@onerjs/core 8.53.5 → 8.53.7

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.
Files changed (841) hide show
  1. package/Animations/animationGroup.d.ts +0 -1
  2. package/Animations/animationGroup.js +0 -1
  3. package/Animations/animationGroup.js.map +1 -1
  4. package/Animations/animationGroup.pure.js +2 -0
  5. package/Animations/animationGroup.pure.js.map +1 -1
  6. package/Animations/runtimeAnimation.js +11 -0
  7. package/Animations/runtimeAnimation.js.map +1 -1
  8. package/Audio/audioSceneComponent.pure.js +1 -1
  9. package/AudioV2/abstractAudio/abstractSound.d.ts +2 -1
  10. package/AudioV2/abstractAudio/abstractSound.js +7 -2
  11. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  12. package/AudioV2/abstractAudio/abstractSoundInstance.d.ts +3 -1
  13. package/AudioV2/abstractAudio/abstractSoundInstance.js.map +1 -1
  14. package/AudioV2/abstractAudio/staticSound.d.ts +6 -0
  15. package/AudioV2/abstractAudio/staticSound.js +17 -1
  16. package/AudioV2/abstractAudio/staticSound.js.map +1 -1
  17. package/AudioV2/abstractAudio/staticSoundInstance.d.ts +4 -2
  18. package/AudioV2/abstractAudio/staticSoundInstance.js.map +1 -1
  19. package/AudioV2/abstractAudio/streamingSound.d.ts +6 -0
  20. package/AudioV2/abstractAudio/streamingSound.js +9 -1
  21. package/AudioV2/abstractAudio/streamingSound.js.map +1 -1
  22. package/AudioV2/webAudio/webAudioStaticSound.d.ts +7 -1
  23. package/AudioV2/webAudio/webAudioStaticSound.js +56 -8
  24. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  25. package/AudioV2/webAudio/webAudioStreamingSound.d.ts +3 -1
  26. package/AudioV2/webAudio/webAudioStreamingSound.js +16 -4
  27. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  28. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +2 -2
  29. package/BakedVertexAnimation/bakedVertexAnimationManager.js +151 -121
  30. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  31. package/Behaviors/Cameras/interpolatingBehavior.d.ts +17 -2
  32. package/Behaviors/Cameras/interpolatingBehavior.js +53 -23
  33. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  34. package/Bones/bone.pure.js +3 -3
  35. package/Buffers/buffer.pure.js +0 -12
  36. package/Buffers/buffer.pure.js.map +1 -1
  37. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +141 -126
  38. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  39. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +2 -1
  40. package/Cameras/Inputs/BaseCameraPointersInput.js +290 -277
  41. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  42. package/Cameras/Inputs/arcRotateCameraGamepadInput.js +115 -102
  43. package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
  44. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +3 -0
  45. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +334 -273
  46. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  47. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +273 -258
  48. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  49. package/Cameras/Inputs/arcRotateCameraPointersInput.js +237 -213
  50. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  51. package/Cameras/Inputs/flyCameraKeyboardInput.js +199 -168
  52. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  53. package/Cameras/Inputs/flyCameraMouseInput.js +243 -229
  54. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  55. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +311 -266
  56. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  57. package/Cameras/Inputs/followCameraMouseWheelInput.js +139 -119
  58. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  59. package/Cameras/Inputs/followCameraPointersInput.js +239 -203
  60. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  61. package/Cameras/Inputs/freeCameraGamepadInput.js +127 -114
  62. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  63. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +278 -244
  64. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  65. package/Cameras/Inputs/freeCameraMouseInput.js +216 -202
  66. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  67. package/Cameras/Inputs/freeCameraMouseWheelInput.js +368 -353
  68. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  69. package/Cameras/Inputs/freeCameraTouchInput.js +185 -172
  70. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  71. package/Cameras/Inputs/geospatialCameraKeyboardInput.d.ts +2 -0
  72. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +291 -246
  73. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  74. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +11 -1
  75. package/Cameras/Inputs/geospatialCameraPointersInput.js +18 -2
  76. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  77. package/Cameras/Inputs/orbitCameraPointersInput.js +112 -96
  78. package/Cameras/Inputs/orbitCameraPointersInput.js.map +1 -1
  79. package/Cameras/VR/vrExperienceHelper.d.ts +0 -2
  80. package/Cameras/VR/vrExperienceHelper.js +0 -2
  81. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  82. package/Cameras/VR/vrExperienceHelper.pure.js +5 -0
  83. package/Cameras/VR/vrExperienceHelper.pure.js.map +1 -1
  84. package/Cameras/arcRotateCamera.pure.js +1559 -1479
  85. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  86. package/Cameras/camera.pure.js +1225 -1178
  87. package/Cameras/camera.pure.js.map +1 -1
  88. package/Cameras/flyCamera.pure.js +369 -351
  89. package/Cameras/flyCamera.pure.js.map +1 -1
  90. package/Cameras/followCamera.pure.js +229 -192
  91. package/Cameras/followCamera.pure.js.map +1 -1
  92. package/Cameras/freeCamera.pure.js +373 -351
  93. package/Cameras/freeCamera.pure.js.map +1 -1
  94. package/Cameras/geospatialCamera.pure.d.ts +30 -7
  95. package/Cameras/geospatialCamera.pure.js +502 -457
  96. package/Cameras/geospatialCamera.pure.js.map +1 -1
  97. package/Cameras/geospatialCameraMovement.js +2 -2
  98. package/Cameras/geospatialCameraMovement.js.map +1 -1
  99. package/Cameras/targetCamera.pure.d.ts +7 -0
  100. package/Cameras/targetCamera.pure.js +550 -509
  101. package/Cameras/targetCamera.pure.js.map +1 -1
  102. package/Cameras/universalCamera.pure.js +98 -85
  103. package/Cameras/universalCamera.pure.js.map +1 -1
  104. package/Collisions/gpuPicker.d.ts +111 -4
  105. package/Collisions/gpuPicker.js +696 -119
  106. package/Collisions/gpuPicker.js.map +1 -1
  107. package/Compute/computeShader.pure.js +372 -355
  108. package/Compute/computeShader.pure.js.map +1 -1
  109. package/Culling/Helper/transformFeedbackBoundingHelper.pure.js +2 -2
  110. package/Decorators/nodeDecorator.d.ts +11 -1
  111. package/Decorators/nodeDecorator.js +43 -6
  112. package/Decorators/nodeDecorator.js.map +1 -1
  113. package/Engines/AbstractEngine/abstractEngine.loadFile.pure.js +8 -0
  114. package/Engines/AbstractEngine/abstractEngine.loadFile.pure.js.map +1 -1
  115. package/Engines/Native/nativeHelpers.js +15 -0
  116. package/Engines/Native/nativeHelpers.js.map +1 -1
  117. package/Engines/Native/nativeInterfaces.d.ts +7 -2
  118. package/Engines/Native/nativeInterfaces.js.map +1 -1
  119. package/Engines/Native/nativeRenderTargetWrapper.d.ts +5 -0
  120. package/Engines/Native/nativeRenderTargetWrapper.js +35 -1
  121. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  122. package/Engines/Processors/shaderProcessor.js +5 -3
  123. package/Engines/Processors/shaderProcessor.js.map +1 -1
  124. package/Engines/WebGPU/Extensions/engine.videoTexture.pure.js +16 -3
  125. package/Engines/WebGPU/Extensions/engine.videoTexture.pure.js.map +1 -1
  126. package/Engines/WebGPU/webgpuClearQuad.pure.js +7 -1
  127. package/Engines/WebGPU/webgpuClearQuad.pure.js.map +1 -1
  128. package/Engines/abstractEngine.functions.d.ts +8 -2
  129. package/Engines/abstractEngine.functions.js +12 -4
  130. package/Engines/abstractEngine.functions.js.map +1 -1
  131. package/Engines/abstractEngine.pure.d.ts +20 -1
  132. package/Engines/abstractEngine.pure.js +21 -134
  133. package/Engines/abstractEngine.pure.js.map +1 -1
  134. package/Engines/engine.d.ts +208 -0
  135. package/Engines/engine.pure.js +0 -15
  136. package/Engines/engine.pure.js.map +1 -1
  137. package/Engines/nullEngine.pure.d.ts +66 -0
  138. package/Engines/nullEngine.pure.js +97 -0
  139. package/Engines/nullEngine.pure.js.map +1 -1
  140. package/Engines/thinEngine.pure.d.ts +0 -13
  141. package/Engines/thinEngine.pure.js +4 -23
  142. package/Engines/thinEngine.pure.js.map +1 -1
  143. package/Engines/thinNativeEngine.d.ts +0 -1
  144. package/Engines/thinNativeEngine.js +0 -1
  145. package/Engines/thinNativeEngine.js.map +1 -1
  146. package/Engines/thinNativeEngine.pure.d.ts +27 -0
  147. package/Engines/thinNativeEngine.pure.js +383 -17
  148. package/Engines/thinNativeEngine.pure.js.map +1 -1
  149. package/Engines/webgpuEngine.d.ts +1 -0
  150. package/Engines/webgpuEngine.js +1 -0
  151. package/Engines/webgpuEngine.js.map +1 -1
  152. package/Engines/webgpuEngine.pure.d.ts +9 -0
  153. package/Engines/webgpuEngine.pure.js +7 -0
  154. package/Engines/webgpuEngine.pure.js.map +1 -1
  155. package/FlowGraph/flowGraph.js +9 -0
  156. package/FlowGraph/flowGraph.js.map +1 -1
  157. package/FlowGraph/flowGraphContext.js +597 -584
  158. package/FlowGraph/flowGraphContext.js.map +1 -1
  159. package/FlowGraph/flowGraphDataConnection.pure.d.ts +14 -0
  160. package/FlowGraph/flowGraphDataConnection.pure.js +38 -1
  161. package/FlowGraph/flowGraphDataConnection.pure.js.map +1 -1
  162. package/FlowGraph/serialization.d.ts +11 -0
  163. package/FlowGraph/serialization.js +11 -1
  164. package/FlowGraph/serialization.js.map +1 -1
  165. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.pure.js +182 -170
  166. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.pure.js.map +1 -1
  167. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.pure.js +196 -184
  168. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.pure.js.map +1 -1
  169. package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.pure.js +222 -210
  170. package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.pure.js.map +1 -1
  171. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +123 -111
  172. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  173. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +158 -146
