@onerjs/core 8.51.8 → 8.52.1

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Files changed (55) hide show
  1. package/AudioV2/abstractAudio/audioEngineV2.d.ts +34 -1
  2. package/AudioV2/abstractAudio/audioEngineV2.js +54 -0
  3. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  4. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.d.ts +12 -0
  5. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js +18 -0
  6. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js.map +1 -1
  7. package/AudioV2/abstractAudio/index.d.ts +1 -0
  8. package/AudioV2/abstractAudio/index.js +1 -0
  9. package/AudioV2/abstractAudio/index.js.map +1 -1
  10. package/AudioV2/abstractAudio/pure.d.ts +1 -0
  11. package/AudioV2/abstractAudio/pure.js +1 -0
  12. package/AudioV2/abstractAudio/pure.js.map +1 -1
  13. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.d.ts +7 -1
  14. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js +12 -0
  15. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js.map +1 -1
  16. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +14 -0
  17. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
  18. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +4 -0
  19. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
  20. package/AudioV2/abstractAudio/subProperties/spatialAudio.d.ts +6 -0
  21. package/AudioV2/abstractAudio/subProperties/spatialAudio.js +12 -0
  22. package/AudioV2/abstractAudio/subProperties/spatialAudio.js.map +1 -1
  23. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.d.ts +2 -0
  24. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.js +4 -0
  25. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.js.map +1 -1
  26. package/AudioV2/webAudio/webAudioEngine.js +2 -1
  27. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  28. package/Gizmos/index.d.ts +1 -0
  29. package/Gizmos/index.js +1 -0
  30. package/Gizmos/index.js.map +1 -1
  31. package/Gizmos/pure.d.ts +1 -0
  32. package/Gizmos/pure.js +1 -0
  33. package/Gizmos/pure.js.map +1 -1
  34. package/Gizmos/spatialAudioGizmo.d.ts +55 -0
  35. package/Gizmos/spatialAudioGizmo.js +151 -0
  36. package/Gizmos/spatialAudioGizmo.js.map +1 -0
  37. package/Layers/thinSelectionOutlineLayer.js +1 -1
  38. package/Layers/thinSelectionOutlineLayer.js.map +1 -1
  39. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +5 -0
  40. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +54 -1
  41. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  42. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +42 -0
  43. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +93 -0
  44. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
  45. package/Meshes/instancedMesh.pure.js +1 -1
  46. package/Meshes/instancedMesh.pure.js.map +1 -1
  47. package/Shaders/ShadersInclude/gaussianSplatting.js +54 -5
  48. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  49. package/Shaders/gaussianSplatting.vertex.js +14 -3
  50. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  51. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +56 -5
  52. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  53. package/ShadersWGSL/gaussianSplatting.vertex.js +14 -3
  54. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  55. package/package.json +1 -1
@@ -0,0 +1,151 @@
1
+ import { Quaternion, TmpVectors } from "../Maths/math.vector.js";
2
+ import { Color3 } from "../Maths/math.color.js";
3
+ import { Mesh } from "../Meshes/mesh.js";
4
+ import { Gizmo } from "./gizmo.js";
5
+ import { UtilityLayerRenderer } from "../Rendering/utilityLayerRenderer.js";
6
+ import { StandardMaterial } from "../Materials/standardMaterial.js";
7
+ import { CreateCylinder } from "../Meshes/Builders/cylinderBuilder.js";
8
+ import { CreateSphere } from "../Meshes/Builders/sphereBuilder.js";
9
+ import { PointerEventTypes } from "../Events/pointerEvents.js";
10
+ import { Observable } from "../Misc/observable.js";
11
+ /**
12
+ * Gizmo that visualizes the position and orientation of a v2 spatial sound source.
13
+ */
14
+ export class SpatialAudioGizmo extends Gizmo {
15
+ /**
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+ * Creates a SpatialAudioGizmo.
17
+ * @param gizmoLayer The utility layer the gizmo will be added to.
18
+ */
19
+ constructor(gizmoLayer = UtilityLayerRenderer.DefaultUtilityLayer) {
20
+ super(gizmoLayer);
21
+ this._soundSource = null;
22
+ this._pointerObserver = null;
23
+ /** Event that fires each time the gizmo is clicked. */
24
+ this.onClickedObservable = new Observable();
25
+ const utilityScene = this.gizmoLayer.utilityLayerScene;
26
+ // Parent under _rootMesh so super.dispose() — which only disposes _rootMesh —
27
+ // also tears down our attachedMesh and avoids leaking it in the utility layer scene.
28
+ this.attachedMesh = new Mesh("spatialAudioGizmo", utilityScene);
29
+ this.attachedMesh.parent = this._rootMesh;
30
+ this._material = new StandardMaterial("spatialAudio", utilityScene);
31
+ this._material.diffuseColor = new Color3(0.5, 0.5, 0.5);
32
+ this._material.specularColor = new Color3(0.1, 0.1, 0.1);
33
+ this._audioMesh = SpatialAudioGizmo._CreateSpeakerMesh(utilityScene);
34
+ this._audioMesh.parent = this._rootMesh;
35
+ for (const child of this._audioMesh.getChildMeshes(false)) {
36
+ child.material = this._material;
37
+ }
38
+ const gizmoLight = this.gizmoLayer._getSharedGizmoLight();
39
+ gizmoLight.includedOnlyMeshes = gizmoLight.includedOnlyMeshes.concat(this._audioMesh.getChildMeshes(false));
40
+ this._pointerObserver = utilityScene.onPointerObservable.add((pointerInfo) => {
41
+ if (!this._soundSource) {
42
+ return;
43
+ }
44
+ const picked = pointerInfo.pickInfo?.pickedMesh;
45
+ this._isHovered = !!picked && this._rootMesh.getChildMeshes().indexOf(picked) !== -1;
46
+ if (this._isHovered && pointerInfo.type === PointerEventTypes.POINTERDOWN && pointerInfo.event.button === 0) {
47
+ this.onClickedObservable.notifyObservers(this._soundSource);
48
+ }
49
+ });
50
+ }
51
+ /**
52
+ * The sound source the gizmo is attached to.
53
+ */
54
+ get soundSource() {
55
+ return this._soundSource;
56
+ }
57
+ set soundSource(soundSource) {
58
+ var _a;
59
+ this._soundSource = soundSource;
60
+ if (soundSource && this.attachedMesh) {
61
+ if (!this.attachedMesh.reservedDataStore) {
62
+ this.attachedMesh.reservedDataStore = {};
63
+ }
64
+ this.attachedMesh.reservedDataStore.spatialAudioGizmo = this;
65
+ (_a = this.attachedMesh).rotationQuaternion ?? (_a.rotationQuaternion = new Quaternion());
66
+ this._update();
67
+ }
68
+ }
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+ /**
70
+ * Gets the material used to render the gizmo.
71
+ */
72
+ get material() {
73
+ return this._material;
74
+ }
75
+ /**
76
+ * @internal
77
+ * Mirrors the attached mesh to the sound source's spatial position and rotation.
78
+ */
79
+ _update() {
80
+ super._update();
81
+ const source = this._soundSource;
82
+ const attachedMesh = this.attachedMesh;
83
+ if (!source || !attachedMesh || !source._isSpatial) {
84
+ return;
85
+ }
86
+ attachedMesh.rotationQuaternion ?? (attachedMesh.rotationQuaternion = new Quaternion());
87
+ // When the sound is attached to a scene node, the actual world transform is on the node;
88
+ // the spatial facade only caches the most recent user-set position/rotation. Decompose
89
+ // the node's world matrix directly so the gizmo tracks movement of the attached entity,
90
+ // and honor the spatial sub-property's attachment options (useBoundingBox, attachmentType).
91
+ const spatial = source.spatial;
92
+ const attachedNode = spatial.attachedNode;
93
+ if (attachedNode) {
94
+ const worldRotation = TmpVectors.Quaternion[0];
95
+ const worldPosition = TmpVectors.Vector3[0];
96
+ attachedNode.getWorldMatrix().decompose(undefined, worldRotation, worldPosition);
97
+ if (spatial.attachmentType & 1 /* SpatialAudioAttachmentType.Position */) {
98
+ if (spatial.useBoundingBox && attachedNode.getBoundingInfo) {
99
+ attachedMesh.position.copyFrom(attachedNode.getBoundingInfo().boundingBox.centerWorld);
100
+ }
101
+ else {
102
+ attachedMesh.position.copyFrom(worldPosition);
103
+ }
104
+ }
105
+ else {
106
+ attachedMesh.position.copyFrom(spatial.position);
107
+ }
108
+ if (spatial.attachmentType & 2 /* SpatialAudioAttachmentType.Rotation */) {
109
+ attachedMesh.rotationQuaternion.copyFrom(worldRotation);
110
+ }
111
+ else {
112
+ attachedMesh.rotationQuaternion.copyFrom(spatial.rotationQuaternion);
113
+ }
114
+ }
115
+ else {
116
+ attachedMesh.position.copyFrom(spatial.position);
117
+ attachedMesh.rotationQuaternion.copyFrom(spatial.rotationQuaternion);
118
+ }
119
+ }
120
+ /**
121
+ * Disposes of the gizmo.
122
+ */
123
+ dispose() {
124
+ this.onClickedObservable.clear();
125
+ this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
126
+ this._material.dispose();
127
+ // _audioMesh and attachedMesh are children of _rootMesh, so super.dispose() handles them.
128
+ super.dispose();
129
+ }
130
+ static _CreateSpeakerMesh(scene) {
131
+ const root = new Mesh("spatialAudioRoot", scene);
132
+ // Spherical body for the source point.
133
+ const body = CreateSphere("spatialAudioBody", { diameter: 1, segments: 8 }, scene);
134
+ body.parent = root;
135
+ // A flared cone pointing along +Z to indicate the sound's facing direction.
