getEngine();\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n\r\n // Indices\r\n this._createIndexBuffer();\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync();\r\n }\r\n\r\n /** @internal */\r\n public _onShadersLoaded = new Observable<void>(undefined, true);\r\n\r\n private _shadersLoaded = false;\r\n\r\n protected async _initShaderSourceAsync() {\r\n const engine = this._scene.getEngine();\r\n\r\n if (engine.isWebGPU && !LensFlareSystem.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/lensFlare.fragment\"), import(\"../ShadersWGSL/lensFlare.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/lensFlare.fragment\"), import(\"../Shaders/lensFlare.vertex\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n this._onShadersLoaded.notifyObservers();\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Define if the lens flare system is enabled.\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n }\r\n\r\n /**\r\n * Get the scene the effects belongs to.\r\n * @returns the scene holding the lens flare system\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Get the emitter of the lens flare system.\r\n * It defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @returns the emitter of the lens flare system\r\n */\r\n public getEmitter(): any {\r\n return this._emitter;\r\n }\r\n\r\n /**\r\n * Set the emitter of the lens flare system.\r\n * It defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @param newEmitter Define the new emitter of the system\r\n */\r\n public setEmitter(newEmitter: any): void {\r\n this._emitter = newEmitter;\r\n }\r\n\r\n /**\r\n * Get the lens flare system emitter position.\r\n * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @returns the position\r\n */\r\n public getEmitterPosition(): Vector3 {\r\n return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public computeEffectivePosition(globalViewport: Viewport): boolean {\r\n let position = this.getEmitterPosition();\r\n\r\n position = Vector3.Project(position, Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);\r\n\r\n this._positionX = position.x;\r\n this._positionY = position.y;\r\n\r\n position = Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());\r\n\r\n if (this.viewportBorder > 0) {\r\n globalViewport.x -= this.viewportBorder;\r\n globalViewport.y -= this.viewportBorder;\r\n globalViewport.width += this.viewportBorder * 2;\r\n globalViewport.height += this.viewportBorder * 2;\r\n position.x += this.viewportBorder;\r\n position.y += this.viewportBorder;\r\n this._positionX += this.viewportBorder;\r\n this._positionY += this.viewportBorder;\r\n }\r\n\r\n const rhs = this._scene.useRightHandedSystem;\r\n const okZ = (position.z > 0 && !rhs) || (position.z < 0 && rhs);\r\n\r\n if (okZ) {\r\n if (this._positionX > globalViewport.x && this._positionX < globalViewport.x + globalViewport.width) {\r\n if (this._positionY > globalViewport.y && this._positionY < globalViewport.y + globalViewport.height) {\r\n return true;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _isVisible(): boolean {\r\n if (!this._isEnabled || !this._scene.activeCamera) {\r\n return false;\r\n }\r\n\r\n const emitterPosition = this.getEmitterPosition();\r\n const direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);\r\n const distance = direction.length();\r\n direction.normalize();\r\n\r\n const ray = new Ray(this._scene.activeCamera.globalPosition, direction);\r\n const pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);\r\n\r\n return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public render(): boolean {\r\n if (!this._scene.activeCamera || !this._shadersLoaded) {\r\n return false;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const viewport = this._scene.activeCamera.viewport;\r\n const globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));\r\n\r\n // Position\r\n if (!this.computeEffectivePosition(globalViewport)) {\r\n return false;\r\n }\r\n\r\n // Visibility\r\n if (!this._isVisible()) {\r\n return false;\r\n }\r\n\r\n // Intensity\r\n let awayX;\r\n let awayY;\r\n\r\n if (this._positionX < this.borderLimit + globalViewport.x) {\r\n awayX = this.borderLimit + globalViewport.x - this._positionX;\r\n } else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {\r\n awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;\r\n } else {\r\n awayX = 0;\r\n }\r\n\r\n if (this._positionY < this.borderLimit + globalViewport.y) {\r\n awayY = this.borderLimit + globalViewport.y - this._positionY;\r\n } else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {\r\n awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;\r\n } else {\r\n awayY = 0;\r\n }\r\n\r\n let away = awayX > awayY ? awayX : awayY;\r\n\r\n away -= this.viewportBorder;\r\n\r\n if (away > this.borderLimit) {\r\n away = this.borderLimit;\r\n }\r\n\r\n let intensity = 1.0 - Clamp(away / this.borderLimit, 0, 1);\r\n if (intensity < 0) {\r\n return false;\r\n }\r\n\r\n if (intensity > 1.0) {\r\n intensity = 1.0;\r\n }\r\n\r\n if (this.viewportBorder > 0) {\r\n globalViewport.x += this.viewportBorder;\r\n globalViewport.y += this.viewportBorder;\r\n globalViewport.width -= this.viewportBorder * 2;\r\n globalViewport.height -= this.viewportBorder * 2;\r\n this._positionX -= this.viewportBorder;\r\n this._positionY -= this.viewportBorder;\r\n }\r\n\r\n // Position\r\n const centerX = globalViewport.x + globalViewport.width / 2;\r\n const centerY = globalViewport.y + globalViewport.height / 2;\r\n const distX = centerX - this._positionX;\r\n const distY = centerY - this._positionY;\r\n\r\n // Effects\r\n engine.setState(false);\r\n engine.setDepthBuffer(false);\r\n\r\n // Flares\r\n for (let index = 0; index < this.lensFlares.length; index++) {\r\n const flare = this.lensFlares[index];\r\n\r\n if (!flare._drawWrapper.effect!.isReady() || (flare.texture && !flare.texture.isReady())) {\r\n continue;\r\n }\r\n\r\n engine.enableEffect(flare._drawWrapper);\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, flare._drawWrapper.effect!);\r\n\r\n engine.setAlphaMode(flare.alphaMode);\r\n\r\n const x = centerX - distX * flare.position;\r\n const y = centerY - distY * flare.position;\r\n\r\n const cw = flare.size;\r\n const ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);\r\n const cx = 2 * ((x - globalViewport.x) / globalViewport.width) - 1.0;\r\n const cy = 1.0 - 2 * ((y - globalViewport.y) / globalViewport.height);\r\n\r\n const viewportMatrix = Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);\r\n\r\n flare._drawWrapper.effect!.setMatrix(\"viewportMatrix\", viewportMatrix);\r\n\r\n // Texture\r\n flare._drawWrapper.effect!.setTexture(\"textureSampler\", flare.texture);\r\n\r\n // Color\r\n flare._drawWrapper.effect!.setFloat4(\"color\", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n engine.setDepthBuffer(true);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n return true;\r\n }\r\n\r\n /**\r\n * Rebuilds the lens flare system\r\n */\r\n public rebuild(): void {\r\n this._createIndexBuffer();\r\n\r\n for (const key in this._vertexBuffers) {\r\n this._vertexBuffers[key]?._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * Dispose and release the lens flare with its associated resources.