  174. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -1
  175. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.pure.js +63 -51
  176. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.pure.js.map +1 -1
  177. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.pure.js +122 -110
  178. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.pure.js.map +1 -1
  179. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.pure.js +76 -64
  180. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.pure.js.map +1 -1
  181. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.pure.js +89 -77
  182. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.pure.js.map +1 -1
  183. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.pure.js +134 -122
  184. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.pure.js.map +1 -1
  185. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.pure.js +58 -46
  186. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.pure.js.map +1 -1
  187. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.pure.js +107 -95
  188. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.pure.js.map +1 -1
  189. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.pure.js +181 -169
  190. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.pure.js.map +1 -1
  191. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.pure.js +63 -51
  192. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.pure.js.map +1 -1
  193. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.pure.js +63 -51
  194. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.pure.js.map +1 -1
  195. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.pure.js +76 -64
  196. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.pure.js.map +1 -1
  197. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.pure.js +246 -234
  198. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.pure.js.map +1 -1
  199. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.pure.js +108 -96
  200. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.pure.js.map +1 -1
  201. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.pure.js +87 -75
  202. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.pure.js.map +1 -1
  203. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.pure.js +76 -64
  204. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.pure.js.map +1 -1
  205. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.pure.js +313 -301
  206. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.pure.js.map +1 -1
  207. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.pure.js +502 -490
  208. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.pure.js.map +1 -1
  209. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.pure.js +147 -135
  210. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.pure.js.map +1 -1
  211. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.pure.js +90 -78
  212. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.pure.js.map +1 -1
  213. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.pure.js +179 -167
  214. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.pure.js.map +1 -1
  215. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +462 -451
  216. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  217. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js +265 -253
  218. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js.map +1 -1
  219. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.pure.js +204 -192
  220. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.pure.js.map +1 -1
  221. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js +611 -550
  222. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js.map +1 -1
  223. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.pure.js +320 -308
  224. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.pure.js.map +1 -1
  225. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.pure.js +87 -75
  226. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.pure.js.map +1 -1
  227. package/FrameGraph/Node/Blocks/Textures/clearBlock.pure.js +154 -142
  228. package/FrameGraph/Node/Blocks/Textures/clearBlock.pure.js.map +1 -1
  229. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.pure.js +150 -138
  230. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.pure.js.map +1 -1
  231. package/FrameGraph/Node/Blocks/inputBlock.pure.js +270 -256
  232. package/FrameGraph/Node/Blocks/inputBlock.pure.js.map +1 -1
  233. package/FrameGraph/Node/Blocks/lightingVolumeBlock.pure.js +95 -83
  234. package/FrameGraph/Node/Blocks/lightingVolumeBlock.pure.js.map +1 -1
  235. package/FrameGraph/Node/nodeRenderGraph.js +715 -693
  236. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  237. package/FrameGraph/Node/nodeRenderGraphBlock.js +548 -533
  238. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  239. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +2 -2
  240. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +43 -51
  241. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
  242. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.d.ts +0 -1
  243. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js +0 -1
  244. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js.map +1 -1
  245. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.d.ts +0 -1
  246. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js +66 -35
  247. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js.map +1 -1
  248. package/Helpers/environmentHelper.js +2 -2
  249. package/Helpers/environmentHelper.js.map +1 -1
  250. package/Layers/effectLayer.js +529 -519
  251. package/Layers/effectLayer.js.map +1 -1
  252. package/Layers/glowLayer.pure.js +428 -413
  253. package/Layers/glowLayer.pure.js.map +1 -1
  254. package/Layers/highlightLayer.pure.js +473 -458
  255. package/Layers/highlightLayer.pure.js.map +1 -1
  256. package/Layers/selectionOutlineLayer.pure.js +360 -345
  257. package/Layers/selectionOutlineLayer.pure.js.map +1 -1
  258. package/Lights/Clustered/clusteredLightContainer.pure.d.ts +1 -1
  259. package/Lights/Clustered/clusteredLightContainer.pure.js +583 -558
  260. package/Lights/Clustered/clusteredLightContainer.pure.js.map +1 -1
  261. package/Lights/Shadows/shadowGenerator.js +6 -1
  262. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  263. package/Lights/areaLight.pure.js +61 -39
  264. package/Lights/areaLight.pure.js.map +1 -1
  265. package/Lights/directionalLight.pure.js +308 -284
  266. package/Lights/directionalLight.pure.js.map +1 -1
  267. package/Lights/hemisphericLight.pure.js +123 -104
  268. package/Lights/hemisphericLight.pure.js.map +1 -1
  269. package/Lights/light.d.ts +5 -3
  270. package/Lights/light.js +869 -827
  271. package/Lights/light.js.map +1 -1
  272. package/Lights/pointLight.pure.js +185 -174
  273. package/Lights/pointLight.pure.js.map +1 -1
  274. package/Lights/rectAreaLight.pure.d.ts +17 -0
  275. package/Lights/rectAreaLight.pure.js +238 -159
  276. package/Lights/rectAreaLight.pure.js.map +1 -1
  277. package/Lights/shadowLight.js +280 -268
  278. package/Lights/shadowLight.js.map +1 -1
  279. package/Lights/spotLight.pure.js +460 -427
  280. package/Lights/spotLight.pure.js.map +1 -1
  281. package/Loading/Plugins/babylonFileLoader.pure.js +17 -5
  282. package/Loading/Plugins/babylonFileLoader.pure.js.map +1 -1
  283. package/Loading/sceneLoader.d.ts +5 -1
  284. package/Loading/sceneLoader.js +299 -402
  285. package/Loading/sceneLoader.js.map +1 -1
  286. package/Materials/Background/backgroundMaterial.pure.d.ts +18 -18
  287. package/Materials/Background/backgroundMaterial.pure.js +949 -794
  288. package/Materials/Background/backgroundMaterial.pure.js.map +1 -1
  289. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.d.ts +15 -0
  290. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +34 -1
  291. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
  292. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +9 -0
  293. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +26 -2
  294. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  295. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.d.ts +2 -1
  296. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js +169 -149
  297. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js.map +1 -1
  298. package/Materials/Node/Blocks/Dual/imageSourceBlock.pure.js +1 -1
  299. package/Materials/Node/Blocks/Dual/lightBlock.pure.js +442 -429
  300. package/Materials/Node/Blocks/Dual/lightBlock.pure.js.map +1 -1
  301. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.pure.js +396 -383
  302. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.pure.js.map +1 -1
  303. package/Materials/Node/Blocks/Dual/sceneDepthBlock.pure.js +237 -220
  304. package/Materials/Node/Blocks/Dual/sceneDepthBlock.pure.js.map +1 -1
  305. package/Materials/Node/Blocks/Dual/textureBlock.pure.js +1 -1
  306. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.pure.js +150 -133
  307. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.pure.js.map +1 -1
  308. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js +265 -250
  309. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js.map +1 -1
  310. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.pure.js +159 -142
  311. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.pure.js.map +1 -1
  312. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js +214 -201
  313. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js.map +1 -1
  314. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.pure.js +419 -400
