@onerjs/core 8.56.4 → 9.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animatable.core.js +36 -0
- package/Animations/animatable.core.js.map +1 -1
- package/Animations/animationGroup.pure.d.ts +61 -1
- package/Animations/animationGroup.pure.js +191 -2
- package/Animations/animationGroup.pure.js.map +1 -1
- package/Animations/index.d.ts +1 -0
- package/Animations/index.js +1 -0
- package/Animations/index.js.map +1 -1
- package/Animations/pure.d.ts +1 -0
- package/Animations/pure.js +1 -0
- package/Animations/pure.js.map +1 -1
- package/Animations/rootMotion.d.ts +560 -0
- package/Animations/rootMotion.js +1709 -0
- package/Animations/rootMotion.js.map +1 -0
- package/Animations/runtimeAnimation.d.ts +57 -0
- package/Animations/runtimeAnimation.js +127 -3
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Cameras/arcRotateCamera.pure.d.ts +2 -0
- package/Cameras/arcRotateCamera.pure.js +2 -0
- package/Cameras/arcRotateCamera.pure.js.map +1 -1
- package/Cameras/targetCamera.pure.d.ts +2 -0
- package/Cameras/targetCamera.pure.js +7 -1
- package/Cameras/targetCamera.pure.js.map +1 -1
- package/Collisions/gpuPicker.js +5 -5
- package/Collisions/gpuPicker.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.query.pure.js +4 -2
- package/Engines/AbstractEngine/abstractEngine.query.pure.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.query.types.d.ts +11 -2
- package/Engines/AbstractEngine/abstractEngine.query.types.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.renderPass.pure.js +1 -0
- package/Engines/AbstractEngine/abstractEngine.renderPass.pure.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.pure.js +63 -0
- package/Engines/Extensions/engine.multiRender.pure.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.types.d.ts +13 -0
- package/Engines/Extensions/engine.multiRender.types.js.map +1 -1
- package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js +2 -2
- package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js.map +1 -1
- package/Engines/Extensions/engine.prefilteredCubeTexture.types.d.ts +2 -1
- package/Engines/Extensions/engine.prefilteredCubeTexture.types.js.map +1 -1
- package/Engines/Extensions/index.d.ts +1 -0
- package/Engines/Extensions/index.js +1 -0
- package/Engines/Extensions/index.js.map +1 -1
- package/Engines/Extensions/pure.d.ts +1 -1
- package/Engines/Extensions/pure.js +1 -1
- package/Engines/Extensions/pure.js.map +1 -1
- package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js +88 -39
- package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js.map +1 -1
- package/Engines/Native/Extensions/nativeEngine.cubeTexture.types.d.ts +20 -2
- package/Engines/Native/Extensions/nativeEngine.cubeTexture.types.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.pure.js +4 -0
- package/Engines/WebGPU/Extensions/engine.multiRender.pure.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.types.d.ts +13 -0
- package/Engines/WebGPU/Extensions/engine.multiRender.types.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.query.pure.js +11 -3
- package/Engines/WebGPU/Extensions/engine.query.pure.js.map +1 -1
- package/Engines/WebGPU/Extensions/index.d.ts +1 -0
- package/Engines/WebGPU/Extensions/index.js +1 -0
- package/Engines/WebGPU/Extensions/index.js.map +1 -1
- package/Engines/WebGPU/Extensions/pure.d.ts +1 -1
- package/Engines/WebGPU/Extensions/pure.js +1 -1
- package/Engines/WebGPU/Extensions/pure.js.map +1 -1
- package/Engines/WebGPU/webgpuBundleList.d.ts +2 -0
- package/Engines/WebGPU/webgpuBundleList.js +4 -0
- package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +5 -2
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js +3 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +4 -0
- package/Engines/WebGPU/webgpuSnapshotRendering.js +40 -7
- package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +2 -2
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.d.ts +2 -0
- package/Engines/WebGPU/webgpuTextureManager.js +286 -13
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/abstractEngine.pure.d.ts +2 -0
- package/Engines/abstractEngine.pure.js +7 -3
- package/Engines/abstractEngine.pure.js.map +1 -1
- package/Engines/constants.d.ts +4 -0
- package/Engines/constants.js +4 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/thinEngine.pure.d.ts +14 -0
- package/Engines/thinEngine.pure.js +48 -12
- package/Engines/thinEngine.pure.js.map +1 -1