136
+ const cone = CreateCylinder("spatialAudioCone", {
137
+ height: 1.4,
138
+ diameterTop: 1.6,
139
+ diameterBottom: 0.2,
140
+ tessellation: 12,
141
+ subdivisions: 1,
142
+ }, scene);
143
+ cone.parent = root;
144
+ cone.rotation.x = Math.PI / 2;
145
+ cone.position.z = 0.9;
146
+ root.scaling.scaleInPlace(SpatialAudioGizmo._Scale);
147
+ return root;
148
+ }
149
+ }
150
+ SpatialAudioGizmo._Scale = 0.035;
151
+ //# sourceMappingURL=spatialAudioGizmo.js.map
@@ -0,0 +1 @@
1
+ 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{ type Nullable } from \"../types\";\r\nimport { Quaternion, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { type IGizmo, Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { type PointerInfo, PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport { type Observer, Observable } from \"../Misc/observable\";\r\nimport { type Scene } from \"../scene\";\r\nimport { type AbstractSoundSource } from \"../AudioV2/abstractAudio/abstractSoundSource\";\r\nimport { SpatialAudioAttachmentType } from \"../AudioV2/spatialAudioAttachmentType\";\r\n\r\n/**\r\n * Interface for a spatial audio gizmo.\r\n */\r\nexport interface ISpatialAudioGizmo extends IGizmo {\r\n /** Event that fires each time the gizmo is clicked. */\r\n onClickedObservable: Observable<AbstractSoundSource>;\r\n /** The sound source the gizmo is attached to. */\r\n soundSource: Nullable<AbstractSoundSource>;\r\n /** The material used to render the gizmo. */\r\n readonly material: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Gizmo that visualizes the position and orientation of a v2 spatial sound source.\r\n */\r\nexport class SpatialAudioGizmo extends Gizmo implements ISpatialAudioGizmo {\r\n private static readonly _Scale = 0.035;\r\n\r\n protected _soundSource: Nullable<AbstractSoundSource> = null;\r\n protected _audioMesh: Mesh;\r\n protected _material: StandardMaterial;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n\r\n /** Event that fires each time the gizmo is clicked. */\r\n public readonly onClickedObservable = new Observable<AbstractSoundSource>();\r\n\r\n /**\r\n * Creates a SpatialAudioGizmo.\r\n * @param gizmoLayer The utility layer the gizmo will be added to.\r\n */\r\n constructor(gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer) {\r\n super(gizmoLayer);\r\n\r\n const utilityScene = this.gizmoLayer.utilityLayerScene;\r\n\r\n // Parent under _rootMesh so super.dispose() — which only disposes _rootMesh —\r\n // also tears down our attachedMesh and avoids leaking it in the utility layer scene.\r\n this.attachedMesh = new Mesh(\"spatialAudioGizmo\", utilityScene);\r\n this.attachedMesh.parent = this._rootMesh;\r\n\r\n this._material = new StandardMaterial(\"spatialAudio\", utilityScene);\r\n this._material.diffuseColor = new Color3(0.5, 0.5, 0.5);\r\n this._material.specularColor = new Color3(0.1, 0.1, 0.1);\r\n\r\n this._audioMesh = SpatialAudioGizmo._CreateSpeakerMesh(utilityScene);\r\n this._audioMesh.parent = this._rootMesh;\r\n for (const child of this._audioMesh.getChildMeshes(false)) {\r\n child.material = this._material;\r\n }\r\n\r\n const gizmoLight = this.gizmoLayer._getSharedGizmoLight();\r\n gizmoLight.includedOnlyMeshes = gizmoLight.includedOnlyMeshes.concat(this._audioMesh.getChildMeshes(false));\r\n\r\n this._pointerObserver = utilityScene.onPointerObservable.add((pointerInfo) => {\r\n if (!this._soundSource) {\r\n return;\r\n }\r\n const picked = pointerInfo.pickInfo?.pickedMesh;\r\n this._isHovered = !!picked && this._rootMesh.getChildMeshes().indexOf(picked as Mesh) !== -1;\r\n if (this._isHovered && pointerInfo.type === PointerEventTypes.POINTERDOWN && pointerInfo.event.button === 0) {\r\n this.onClickedObservable.notifyObservers(this._soundSource);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * The sound source the gizmo is attached to.\r\n */\r\n public get soundSource(): Nullable<AbstractSoundSource> {\r\n return this._soundSource;\r\n }\r\n\r\n public set soundSource(soundSource: Nullable<AbstractSoundSource>) {\r\n this._soundSource = soundSource;\r\n if (soundSource && this.attachedMesh) {\r\n if (!this.attachedMesh.reservedDataStore) {\r\n this.attachedMesh.reservedDataStore = {};\r\n }\r\n this.attachedMesh.reservedDataStore.spatialAudioGizmo = this;\r\n this.attachedMesh.rotationQuaternion ??= new Quaternion();\r\n this._update();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the material used to render the gizmo.\r\n */\r\n public get material(): StandardMaterial {\r\n return this._material;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Mirrors the attached mesh to the sound source's spatial position and rotation.\r\n */\r\n protected override _update(): void {\r\n super._update();\r\n\r\n const source = this._soundSource;\r\n const attachedMesh = this.attachedMesh;\r\n if (!source || !attachedMesh || !source._isSpatial) {\r\n return;\r\n }\r\n\r\n attachedMesh.rotationQuaternion ??= new Quaternion();\r\n\r\n // When the sound is attached to a scene node, the actual world transform is on the node;\r\n // the spatial facade only caches the most recent user-set position/rotation. Decompose\r\n // the node's world matrix directly so the gizmo tracks movement of the attached entity,\r\n // and honor the spatial sub-property's attachment options (useBoundingBox, attachmentType).\r\n const spatial = source.spatial;\r\n const attachedNode = spatial.attachedNode;\r\n if (attachedNode) {\r\n const worldRotation = TmpVectors.Quaternion[0];\r\n const worldPosition = TmpVectors.Vector3[0];\r\n attachedNode.getWorldMatrix().decompose(undefined, worldRotation, worldPosition);\r\n\r\n if (spatial.attachmentType & SpatialAudioAttachmentType.Position) {\r\n if (spatial.useBoundingBox && (attachedNode as AbstractMesh).getBoundingInfo) {\r\n attachedMesh.position.copyFrom((attachedNode as AbstractMesh).getBoundingInfo().boundingBox.centerWorld);\r\n } else {\r\n attachedMesh.position.copyFrom(worldPosition);\r\n }\r\n } else {\r\n attachedMesh.position.copyFrom(spatial.position);\r\n }\r\n\r\n if (spatial.attachmentType & SpatialAudioAttachmentType.Rotation) {\r\n attachedMesh.rotationQuaternion.copyFrom(worldRotation);\r\n } else {\r\n attachedMesh.rotationQuaternion.copyFrom(spatial.rotationQuaternion);\r\n }\r\n } else {\r\n attachedMesh.position.copyFrom(spatial.position);\r\n attachedMesh.rotationQuaternion.copyFrom(spatial.rotationQuaternion);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo.\r\n */\r\n public override dispose(): void {\r\n this.onClickedObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this._material.dispose();\r\n // _audioMesh and attachedMesh are children of _rootMesh, so super.dispose() handles them.\r\n super.dispose();\r\n }\r\n\r\n private static _CreateSpeakerMesh(scene: Scene): Mesh {\r\n const root = new Mesh(\"spatialAudioRoot\", scene);\r\n\r\n // Spherical body for the source point.\r\n const body = CreateSphere(\"spatialAudioBody\", { diameter: 1, segments: 8 }, scene);\r\n body.parent = root;\r\n\r\n // A flared cone pointing along +Z to indicate the sound's facing direction.\r\n const cone = CreateCylinder(\r\n \"spatialAudioCone\",\r\n {\r\n height: 1.4,\r\n diameterTop: 1.6,\r\n diameterBottom: 0.2,\r\n tessellation: 12,\r\n subdivisions: 1,\r\n },\r\n scene\r\n );\r\n cone.parent = root;\r\n cone.rotation.x = Math.PI / 2;\r\n cone.position.z = 0.9;\r\n\r\n root.scaling.scaleInPlace(SpatialAudioGizmo._Scale);\r\n return root;\r\n }\r\n}\r\n"]}
@@ -558,7 +558,7 @@ export class ThinSelectionOutlineLayer extends ThinEffectLayer {
558
558
  mesh._userInstancedBuffersStorage = undefined;
559
559
  }
560
560
  }
561
- if (this._isDef(mesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName])) {
561
+ if (mesh.instancedBuffers && ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName in mesh.instancedBuffers) {
562
562
  delete mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName];
563
563
  }
564
564
  // In WebGPU non-compat mode, cached render bundles (fastBundle) bake
@@ -1 +1 @@
1
- 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{ VertexBuffer } from \"../Buffers/buffer\";\nimport { Camera } from \"../Cameras/camera\";\nimport { Constants } from \"../Engines/constants\";\nimport { type ThinEngine } from \"../Engines/thinEngine\";\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\nimport { type Effect, type IEffectCreationOptions } from \"../Materials/effect\";\nimport { EffectFallbacks } from \"../Materials/effectFallbacks\";\nimport { Material } from \"../Materials/material\";\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\nimport { type BaseTexture } from \"../Materials/Textures/baseTexture\";\nimport { Color3, Color4 } from \"../Maths/math.color\";\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\nimport { type InstancedMesh } from \"../Meshes/instancedMesh\";\nimport { type Mesh } from \"../Meshes/mesh\";\nimport { type SubMesh } from \"../Meshes/subMesh\";\nimport { type Scene } from \"../scene\";\nimport { type Nullable } from \"../types\";\nimport { type IThinEffectLayerOptions, ThinEffectLayer } from \"./thinEffectLayer\";\n\n/**\n * Selection outline layer options. This helps customizing the behaviour\n * of the selection outline layer.\n */\nexport interface IThinSelectionOutlineLayerOptions extends IThinEffectLayerOptions {\n /**\n * Use the GLSL code generation for the shader (even on WebGPU). Default is false\n */\n forceGLSL?: boolean;\n\n /**\n * Specifies whether the depth stored is the Z coordinate in camera space.\n */\n storeCameraSpaceZ?: boolean;\n\n /**\n * Outline method to use (default: Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL)\n *\n * @see {@link Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL}\n */\n outlineMethod?: number;\n}\n\n/**\n * @internal\n */\nexport class ThinSelectionOutlineLayer extends ThinEffectLayer {\n /**\n * Effect Name of the layer.