\r\n */\r\n public dispose(): void {\r\n this._onShadersLoaded.clear();\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n while (this.lensFlares.length) {\r\n this.lensFlares[0].dispose();\r\n }\r\n\r\n // Remove from scene\r\n const index = this._scene.lensFlareSystems.indexOf(this);\r\n this._scene.lensFlareSystems.splice(index, 1);\r\n }\r\n\r\n /**\r\n * Parse a lens flare system from a JSON representation\r\n * @param parsedLensFlareSystem Define the JSON to parse\r\n * @param scene Define the scene the parsed system should be instantiated in\r\n * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures\r\n * @returns the parsed system\r\n */\r\n public static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem {\r\n const emitter = scene.getLastEntryById(parsedLensFlareSystem.emitterId);\r\n\r\n const name = parsedLensFlareSystem.name || \"lensFlareSystem#\" + parsedLensFlareSystem.emitterId;\r\n\r\n const lensFlareSystem = new LensFlareSystem(name, emitter, scene);\r\n\r\n lensFlareSystem.id = parsedLensFlareSystem.id || name;\r\n lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;\r\n\r\n for (let index = 0; index < parsedLensFlareSystem.flares.length; index++) {\r\n const parsedFlare = parsedLensFlareSystem.flares[index];\r\n LensFlare.AddFlare(\r\n parsedFlare.size,\r\n parsedFlare.position,\r\n Color3.FromArray(parsedFlare.color),\r\n parsedFlare.textureName ? rootUrl + parsedFlare.textureName : \"\",\r\n lensFlareSystem\r\n );\r\n }\r\n\r\n return lensFlareSystem;\r\n }\r\n\r\n /**\r\n * Serialize the current Lens Flare System into a JSON representation.\r\n * @returns the serialized JSON\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.id = this.id;\r\n serializationObject.name = this.name;\r\n\r\n serializationObject.emitterId = this.getEmitter().id;\r\n serializationObject.borderLimit = this.borderLimit;\r\n\r\n serializationObject.flares = [];\r\n for (let index = 0; index < this.lensFlares.length; index++) {\r\n const flare = this.lensFlares[index];\r\n\r\n serializationObject.flares.push({\r\n size: flare.size,\r\n position: flare.position,\r\n color: flare.color.asArray(),\r\n textureName: Tools.GetFilename(flare.texture ? flare.texture.name : \"\"),\r\n });\r\n }\r\n\r\n return serializationObject;\r\n }\r\n}\r\n"]}
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@@ -440,7 +440,17 @@ export class ClusteredLightContainer extends Light {
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440
440
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Logger.Warn("Attempting to add a light to cluster that does not support clustering");
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441
441
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return;
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442
442
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}
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443
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-
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443
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+
// scene.removeLight returns -1 if the light wasn't in scene.lights. In that case the
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444
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+
// mesh.lightSources cleanup it normally performs didn't happen — but the light may still be
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445
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+
// there: lights constructed with `dontAddToScene = true` are pushed into mesh.lightSources
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446
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+
// by the Light constructor (the `includedOnlyMeshes` setter calls `_resyncMeshes`).
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447
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+
// Without explicit cleanup, the orphan would be picked up by PrepareDefinesForLights and
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448
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+
// rendered as a regular point/spot light, bypassing the cluster (notably ignoring `maxRange`).
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449
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+
if (this._scene.removeLight(light) === -1) {
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450
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+
for (const mesh of this._scene.meshes) {
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451
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+
mesh._removeLightSource(light, false);
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452
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+
}
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453
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+
}
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444
454
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this._lights.push(light);
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445
455
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this._sortedLights.push(light);
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446
456
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this._proxyMesh.isVisible = true;
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