- package/Engines/thinNativeEngine.pure.d.ts +1 -0
- package/Engines/thinNativeEngine.pure.js +7 -1
- package/Engines/thinNativeEngine.pure.js.map +1 -1
- package/Engines/thinWebGPUEngine.d.ts +4 -0
- package/Engines/thinWebGPUEngine.js +10 -1
- package/Engines/thinWebGPUEngine.js.map +1 -1
- package/Engines/webgpuEngine.pure.d.ts +5 -2
- package/Engines/webgpuEngine.pure.js +48 -13
- package/Engines/webgpuEngine.pure.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.pure.js +2 -2
- package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.pure.js.map +1 -1
- package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.d.ts +11 -2
- package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.js +1 -1
- package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.d.ts +9 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.js +6 -8
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.d.ts +2 -0
- package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.js +5 -1
- package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.d.ts +2 -0
- package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.js +5 -1
- package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.d.ts +9 -0
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.js +34 -9
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.d.ts +2 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.js +4 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.d.ts +2 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js +4 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.pure.js +19 -7
- package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.d.ts +20 -2
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js +53 -10
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.d.ts +16 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.js +64 -14
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.pure.js +64 -16
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.pure.js.map +1 -1
- package/FlowGraph/flowGraph.d.ts +4 -0
- package/FlowGraph/flowGraph.js +38 -7
- package/FlowGraph/flowGraph.js.map +1 -1
- package/FlowGraph/flowGraphBlock.js +3 -0
- package/FlowGraph/flowGraphBlock.js.map +1 -1
- package/FlowGraph/flowGraphConnection.d.ts +7 -0
- package/FlowGraph/flowGraphConnection.js +7 -0
- package/FlowGraph/flowGraphConnection.js.map +1 -1
- package/FlowGraph/flowGraphContext.d.ts +2 -1
- package/FlowGraph/flowGraphContext.js +4 -3
- package/FlowGraph/flowGraphContext.js.map +1 -1
- package/FlowGraph/flowGraphCoordinator.d.ts +15 -1
- package/FlowGraph/flowGraphCoordinator.js +47 -16
- package/FlowGraph/flowGraphCoordinator.js.map +1 -1
- package/FlowGraph/flowGraphEventBlock.d.ts +5 -0
- package/FlowGraph/flowGraphEventBlock.js +7 -0
- package/FlowGraph/flowGraphEventBlock.js.map +1 -1
- package/FlowGraph/flowGraphHostResolver.d.ts +2 -1
- package/FlowGraph/flowGraphHostResolver.js.map +1 -1
- package/FlowGraph/flowGraphParser.js +60 -2
- package/FlowGraph/flowGraphParser.js.map +1 -1
- package/FlowGraph/serialization.d.ts +2 -0
- package/FlowGraph/serialization.js +10 -22
- package/FlowGraph/serialization.js.map +1 -1
- package/FlowGraph/typeDefinitions.d.ts +8 -0
- package/FlowGraph/typeDefinitions.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.d.ts +5 -0
- package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.js +8 -0
- package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.d.ts +87 -0
- package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.js +295 -0
- package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.js.map +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/pure.d.ts +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/pure.js +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +4 -4
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.d.ts +5 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js +13 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/allBlocks.pure.js +2 -0
- package/FrameGraph/Node/Blocks/allBlocks.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/index.d.ts +1 -0
- package/FrameGraph/Node/Blocks/index.js +1 -0
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Node/Blocks/inputBlock.pure.js +20 -1
- package/FrameGraph/Node/Blocks/inputBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/pure.d.ts +1 -0
- package/FrameGraph/Node/Blocks/pure.js +1 -0