\n */\n public static readonly EffectName = \"SelectionOutlineLayer\";\n\n /**\n * Name of the instance selection ID attribute\n * @internal\n */\n public static readonly InstanceSelectionIdAttributeName = \"instanceSelectionId\";\n\n /**\n * The outline color\n */\n public outlineColor: Color3 = new Color3(1, 0.5, 0);\n\n /**\n * The thickness of the edges\n */\n public outlineThickness: number = 2.0;\n\n /**\n * The strength of the occlusion effect (default: 0.8)\n */\n public occlusionStrength: number = 0.8;\n\n /**\n * The occlusion threshold (default: 0.0001)\n */\n public occlusionThreshold: number = 0.0001;\n\n /**\n * The width of the source texture\n */\n public textureWidth: number = 0;\n\n /**\n * The height of the source texture\n */\n public textureHeight: number = 0;\n\n /** @internal */\n public override _options: Required<IThinSelectionOutlineLayerOptions>;\n\n /** @internal */\n public readonly _meshUniqueIdToSelectionId: number[] = [];\n /** @internal */\n public _selection: Nullable<AbstractMesh[]> = [];\n private _instancedBufferSources: Set<Mesh> = new Set();\n private _nextSelectionId = 1;\n\n /**\n * Instantiates a new selection outline Layer and references it to the scene..\n * @param name The name of the layer\n * @param scene The scene to use the layer in\n * @param options Sets of none mandatory options to use with the layer (see IThinSelectionOutlineLayerOptions for more information)\n * @param dontCheckIfReady Specifies if the layer should disable checking whether all the post processes are ready (default: false). To save performance, this should be set to true and you should call `isReady` manually before rendering to the layer.\n */\n public constructor(name: string, scene?: Scene, options?: Partial<IThinSelectionOutlineLayerOptions>, dontCheckIfReady = false) {\n super(name, scene, options !== undefined ? !!options.forceGLSL : false);\n\n // Adapt options\n this._options = {\n mainTextureRatio: 1.0,\n mainTextureFixedSize: 0,\n alphaBlendingMode: Constants.ALPHA_COMBINE,\n camera: null,\n renderingGroupId: -1,\n forceGLSL: false,\n mainTextureType: Constants.TEXTURETYPE_FLOAT,\n mainTextureFormat: Constants.TEXTUREFORMAT_RG,\n storeCameraSpaceZ: false,\n outlineMethod: Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL,\n ...options,\n };\n\n // Fall back to a supported mask texture type if the device doesn't support rendering to float framebuffers\n // or linear filtering of float textures (e.g. OES_texture_float_linear missing on some iOS versions)\n if (this._options.mainTextureType === Constants.TEXTURETYPE_FLOAT && !(this._engine.getCaps().textureFloatRender && this._engine.getCaps().textureFloatLinearFiltering)) {\n this._options.mainTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\n }\n if (\n this._options.mainTextureType === Constants.TEXTURETYPE_HALF_FLOAT &&\n !(this._engine.getCaps().textureHalfFloatRender && this._engine.getCaps().textureHalfFloatLinearFiltering)\n ) {\n this._options.mainTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\n }\n\n // When using an 8-bit render target, we cannot reliably store camera-space Z in the mask texture:\n // depth would be clamped/quantized, breaking occlusion comparisons. In that case, force-disable\n // storeCameraSpaceZ so the layer falls back to the supported behavior.\n if (this._options.storeCameraSpaceZ && this._options.mainTextureType === Constants.TEXTURETYPE_UNSIGNED_BYTE) {\n this._options.storeCameraSpaceZ = false;\n }\n // set clear color\n this.neutralColor = new Color4(0.0, this._options.storeCameraSpaceZ ? 0.0 : 1.0, 0.0, 1.0);\n\n // Initialize the layer\n this._init(this._options);\n\n // Do not render as long as no meshes have been added\n this._shouldRender = false;\n\n if (dontCheckIfReady) {\n // When dontCheckIfReady is true, we are in the new ThinXXX layer mode, so we must call _createTextureAndPostProcesses ourselves (it is called by EffectLayer otherwise)\n this._createTextureAndPostProcesses();\n }\n }\n\n /**\n * Gets the class name of the effect layer\n * @returns the string with the class name of the effect layer\n */\n public getClassName(): string {\n return \"SelectionOutlineLayer\";\n }\n\n private _isDef(val: any) {\n return val !== void 0 && val !== null;\n }\n\n /** @internal */\n public override _internalIsSubMeshReady(subMesh: SubMesh, useInstances: boolean, _emissiveTexture: Nullable<BaseTexture>): boolean {\n const engine = this._scene.getEngine();\n const mesh = subMesh.getMesh();\n\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\n\n if (renderingMaterial) {\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\n }\n\n const material = subMesh.getMaterial();\n\n if (!material) {\n return false;\n }\n\n // selection outline layer is not compatible with custom materials\n // if (this._useMeshMaterial(subMesh.getRenderingMesh())) {\n // return material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances);\n // }\n\n const defines: string[] = [];\n\n const attribs = [VertexBuffer.PositionKind];\n\n let uv1 = false;\n let uv2 = false;\n const color = false;\n\n // Alpha test\n if (material.needAlphaTestingForMesh(mesh)) {\n defines.push(\"#define ALPHATEST\");\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\n attribs.push(VertexBuffer.UVKind);\n defines.push(\"#define UV1\");\n uv1 = true;\n }\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\n attribs.push(VertexBuffer.UV2Kind);\n defines.push(\"#define UV2\");\n uv2 = true;\n }\n }\n\n // Bones\n const fallbacks = new EffectFallbacks();\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\n attribs.push(VertexBuffer.MatricesIndicesKind);\n attribs.push(VertexBuffer.MatricesWeightsKind);\n if (mesh.numBoneInfluencers > 4) {\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\n }\n\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\n\n const skeleton = mesh.skeleton;\n if (skeleton && skeleton.isUsingTextureForMatrices) {\n defines.push(\"#define BONETEXTURE\");\n } else {\n defines.push(\"#define BonesPerMesh \" + (skeleton ? skeleton.bones.length + 1 : 0));\n }\n\n if (mesh.numBoneInfluencers > 0) {\n fallbacks.addCPUSkinningFallback(0, mesh);\n }\n } else {\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\n }\n\n // Morph targets\n const numMorphInfluencers = mesh.morphTargetManager\n ? PrepareDefinesAndAttributesForMorphTargets(\n mesh.morphTargetManager,\n defines,\n attribs,\n mesh,\n true, // usePositionMorph\n false, // useNormalMorph\n false, // useTangentMorph\n uv1, // useUVMorph\n uv2, // useUV2Morph\n color // useColorMorph\n )\n : 0;\n\n // Instances\n if (useInstances) {\n defines.push(\"#define INSTANCES\");\n PushAttributesForInstances(attribs);\n if (subMesh.getRenderingMesh().hasThinInstances) {\n defines.push(\"#define THIN_INSTANCES\");\n }\n }\n\n // Baked vertex animations\n const bvaManager = mesh.bakedVertexAnimationManager;\n if (bvaManager && bvaManager.isEnabled) {\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\n if (useInstances) {\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\n }\n }\n\n // ClipPlanes\n PrepareStringDefinesForClipPlanes(material, this._scene, defines);\n\n // Selection ID\n if (useInstances) {\n attribs.push(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName);\n }\n\n this._addCustomEffectDefines(defines);\n\n // Get correct effect\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\n const cachedDefines = drawWrapper.defines as string;\n const join = defines.join(\"\\n\");\n if (cachedDefines !== join) {\n const uniforms = [\n \"world\",\n \"mBones\",\n \"viewProjection\",\n \"view\",\n \"morphTargetInfluences\",\n \"morphTargetCount\",\n \"boneTextureInfo\",\n \"diffuseMatrix\",\n \"morphTargetTextureInfo\",\n \"morphTargetTextureIndices\",\n \"bakedVertexAnimationSettings\",\n \"bakedVertexAnimationTextureSizeInverted\",\n \"bakedVertexAnimationTime\",\n \"bakedVertexAnimationTexture\",\n \"depthValues\",\n \"selectionId\",\n ];\n\n AddClipPlaneUniforms(uniforms);\n\n drawWrapper.setEffect(\n this._engine.createEffect(\n \"selection\",\n <IEffectCreationOptions>{\n attributes: attribs,\n uniformsNames: uniforms,\n uniformBuffersNames: [],\n samplers: [\"diffuseSampler\", \"boneSampler\", \"morphTargets\", \"bakedVertexAnimationTexture\"],\n defines: join,\n fallbacks: fallbacks,\n onCompiled: null,\n onError: null,\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\n shaderLanguage: this._shaderLanguage,\n extraInitializationsAsync: this._shadersLoaded\n ? undefined\n : async () => {\n await this._importShadersAsync();\n this._shadersLoaded = true;\n },\n },\n this._engine\n ),\n join\n );\n }\n\n const effectIsReady = drawWrapper.effect!.isReady();\n\n return effectIsReady && (this._dontCheckIfReady || (!this._dontCheckIfReady && this.isLayerReady()));\n }\n\n protected override async _importShadersAsync(): Promise<void> {\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\n await Promise.all([\n import(\"../ShadersWGSL/selection.vertex\"),\n import(\"../ShadersWGSL/selection.fragment\"),\n import(\"../ShadersWGSL/glowMapMerge.vertex\"),\n import(\"../ShadersWGSL/selectionOutline.fragment\"),\n ]);\n } else {\n await Promise.all([\n import(\"../Shaders/selection.vertex\"),\n import(\"../Shaders/selection.fragment\"),\n import(\"../Shaders/glowMapMerge.vertex\"),\n import(\"../Shaders/selectionOutline.fragment\"),\n ]);\n }\n\n await super._importShadersAsync();\n }\n\n /**\n * Get the effect name of the layer.