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This file must only contain pure code and pure imports */\r\n\r\nimport { PrePassRenderTarget } from \"../Materials/Textures/prePassRenderTarget\";\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine.pure\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type PostProcess } from \"../PostProcesses/postProcess.pure\";\r\nimport { type Effect } from \"../Materials/effect.pure\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Color4 } from \"../Maths/math.color.pure\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { type Camera } from \"../Cameras/camera.pure\";\r\nimport { Material } from \"../Materials/material.pure\";\r\nimport { type SubMesh } from \"../Meshes/subMesh.pure\";\r\nimport { type PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport { type RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture.pure\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer.pure\";\r\nimport { RegisterPrePassRendererSceneComponent } from \"./prePassRendererSceneComponent.pure\";\r\n\r\n/**\r\n * Renders a pre pass of the scene\r\n * This means every mesh in the scene will be rendered to a render target texture\r\n * And then this texture will be composited to the rendering canvas with post processes\r\n * It is necessary for effects like subsurface scattering or deferred shading\r\n */\r\nexport class PrePassRenderer {\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"PrePassRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * To save performance, we can excluded skinned meshes from the prepass\r\n */\r\n public excludedSkinnedMesh: AbstractMesh[] = [];\r\n\r\n /**\r\n * Force material to be excluded from the prepass\r\n * Can be useful when `useGeometryBufferFallback` is set to `true`\r\n * and you don't want a material to show in the effect.\r\n */\r\n public excludedMaterials: Material[] = [];\r\n\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n\r\n /**\r\n * Number of textures in the multi render target texture where the scene is directly rendered\r\n */\r\n public mrtCount: number = 0;\r\n\r\n private _mrtTypes: number[] = [];\r\n private _mrtFormats: number[] = [];\r\n private _mrtLayout: number[] = [];\r\n private _mrtNames: string[] = [];\r\n private _textureIndices: number[] = [];\r\n\r\n private _multiRenderAttachments: number[];\r\n private _defaultAttachments: number[];\r\n private _clearAttachments: number[];\r\n private _clearDepthAttachments: number[];\r\n private _generateNormalsInWorldSpace = false;\r\n\r\n /**\r\n * Indicates if the prepass renderer is generating normals in world space or camera space (default: camera space)\r\n */\r\n public get generateNormalsInWorldSpace() {\r\n return this._generateNormalsInWorldSpace;\r\n }\r\n\r\n public set generateNormalsInWorldSpace(value: boolean) {\r\n if (this._generateNormalsInWorldSpace === value) {\r\n return;\r\n }\r\n\r\n this._generateNormalsInWorldSpace = value;\r\n this._markAllMaterialsAsPrePassDirty();\r\n }\r\n\r\n /**\r\n * Returns the index of a texture in the multi render target texture array.\r\n * @param type Texture type\r\n * @returns The index\r\n */\r\n public getIndex(type: number): number {\r\n return this._textureIndices[type];\r\n }\r\n\r\n /**\r\n * How many samples are used for MSAA of the scene render target\r\n */\r\n public get samples() {\r\n return this.defaultRT.samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this.defaultRT.samples = n;\r\n }\r\n\r\n private _useSpecificClearForDepthTexture = false;\r\n\r\n /**\r\n * If set to true (default: false), the depth texture will be cleared with the depth value corresponding to the far plane (1 in normal mode, 0 in reverse depth buffer mode)\r\n * If set to false, the depth texture is always cleared with 0.\r\n */\r\n public get useSpecificClearForDepthTexture() {\r\n return this._useSpecificClearForDepthTexture;\r\n }\r\n\r\n public set useSpecificClearForDepthTexture(value: boolean) {\r\n if (this._useSpecificClearForDepthTexture === value) {\r\n return;\r\n }\r\n\r\n this._useSpecificClearForDepthTexture = value;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Describes the types and formats of the textures used by the pre-pass renderer\r\n */\r\n public static TextureFormats = [\r\n {\r\n purpose: Constants.PREPASS_IRRADIANCE_LEGACY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_IrradianceLegacy\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Position\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Velocity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Reflectivity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_COLOR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Color\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_R,\r\n name: \"prePass_Depth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Normal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Albedo\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_WorldNormal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_LocalPosition\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_R,\r\n name: \"prePass_ScreenDepth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_VelocityLinear\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Irradiance\",\r\n },\r\n ];\r\n\r\n private _isDirty: boolean = true;\r\n\r\n /**\r\n * The render target where the scene is directly rendered\r\n */\r\n public defaultRT: PrePassRenderTarget;\r\n\r\n /**\r\n * Configuration for prepass effects\r\n */\r\n private _effectConfigurations: PrePassEffectConfiguration[] = [];\r\n\r\n /**\r\n * @returns the prepass render target for the rendering pass.\r\n * If we are currently rendering a render target, it returns the PrePassRenderTarget\r\n * associated with that render target. Otherwise, it returns the scene default PrePassRenderTarget\r\n */\r\n public getRenderTarget(): PrePassRenderTarget {\r\n return this._currentTarget;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Managed by the scene component\r\n * @param prePassRenderTarget\r\n */\r\n public _setRenderTarget(prePassRenderTarget: Nullable<PrePassRenderTarget>): void {\r\n if (prePassRenderTarget) {\r\n this._currentTarget = prePassRenderTarget;\r\n } else {\r\n this._currentTarget = this.defaultRT;\r\n this._engine.currentRenderPassId = this._scene.activeCamera?.renderPassId ?? this._currentTarget.renderPassId;\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if the currently rendered prePassRenderTarget is the one\r\n * associated with the scene.\r\n */\r\n public get currentRTisSceneRT(): boolean {\r\n return this._currentTarget === this.defaultRT;\r\n }\r\n\r\n private _geometryBuffer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Prevents the PrePassRenderer from using the GeometryBufferRenderer as a fallback\r\n */\r\n public doNotUseGeometryRendererFallback = true;\r\n\r\n private _refreshGeometryBufferRendererLink() {\r\n if (!this.doNotUseGeometryRendererFallback) {\r\n this._geometryBuffer = this._scene.enableGeometryBufferRenderer();\r\n\r\n if (!this._geometryBuffer) {\r\n // Not supported\r\n this.doNotUseGeometryRendererFallback = true;\r\n return;\r\n }\r\n\r\n this._geometryBuffer._linkPrePassRenderer(this);\r\n } else {\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._unlinkPrePassRenderer();\r\n }\r\n this._geometryBuffer = null;\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n }\r\n\r\n private _currentTarget: PrePassRenderTarget;\r\n\r\n /**\r\n * All the render targets generated by prepass\r\n */\r\n public renderTargets: PrePassRenderTarget[] = [];\r\n\r\n private readonly _clearColor = new Color4(0, 0, 0, 0);\r\n private readonly _clearDepthColor = new Color4(0, 0, 0, 1); // // sets an invalid value by default - depth in the depth texture is view.z, so 0 is not possible because view.z can't be less than camera.minZ\r\n\r\n private _enabled: boolean = false;\r\n\r\n private readonly _geometryBufferRenderList: AbstractMesh[] = [];\r\n private _needsCompositionForThisPass = false;\r\n private readonly _postProcessesSourceForThisPass: PostProcess[] = [];\r\n private readonly _postProcessChainForThisPass: PostProcess[] = [];\r\n private readonly _postProcessesForUpdate: PostProcess[] = [];\r\n\r\n /**\r\n * Indicates if the prepass is enabled\r\n */\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n\r\n /**\r\n * Set to true to disable gamma transform in PrePass.\r\n * Can be useful in case you already proceed to gamma transform on a material level\r\n * and your post processes don't need to be in linear color space.\r\n */\r\n public disableGammaTransform = false;\r\n\r\n /**\r\n * Instantiates a prepass renderer\r\n * @param scene The scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this._engine._caps.textureFloat && this._engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (this._engine._caps.textureHalfFloat && this._engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; ++i) {\r\n const format = PrePassRenderer.TextureFormats[i].format;\r\n if (PrePassRenderer.TextureFormats[i].type === Constants.TEXTURETYPE_FLOAT) {\r\n PrePassRenderer.TextureFormats[i].type = type;\r\n if (\r\n type === Constants.TEXTURETYPE_FLOAT &&\r\n (format === Constants.TEXTUREFORMAT_R || format === Constants.TEXTUREFORMAT_RG || format === Constants.TEXTUREFORMAT_RGBA) &&\r\n !this._engine._caps.supportFloatTexturesResolve\r\n ) {\r\n // We don't know in advance if the texture will be used as a resolve target, so we revert to half_float if the extension to resolve full float textures is not supported\r\n PrePassRenderer.TextureFormats[i].type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n }\r\n }\r\n\r\n RegisterPrePassRendererSceneComponent(PrePassRenderer);\r\n PrePassRenderer._SceneComponentInitialization(this._scene);\r\n this.defaultRT = this._createRenderTarget(\"sceneprePassRT\", null);\r\n this._currentTarget = this.defaultRT;\r\n }\r\n\r\n /**\r\n * Creates a new PrePassRenderTarget\r\n * This should be the only way to instantiate a `PrePassRenderTarget`\r\n * @param name Name of the `PrePassRenderTarget`\r\n * @param renderTargetTexture RenderTarget the `PrePassRenderTarget` will be attached to.\r\n * Can be `null` if the created `PrePassRenderTarget` is attached to the scene (default framebuffer).\r\n * @internal\r\n */\r\n public _createRenderTarget(name: string, renderTargetTexture: Nullable<RenderTargetTexture>): PrePassRenderTarget {\r\n const rt = new PrePassRenderTarget(name, renderTargetTexture, { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, 0, this._scene, {\r\n generateMipMaps: false,\r\n generateStencilBuffer: this._engine.isStencilEnable,\r\n defaultType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n types: [],\r\n drawOnlyOnFirstAttachmentByDefault: true,\r\n });\r\n\r\n this.renderTargets.push(rt);\r\n\r\n if (this._enabled) {\r\n // The pre-pass renderer is already enabled, so make sure we create the render target with the correct number of textures\r\n this._update();\r\n }\r\n\r\n return rt;\r\n }\r\n\r\n /**\r\n * Indicates if rendering a prepass is supported\r\n */\r\n public get isSupported() {\r\n return this._scene.getEngine().getCaps().drawBuffersExtension;\r\n }\r\n\r\n /**\r\n * Sets the proper output textures to draw in the engine.