- package/FrameGraph/Node/Blocks/pure.js.map +1 -1
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +4 -2
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +4 -2
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Tasks/Layers/selectionOutlineTask.js +1 -0
- package/FrameGraph/Tasks/Layers/selectionOutlineTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js +5 -1
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +1 -0
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.d.ts +69 -0
- package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.js +223 -0
- package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +25 -3
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +69 -33
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +3 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/frameGraphObjectList.d.ts +6 -1
- package/FrameGraph/frameGraphObjectList.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.d.ts +3 -1
- package/FrameGraph/frameGraphRenderContext.js +5 -5
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/index.d.ts +1 -0
- package/FrameGraph/index.js +1 -0
- package/FrameGraph/index.js.map +1 -1
- package/FrameGraph/pure.d.ts +1 -0
- package/FrameGraph/pure.js +1 -0
- package/FrameGraph/pure.js.map +1 -1
- package/Inputs/scene.inputManager.d.ts +4 -0
- package/Inputs/scene.inputManager.js +50 -8
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js +5 -5
- package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +5 -5
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +26 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +151 -47
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js +5 -5
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js +11 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.pure.js +17 -2
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js +2 -2
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js.map +1 -1
- package/Materials/Node/nodeMaterial.pure.d.ts +4 -0
- package/Materials/Node/nodeMaterial.pure.js +4 -0
- package/Materials/Node/nodeMaterial.pure.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.d.ts +1 -1
- package/Materials/Node/nodeMaterialBuildState.js +25 -3
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.pure.d.ts +2 -0
- package/Materials/PBR/pbrBaseMaterial.pure.d.ts +2 -0
- package/Materials/Textures/Procedurals/proceduralTexture.pure.d.ts +13 -14
- package/Materials/Textures/Procedurals/proceduralTexture.pure.js +6 -6
- package/Materials/Textures/Procedurals/proceduralTexture.pure.js.map +1 -1
- package/Materials/Textures/baseTexture.pure.js +3 -0
- package/Materials/Textures/baseTexture.pure.js.map +1 -1
- package/Materials/Textures/cubeTexture.pure.js +1 -1
- package/Materials/Textures/cubeTexture.pure.js.map +1 -1
- package/Materials/Textures/internalTexture.d.ts +8 -1
- package/Materials/Textures/internalTexture.js +9 -2
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/rawTexture2DArray.functions.d.ts +3 -3
- package/Materials/Textures/rawTexture2DArray.functions.js.map +1 -1
- package/Materials/Textures/rawTexture3D.d.ts +1 -1
- package/Materials/Textures/rawTexture3D.js +1 -1
- package/Materials/Textures/rawTexture3D.js.map +1 -1
- package/Materials/Textures/textureHelper.functions.d.ts +14 -0
- package/Materials/Textures/textureHelper.functions.js +24 -0
- package/Materials/Textures/textureHelper.functions.js.map +1 -1
- package/Materials/ditheredTileFadeMaterialPlugin.d.ts +210 -0
- package/Materials/ditheredTileFadeMaterialPlugin.js +509 -0
- package/Materials/ditheredTileFadeMaterialPlugin.js.map +1 -0
- package/Materials/index.d.ts +1 -0
- package/Materials/index.js +1 -0
- package/Materials/index.js.map +1 -1
- package/Materials/materialHelper.geometryrendering.d.ts +46 -1
- package/Materials/materialHelper.geometryrendering.js +105 -8
- package/Materials/materialHelper.geometryrendering.js.map +1 -1
- package/Materials/prepass.defines.d.ts +2 -0
- package/Materials/prepass.defines.js +2 -0
- package/Materials/prepass.defines.js.map +1 -1
- package/Materials/pure.d.ts +1 -0
- package/Materials/pure.js +1 -0
- package/Materials/pure.js.map +1 -1
- package/Materials/standardMaterial.pure.d.ts +2 -0
- package/Materials/standardMaterial.pure.js +6 -3
- package/Materials/standardMaterial.pure.js.map +1 -1
- package/Meshes/Builders/polygonBuilder.pure.d.ts +4 -0
- package/Meshes/Builders/polygonBuilder.pure.js +4 -1