\n * @returns The effect name\n */\n public override getEffectName(): string {\n return ThinSelectionOutlineLayer.EffectName;\n }\n\n /** @internal */\n public override _createMergeEffect(): Effect {\n const defines: string[] = [];\n switch (this._options.outlineMethod) {\n case Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL:\n defines.push(\"#define OUTLINELAYER_SAMPLING_TRIDIRECTIONAL\");\n break;\n case Constants.OUTLINELAYER_SAMPLING_OCTADIRECTIONAL:\n defines.push(\"#define OUTLINELAYER_SAMPLING_OCTADIRECTIONAL\");\n break;\n }\n const join = defines.join(\"\\n\");\n\n return this._engine.createEffect(\n {\n // glowMapMerge vertex is just a basic vertex shader for drawing a quad. so we reuse it here\n vertex: \"glowMapMerge\",\n // selection outline fragment does computation of outline with alpha channel for blending\n fragment: \"selectionOutline\",\n },\n <IEffectCreationOptions>{\n attributes: [VertexBuffer.PositionKind],\n uniformsNames: [\"screenSize\", \"outlineColor\", \"outlineThickness\", \"occlusionStrength\", \"occlusionThreshold\"],\n samplers: [\"maskSampler\", \"depthSampler\"],\n defines: join,\n fallbacks: null,\n onCompiled: null,\n onError: null,\n shaderLanguage: this._shaderLanguage,\n extraInitializationsAsync: this._shadersLoaded\n ? undefined\n : async () => {\n await this._importShadersAsync();\n this._shadersLoaded = true;\n },\n },\n this._engine\n );\n }\n\n /** @internal */\n public override _createTextureAndPostProcesses(): void {\n // we don't need to create a texture for this layer. since all computation is done in the merge effect\n }\n\n /**\n * Checks for the readiness of the element composing the layer.\n * @param subMesh the mesh to check for\n * @param useInstances specify whether or not to use instances to render the mesh\n * @returns true if ready otherwise, false\n */\n public override isReady(subMesh: SubMesh, useInstances: boolean): boolean {\n const material = subMesh.getMaterial();\n const mesh = subMesh.getRenderingMesh();\n\n if (!material || !mesh || !this._selection) {\n return false;\n }\n\n return super._isSubMeshReady(subMesh, useInstances, null);\n }\n\n /** @internal */\n public override _canRenderMesh(_mesh: AbstractMesh, _material: Material): boolean {\n return true;\n }\n\n protected override _renderSubMesh(subMesh: SubMesh, enableAlphaMode: boolean = false): void {\n if (!this._internalShouldRender()) {\n return;\n }\n\n const material = subMesh.getMaterial();\n const ownerMesh = subMesh.getMesh();\n const replacementMesh = subMesh.getReplacementMesh();\n const renderingMesh = subMesh.getRenderingMesh();\n const effectiveMesh = subMesh.getEffectiveMesh();\n const scene = this._scene;\n const engine = scene.getEngine();\n\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\n\n if (!material) {\n return;\n }\n\n // Do not block in blend mode.\n if (!this._canRenderMesh(renderingMesh, material)) {\n return;\n }\n\n // Culling\n let sideOrientation = material._getEffectiveOrientation(renderingMesh);\n const mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\n if (mainDeterminant < 0) {\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\n }\n\n const reverse = sideOrientation === Material.ClockWiseSideOrientation;\n engine.setState(material.backFaceCulling, material.zOffset, undefined, reverse, material.cullBackFaces, undefined, material.zOffsetUnits);\n\n // Managing instances\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!replacementMesh);\n if (batch.mustReturn) {\n return;\n }\n\n // Early Exit per mesh\n if (!this._shouldRenderMesh(renderingMesh)) {\n return;\n }\n\n const hardwareInstancedRendering =\n batch.hardwareInstancedRendering[subMesh._id] ||\n renderingMesh.hasThinInstances ||\n (!!renderingMesh._userInstancedBuffersStorage &&\n ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName in renderingMesh._userInstancedBuffersStorage.vertexBuffers);\n\n // When LOD transitions cause a different mesh to render with hardware instancing,\n // the LOD mesh's own instanceSelectionId must reflect the source mesh's value so\n // the \"self\" draw (representing the source mesh) gets the correct selection ID.\n if (hardwareInstancedRendering && renderingMesh._masterMesh && renderingMesh.instancedBuffers) {\n renderingMesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] =\n renderingMesh._masterMesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] ?? null;\n }\n\n this._setEmissiveTextureAndColor(renderingMesh, subMesh, material);\n\n this.onBeforeRenderMeshToEffect.notifyObservers(ownerMesh);\n\n // selection outline layer is not compatible with custom materials\n // if (this._useMeshMaterial(renderingMesh)) {\n // subMesh.getMaterial()!._glowModeEnabled = true;\n // renderingMesh.render(subMesh, enableAlphaMode, replacementMesh || undefined);\n // subMesh.getMaterial()!._glowModeEnabled = false;\n // } else\n if (this._isSubMeshReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\n\n let drawWrapper = subMesh._getDrawWrapper();\n if (!drawWrapper && renderingMaterial) {\n drawWrapper = renderingMaterial._getDrawWrapper();\n }\n\n if (!drawWrapper) {\n return;\n }\n\n const effect = drawWrapper.effect!;\n\n engine.enableEffect(drawWrapper);\n if (!hardwareInstancedRendering) {\n renderingMesh._bind(subMesh, effect, material.fillMode);\n }\n\n if (!renderingMaterial) {\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\n if (this._options.storeCameraSpaceZ) {\n effect.setMatrix(\"view\", scene.getViewMatrix());\n } else {\n const camera = this.camera || scene.activeCamera;\n if (camera) {\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\n\n let minZ: number, maxZ: number;\n\n if (cameraIsOrtho) {\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\n } else {\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\n }\n\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\n }\n }\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\n } else {\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\n }\n\n if (!renderingMaterial) {\n // Alpha test\n if (material && material.needAlphaTestingForMesh(effectiveMesh)) {\n const alphaTexture = material.getAlphaTestTexture();\n if (alphaTexture) {\n effect.setTexture(\"diffuseSampler\", alphaTexture);\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\n }\n }\n\n // Bones\n BindBonesParameters(renderingMesh, effect);\n\n // Morph targets\n BindMorphTargetParameters(renderingMesh, effect);\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\n renderingMesh.morphTargetManager._bind(effect);\n }\n\n // Baked vertex animations\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\n if (bvaManager && bvaManager.isEnabled) {\n bvaManager.bind(effect, hardwareInstancedRendering);\n }\n\n // Alpha mode\n if (enableAlphaMode) {\n engine.setAlphaMode(material.alphaMode);\n }\n\n // Clip planes\n BindClipPlane(effect, material, scene);\n\n // Selection ID\n let selectionId = this._meshUniqueIdToSelectionId[renderingMesh.uniqueId];\n // When using LOD, the rendering mesh is the LOD mesh, not the source mesh.\n // Look up the selection ID from the master (source) mesh.\n if (selectionId === undefined && renderingMesh._masterMesh) {\n selectionId = this._meshUniqueIdToSelectionId[renderingMesh._masterMesh.uniqueId];\n if (selectionId === undefined) {\n // Prefer the ownerMesh (submesh owner) which is the actual instance\n // being rendered during LOD, then fall back to the master (source) mesh.\n selectionId =\n ownerMesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] ??\n renderingMesh._masterMesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName];\n }\n }\n if (!renderingMesh.hasInstances && !renderingMesh.hasThinInstances && !renderingMesh.isAnInstance && selectionId !== undefined) {\n effect.setFloat(\"selectionId\", selectionId);\n }\n }\n\n // Draw\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\n effect.setMatrix(\"world\", world)\n );\n } else {\n // Need to reset refresh rate of the main map\n this._objectRenderer.resetRefreshCounter();\n }\n\n this.onAfterRenderMeshToEffect.notifyObservers(ownerMesh);\n }\n\n /** @internal */\n public override _internalCompose(effect: Effect, _renderIndex: number): void {\n // Texture\n this.bindTexturesForCompose(effect);\n effect.setFloat2(\"screenSize\", this.textureWidth, this.textureHeight);\n effect.setColor3(\"outlineColor\", this.outlineColor);\n effect.setFloat(\"outlineThickness\", this.outlineThickness);\n effect.setFloat(\"occlusionStrength\", this.occlusionStrength);\n effect.setFloat(\"occlusionThreshold\", this.occlusionThreshold);\n\n // Cache\n const engine = this._engine;\n const previousStencilBuffer = engine.getStencilBuffer();\n\n // Draw order\n engine.setStencilBuffer(false);\n\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\n\n // Draw order\n engine.setStencilBuffer(previousStencilBuffer);\n }\n\n /** @internal */\n public override _setEmissiveTextureAndColor(_mesh: Mesh, _subMesh: SubMesh, _material: Material): void {\n // we don't use emissive texture or color for this layer\n }\n\n /**\n * Returns true if the layer contains information to display, otherwise false.\n * @returns true if the glow layer should be rendered\n */\n public override shouldRender(): boolean {\n return this._selection && super.shouldRender() ? true : false;\n }\n\n /** @internal */\n public override _shouldRenderMesh(mesh: Mesh): boolean {\n // Use the base class check (renderingGroupId) rather than this.hasMesh,\n // because LOD meshes won't be in _selection but still need to render.\n return super.hasMesh(mesh);\n }\n\n /** @internal */\n public override _addCustomEffectDefines(defines: string[]): void {\n if (this._options.storeCameraSpaceZ) {\n defines.push(\"#define STORE_CAMERASPACE_Z\");\n }\n }\n\n /**\n * Determine if a given mesh will be used in the current effect.\n * @param mesh mesh to test\n * @returns true if the mesh will be used\n */\n public override hasMesh(mesh: AbstractMesh): boolean {\n if (!super.hasMesh(mesh) || !this._selection) {\n return false;\n }\n return this._selection.indexOf(mesh) !== -1;\n }\n\n /** @internal */\n public override _useMeshMaterial(_mesh: AbstractMesh): boolean {\n return false;\n }\n\n private _clearMeshSelection(mesh: Mesh): void {\n if (mesh._userInstancedBuffersStorage) {\n const kind = ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName;\n\n // Dispose per-pass VBOs for ALL render passes (WebGPU).\n // _processInstancedBuffers creates per-pass VBOs for every render pass\n // that renders this mesh (main scene, depth renderer, etc.), not just\n // this layer's own passes. We must clean them all up to avoid using\n // a destroyed GPU buffer on the next submit.\n if (mesh._userInstancedBuffersStorage.renderPasses) {\n for (const passId in mesh._userInstancedBuffersStorage.renderPasses) {\n const renderPassId = Number(passId);\n const passVBOs = mesh._userInstancedBuffersStorage.renderPasses[renderPassId];\n if (passVBOs?.