\r\n * @param effect The effect that is drawn. It can be or not be compatible with drawing to several output textures.\r\n * @param subMesh Submesh on which the effect is applied\r\n */\r\n public bindAttachmentsForEffect(effect: Effect, subMesh: SubMesh) {\r\n const material = subMesh.getMaterial();\r\n const isPrePassCapable = material && material.isPrePassCapable;\r\n const excluded = material && this.excludedMaterials.indexOf(material) !== -1;\r\n\r\n if (this.enabled && this._currentTarget.enabled) {\r\n if (effect._multiTarget && isPrePassCapable && !excluded) {\r\n this._engine.bindAttachments(this._multiRenderAttachments);\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n\r\n if (this._geometryBuffer && this.currentRTisSceneRT && !excluded) {\r\n this._geometryBuffer.renderList!.push(subMesh.getRenderingMesh());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _reinitializeAttachments() {\r\n const multiRenderLayout = [];\r\n const clearLayout = [false];\r\n const clearDepthLayout = [false];\r\n const defaultLayout = [true];\r\n\r\n for (let i = 0; i < this.mrtCount; i++) {\r\n multiRenderLayout.push(true);\r\n\r\n if (i > 0) {\r\n if (this._useSpecificClearForDepthTexture && this._mrtLayout[i] === Constants.PREPASS_DEPTH_TEXTURE_TYPE) {\r\n clearLayout.push(false);\r\n clearDepthLayout.push(true);\r\n } else {\r\n clearLayout.push(true);\r\n clearDepthLayout.push(false);\r\n }\r\n defaultLayout.push(false);\r\n }\r\n }\r\n\r\n this._multiRenderAttachments = this._engine.buildTextureLayout(multiRenderLayout);\r\n this._clearAttachments = this._engine.buildTextureLayout(clearLayout);\r\n this._clearDepthAttachments = this._engine.buildTextureLayout(clearDepthLayout);\r\n this._defaultAttachments = this._engine.buildTextureLayout(defaultLayout);\r\n }\r\n\r\n private _resetLayout() {\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; i++) {\r\n this._textureIndices[PrePassRenderer.TextureFormats[i].purpose] = -1;\r\n }\r\n\r\n this._textureIndices[Constants.PREPASS_COLOR_TEXTURE_TYPE] = 0;\r\n this._mrtLayout = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n this._mrtTypes = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].type];\r\n this._mrtFormats = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].format];\r\n this._mrtNames = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].name];\r\n this.mrtCount = 1;\r\n }\r\n\r\n private _updateGeometryBufferLayout() {\r\n this._refreshGeometryBufferRendererLink();\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._resetLayout();\r\n\r\n const texturesActivated = [];\r\n\r\n for (let i = 0; i < this._mrtLayout.length; i++) {\r\n texturesActivated.push(false);\r\n }\r\n\r\n this._geometryBuffer._linkInternalTexture(this.defaultRT.getInternalTexture()!);\r\n\r\n const matches = [\r\n {\r\n prePassConstant: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.DEPTH_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.NORMAL_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.POSITION_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE,\r\n },\r\n ];\r\n\r\n // replace textures in the geometryBuffer RT\r\n for (let i = 0; i < matches.length; i++) {\r\n const index = this._mrtLayout.indexOf(matches[i].prePassConstant);\r\n if (index !== -1) {\r\n this._geometryBuffer._forceTextureType(matches[i].geometryBufferConstant, index);\r\n texturesActivated[index] = true;\r\n }\r\n }\r\n\r\n this._geometryBuffer._setAttachments(this._engine.buildTextureLayout(texturesActivated));\r\n }\r\n }\r\n\r\n /**\r\n * Restores attachments for single texture draw.\r\n */\r\n public restoreAttachments() {\r\n if (this.enabled && this._currentTarget.enabled && this._defaultAttachments) {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public _beforeDraw(camera?: Camera, faceIndex?: number, layer?: number) {\r\n // const previousEnabled = this._enabled && this._currentTarget.enabled;\r\n\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (!this._enabled || !this._currentTarget.enabled) {\r\n return;\r\n }\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBufferRenderList.length = 0;\r\n if (this._geometryBuffer.renderList !== this._geometryBufferRenderList) {\r\n this._geometryBuffer.renderList = this._geometryBufferRenderList;\r\n }\r\n }\r\n\r\n this._setupOutputForThisPass(this._currentTarget, camera);\r\n }\r\n\r\n private _prepareFrame(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number, layer?: number) {\r\n if (prePassRenderTarget.renderTargetTexture) {\r\n prePassRenderTarget.renderTargetTexture._prepareFrame(this._scene, faceIndex, layer, prePassRenderTarget.renderTargetTexture.useCameraPostProcesses);\r\n } else if (this._postProcessesSourceForThisPass.length) {\r\n this._scene.postProcessManager._prepareFrame();\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an intermediary texture between prepass and postprocesses. This texture\r\n * will be used as input for post processes\r\n * @param rt The render target texture to use\r\n * @returns true if there are postprocesses that will use this texture,\r\n * false if there is no postprocesses - and the function has no effect\r\n */\r\n public setCustomOutput(rt: RenderTargetTexture) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n if (!firstPP) {\r\n return false;\r\n }\r\n\r\n firstPP.inputTexture = rt.renderTarget!;\r\n\r\n return true;\r\n }\r\n\r\n private _renderPostProcesses(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n const outputTexture = firstPP ? firstPP.inputTexture : prePassRenderTarget.renderTargetTexture ? prePassRenderTarget.renderTargetTexture.renderTarget : null;\r\n\r\n // Build post process chain for this prepass post draw\r\n let postProcessChain = this._currentTarget._beforeCompositionPostProcesses;\r\n\r\n if (this._needsCompositionForThisPass) {\r\n postProcessChain = this._postProcessChainForThisPass;\r\n postProcessChain.length = 0;\r\n for (let index = 0; index < this._currentTarget._beforeCompositionPostProcesses.length; index++) {\r\n postProcessChain.push(this._currentTarget._beforeCompositionPostProcesses[index]);\r\n }\r\n postProcessChain.push(this._currentTarget.imageProcessingPostProcess);\r\n }\r\n\r\n // Activates and renders the chain\r\n if (postProcessChain.length) {\r\n this._scene.postProcessManager._prepareFrame(this._currentTarget.renderTarget?.texture, postProcessChain);\r\n this._scene.postProcessManager.directRender(postProcessChain, outputTexture, false, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _afterDraw(faceIndex?: number, layer?: number) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._prepareFrame(this._currentTarget, faceIndex, layer);\r\n this._renderPostProcesses(this._currentTarget, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Clears the current prepass render target (in the sense of settings pixels to the scene clear color value)\r\n * @internal\r\n */\r\n public _clear() {\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._bindFrameBuffer();\r\n\r\n // Clearing other attachment with 0 on all other attachments\r\n this._engine.bindAttachments(this._clearAttachments);\r\n this._engine.clear(this._clearColor, true, false, false);\r\n if (this._useSpecificClearForDepthTexture) {\r\n this._engine.bindAttachments(this._clearDepthAttachments);\r\n this._engine.clear(this._clearDepthColor, true, false, false);\r\n }\r\n // Regular clear color with the scene clear color of the 1st attachment\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _bindFrameBuffer() {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._currentTarget._checkSize();\r\n const internalTexture = this._currentTarget.renderTarget;\r\n if (internalTexture) {\r\n this._engine.bindFramebuffer(internalTexture);\r\n }\r\n }\r\n }\r\n\r\n private _setEnabled(enabled: boolean) {\r\n this._enabled = enabled;\r\n }\r\n\r\n private _setRenderTargetEnabled(prePassRenderTarget: PrePassRenderTarget, enabled: boolean) {\r\n prePassRenderTarget.enabled = enabled;\r\n if (!enabled) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Adds an effect configuration to the prepass render target.\r\n * If an effect has already been added, it won't add it twice and will return the configuration\r\n * already present.\r\n * @param cfg the effect configuration\r\n * @returns the effect configuration now used by the prepass\r\n */\r\n public addEffectConfiguration(cfg: PrePassEffectConfiguration): PrePassEffectConfiguration {\r\n // Do not add twice\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === cfg.name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n this._effectConfigurations.push(cfg);\r\n if (cfg.clearColor) {\r\n this._clearColor.copyFrom(cfg.clearColor);\r\n }\r\n return cfg;\r\n }\r\n\r\n /**\r\n * Retrieves an effect configuration by name\r\n * @param name the name of the effect configuration\r\n * @returns the effect configuration, or null if not present\r\n */\r\n public getEffectConfiguration(name: string): Nullable<PrePassEffectConfiguration> {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n private _enable() {\r\n const previousMrtCount = this.mrtCount;\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled) {\r\n this._enableTextures(this._effectConfigurations[i].texturesRequired);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.mrtCount !== previousMrtCount || this.renderTargets[i].count !== this.mrtCount) {\r\n this.renderTargets[i].updateCount(this.mrtCount, { types: this._mrtTypes, formats: this._mrtFormats }, this._mrtNames.concat(\"prePass_DepthBuffer\"));\r\n }\r\n\r\n this.renderTargets[i]._resetPostProcessChain();\r\n\r\n for (let j = 0; j < this._effectConfigurations.length; j++) {\r\n if (this._effectConfigurations[j].enabled) {\r\n // TODO : subsurface scattering has 1 scene-wide effect configuration\r\n // solution : do not stock postProcess on effectConfiguration, but in the prepassRenderTarget (hashmap configuration => postProcess)\r\n // And call createPostProcess whenever the post process does not exist in the RT\r\n if (!this._effectConfigurations[j].postProcess && this._effectConfigurations[j].createPostProcess) {\r\n this._effectConfigurations[j].createPostProcess!