- package/Meshes/Builders/polygonBuilder.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplatting.functions.d.ts +19 -0
- package/Meshes/GaussianSplatting/gaussianSplatting.functions.js +23 -0
- package/Meshes/GaussianSplatting/gaussianSplatting.functions.js.map +1 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.d.ts +3 -14
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +20 -24
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +2 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +11 -4
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
- package/Meshes/abstractMesh.pure.d.ts +18 -0
- package/Meshes/abstractMesh.pure.js +22 -0
- package/Meshes/abstractMesh.pure.js.map +1 -1
- package/Meshes/index.d.ts +1 -0
- package/Meshes/index.js +1 -0
- package/Meshes/index.js.map +1 -1
- package/Meshes/instancedMesh.pure.d.ts +5 -0
- package/Meshes/instancedMesh.pure.js +12 -0
- package/Meshes/instancedMesh.pure.js.map +1 -1
- package/Meshes/mesh.pure.js +23 -8
- package/Meshes/mesh.pure.js.map +1 -1
- package/Meshes/meshBlendingTag.d.ts +47 -0
- package/Meshes/meshBlendingTag.js +64 -0
- package/Meshes/meshBlendingTag.js.map +1 -0
- package/Meshes/polygonMesh.js +2 -2
- package/Meshes/polygonMesh.js.map +1 -1
- package/Meshes/pure.d.ts +1 -0
- package/Meshes/pure.js +1 -0
- package/Meshes/pure.js.map +1 -1
- package/Misc/fileTools.pure.js +21 -0
- package/Misc/fileTools.pure.js.map +1 -1
- package/Misc/snapshotRenderingHelper.js +2 -2
- package/Misc/snapshotRenderingHelper.js.map +1 -1
- package/Misc/tools.pure.js +1 -1
- package/Misc/tools.pure.js.map +1 -1
- package/Particles/gpuParticleSystem.pure.d.ts +2 -0
- package/Particles/gpuParticleSystem.pure.js +89 -28
- package/Particles/gpuParticleSystem.pure.js.map +1 -1
- package/Particles/thinParticleSystem.pure.d.ts +2 -0
- package/Particles/thinParticleSystem.pure.js +84 -19
- package/Particles/thinParticleSystem.pure.js.map +1 -1
- package/Particles/webgl2ParticleSystem.pure.d.ts +1 -0
- package/Particles/webgl2ParticleSystem.pure.js +12 -4
- package/Particles/webgl2ParticleSystem.pure.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.pure.js +7 -0
- package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.pure.js.map +1 -1
- package/PostProcesses/index.d.ts +2 -0
- package/PostProcesses/index.js +2 -0
- package/PostProcesses/index.js.map +1 -1
- package/PostProcesses/meshBlendingBlueNoise.d.ts +15 -0
- package/PostProcesses/meshBlendingBlueNoise.js +77 -0
- package/PostProcesses/meshBlendingBlueNoise.js.map +1 -0
- package/PostProcesses/meshBlendingPostProcess.d.ts +131 -0
- package/PostProcesses/meshBlendingPostProcess.js +315 -0
- package/PostProcesses/meshBlendingPostProcess.js.map +1 -0
- package/PostProcesses/pure.d.ts +2 -0
- package/PostProcesses/pure.js +2 -0
- package/PostProcesses/pure.js.map +1 -1
- package/PostProcesses/thinMeshBlendingPostProcess.d.ts +339 -0
- package/PostProcesses/thinMeshBlendingPostProcess.js +771 -0
- package/PostProcesses/thinMeshBlendingPostProcess.js.map +1 -0
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js +6 -6
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js +8 -8
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js.map +1 -1
- package/Rendering/boundingBoxRenderer.pure.js +2 -1
- package/Rendering/boundingBoxRenderer.pure.js.map +1 -1
- package/Rendering/depthRenderer.pure.js +3 -4
- package/Rendering/depthRenderer.pure.js.map +1 -1
- package/Rendering/edgesRenderer.pure.d.ts +4 -2
- package/Rendering/edgesRenderer.pure.js +11 -2
- package/Rendering/edgesRenderer.pure.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +10 -0
- package/Rendering/fluidRenderer/fluidRenderingObject.js +20 -0
- package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +9 -3
- package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +14 -9
- package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -1
- package/Rendering/geometryBufferRenderer.pure.d.ts +38 -4
- package/Rendering/geometryBufferRenderer.pure.js +126 -17
- package/Rendering/geometryBufferRenderer.pure.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +7 -1
- package/Rendering/objectRenderer.js +45 -7
- package/Rendering/objectRenderer.js.map +1 -1
- package/Rendering/outlineRenderer.pure.js +6 -2
- package/Rendering/outlineRenderer.pure.js.map +1 -1
- package/Rendering/renderingManager.d.ts +1 -1