[kind]) {\n passVBOs[kind]!.dispose();\n delete passVBOs[kind];\n }\n }\n }\n\n mesh._userInstancedBuffersStorage.vertexBuffers[kind]?.dispose();\n\n const vao = mesh._userInstancedBuffersStorage.vertexArrayObjects?.[kind];\n if (vao) {\n // invalidate VAO is very important to keep sync between VAO and vertex buffers\n (this._engine as ThinEngine).releaseVertexArrayObject(vao);\n delete mesh._userInstancedBuffersStorage.vertexArrayObjects![kind];\n }\n\n delete mesh._userInstancedBuffersStorage.data[kind];\n delete mesh._userInstancedBuffersStorage.vertexBuffers[kind];\n delete mesh._userInstancedBuffersStorage.strides[kind];\n delete mesh._userInstancedBuffersStorage.sizes[kind];\n\n if (Object.keys(mesh._userInstancedBuffersStorage.vertexBuffers).length === 0) {\n mesh._userInstancedBuffersStorage = undefined!;\n }\n }\n if (this._isDef(mesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName])) {\n delete mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName];\n }\n\n // In WebGPU non-compat mode, cached render bundles (fastBundle) bake\n // vertex-buffer GPU handles at record time. Because the new VBO has\n // the same format (and thus the same hashCode), the pipeline cache\n // won't detect the change and would replay the stale bundle.\n // Resetting the draw cache forces new bundles to be recorded.\n if (this._engine.isWebGPU && !this._engine.compatibilityMode) {\n mesh.resetDrawCache();\n }\n if (this._selection) {\n const index = this._selection.indexOf(mesh);\n if (~index) {\n this._selection.splice(index, 1);\n }\n }\n }\n\n /**\n * Remove all the meshes currently referenced in the selection outline layer\n */\n public clearSelection(): void {\n if (!this._selection) {\n return;\n }\n\n for (let index = 0; index < this._selection.length; ++index) {\n const mesh = this._selection[index] as Mesh;\n this._clearMeshSelection(mesh);\n }\n\n // addSelection registers instanceSelectionId on the source mesh\n // (via sourceMesh.registerInstancedBuffer), but _selection contains\n // the instance, not the source. Clean up source meshes separately.\n this._instancedBufferSources.forEach((sourceMesh) => this._clearMeshSelection(sourceMesh));\n this._instancedBufferSources.clear();\n this._selection.length = 0;\n this._meshUniqueIdToSelectionId.length = 0;\n\n this._nextSelectionId = 1;\n\n this._shouldRender = false;\n }\n\n /**\n * Adds mesh or group of mesh to the current selection\n *\n * If a group of meshes is provided, they will outline as a single unit\n * @param meshOrGroup Meshes to add to the selection\n */\n public addSelection(meshOrGroup: AbstractMesh | AbstractMesh[]): void {\n if (!this._selection) {\n return;\n }\n\n const nextId = this._nextSelectionId;\n\n const group = Array.isArray(meshOrGroup) ? meshOrGroup : [meshOrGroup];\n if (group.length === 0) {\n return;\n }\n\n for (let meshIndex = 0; meshIndex < group.length; ++meshIndex) {\n const mesh = group[meshIndex];\n\n this._selection.push(mesh); // add to render list\n\n if (mesh.hasInstances || mesh.isAnInstance) {\n const sourceMesh = (mesh as InstancedMesh).sourceMesh ?? (mesh as Mesh);\n\n if (!this._isDef(sourceMesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName])) {\n sourceMesh.registerInstancedBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, 1);\n }\n this._instancedBufferSources.add(sourceMesh);\n\n mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] = nextId;\n\n // Also register instanceSelectionId on LOD meshes so hardware instancing\n // works during LOD transitions (LOD meshes replace the source mesh as the\n // renderingMesh, and _processInstancedBuffers only processes kinds that\n // are registered on the rendering mesh).\n const lodLevels = sourceMesh.getLODLevels();\n for (const level of lodLevels) {\n if (level.mesh) {\n if (level.mesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] === undefined) {\n level.mesh.registerInstancedBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, 1);\n }\n this._instancedBufferSources.add(level.mesh);\n }\n }\n } else if (mesh.hasThinInstances) {\n const thinInstanceCount = (mesh as Mesh).thinInstanceCount;\n const selectionIdData = new Float32Array(thinInstanceCount);\n for (let i = 0; i < thinInstanceCount; i++) {\n selectionIdData[i] = nextId;\n }\n (mesh as Mesh).thinInstanceSetBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, selectionIdData, 1);\n } else {\n this._meshUniqueIdToSelectionId[mesh.uniqueId] = nextId;\n }\n }\n this._nextSelectionId += 1;\n\n this._shouldRender = true;\n }\n\n /**\n * Adds mesh or group of mesh to the current selection\n * @param meshOrGroup Meshes to remove from the selection\n */\n\n public removeSelection(meshOrGroup: AbstractMesh | AbstractMesh[]) {\n if (!this._selection) {\n return;\n }\n const group = Array.isArray(meshOrGroup) ? meshOrGroup : [meshOrGroup];\n if (group.length === 0) {\n return;\n }\n for (let i = 0; i < group.length; i++) {\n const mesh = group[i] as Mesh;\n this._clearMeshSelection(mesh);\n delete this._meshUniqueIdToSelectionId[mesh.uniqueId];\n }\n if (!this._selection || !this._selection.length) {\n this._meshUniqueIdToSelectionId.length = 0;\n\n this._nextSelectionId = 1;\n\n this._shouldRender = false;\n }\n }\n\n /**\n * Free any resources and references associated to a mesh.\n * Internal use\n * @param mesh The mesh to free.\n * @internal\n */\n public _disposeMesh(mesh: Mesh): void {\n const selection = this._selection;\n if (!selection) {\n return;\n }\n\n const index = selection.indexOf(mesh);\n if (index !== -1) {\n selection.splice(index, 1);\n\n if (mesh.hasInstances) {\n mesh.removeVerticesData(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName);\n } else if (mesh.hasThinInstances) {\n (mesh as Mesh).thinInstanceSetBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, null);\n }\n\n if (mesh.isAnInstance) {\n const sourceMesh = (mesh as unknown as InstancedMesh).sourceMesh;\n // Only remove the source from tracking if no other selected\n // instance shares it, to avoid leaking its GPU resources.\n if (sourceMesh && !selection.some((m) => m !== mesh && m.isAnInstance && (m as unknown as InstancedMesh).sourceMesh === sourceMesh)) {\n this._instancedBufferSources.delete(sourceMesh);\n }\n }\n\n if (selection.length === 0) {\n this._shouldRender = false;\n }\n }\n }\n\n /**\n * Dispose the effect layer and free resources.\n */\n public override dispose(): void {\n this.clearSelection();\n this._selection = null;\n\n super.dispose();\n }\n}\n"]}
1
+ 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{ VertexBuffer } from \"../Buffers/buffer\";\nimport { Camera } from \"../Cameras/camera\";\nimport { Constants } from \"../Engines/constants\";\nimport { type ThinEngine } from \"../Engines/thinEngine\";\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\nimport { type Effect, type IEffectCreationOptions } from \"../Materials/effect\";\nimport { EffectFallbacks } from \"../Materials/effectFallbacks\";\nimport { Material } from \"../Materials/material\";\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\nimport { type BaseTexture } from \"../Materials/Textures/baseTexture\";\nimport { Color3, Color4 } from \"../Maths/math.color\";\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\nimport { type InstancedMesh } from \"../Meshes/instancedMesh\";\nimport { type Mesh } from \"../Meshes/mesh\";\nimport { type SubMesh } from \"../Meshes/subMesh\";\nimport { type Scene } from \"../scene\";\nimport { type Nullable } from \"../types\";\nimport { type IThinEffectLayerOptions, ThinEffectLayer } from \"./thinEffectLayer\";\n\n/**\n * Selection outline layer options. This helps customizing the behaviour\n * of the selection outline layer.\n */\nexport interface IThinSelectionOutlineLayerOptions extends IThinEffectLayerOptions {\n /**\n * Use the GLSL code generation for the shader (even on WebGPU). Default is false\n */\n forceGLSL?: boolean;\n\n /**\n * Specifies whether the depth stored is the Z coordinate in camera space.\n */\n storeCameraSpaceZ?: boolean;\n\n /**\n * Outline method to use (default: Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL)\n *\n * @see {@link Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL}\n */\n outlineMethod?: number;\n}\n\n/**\n * @internal\n */\nexport class ThinSelectionOutlineLayer extends ThinEffectLayer {\n /**\n * Effect Name of the layer.\n */\n public static readonly EffectName = \"SelectionOutlineLayer\";\n\n /**\n * Name of the instance selection ID attribute\n * @internal\n */\n public static readonly InstanceSelectionIdAttributeName = \"instanceSelectionId\";\n\n /**\n * The outline color\n */\n public outlineColor: Color3 = new Color3(1, 0.5, 0);\n\n /**\n * The thickness of the edges\n */\n public outlineThickness: number = 2.0;\n\n /**\n * The strength of the occlusion effect (default: 0.8)\n */\n public occlusionStrength: number = 0.8;\n\n /**\n * The occlusion threshold (default: 0.0001)\n */\n public occlusionThreshold: number = 0.0001;\n\n /**\n * The width of the source texture\n */\n public textureWidth: number = 0;\n\n /**\n * The height of the source texture\n */\n public textureHeight: number = 0;\n\n /** @internal */\n public override _options: Required<IThinSelectionOutlineLayerOptions>;\n\n /** @internal */\n public readonly _meshUniqueIdToSelectionId: number[] = [];\n /** @internal */\n public _selection: Nullable<AbstractMesh[]> = [];\n private _instancedBufferSources: Set<Mesh> = new Set();\n private _nextSelectionId = 1;\n\n /**\n * Instantiates a new selection outline Layer and references it to the scene..\n * @param name The name of the layer\n * @param scene The scene to use the layer in\n * @param options Sets of none mandatory options to use with the layer (see IThinSelectionOutlineLayerOptions for more information)\n * @param dontCheckIfReady Specifies if the layer should disable checking whether all the post processes are ready (default: false). To save performance, this should be set to true and you should call `isReady` manually before rendering to the layer.