();\r\n }\r\n\r\n if (this._effectConfigurations[j].postProcess) {\r\n this.renderTargets[i]._beforeCompositionPostProcesses.push(this._effectConfigurations[j].postProcess!);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._reinitializeAttachments();\r\n this._setEnabled(true);\r\n this._updateGeometryBufferLayout();\r\n }\r\n\r\n private _disable() {\r\n this._setEnabled(false);\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], false);\r\n }\r\n\r\n this._resetLayout();\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n this._effectConfigurations[i].enabled = false;\r\n }\r\n }\r\n\r\n private _getPostProcessesSource(prePassRenderTarget: PrePassRenderTarget, camera?: Camera): Nullable<PostProcess>[] {\r\n if (camera) {\r\n return camera._postProcesses;\r\n } else if (prePassRenderTarget.renderTargetTexture) {\r\n if (prePassRenderTarget.renderTargetTexture.useCameraPostProcesses) {\r\n const camera = prePassRenderTarget.renderTargetTexture.activeCamera ? prePassRenderTarget.renderTargetTexture.activeCamera : this._scene.activeCamera;\r\n return camera ? camera._postProcesses : [];\r\n } else if (prePassRenderTarget.renderTargetTexture.postProcesses) {\r\n return prePassRenderTarget.renderTargetTexture.postProcesses;\r\n } else {\r\n return [];\r\n }\r\n } else {\r\n return this._scene.activeCamera ? this._scene.activeCamera._postProcesses : [];\r\n }\r\n }\r\n\r\n private _setupOutputForThisPass(prePassRenderTarget: PrePassRenderTarget, camera?: Camera) {\r\n // Order is : draw ===> prePassRenderTarget._postProcesses ==> ipp ==> camera._postProcesses\r\n const secondaryCamera = camera && this._scene.activeCameras && !!this._scene.activeCameras.length && this._scene.activeCameras.indexOf(camera) !== 0;\r\n const postProcessesSource = this._getPostProcessesSource(prePassRenderTarget, camera);\r\n this._postProcessesSourceForThisPass.length = 0;\r\n for (let index = 0; index < postProcessesSource.length; index++) {\r\n const postProcess = postProcessesSource[index];\r\n if (postProcess) {\r\n this._postProcessesSourceForThisPass.push(postProcess);\r\n }\r\n }\r\n this._scene.autoClear = true;\r\n\r\n const cameraHasImageProcessing = this._hasImageProcessing(this._postProcessesSourceForThisPass);\r\n this._needsCompositionForThisPass = !cameraHasImageProcessing && !this.disableGammaTransform && this._needsImageProcessing() && !secondaryCamera;\r\n\r\n const firstCameraPP = this._getFirstPostProcess(this._postProcessesSourceForThisPass);\r\n const firstPrePassPP = prePassRenderTarget._beforeCompositionPostProcesses && prePassRenderTarget._beforeCompositionPostProcesses[0];\r\n let firstPP = null;\r\n\r\n // Setting the scene-wide post process configuration\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = this._needsCompositionForThisPass || cameraHasImageProcessing;\r\n\r\n // Create composition effect if needed\r\n if (this._needsCompositionForThisPass && !prePassRenderTarget.imageProcessingPostProcess) {\r\n prePassRenderTarget._createCompositionEffect();\r\n }\r\n\r\n // Setting the prePassRenderTarget as input texture of the first PP\r\n if (firstPrePassPP) {\r\n firstPP = firstPrePassPP;\r\n } else if (this._needsCompositionForThisPass) {\r\n firstPP = prePassRenderTarget.imageProcessingPostProcess;\r\n } else if (firstCameraPP) {\r\n firstPP = firstCameraPP;\r\n }\r\n\r\n this._bindFrameBuffer();\r\n this._linkInternalTexture(prePassRenderTarget, firstPP);\r\n }\r\n\r\n private _linkInternalTexture(prePassRenderTarget: PrePassRenderTarget, postProcess: Nullable<PostProcess>) {\r\n if (postProcess) {\r\n postProcess.autoClear = false;\r\n postProcess.inputTexture = prePassRenderTarget.renderTarget!;\r\n }\r\n\r\n if (prePassRenderTarget._outputPostProcess !== postProcess) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n prePassRenderTarget._outputPostProcess = postProcess;\r\n }\r\n\r\n if (prePassRenderTarget._internalTextureDirty) {\r\n this._updateGeometryBufferLayout();\r\n prePassRenderTarget._internalTextureDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _unlinkInternalTexture(prePassRenderTarget: PrePassRenderTarget) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n prePassRenderTarget._outputPostProcess.autoClear = true;\r\n prePassRenderTarget._outputPostProcess.restoreDefaultInputTexture();\r\n prePassRenderTarget._outputPostProcess = null;\r\n }\r\n }\r\n\r\n private _needsImageProcessing(): boolean {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled && this._effectConfigurations[i].needsImageProcessing) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _hasImageProcessing(postProcesses: Nullable<PostProcess>[]): boolean {\r\n let isIPPAlreadyPresent = false;\r\n if (postProcesses) {\r\n for (let i = 0; i < postProcesses.length; i++) {\r\n if (postProcesses[i]?.getClassName() === \"ImageProcessingPostProcess\") {\r\n isIPPAlreadyPresent = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return isIPPAlreadyPresent;\r\n }\r\n\r\n /**\r\n * Internal, gets the first post proces.\r\n * @param postProcesses\r\n * @returns the first post process to be run on this camera.\r\n */\r\n private _getFirstPostProcess(postProcesses: Nullable<PostProcess>[]): Nullable<PostProcess> {\r\n for (let ppIndex = 0; ppIndex < postProcesses.length; ppIndex++) {\r\n if (postProcesses[ppIndex] !== null) {\r\n return postProcesses[ppIndex];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Marks the prepass renderer as dirty, triggering a check if the prepass is necessary for the next rendering.\r\n */\r\n public markAsDirty() {\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Enables a texture on the MultiRenderTarget for prepass\r\n * @param types\r\n */\r\n private _enableTextures(types: number[]) {\r\n // For velocity : enable storage of previous matrices for instances\r\n this._scene.needsPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < types.length; i++) {\r\n const type = types[i];\r\n\r\n if (this._textureIndices[type] === -1) {\r\n this._textureIndices[type] = this._mrtLayout.length;\r\n this._mrtLayout.push(type);\r\n\r\n this._mrtTypes.push(PrePassRenderer.TextureFormats[type].type);\r\n this._mrtFormats.push(PrePassRenderer.TextureFormats[type].format);\r\n this._mrtNames.push(PrePassRenderer.TextureFormats[type].name);\r\n this.mrtCount++;\r\n }\r\n\r\n if (type === Constants.PREPASS_VELOCITY_TEXTURE_TYPE || type === Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE) {\r\n this._scene.needsPreviousWorldMatrices = true;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Makes sure that the prepass renderer is up to date if it has been dirtified.\r\n */\r\n public update() {\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n }\r\n\r\n private _update() {\r\n this._disable();\r\n let enablePrePass = false;\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n\r\n if (this._scene._depthPeelingRenderer && this._scene.useOrderIndependentTransparency) {\r\n this._scene._depthPeelingRenderer.setPrePassRenderer(this);\r\n enablePrePass = true;\r\n }\r\n\r\n for (let i = 0; i < this._scene.materials.length; i++) {\r\n if (this._scene.materials[i].setPrePassRenderer(this)) {\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (enablePrePass) {\r\n this._setRenderTargetEnabled(this.defaultRT, true);\r\n }\r\n\r\n let postProcesses;\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.renderTargets[i].renderTargetTexture) {\r\n postProcesses = this._getPostProcessesSource(this.renderTargets[i]);\r\n } else {\r\n // When there are multiple active cameras, we have to choose one. We assume it's the first one and not scene.activeCamera, because in a number of cases,\r\n // _update() will be called from an async method, meaning the active camera will be the last one in the list of active cameras,\r\n // which is generally not the right camera to use for the prepass setup.\r\n const camera = this._scene.activeCameras && this._scene.activeCameras.length > 0 ? this._scene.activeCameras[0] : this._scene.activeCamera;\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n postProcesses = camera._postProcesses;\r\n }\r\n\r\n if (!postProcesses) {\r\n continue;\r\n }\r\n\r\n const postProcessesSource = postProcesses;\r\n postProcesses = this._postProcessesForUpdate;\r\n postProcesses.length = 0;\r\n for (let j = 0; j < postProcessesSource.length; j++) {\r\n const postProcess = postProcessesSource[j];\r\n if (postProcess) {\r\n postProcesses.push(postProcess);\r\n }\r\n }\r\n\r\n if (postProcesses) {\r\n for (let j = 0; j < postProcesses.length; j++) {\r\n if (postProcesses[j].setPrePassRenderer(this)) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], true);\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (this._hasImageProcessing(postProcesses)) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n }\r\n }\r\n\r\n this._markAllMaterialsAsPrePassDirty();\r\n this._isDirty = false;\r\n\r\n if (enablePrePass) {\r\n this._enable();\r\n }\r\n }\r\n\r\n private _markAllMaterialsAsPrePassDirty() {\r\n const materials = this._scene.materials;\r\n\r\n for (let i = 0; i < materials.length; i++) {\r\n materials[i].markAsDirty(Material.PrePassDirtyFlag);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the prepass renderer.\r\n */\r\n public dispose() {\r\n for (let i = this.renderTargets.length - 1; i >= 0; i--) {\r\n this.renderTargets[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].dispose) {\r\n this._effectConfigurations[i].dispose!();\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