- package/Rendering/renderingManager.js +5 -4
- package/Rendering/renderingManager.js.map +1 -1
- package/Shaders/ShadersInclude/defaultFragmentAlpha.d.ts +5 -0
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This file must only contain pure code and pure imports */\r\n\r\nimport { Scene } from \"../scene.pure\";\r\nimport { Buffer, VertexBuffer } from \"../Buffers/buffer.pure\";\r\nimport { type SubMesh } from \"../Meshes/subMesh.pure\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector.pure\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { type Nullable, type FloatArray, type IndicesArray } from \"../types\";\r\nimport { SceneComponentConstants, type ISceneComponent } from \"../sceneComponent\";\r\n\r\nimport { BoundingBox } from \"../Culling/boundingBox\";\r\nimport { type Effect } from \"../Materials/effect.pure\";\r\nimport { Material } from \"../Materials/material.pure\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial.pure\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Color3 } from \"../Maths/math.color.pure\";\r\nimport { Observable } from \"../Misc/observable.pure\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport { CreateBoxVertexData } from \"../Meshes/Builders/boxBuilder.pure\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { _RetryWithInterval } from \"../Misc/timingTools\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\nconst TempMatrix = /*#__PURE__*/ Matrix.Identity();\r\nconst TempMatrix2 = /*#__PURE__*/ new Matrix();\r\nconst TempVec1 = /*#__PURE__*/ new Vector3();\r\nconst TempVec2 = /*#__PURE__*/ new Vector3();\r\n// `Matrix.asArray` returns its internal array, so it can be directly updated\r\nconst TempMatrixArray = /*#__PURE__*/ TempMatrix.asArray();\r\n\r\n// BoundingBox copies from it, so it's safe to reuse vectors here\r\nconst DummyBoundingBox = /*#__PURE__*/ new BoundingBox(TempVec1, TempVec1);\r\n\r\n/**\r\n * Component responsible of rendering the bounding box of the meshes in a scene.\r\n * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties\r\n */\r\nexport class BoundingBoxRenderer implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Color of the bounding box lines placed in front of an object\r\n */\r\n public frontColor = new Color3(1, 1, 1);\r\n /**\r\n * Color of the bounding box lines placed behind an object\r\n */\r\n public backColor = new Color3(0.1, 0.1, 0.1);\r\n /**\r\n * Defines if the renderer should show the back lines or not\r\n */\r\n public showBackLines = true;\r\n\r\n /**\r\n * Observable raised before rendering a bounding box\r\n * When {@link BoundingBoxRenderer.useInstances} enabled,\r\n * this would only be triggered once for one rendering, instead of once every bounding box.\r\n * Events would be triggered with a dummy box to keep backwards compatibility,\r\n * the passed bounding box has no meaning and should be ignored.\r\n */\r\n public onBeforeBoxRenderingObservable = new Observable<BoundingBox>();\r\n\r\n /**\r\n * Observable raised after rendering a bounding box\r\n * When {@link BoundingBoxRenderer.useInstances} enabled,\r\n * this would only be triggered once for one rendering, instead of once every bounding box.\r\n * Events would be triggered with a dummy box to keep backwards compatibility,\r\n * the passed bounding box has no meaning and should be ignored.\r\n */\r\n public onAfterBoxRenderingObservable = new Observable<BoundingBox>();\r\n\r\n /**\r\n * Observable raised after resources are created\r\n */\r\n public onResourcesReadyObservable = new Observable<BoundingBoxRenderer>();\r\n\r\n /**\r\n * When false, no bounding boxes will be rendered\r\n */\r\n public enabled = true;\r\n\r\n /** Shader language used by the renderer */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this renderer.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public renderList = new SmartArray<BoundingBox>(32);\r\n\r\n private _colorShader: ShaderMaterial;\r\n private _colorShaderForOcclusionQuery: ShaderMaterial;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: DataBuffer;\r\n private _fillIndexBuffer: Nullable<DataBuffer> = null;\r\n private _fillIndexData: Nullable<IndicesArray> = null;\r\n private _uniformBufferFront: UniformBuffer;\r\n private _uniformBufferBack: UniformBuffer;\r\n private _renderPassIdForOcclusionQuery: number;\r\n /**\r\n * Internal buffer for instanced rendering\r\n */\r\n private _matrixBuffer: Nullable<Buffer> = null;\r\n private _matrices: Nullable<Float32Array> = null;\r\n\r\n /**\r\n * Internal state of whether instanced rendering enabled\r\n */\r\n protected _useInstances = false;\r\n\r\n /** @internal */\r\n public _drawWrapperFront: Nullable<DrawWrapper> = null;\r\n /** @internal */\r\n public _drawWrapperBack: Nullable<DrawWrapper> = null;\r\n\r\n /**\r\n * Instantiates a new bounding box renderer in a scene.