\n */\n public constructor(name: string, scene?: Scene, options?: Partial<IThinSelectionOutlineLayerOptions>, dontCheckIfReady = false) {\n super(name, scene, options !== undefined ? !!options.forceGLSL : false);\n\n // Adapt options\n this._options = {\n mainTextureRatio: 1.0,\n mainTextureFixedSize: 0,\n alphaBlendingMode: Constants.ALPHA_COMBINE,\n camera: null,\n renderingGroupId: -1,\n forceGLSL: false,\n mainTextureType: Constants.TEXTURETYPE_FLOAT,\n mainTextureFormat: Constants.TEXTUREFORMAT_RG,\n storeCameraSpaceZ: false,\n outlineMethod: Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL,\n ...options,\n };\n\n // Fall back to a supported mask texture type if the device doesn't support rendering to float framebuffers\n // or linear filtering of float textures (e.g. OES_texture_float_linear missing on some iOS versions)\n if (this._options.mainTextureType === Constants.TEXTURETYPE_FLOAT && !(this._engine.getCaps().textureFloatRender && this._engine.getCaps().textureFloatLinearFiltering)) {\n this._options.mainTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\n }\n if (\n this._options.mainTextureType === Constants.TEXTURETYPE_HALF_FLOAT &&\n !(this._engine.getCaps().textureHalfFloatRender && this._engine.getCaps().textureHalfFloatLinearFiltering)\n ) {\n this._options.mainTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\n }\n\n // When using an 8-bit render target, we cannot reliably store camera-space Z in the mask texture:\n // depth would be clamped/quantized, breaking occlusion comparisons. In that case, force-disable\n // storeCameraSpaceZ so the layer falls back to the supported behavior.\n if (this._options.storeCameraSpaceZ && this._options.mainTextureType === Constants.TEXTURETYPE_UNSIGNED_BYTE) {\n this._options.storeCameraSpaceZ = false;\n }\n // set clear color\n this.neutralColor = new Color4(0.0, this._options.storeCameraSpaceZ ? 0.0 : 1.0, 0.0, 1.0);\n\n // Initialize the layer\n this._init(this._options);\n\n // Do not render as long as no meshes have been added\n this._shouldRender = false;\n\n if (dontCheckIfReady) {\n // When dontCheckIfReady is true, we are in the new ThinXXX layer mode, so we must call _createTextureAndPostProcesses ourselves (it is called by EffectLayer otherwise)\n this._createTextureAndPostProcesses();\n }\n }\n\n /**\n * Gets the class name of the effect layer\n * @returns the string with the class name of the effect layer\n */\n public getClassName(): string {\n return \"SelectionOutlineLayer\";\n }\n\n private _isDef(val: any) {\n return val !== void 0 && val !== null;\n }\n\n /** @internal */\n public override _internalIsSubMeshReady(subMesh: SubMesh, useInstances: boolean, _emissiveTexture: Nullable<BaseTexture>): boolean {\n const engine = this._scene.getEngine();\n const mesh = subMesh.getMesh();\n\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\n\n if (renderingMaterial) {\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\n }\n\n const material = subMesh.getMaterial();\n\n if (!material) {\n return false;\n }\n\n // selection outline layer is not compatible with custom materials\n // if (this._useMeshMaterial(subMesh.getRenderingMesh())) {\n // return material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances);\n // }\n\n const defines: string[] = [];\n\n const attribs = [VertexBuffer.PositionKind];\n\n let uv1 = false;\n let uv2 = false;\n const color = false;\n\n // Alpha test\n if (material.needAlphaTestingForMesh(mesh)) {\n defines.push(\"#define ALPHATEST\");\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\n attribs.push(VertexBuffer.UVKind);\n defines.push(\"#define UV1\");\n uv1 = true;\n }\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\n attribs.push(VertexBuffer.UV2Kind);\n defines.push(\"#define UV2\");\n uv2 = true;\n }\n }\n\n // Bones\n const fallbacks = new EffectFallbacks();\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\n attribs.push(VertexBuffer.MatricesIndicesKind);\n attribs.push(VertexBuffer.MatricesWeightsKind);\n if (mesh.numBoneInfluencers > 4) {\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\n }\n\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\n\n const skeleton = mesh.skeleton;\n if (skeleton && skeleton.isUsingTextureForMatrices) {\n defines.push(\"#define BONETEXTURE\");\n } else {\n defines.push(\"#define BonesPerMesh \" + (skeleton ? skeleton.bones.length + 1 : 0));\n }\n\n if (mesh.numBoneInfluencers > 0) {\n fallbacks.addCPUSkinningFallback(0, mesh);\n }\n } else {\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\n }\n\n // Morph targets\n const numMorphInfluencers = mesh.morphTargetManager\n ? PrepareDefinesAndAttributesForMorphTargets(\n mesh.morphTargetManager,\n defines,\n attribs,\n mesh,\n true, // usePositionMorph\n false, // useNormalMorph\n false, // useTangentMorph\n uv1, // useUVMorph\n uv2, // useUV2Morph\n color // useColorMorph\n )\n : 0;\n\n // Instances\n if (useInstances) {\n defines.push(\"#define INSTANCES\");\n PushAttributesForInstances(attribs);\n if (subMesh.getRenderingMesh().hasThinInstances) {\n defines.push(\"#define THIN_INSTANCES\");\n }\n }\n\n // Baked vertex animations\n const bvaManager = mesh.bakedVertexAnimationManager;\n if (bvaManager && bvaManager.isEnabled) {\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\n if (useInstances) {\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\n }\n }\n\n // ClipPlanes\n PrepareStringDefinesForClipPlanes(material, this._scene, defines);\n\n // Selection ID\n if (useInstances) {\n attribs.push(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName);\n }\n\n this._addCustomEffectDefines(defines);\n\n // Get correct effect\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\n const cachedDefines = drawWrapper.defines as string;\n const join = defines.join(\"\\n\");\n if (cachedDefines !== join) {\n const uniforms = [\n \"world\",\n \"mBones\",\n \"viewProjection\",\n \"view\",\n \"morphTargetInfluences\",\n \"morphTargetCount\",\n \"boneTextureInfo\",\n \"diffuseMatrix\",\n \"morphTargetTextureInfo\",\n \"morphTargetTextureIndices\",\n \"bakedVertexAnimationSettings\",\n \"bakedVertexAnimationTextureSizeInverted\",\n \"bakedVertexAnimationTime\",\n \"bakedVertexAnimationTexture\",\n \"depthValues\",\n \"selectionId\",\n ];\n\n AddClipPlaneUniforms(uniforms);\n\n drawWrapper.setEffect(\n this._engine.createEffect(\n \"selection\",\n <IEffectCreationOptions>{\n attributes: attribs,\n uniformsNames: uniforms,\n uniformBuffersNames: [],\n samplers: [\"diffuseSampler\", \"boneSampler\", \"morphTargets\", \"bakedVertexAnimationTexture\"],\n defines: join,\n fallbacks: fallbacks,\n onCompiled: null,\n onError: null,\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\n shaderLanguage: this._shaderLanguage,\n extraInitializationsAsync: this._shadersLoaded\n ? undefined\n : async () => {\n await this._importShadersAsync();\n this._shadersLoaded = true;\n },\n },\n this._engine\n ),\n join\n );\n }\n\n const effectIsReady = drawWrapper.effect!.isReady();\n\n return effectIsReady && (this._dontCheckIfReady || (!this._dontCheckIfReady && this.isLayerReady()));\n }\n\n protected override async _importShadersAsync(): Promise<void> {\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\n await Promise.all([\n import(\"../ShadersWGSL/selection.vertex\"),\n import(\"../ShadersWGSL/selection.fragment\"),\n import(\"../ShadersWGSL/glowMapMerge.vertex\"),\n import(\"../ShadersWGSL/selectionOutline.fragment\"),\n ]);\n } else {\n await Promise.all([\n import(\"../Shaders/selection.vertex\"),\n import(\"../Shaders/selection.fragment\"),\n import(\"../Shaders/glowMapMerge.vertex\"),\n import(\"../Shaders/selectionOutline.fragment\"),\n ]);\n }\n\n await super._importShadersAsync();\n }\n\n /**\n * Get the effect name of the layer.\n * @returns The effect name\n */\n public override getEffectName(): string {\n return ThinSelectionOutlineLayer.EffectName;\n }\n\n /** @internal */\n public override _createMergeEffect(): Effect {\n const defines: string[] = [];\n switch (this._options.outlineMethod) {\n case Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL:\n defines.push(\"#define OUTLINELAYER_SAMPLING_TRIDIRECTIONAL\");\n break;\n case Constants.OUTLINELAYER_SAMPLING_OCTADIRECTIONAL:\n defines.push(\"#define OUTLINELAYER_SAMPLING_OCTADIRECTIONAL\");\n break;\n }\n const join = defines.join(\"\\n\");\n\n return this._engine.createEffect(\n {\n // glowMapMerge vertex is just a basic vertex shader for drawing a quad. so we reuse it here\n vertex: \"glowMapMerge\",\n // selection outline fragment does computation of outline with alpha channel for blending\n fragment: \"selectionOutline\",\n },\n <IEffectCreationOptions>{\n attributes: [VertexBuffer.PositionKind],\n uniformsNames: [\"screenSize\", \"outlineColor\", \"outlineThickness\", \"occlusionStrength\", \"occlusionThreshold\"],\n samplers: [\"maskSampler\", \"depthSampler\"],\n defines: join,\n fallbacks: null,\n onCompiled: null,\n onError: null,\n shaderLanguage: this._shaderLanguage,\n extraInitializationsAsync: this._shadersLoaded\n ? undefined\n : async () => {\n await this._importShadersAsync();\n this._shadersLoaded = true;\n },\n },\n this._engine\n );\n }\n\n /** @internal */\n public override _createTextureAndPostProcesses(): void {\n // we don't need to create a texture for this layer. since all computation is done in the merge effect\n }\n\n /**\n * Checks for the readiness of the element composing the layer.