+ 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This file must only contain pure code and pure imports */\r\n\r\nimport { PrePassRenderTarget } from \"../Materials/Textures/prePassRenderTarget\";\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine.pure\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type PostProcess } from \"../PostProcesses/postProcess.pure\";\r\nimport { type Effect } from \"../Materials/effect.pure\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Color4 } from \"../Maths/math.color.pure\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { type Camera } from \"../Cameras/camera.pure\";\r\nimport { Material } from \"../Materials/material.pure\";\r\nimport { type SubMesh } from \"../Meshes/subMesh.pure\";\r\nimport { type PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport { type RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture.pure\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer.pure\";\r\nimport { RegisterPrePassRendererSceneComponent } from \"./prePassRendererSceneComponent.pure\";\r\nimport { RegisterGeometryBufferRendererSceneComponent } from \"./geometryBufferRendererSceneComponent.pure\";\r\n\r\n/**\r\n * Renders a pre pass of the scene\r\n * This means every mesh in the scene will be rendered to a render target texture\r\n * And then this texture will be composited to the rendering canvas with post processes\r\n * It is necessary for effects like subsurface scattering or deferred shading\r\n */\r\nexport class PrePassRenderer {\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"PrePassRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * To save performance, we can excluded skinned meshes from the prepass\r\n */\r\n public excludedSkinnedMesh: AbstractMesh[] = [];\r\n\r\n /**\r\n * Force material to be excluded from the prepass\r\n * Can be useful when `useGeometryBufferFallback` is set to `true`\r\n * and you don't want a material to show in the effect.\r\n */\r\n public excludedMaterials: Material[] = [];\r\n\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n\r\n /**\r\n * Number of textures in the multi render target texture where the scene is directly rendered\r\n */\r\n public mrtCount: number = 0;\r\n\r\n private _mrtTypes: number[] = [];\r\n private _mrtFormats: number[] = [];\r\n private _mrtLayout: number[] = [];\r\n private _mrtNames: string[] = [];\r\n private _textureIndices: number[] = [];\r\n\r\n private _multiRenderAttachments: number[];\r\n private _defaultAttachments: number[];\r\n private _clearAttachments: number[];\r\n private _clearDepthAttachments: number[];\r\n private _generateNormalsInWorldSpace = false;\r\n\r\n /**\r\n * Indicates if the prepass renderer is generating normals in world space or camera space (default: camera space)\r\n */\r\n public get generateNormalsInWorldSpace() {\r\n return this._generateNormalsInWorldSpace;\r\n }\r\n\r\n public set generateNormalsInWorldSpace(value: boolean) {\r\n if (this._generateNormalsInWorldSpace === value) {\r\n return;\r\n }\r\n\r\n this._generateNormalsInWorldSpace = value;\r\n this._markAllMaterialsAsPrePassDirty();\r\n }\r\n\r\n /**\r\n * Returns the index of a texture in the multi render target texture array.\r\n * @param type Texture type\r\n * @returns The index\r\n */\r\n public getIndex(type: number): number {\r\n return this._textureIndices[type];\r\n }\r\n\r\n /**\r\n * How many samples are used for MSAA of the scene render target\r\n */\r\n public get samples() {\r\n return this.defaultRT.samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this.defaultRT.samples = n;\r\n }\r\n\r\n private _useSpecificClearForDepthTexture = false;\r\n\r\n /**\r\n * If set to true (default: false), the depth texture will be cleared with the depth value corresponding to the far plane (1 in normal mode, 0 in reverse depth buffer mode)\r\n * If set to false, the depth texture is always cleared with 0.\r\n */\r\n public get useSpecificClearForDepthTexture() {\r\n return this._useSpecificClearForDepthTexture;\r\n }\r\n\r\n public set useSpecificClearForDepthTexture(value: boolean) {\r\n if (this._useSpecificClearForDepthTexture === value) {\r\n return;\r\n }\r\n\r\n this._useSpecificClearForDepthTexture = value;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Describes the types and formats of the textures used by the pre-pass renderer\r\n */\r\n public static TextureFormats = [\r\n {\r\n purpose: Constants.PREPASS_IRRADIANCE_LEGACY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_IrradianceLegacy\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Position\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Velocity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Reflectivity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_COLOR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Color\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_R,\r\n name: \"prePass_Depth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Normal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Albedo\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_WorldNormal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_LocalPosition\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_R,\r\n name: \"prePass_ScreenDepth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_VelocityLinear\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Irradiance\",\r\n },\r\n ];\r\n\r\n private _isDirty: boolean = true;\r\n\r\n /**\r\n * The render target where the scene is directly rendered\r\n */\r\n public defaultRT: PrePassRenderTarget;\r\n\r\n /**\r\n * Configuration for prepass effects\r\n */\r\n private _effectConfigurations: PrePassEffectConfiguration[] = [];\r\n\r\n /**\r\n * @returns the prepass render target for the rendering pass.\r\n * If we are currently rendering a render target, it returns the PrePassRenderTarget\r\n * associated with that render target. Otherwise, it returns the scene default PrePassRenderTarget\r\n */\r\n public getRenderTarget(): PrePassRenderTarget {\r\n return this._currentTarget;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Managed by the scene component\r\n * @param prePassRenderTarget\r\n */\r\n public _setRenderTarget(prePassRenderTarget: Nullable<PrePassRenderTarget>): void {\r\n if (prePassRenderTarget) {\r\n this._currentTarget = prePassRenderTarget;\r\n } else {\r\n this._currentTarget = this.defaultRT;\r\n this._engine.currentRenderPassId = this._scene.activeCamera?.renderPassId ?? this._currentTarget.renderPassId;\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if the currently rendered prePassRenderTarget is the one\r\n * associated with the scene.\r\n */\r\n public get currentRTisSceneRT(): boolean {\r\n return this._currentTarget === this.defaultRT;\r\n }\r\n\r\n private _geometryBuffer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Prevents the PrePassRenderer from using the GeometryBufferRenderer as a fallback\r\n */\r\n public doNotUseGeometryRendererFallback = true;\r\n\r\n private _refreshGeometryBufferRendererLink() {\r\n if (!this.doNotUseGeometryRendererFallback) {\r\n this._geometryBuffer = this._scene.enableGeometryBufferRenderer();\r\n\r\n if (!this._geometryBuffer) {\r\n // Not supported\r\n this.doNotUseGeometryRendererFallback = true;\r\n return;\r\n }\r\n\r\n this._geometryBuffer._linkPrePassRenderer(this);\r\n } else {\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._unlinkPrePassRenderer();\r\n }\r\n this._geometryBuffer = null;\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n }\r\n\r\n private _currentTarget: PrePassRenderTarget;\r\n\r\n /**\r\n * All the render targets generated by prepass\r\n */\r\n public renderTargets: PrePassRenderTarget[] = [];\r\n\r\n private readonly _clearColor = new Color4(0, 0, 0, 0);\r\n private readonly _clearDepthColor = new Color4(0, 0, 0, 1); // // sets an invalid value by default - depth in the depth texture is view.z, so 0 is not possible because view.z can't be less than camera.minZ\r\n\r\n private _enabled: boolean = false;\r\n\r\n private readonly _geometryBufferRenderList: AbstractMesh[] = [];\r\n private _needsCompositionForThisPass = false;\r\n private readonly _postProcessesSourceForThisPass: PostProcess[] = [];\r\n private readonly _postProcessChainForThisPass: PostProcess[] = [];\r\n private readonly _postProcessesForUpdate: PostProcess[] = [];\r\n\r\n /**\r\n * Indicates if the prepass is enabled\r\n */\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n\r\n /**\r\n * Set to true to disable gamma transform in PrePass.\r\n * Can be useful in case you already proceed to gamma transform on a material level\r\n * and your post processes don't need to be in linear color space.\r\n */\r\n public disableGammaTransform = false;\r\n\r\n /**\r\n * Instantiates a prepass renderer\r\n * @param scene The scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this._engine._caps.textureFloat && this._engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (this._engine._caps.textureHalfFloat && this._engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; ++i) {\r\n const format = PrePassRenderer.TextureFormats[i].format;\r\n if (PrePassRenderer.TextureFormats[i].type === Constants.TEXTURETYPE_FLOAT) {\r\n PrePassRenderer.TextureFormats[i].type = type;\r\n if (\r\n type === Constants.TEXTURETYPE_FLOAT &&\r\n (format === Constants.TEXTUREFORMAT_R || format === Constants.TEXTUREFORMAT_RG || format === Constants.TEXTUREFORMAT_RGBA) &&\r\n !this._engine._caps.supportFloatTexturesResolve\r\n ) {\r\n // We don't know in advance if the texture will be used as a resolve target, so we revert to half_float if the extension to resolve full float textures is not supported\r\n PrePassRenderer.TextureFormats[i].type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n }\r\n }\r\n\r\n RegisterPrePassRendererSceneComponent(PrePassRenderer);\r\n RegisterGeometryBufferRendererSceneComponent(GeometryBufferRenderer);\r\n PrePassRenderer._SceneComponentInitialization(this._scene);\r\n this.defaultRT = this._createRenderTarget(\"sceneprePassRT\", null);\r\n this._currentTarget = this.defaultRT;\r\n }\r\n\r\n /**\r\n * Creates a new PrePassRenderTarget\r\n * This should be the only way to instantiate a `PrePassRenderTarget`\r\n * @param name Name of the `PrePassRenderTarget`\r\n * @param renderTargetTexture RenderTarget the `PrePassRenderTarget` will be attached to.\r\n * Can be `null` if the created `PrePassRenderTarget` is attached to the scene (default framebuffer).