\n * @param subMesh the mesh to check for\n * @param useInstances specify whether or not to use instances to render the mesh\n * @returns true if ready otherwise, false\n */\n public override isReady(subMesh: SubMesh, useInstances: boolean): boolean {\n const material = subMesh.getMaterial();\n const mesh = subMesh.getRenderingMesh();\n\n if (!material || !mesh || !this._selection) {\n return false;\n }\n\n return super._isSubMeshReady(subMesh, useInstances, null);\n }\n\n /** @internal */\n public override _canRenderMesh(_mesh: AbstractMesh, _material: Material): boolean {\n return true;\n }\n\n protected override _renderSubMesh(subMesh: SubMesh, enableAlphaMode: boolean = false): void {\n if (!this._internalShouldRender()) {\n return;\n }\n\n const material = subMesh.getMaterial();\n const ownerMesh = subMesh.getMesh();\n const replacementMesh = subMesh.getReplacementMesh();\n const renderingMesh = subMesh.getRenderingMesh();\n const effectiveMesh = subMesh.getEffectiveMesh();\n const scene = this._scene;\n const engine = scene.getEngine();\n\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\n\n if (!material) {\n return;\n }\n\n // Do not block in blend mode.\n if (!this._canRenderMesh(renderingMesh, material)) {\n return;\n }\n\n // Culling\n let sideOrientation = material._getEffectiveOrientation(renderingMesh);\n const mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\n if (mainDeterminant < 0) {\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\n }\n\n const reverse = sideOrientation === Material.ClockWiseSideOrientation;\n engine.setState(material.backFaceCulling, material.zOffset, undefined, reverse, material.cullBackFaces, undefined, material.zOffsetUnits);\n\n // Managing instances\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!replacementMesh);\n if (batch.mustReturn) {\n return;\n }\n\n // Early Exit per mesh\n if (!this._shouldRenderMesh(renderingMesh)) {\n return;\n }\n\n const hardwareInstancedRendering =\n batch.hardwareInstancedRendering[subMesh._id] ||\n renderingMesh.hasThinInstances ||\n (!!renderingMesh._userInstancedBuffersStorage &&\n ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName in renderingMesh._userInstancedBuffersStorage.vertexBuffers);\n\n // When LOD transitions cause a different mesh to render with hardware instancing,\n // the LOD mesh's own instanceSelectionId must reflect the source mesh's value so\n // the \"self\" draw (representing the source mesh) gets the correct selection ID.\n if (hardwareInstancedRendering && renderingMesh._masterMesh && renderingMesh.instancedBuffers) {\n renderingMesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] =\n renderingMesh._masterMesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] ?? null;\n }\n\n this._setEmissiveTextureAndColor(renderingMesh, subMesh, material);\n\n this.onBeforeRenderMeshToEffect.notifyObservers(ownerMesh);\n\n // selection outline layer is not compatible with custom materials\n // if (this._useMeshMaterial(renderingMesh)) {\n // subMesh.getMaterial()!._glowModeEnabled = true;\n // renderingMesh.render(subMesh, enableAlphaMode, replacementMesh || undefined);\n // subMesh.getMaterial()!._glowModeEnabled = false;\n // } else\n if (this._isSubMeshReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\n\n let drawWrapper = subMesh._getDrawWrapper();\n if (!drawWrapper && renderingMaterial) {\n drawWrapper = renderingMaterial._getDrawWrapper();\n }\n\n if (!drawWrapper) {\n return;\n }\n\n const effect = drawWrapper.effect!;\n\n engine.enableEffect(drawWrapper);\n if (!hardwareInstancedRendering) {\n renderingMesh._bind(subMesh, effect, material.fillMode);\n }\n\n if (!renderingMaterial) {\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\n if (this._options.storeCameraSpaceZ) {\n effect.setMatrix(\"view\", scene.getViewMatrix());\n } else {\n const camera = this.camera || scene.activeCamera;\n if (camera) {\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\n\n let minZ: number, maxZ: number;\n\n if (cameraIsOrtho) {\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\n } else {\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\n }\n\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\n }\n }\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\n } else {\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\n }\n\n if (!renderingMaterial) {\n // Alpha test\n if (material && material.needAlphaTestingForMesh(effectiveMesh)) {\n const alphaTexture = material.getAlphaTestTexture();\n if (alphaTexture) {\n effect.setTexture(\"diffuseSampler\", alphaTexture);\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\n }\n }\n\n // Bones\n BindBonesParameters(renderingMesh, effect);\n\n // Morph targets\n BindMorphTargetParameters(renderingMesh, effect);\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\n renderingMesh.morphTargetManager._bind(effect);\n }\n\n // Baked vertex animations\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\n if (bvaManager && bvaManager.isEnabled) {\n bvaManager.bind(effect, hardwareInstancedRendering);\n }\n\n // Alpha mode\n if (enableAlphaMode) {\n engine.setAlphaMode(material.alphaMode);\n }\n\n // Clip planes\n BindClipPlane(effect, material, scene);\n\n // Selection ID\n let selectionId = this._meshUniqueIdToSelectionId[renderingMesh.uniqueId];\n // When using LOD, the rendering mesh is the LOD mesh, not the source mesh.\n // Look up the selection ID from the master (source) mesh.\n if (selectionId === undefined && renderingMesh._masterMesh) {\n selectionId = this._meshUniqueIdToSelectionId[renderingMesh._masterMesh.uniqueId];\n if (selectionId === undefined) {\n // Prefer the ownerMesh (submesh owner) which is the actual instance\n // being rendered during LOD, then fall back to the master (source) mesh.\n selectionId =\n ownerMesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] ??\n renderingMesh._masterMesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName];\n }\n }\n if (!renderingMesh.hasInstances && !renderingMesh.hasThinInstances && !renderingMesh.isAnInstance && selectionId !== undefined) {\n effect.setFloat(\"selectionId\", selectionId);\n }\n }\n\n // Draw\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\n effect.setMatrix(\"world\", world)\n );\n } else {\n // Need to reset refresh rate of the main map\n this._objectRenderer.resetRefreshCounter();\n }\n\n this.onAfterRenderMeshToEffect.notifyObservers(ownerMesh);\n }\n\n /** @internal */\n public override _internalCompose(effect: Effect, _renderIndex: number): void {\n // Texture\n this.bindTexturesForCompose(effect);\n effect.setFloat2(\"screenSize\", this.textureWidth, this.textureHeight);\n effect.setColor3(\"outlineColor\", this.outlineColor);\n effect.setFloat(\"outlineThickness\", this.outlineThickness);\n effect.setFloat(\"occlusionStrength\", this.occlusionStrength);\n effect.setFloat(\"occlusionThreshold\", this.occlusionThreshold);\n\n // Cache\n const engine = this._engine;\n const previousStencilBuffer = engine.getStencilBuffer();\n\n // Draw order\n engine.setStencilBuffer(false);\n\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\n\n // Draw order\n engine.setStencilBuffer(previousStencilBuffer);\n }\n\n /** @internal */\n public override _setEmissiveTextureAndColor(_mesh: Mesh, _subMesh: SubMesh, _material: Material): void {\n // we don't use emissive texture or color for this layer\n }\n\n /**\n * Returns true if the layer contains information to display, otherwise false.\n * @returns true if the glow layer should be rendered\n */\n public override shouldRender(): boolean {\n return this._selection && super.shouldRender() ? true : false;\n }\n\n /** @internal */\n public override _shouldRenderMesh(mesh: Mesh): boolean {\n // Use the base class check (renderingGroupId) rather than this.hasMesh,\n // because LOD meshes won't be in _selection but still need to render.\n return super.hasMesh(mesh);\n }\n\n /** @internal */\n public override _addCustomEffectDefines(defines: string[]): void {\n if (this._options.storeCameraSpaceZ) {\n defines.push(\"#define STORE_CAMERASPACE_Z\");\n }\n }\n\n /**\n * Determine if a given mesh will be used in the current effect.\n * @param mesh mesh to test\n * @returns true if the mesh will be used\n */\n public override hasMesh(mesh: AbstractMesh): boolean {\n if (!super.hasMesh(mesh) || !this._selection) {\n return false;\n }\n return this._selection.indexOf(mesh) !== -1;\n }\n\n /** @internal */\n public override _useMeshMaterial(_mesh: AbstractMesh): boolean {\n return false;\n }\n\n private _clearMeshSelection(mesh: Mesh): void {\n if (mesh._userInstancedBuffersStorage) {\n const kind = ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName;\n\n // Dispose per-pass VBOs for ALL render passes (WebGPU).\n // _processInstancedBuffers creates per-pass VBOs for every render pass\n // that renders this mesh (main scene, depth renderer, etc.), not just\n // this layer's own passes. We must clean them all up to avoid using\n // a destroyed GPU buffer on the next submit.\n if (mesh._userInstancedBuffersStorage.renderPasses) {\n for (const passId in mesh._userInstancedBuffersStorage.renderPasses) {\n const renderPassId = Number(passId);\n const passVBOs = mesh._userInstancedBuffersStorage.renderPasses[renderPassId];\n if (passVBOs?.[kind]) {\n passVBOs[kind]!.dispose();\n delete passVBOs[kind];\n }\n }\n }\n\n mesh._userInstancedBuffersStorage.vertexBuffers[kind]?.dispose();\n\n const vao = mesh._userInstancedBuffersStorage.vertexArrayObjects?.[kind];\n if (vao) {\n // invalidate VAO is very important to keep sync between VAO and vertex buffers\n (this._engine as ThinEngine).releaseVertexArrayObject(vao);\n delete mesh._userInstancedBuffersStorage.vertexArrayObjects![kind];\n }\n\n delete mesh._userInstancedBuffersStorage.data[kind];\n delete mesh._userInstancedBuffersStorage.vertexBuffers[kind];\n delete mesh._userInstancedBuffersStorage.strides[kind];\n delete mesh._userInstancedBuffersStorage.sizes[kind];\n\n if (Object.keys(mesh._userInstancedBuffersStorage.vertexBuffers).length === 0) {\n mesh._userInstancedBuffersStorage = undefined!;\n }\n }\n if (mesh.instancedBuffers && ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName in mesh.instancedBuffers) {\n delete mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName];\n }\n\n // In WebGPU non-compat mode, cached render bundles (fastBundle) bake\n // vertex-buffer GPU handles at record time. Because the new VBO has\n // the same format (and thus the same hashCode), the pipeline cache\n // won't detect the change and would replay the stale bundle.