\r\n * @internal\r\n */\r\n public _createRenderTarget(name: string, renderTargetTexture: Nullable<RenderTargetTexture>): PrePassRenderTarget {\r\n const rt = new PrePassRenderTarget(name, renderTargetTexture, { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, 0, this._scene, {\r\n generateMipMaps: false,\r\n generateStencilBuffer: this._engine.isStencilEnable,\r\n defaultType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n types: [],\r\n drawOnlyOnFirstAttachmentByDefault: true,\r\n });\r\n\r\n this.renderTargets.push(rt);\r\n\r\n if (this._enabled) {\r\n // The pre-pass renderer is already enabled, so make sure we create the render target with the correct number of textures\r\n this._update();\r\n }\r\n\r\n return rt;\r\n }\r\n\r\n /**\r\n * Indicates if rendering a prepass is supported\r\n */\r\n public get isSupported() {\r\n return this._scene.getEngine().getCaps().drawBuffersExtension;\r\n }\r\n\r\n /**\r\n * Sets the proper output textures to draw in the engine.\r\n * @param effect The effect that is drawn. It can be or not be compatible with drawing to several output textures.\r\n * @param subMesh Submesh on which the effect is applied\r\n */\r\n public bindAttachmentsForEffect(effect: Effect, subMesh: SubMesh) {\r\n const material = subMesh.getMaterial();\r\n const isPrePassCapable = material && material.isPrePassCapable;\r\n const excluded = material && this.excludedMaterials.indexOf(material) !== -1;\r\n\r\n if (this.enabled && this._currentTarget.enabled) {\r\n if (effect._multiTarget && isPrePassCapable && !excluded) {\r\n this._engine.bindAttachments(this._multiRenderAttachments);\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n\r\n if (this._geometryBuffer && this.currentRTisSceneRT && !excluded) {\r\n this._geometryBuffer.renderList!.push(subMesh.getRenderingMesh());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _reinitializeAttachments() {\r\n const multiRenderLayout = [];\r\n const clearLayout = [false];\r\n const clearDepthLayout = [false];\r\n const defaultLayout = [true];\r\n\r\n for (let i = 0; i < this.mrtCount; i++) {\r\n multiRenderLayout.push(true);\r\n\r\n if (i > 0) {\r\n if (this._useSpecificClearForDepthTexture && this._mrtLayout[i] === Constants.PREPASS_DEPTH_TEXTURE_TYPE) {\r\n clearLayout.push(false);\r\n clearDepthLayout.push(true);\r\n } else {\r\n clearLayout.push(true);\r\n clearDepthLayout.push(false);\r\n }\r\n defaultLayout.push(false);\r\n }\r\n }\r\n\r\n this._multiRenderAttachments = this._engine.buildTextureLayout(multiRenderLayout);\r\n this._clearAttachments = this._engine.buildTextureLayout(clearLayout);\r\n this._clearDepthAttachments = this._engine.buildTextureLayout(clearDepthLayout);\r\n this._defaultAttachments = this._engine.buildTextureLayout(defaultLayout);\r\n }\r\n\r\n private _resetLayout() {\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; i++) {\r\n this._textureIndices[PrePassRenderer.TextureFormats[i].purpose] = -1;\r\n }\r\n\r\n this._textureIndices[Constants.PREPASS_COLOR_TEXTURE_TYPE] = 0;\r\n this._mrtLayout = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n this._mrtTypes = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].type];\r\n this._mrtFormats = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].format];\r\n this._mrtNames = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].name];\r\n this.mrtCount = 1;\r\n }\r\n\r\n private _updateGeometryBufferLayout() {\r\n this._refreshGeometryBufferRendererLink();\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._resetLayout();\r\n\r\n const texturesActivated = [];\r\n\r\n for (let i = 0; i < this._mrtLayout.length; i++) {\r\n texturesActivated.push(false);\r\n }\r\n\r\n this._geometryBuffer._linkInternalTexture(this.defaultRT.getInternalTexture()!);\r\n\r\n const matches = [\r\n {\r\n prePassConstant: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.DEPTH_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.NORMAL_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.POSITION_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE,\r\n },\r\n ];\r\n\r\n // replace textures in the geometryBuffer RT\r\n for (let i = 0; i < matches.length; i++) {\r\n const index = this._mrtLayout.indexOf(matches[i].prePassConstant);\r\n if (index !== -1) {\r\n this._geometryBuffer._forceTextureType(matches[i].geometryBufferConstant, index);\r\n texturesActivated[index] = true;\r\n }\r\n }\r\n\r\n this._geometryBuffer._setAttachments(this._engine.buildTextureLayout(texturesActivated));\r\n }\r\n }\r\n\r\n /**\r\n * Restores attachments for single texture draw.\r\n */\r\n public restoreAttachments() {\r\n if (this.enabled && this._currentTarget.enabled && this._defaultAttachments) {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public _beforeDraw(camera?: Camera, faceIndex?: number, layer?: number) {\r\n // const previousEnabled = this._enabled && this._currentTarget.enabled;\r\n\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (!this._enabled || !this._currentTarget.enabled) {\r\n return;\r\n }\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBufferRenderList.length = 0;\r\n if (this._geometryBuffer.renderList !== this._geometryBufferRenderList) {\r\n this._geometryBuffer.renderList = this._geometryBufferRenderList;\r\n }\r\n }\r\n\r\n this._setupOutputForThisPass(this._currentTarget, camera);\r\n }\r\n\r\n private _prepareFrame(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number, layer?: number) {\r\n if (prePassRenderTarget.renderTargetTexture) {\r\n prePassRenderTarget.renderTargetTexture._prepareFrame(this._scene, faceIndex, layer, prePassRenderTarget.renderTargetTexture.useCameraPostProcesses);\r\n } else if (this._postProcessesSourceForThisPass.length) {\r\n this._scene.postProcessManager._prepareFrame();\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an intermediary texture between prepass and postprocesses. This texture\r\n * will be used as input for post processes\r\n * @param rt The render target texture to use\r\n * @returns true if there are postprocesses that will use this texture,\r\n * false if there is no postprocesses - and the function has no effect\r\n */\r\n public setCustomOutput(rt: RenderTargetTexture) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n if (!firstPP) {\r\n return false;\r\n }\r\n\r\n firstPP.inputTexture = rt.renderTarget!;\r\n\r\n return true;\r\n }\r\n\r\n private _renderPostProcesses(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n const outputTexture = firstPP ? firstPP.inputTexture : prePassRenderTarget.renderTargetTexture ? prePassRenderTarget.renderTargetTexture.renderTarget : null;\r\n\r\n // Build post process chain for this prepass post draw\r\n let postProcessChain = this._currentTarget._beforeCompositionPostProcesses;\r\n\r\n if (this._needsCompositionForThisPass) {\r\n postProcessChain = this._postProcessChainForThisPass;\r\n postProcessChain.length = 0;\r\n for (let index = 0; index < this._currentTarget._beforeCompositionPostProcesses.length; index++) {\r\n postProcessChain.push(this._currentTarget._beforeCompositionPostProcesses[index]);\r\n }\r\n postProcessChain.push(this._currentTarget.imageProcessingPostProcess);\r\n }\r\n\r\n // Activates and renders the chain\r\n if (postProcessChain.length) {\r\n this._scene.postProcessManager._prepareFrame(this._currentTarget.renderTarget?.texture, postProcessChain);\r\n this._scene.postProcessManager.directRender(postProcessChain, outputTexture, false, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _afterDraw(faceIndex?: number, layer?: number) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._prepareFrame(this._currentTarget, faceIndex, layer);\r\n this._renderPostProcesses(this._currentTarget, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Clears the current prepass render target (in the sense of settings pixels to the scene clear color value)\r\n * @internal\r\n */\r\n public _clear() {\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._bindFrameBuffer();\r\n\r\n // Clearing other attachment with 0 on all other attachments\r\n this._engine.bindAttachments(this._clearAttachments);\r\n this._engine.clear(this._clearColor, true, false, false);\r\n if (this._useSpecificClearForDepthTexture) {\r\n this._engine.bindAttachments(this._clearDepthAttachments);\r\n this._engine.clear(this._clearDepthColor, true, false, false);\r\n }\r\n // Regular clear color with the scene clear color of the 1st attachment\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _bindFrameBuffer() {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._currentTarget._checkSize();\r\n const internalTexture = this._currentTarget.renderTarget;\r\n if (internalTexture) {\r\n this._engine.bindFramebuffer(internalTexture);\r\n }\r\n }\r\n }\r\n\r\n private _setEnabled(enabled: boolean) {\r\n this._enabled = enabled;\r\n }\r\n\r\n private _setRenderTargetEnabled(prePassRenderTarget: PrePassRenderTarget, enabled: boolean) {\r\n prePassRenderTarget.enabled = enabled;\r\n if (!enabled) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Adds an effect configuration to the prepass render target.\r\n * If an effect has already been added, it won't add it twice and will return the configuration\r\n * already present.\r\n * @param cfg the effect configuration\r\n * @returns the effect configuration now used by the prepass\r\n */\r\n public addEffectConfiguration(cfg: PrePassEffectConfiguration): PrePassEffectConfiguration {\r\n // Do not add twice\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === cfg.name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n this._effectConfigurations.push(cfg);\r\n if (cfg.clearColor) {\r\n this._clearColor.copyFrom(cfg.clearColor);\r\n }\r\n return cfg;\r\n }\r\n\r\n /**\r\n * Retrieves an effect configuration by name\r\n * @param name the name of the effect configuration\r\n * @returns the effect configuration, or null if not present\r\n */\r\n public getEffectConfiguration(name: string): Nullable<PrePassEffectConfiguration> {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n private _enable() {\r\n const previousMrtCount = this.mrtCount;\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled) {\r\n this._enableTextures(this._effectConfigurations[i].texturesRequired);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.mrtCount !== previousMrtCount || this.renderTargets[i].count !== this.mrtCount) {\r\n this.renderTargets[i].updateCount(this.mrtCount, { types: this._mrtTypes, formats: this._mrtFormats }, this._mrtNames.concat(\"prePass_DepthBuffer\"));\r\n }\r\n\r\n this.renderTargets[i]._resetPostProcessChain();\r\n\r\n for (let j = 0; j < this._effectConfigurations.length; j++) {\r\n if (this._effectConfigurations[j].enabled) {\r\n // TODO : subsurface scattering has 1 scene-wide effect configuration\r\n // solution : do not stock postProcess on effectConfiguration, but in the prepassRenderTarget (hashmap configuration => postProcess)\r\n // And call createPostProcess whenever the post process does not exist in the RT\r\n if (!this._effectConfigurations[j].postProcess && this._effectConfigurations[j].createPostProcess) {\r\n this._effectConfigurations[j].createPostProcess!();\r\n }\r\n\r\n if (this._effectConfigurations[j].postProcess) {\r\n this.renderTargets[i]._beforeCompositionPostProcesses.push(this._effectConfigurations[j].postProcess!);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._reinitializeAttachments();\r\n this._setEnabled(true);\r\n this._updateGeometryBufferLayout();\r\n }\r\n\r\n private _disable() {\r\n this._setEnabled(false);\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], false);\r\n }\r\n\r\n this._resetLayout();\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n this._effectConfigurations[i].enabled = false;\r\n }\r\n }\r\n\r\n private _getPostProcessesSource(prePassRenderTarget: PrePassRenderTarget, camera?: Camera): Nullable<PostProcess>[] {\r\n if (camera) {\r\n return camera._postProcesses;\r\n } else if (prePassRenderTarget.renderTargetTexture) {\r\n if (prePassRenderTarget.renderTargetTexture.useCameraPostProcesses) {\r\n const camera = prePassRenderTarget.renderTargetTexture.activeCamera ? prePassRenderTarget.renderTargetTexture.activeCamera : this._scene.activeCamera;\r\n return camera ? camera._postProcesses : [];\r\n } else if (prePassRenderTarget.renderTargetTexture.postProcesses) {\r\n return prePassRenderTarget.renderTargetTexture.postProcesses;\r\n } else {\r\n return [];\r\n }\r\n } else {\r\n return this._scene.activeCamera ? this._scene.activeCamera._postProcesses : [];\r\n }\r\n }\r\n\r\n private _setupOutputForThisPass(prePassRenderTarget: PrePassRenderTarget, camera?: Camera) {\r\n // Order is : draw ===> prePassRenderTarget._postProcesses ==> ipp ==> camera._postProcesses\r\n const secondaryCamera = camera && this._scene.activeCameras && !!this._scene.activeCameras.length && this._scene.activeCameras.indexOf(camera) !== 0;\r\n const postProcessesSource = this._getPostProcessesSource(prePassRenderTarget, camera);\r\n this._postProcessesSourceForThisPass.length = 0;\r\n for (let index = 0; index < postProcessesSource.length; index++) {\r\n const postProcess = postProcessesSource[index];\r\n if (postProcess) {\r\n this._postProcessesSourceForThisPass.push(postProcess);\r\n }\r\n }\r\n this._scene.autoClear = true;\r\n\r\n const cameraHasImageProcessing = this._hasImageProcessing(this._postProcessesSourceForThisPass);\r\n this._needsCompositionForThisPass = !cameraHasImageProcessing && !this.disableGammaTransform && this._needsImageProcessing() && !secondaryCamera;\r\n\r\n const firstCameraPP = this._getFirstPostProcess(this._postProcessesSourceForThisPass);\r\n const firstPrePassPP = prePassRenderTarget._beforeCompositionPostProcesses && prePassRenderTarget._beforeCompositionPostProcesses[0];\r\n let firstPP = null;\r\n\r\n // Setting the scene-wide post process configuration\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = this._needsCompositionForThisPass || cameraHasImageProcessing;\r\n\r\n // Create composition effect if needed\r\n if (this._needsCompositionForThisPass && !prePassRenderTarget.imageProcessingPostProcess) {\r\n prePassRenderTarget._createCompositionEffect();\r\n }\r\n\r\n // Setting the prePassRenderTarget as input texture of the first PP\r\n if (firstPrePassPP) {\r\n firstPP = firstPrePassPP;\r\n } else if (this._needsCompositionForThisPass) {\r\n firstPP = prePassRenderTarget.imageProcessingPostProcess;\r\n } else if (firstCameraPP) {\r\n firstPP = firstCameraPP;\r\n }\r\n\r\n this._bindFrameBuffer();\r\n this._linkInternalTexture(prePassRenderTarget, firstPP);\r\n }\r\n\r\n private _linkInternalTexture(prePassRenderTarget: PrePassRenderTarget, postProcess: Nullable<PostProcess>) {\r\n if (postProcess) {\r\n postProcess.autoClear = false;\r\n postProcess.inputTexture = prePassRenderTarget.renderTarget!;\r\n }\r\n\r\n if (prePassRenderTarget._outputPostProcess !== postProcess) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n prePassRenderTarget._outputPostProcess = postProcess;\r\n }\r\n\r\n if (prePassRenderTarget._internalTextureDirty) {\r\n this._updateGeometryBufferLayout();\r\n prePassRenderTarget._internalTextureDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _unlinkInternalTexture(prePassRenderTarget: PrePassRenderTarget) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n prePassRenderTarget._outputPostProcess.autoClear = true;\r\n prePassRenderTarget._outputPostProcess.restoreDefaultInputTexture();\r\n prePassRenderTarget._outputPostProcess = null;\r\n }\r\n }\r\n\r\n private _needsImageProcessing(): boolean {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled && this._effectConfigurations[i].needsImageProcessing) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _hasImageProcessing(postProcesses: Nullable<PostProcess>[]): boolean {\r\n let isIPPAlreadyPresent = false;\r\n if (postProcesses) {\r\n for (let i = 0; i < postProcesses.length; i++) {\r\n if (postProcesses[i]?.getClassName() === \"ImageProcessingPostProcess\") {\r\n isIPPAlreadyPresent = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return isIPPAlreadyPresent;\r\n }\r\n\r\n /**\r\n * Internal, gets the first post proces.\r\n * @param postProcesses\r\n * @returns the first post process to be run on this camera.\r\n */\r\n private _getFirstPostProcess(postProcesses: Nullable<PostProcess>[]): Nullable<PostProcess> {\r\n for (let ppIndex = 0; ppIndex < postProcesses.length; ppIndex++) {\r\n if (postProcesses[ppIndex] !== null) {\r\n return postProcesses[ppIndex];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Marks the prepass renderer as dirty, triggering a check if the prepass is necessary for the next rendering.\r\n */\r\n public markAsDirty() {\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Enables a texture on the MultiRenderTarget for prepass\r\n * @param types\r\n */\r\n private _enableTextures(types: number[]) {\r\n // For velocity : enable storage of previous matrices for instances\r\n this._scene.needsPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < types.length; i++) {\r\n const type = types[i];\r\n\r\n if (this._textureIndices[type] === -1) {\r\n this._textureIndices[type] = this._mrtLayout.length;\r\n this._mrtLayout.push(type);\r\n\r\n this._mrtTypes.push(PrePassRenderer.TextureFormats[type].type);\r\n this._mrtFormats.push(PrePassRenderer.TextureFormats[type].format);\r\n this._mrtNames.push(PrePassRenderer.TextureFormats[type].name);\r\n this.mrtCount++;\r\n }\r\n\r\n if (type === Constants.PREPASS_VELOCITY_TEXTURE_TYPE || type === Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE) {\r\n this._scene.needsPreviousWorldMatrices = true;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Makes sure that the prepass renderer is up to date if it has been dirtified.\r\n */\r\n public update() {\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n }\r\n\r\n private _update() {\r\n this._disable();\r\n let enablePrePass = false;\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n\r\n if (this._scene._depthPeelingRenderer && this._scene.useOrderIndependentTransparency) {\r\n this._scene._depthPeelingRenderer.setPrePassRenderer(this);\r\n enablePrePass = true;\r\n }\r\n\r\n for (let i = 0; i < this._scene.materials.length; i++) {\r\n if (this._scene.materials[i].setPrePassRenderer(this)) {\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (enablePrePass) {\r\n this._setRenderTargetEnabled(this.defaultRT, true);\r\n }\r\n\r\n let postProcesses;\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.renderTargets[i].renderTargetTexture) {\r\n postProcesses = this._getPostProcessesSource(this.renderTargets[i]);\r\n } else {\r\n // When there are multiple active cameras, we have to choose one. We assume it's the first one and not scene.activeCamera, because in a number of cases,\r\n // _update() will be called from an async method, meaning the active camera will be the last one in the list of active cameras,\r\n // which is generally not the right camera to use for the prepass setup.\r\n const camera = this._scene.activeCameras && this._scene.activeCameras.length > 0 ? this._scene.activeCameras[0] : this._scene.activeCamera;\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n postProcesses = camera._postProcesses;\r\n }\r\n\r\n if (!postProcesses) {\r\n continue;\r\n }\r\n\r\n const postProcessesSource = postProcesses;\r\n postProcesses = this._postProcessesForUpdate;\r\n postProcesses.length = 0;\r\n for (let j = 0; j < postProcessesSource.length; j++) {\r\n const postProcess = postProcessesSource[j];\r\n if (postProcess) {\r\n postProcesses.push(postProcess);\r\n }\r\n }\r\n\r\n if (postProcesses) {\r\n for (let j = 0; j < postProcesses.length; j++) {\r\n if (postProcesses[j].setPrePassRenderer(this)) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], true);\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (this._hasImageProcessing(postProcesses)) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n }\r\n }\r\n\r\n this._markAllMaterialsAsPrePassDirty();\r\n this._isDirty = false;\r\n\r\n if (enablePrePass) {\r\n this._enable();\r\n }\r\n }\r\n\r\n private _markAllMaterialsAsPrePassDirty() {\r\n const materials = this._scene.materials;\r\n\r\n for (let i = 0; i < materials.length; i++) {\r\n materials[i].markAsDirty(Material.PrePassDirtyFlag);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the prepass renderer.\r\n */\r\n public dispose() {\r\n for (let i = this.renderTargets.length - 1; i >= 0; i--) {\r\n this.renderTargets[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].dispose) {\r\n this._effectConfigurations[i].dispose!();\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -137,7 +137,7 @@ export declare class RSMCreatePluginMaterial extends MaterialPluginBase {
137
137
  /**
138
138
  * Defines if the plugin is enabled in the material.
139
139
  */
140
- isEnabled: boolean;
140
+ accessor isEnabled: boolean;
141
141
  protected _markAllSubMeshesAsTexturesDirty(): void;
142
142
  private _internalMarkAllSubMeshesAsTexturesDirty;
143
143
  /**