\n // Resetting the draw cache forces new bundles to be recorded.\n if (this._engine.isWebGPU && !this._engine.compatibilityMode) {\n mesh.resetDrawCache();\n }\n if (this._selection) {\n const index = this._selection.indexOf(mesh);\n if (~index) {\n this._selection.splice(index, 1);\n }\n }\n }\n\n /**\n * Remove all the meshes currently referenced in the selection outline layer\n */\n public clearSelection(): void {\n if (!this._selection) {\n return;\n }\n\n for (let index = 0; index < this._selection.length; ++index) {\n const mesh = this._selection[index] as Mesh;\n this._clearMeshSelection(mesh);\n }\n\n // addSelection registers instanceSelectionId on the source mesh\n // (via sourceMesh.registerInstancedBuffer), but _selection contains\n // the instance, not the source. Clean up source meshes separately.\n this._instancedBufferSources.forEach((sourceMesh) => this._clearMeshSelection(sourceMesh));\n this._instancedBufferSources.clear();\n this._selection.length = 0;\n this._meshUniqueIdToSelectionId.length = 0;\n\n this._nextSelectionId = 1;\n\n this._shouldRender = false;\n }\n\n /**\n * Adds mesh or group of mesh to the current selection\n *\n * If a group of meshes is provided, they will outline as a single unit\n * @param meshOrGroup Meshes to add to the selection\n */\n public addSelection(meshOrGroup: AbstractMesh | AbstractMesh[]): void {\n if (!this._selection) {\n return;\n }\n\n const nextId = this._nextSelectionId;\n\n const group = Array.isArray(meshOrGroup) ? meshOrGroup : [meshOrGroup];\n if (group.length === 0) {\n return;\n }\n\n for (let meshIndex = 0; meshIndex < group.length; ++meshIndex) {\n const mesh = group[meshIndex];\n\n this._selection.push(mesh); // add to render list\n\n if (mesh.hasInstances || mesh.isAnInstance) {\n const sourceMesh = (mesh as InstancedMesh).sourceMesh ?? (mesh as Mesh);\n\n if (!this._isDef(sourceMesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName])) {\n sourceMesh.registerInstancedBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, 1);\n }\n this._instancedBufferSources.add(sourceMesh);\n\n mesh.instancedBuffers[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] = nextId;\n\n // Also register instanceSelectionId on LOD meshes so hardware instancing\n // works during LOD transitions (LOD meshes replace the source mesh as the\n // renderingMesh, and _processInstancedBuffers only processes kinds that\n // are registered on the rendering mesh).\n const lodLevels = sourceMesh.getLODLevels();\n for (const level of lodLevels) {\n if (level.mesh) {\n if (level.mesh.instancedBuffers?.[ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName] === undefined) {\n level.mesh.registerInstancedBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, 1);\n }\n this._instancedBufferSources.add(level.mesh);\n }\n }\n } else if (mesh.hasThinInstances) {\n const thinInstanceCount = (mesh as Mesh).thinInstanceCount;\n const selectionIdData = new Float32Array(thinInstanceCount);\n for (let i = 0; i < thinInstanceCount; i++) {\n selectionIdData[i] = nextId;\n }\n (mesh as Mesh).thinInstanceSetBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, selectionIdData, 1);\n } else {\n this._meshUniqueIdToSelectionId[mesh.uniqueId] = nextId;\n }\n }\n this._nextSelectionId += 1;\n\n this._shouldRender = true;\n }\n\n /**\n * Adds mesh or group of mesh to the current selection\n * @param meshOrGroup Meshes to remove from the selection\n */\n\n public removeSelection(meshOrGroup: AbstractMesh | AbstractMesh[]) {\n if (!this._selection) {\n return;\n }\n const group = Array.isArray(meshOrGroup) ? meshOrGroup : [meshOrGroup];\n if (group.length === 0) {\n return;\n }\n for (let i = 0; i < group.length; i++) {\n const mesh = group[i] as Mesh;\n this._clearMeshSelection(mesh);\n delete this._meshUniqueIdToSelectionId[mesh.uniqueId];\n }\n if (!this._selection || !this._selection.length) {\n this._meshUniqueIdToSelectionId.length = 0;\n\n this._nextSelectionId = 1;\n\n this._shouldRender = false;\n }\n }\n\n /**\n * Free any resources and references associated to a mesh.\n * Internal use\n * @param mesh The mesh to free.\n * @internal\n */\n public _disposeMesh(mesh: Mesh): void {\n const selection = this._selection;\n if (!selection) {\n return;\n }\n\n const index = selection.indexOf(mesh);\n if (index !== -1) {\n selection.splice(index, 1);\n\n if (mesh.hasInstances) {\n mesh.removeVerticesData(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName);\n } else if (mesh.hasThinInstances) {\n (mesh as Mesh).thinInstanceSetBuffer(ThinSelectionOutlineLayer.InstanceSelectionIdAttributeName, null);\n }\n\n if (mesh.isAnInstance) {\n const sourceMesh = (mesh as unknown as InstancedMesh).sourceMesh;\n // Only remove the source from tracking if no other selected\n // instance shares it, to avoid leaking its GPU resources.\n if (sourceMesh && !selection.some((m) => m !== mesh && m.isAnInstance && (m as unknown as InstancedMesh).sourceMesh === sourceMesh)) {\n this._instancedBufferSources.delete(sourceMesh);\n }\n }\n\n if (selection.length === 0) {\n this._shouldRender = false;\n }\n }\n }\n\n /**\n * Dispose the effect layer and free resources.\n */\n public override dispose(): void {\n this.clearSelection();\n this._selection = null;\n\n super.dispose();\n }\n}\n"]}
@@ -100,6 +100,11 @@ export declare class GaussianSplattingMaterial extends PushMaterial {
100
100
  * @param scene scene that contains mesh and camera used for rendering
101
101
  */
102
102
  static BindEffect(mesh: Mesh, effect: Effect, scene: Scene): void;
103
+ /**
104
+ * Bind SOG dequantization uniforms + raw textures.
105
+ * @internal
106
+ */
107
+ protected static _BindSogUniforms(gsMesh: GaussianSplattingMesh, effect: Effect): void;
103
108
  /**
104
109
  * Binds the submesh to this material by preparing the effect and shader to draw
105
110
  * @param world defines the world transformation matrix
@@ -69,6 +69,10 @@ class GaussianSplattingMaterialDefines extends MaterialDefines {
69
69
  this.IS_COMPOUND = false;
70
70
  /** Defines the maximum number of parts (computed from engine caps at runtime) */
71
71
  this.MAX_PART_COUNT = GaussianSplattingMaxPartCount;
72
+ /** Defines whether SOG raw-texture in-shader dequantization is enabled */
73
+ this.USE_SOG = false;
74
+ /** Defines whether SOG v2 (codebook) dequantization is enabled */
75
+ this.USE_SOG_V2 = false;
72
76
  this.rebuild();
73
77
  }
74
78
  }
@@ -188,6 +192,8 @@ export class GaussianSplattingMaterial extends PushMaterial {
188
192
  }
189
193
  defines["IS_COMPOUND"] = gsMesh.isCompound;
190
194
  defines["MAX_PART_COUNT"] = GetGaussianSplattingMaxPartCount(engine);
195
+ defines["USE_SOG"] = gsMesh.useSog;
196
+ defines["USE_SOG_V2"] = gsMesh.useSog && gsMesh.sogParams?.version === 2;
191
197
  // Compensation
192
198
  const splatMaterial = gsMesh.material;
193
199
  defines["COMPENSATION"] = splatMaterial && splatMaterial.compensation ? splatMaterial.compensation : GaussianSplattingMaterial.Compensation;
@@ -315,7 +321,10 @@ export class GaussianSplattingMaterial extends PushMaterial {
315
321
  effect.setTexture("covariancesBTexture", gsMesh.covariancesBTexture);
316
322
  effect.setTexture("centersTexture", gsMesh.centersTexture);
317
323
  effect.setTexture("colorsTexture", gsMesh.colorsTexture);
318
- if (gsMesh.shTextures) {
324
+ if (gsMesh.useSog) {
325
+ GaussianSplattingMaterial._BindSogUniforms(gsMesh, effect);
326
+ }
327
+ else if (gsMesh.shTextures) {
319
328
  for (let i = 0; i < gsMesh.shTextures.length; i++) {
320
329
  effect.setTexture(`shTexture${i}`, gsMesh.shTextures[i]);
321
330
  }
@@ -324,6 +333,37 @@ export class GaussianSplattingMaterial extends PushMaterial {
324
333
  gsMesh.bindExtraEffectUniforms(effect);
325
334
  }
326
335
  }
336
+ /**
337
+ * Bind SOG dequantization uniforms + raw textures.
338
+ * @internal
339
+ */
340
+ static _BindSogUniforms(gsMesh, effect) {
341
+ const p = gsMesh.sogParams;
342
+ if (!p) {
343
+ return;
344
+ }
345
+ effect.setTexture("sogQuatsTexture", gsMesh.rotationsATexture);
346
+ if (gsMesh.shTextures && gsMesh.shTextures.length >= 2) {
347
+ effect.setTexture("sogShNCentroidsTexture", gsMesh.shTextures[0]);
348
+ effect.setTexture("sogShNLabelsTexture", gsMesh.shTextures[1]);
349
+ }
350
+ if (p.codebookTexture) {
351
+ effect.setTexture("sogCodebookTexture", p.codebookTexture);
352
+ }
353
+ effect.setFloat3("sogMeansMin", p.meansMin[0], p.meansMin[1], p.meansMin[2]);
354
+ effect.setFloat3("sogMeansMax", p.meansMax[0], p.meansMax[1], p.meansMax[2]);
355
+ if (p.scalesMin && p.scalesMax) {
356
+ effect.setFloat3("sogScalesMin", p.scalesMin[0], p.scalesMin[1], p.scalesMin[2]);
357
+ effect.setFloat3("sogScalesMax", p.scalesMax[0], p.scalesMax[1], p.scalesMax[2]);
358
+ }
359
+ if (p.sh0Min && p.sh0Max) {
360
+ effect.setFloat4("sogSh0Min", p.sh0Min[0], p.sh0Min[1], p.sh0Min[2], p.sh0Min[3]);
361
+ effect.setFloat4("sogSh0Max", p.sh0Max[0], p.sh0Max[1], p.sh0Max[2], p.sh0Max[3]);
362
+ }
363
+ effect.setFloat("sogShnMin", p.shnMin ?? 0);
364
+ effect.setFloat("sogShnMax", p.shnMax ?? 0);
365
+ effect.setFloat("sogShCoeffCount", p.shCoeffCount ?? 0);
366
+ }
327
367
  /**
328
368
  * Binds the submesh to this material by preparing the effect and shader to draw
329
369
  * @param world defines the world transformation matrix
@@ -642,6 +682,10 @@ GaussianSplattingMaterial._Samplers = [
642
682
  "shTexture3",
643
683
  "shTexture4",
644
684
  "partIndicesTexture",
685
+ "sogQuatsTexture",
686
+ "sogShNCentroidsTexture",
687
+ "sogShNLabelsTexture",
688
+ "sogCodebookTexture",
645
689
  ];
646
690
  GaussianSplattingMaterial._UniformBuffers = ["Scene", "Mesh"];
647
691
  GaussianSplattingMaterial._VoxelUniforms = [
@@ -674,6 +718,15 @@ GaussianSplattingMaterial._Uniforms = [
674
718
  "depthValues",
675
719
  "partWorld",
676
720
  "partVisibility",
721
+ "sogMeansMin",
722
+ "sogMeansMax",
723
+ "sogScalesMin",
724
+ "sogScalesMax",
725
+ "sogSh0Min",
726
+ "sogSh0Max",
727
+ "sogShnMin",
728
+ "sogShnMax",
729
+ "sogShCoeffCount",
677
730
  ];
678
731
  let _Registered = false;
679
732
  /**