\r\n * @param scene the scene the renderer renders in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n\r\n const engine = this.scene.getEngine();\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n scene._addComponent(this);\r\n this._uniformBufferFront = new UniformBuffer(this.scene.getEngine(), undefined, undefined, \"BoundingBoxRendererFront\", true);\r\n this._buildUniformLayout(this._uniformBufferFront);\r\n this._uniformBufferBack = new UniformBuffer(this.scene.getEngine(), undefined, undefined, \"BoundingBoxRendererBack\", true);\r\n this._buildUniformLayout(this._uniformBufferBack);\r\n }\r\n\r\n private _buildUniformLayout(ubo: UniformBuffer): void {\r\n ubo.addUniform(\"color\", 4);\r\n ubo.addUniform(\"world\", 16);\r\n ubo.addUniform(\"viewProjection\", 16);\r\n ubo.addUniform(\"viewProjectionR\", 16);\r\n ubo.create();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeEvaluateActiveMeshStage.registerStep(SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);\r\n\r\n this.scene._preActiveMeshStage.registerStep(SceneComponentConstants.STEP_PREACTIVEMESH_BOUNDINGBOXRENDERER, this, this._preActiveMesh);\r\n\r\n this.scene._evaluateSubMeshStage.registerStep(SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);\r\n\r\n this.scene._afterRenderingGroupDrawStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);\r\n }\r\n\r\n /**\r\n * Checks if the renderer is ready asynchronously.\r\n * @param timeStep Time step in ms between retries (default is 16)\r\n * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 30000)\r\n * @returns The promise that resolves when the renderer is ready\r\n */\r\n public async whenReadyAsync(timeStep = 16, maxTimeout = 30000): Promise<void> {\r\n this._prepareResources();\r\n return await new Promise((resolve) => {\r\n _RetryWithInterval(\r\n () => {\r\n return this._colorShader.isReady();\r\n },\r\n () => {\r\n resolve();\r\n },\r\n (err, isTimeout) => {\r\n if (!isTimeout) {\r\n Logger.Error(\"BoundingBoxRenderer: An unexpected error occurred while waiting for the renderer to be ready.\");\r\n if (err) {\r\n Logger.Error(err);\r\n if (err.stack) {\r\n Logger.Error(err.stack);\r\n }\r\n }\r\n } else {\r\n Logger.Error(`BoundingBoxRenderer: Timeout while waiting for the renderer to be ready.`);\r\n if (err) {\r\n Logger.Error(err);\r\n }\r\n }\r\n },\r\n timeStep,\r\n maxTimeout\r\n );\r\n });\r\n }\r\n\r\n /** @internal */\r\n public _evaluateSubMesh(mesh: AbstractMesh, subMesh: SubMesh): void {\r\n if (mesh.showSubMeshesBoundingBox) {\r\n const boundingInfo = subMesh.getBoundingInfo();\r\n if (boundingInfo !== null && boundingInfo !== undefined) {\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _preActiveMesh(mesh: AbstractMesh): void {\r\n if (mesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {\r\n const boundingInfo = mesh.getBoundingInfo();\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n\r\n private _prepareResources(): void {\r\n if (this._colorShader) {\r\n return;\r\n }\r\n\r\n this._colorShader = new ShaderMaterial(\r\n \"colorShader\",\r\n this.scene,\r\n \"boundingBoxRenderer\",\r\n {\r\n attributes: [VertexBuffer.PositionKind, \"world0\", \"world1\", \"world2\", \"world3\"],\r\n\r\n uniforms: [\"world\", \"viewProjection\", \"viewProjectionR\", \"color\"],\r\n uniformBuffers: [\"BoundingBoxRenderer\"],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/boundingBoxRenderer.vertex\"), import(\"../ShadersWGSL/boundingBoxRenderer.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/boundingBoxRenderer.vertex\"), import(\"../Shaders/boundingBoxRenderer.fragment\")]);\r\n }\r\n },\r\n },\r\n false\r\n );\r\n this._colorShader.setDefine(\"INSTANCES\", this._useInstances);\r\n this._colorShader.doNotSerialize = true;\r\n\r\n this._colorShader.reservedDataStore = {\r\n hidden: true,\r\n };\r\n\r\n this._colorShaderForOcclusionQuery = new ShaderMaterial(\r\n \"colorShaderOccQuery\",\r\n this.scene,\r\n \"boundingBoxRenderer\",\r\n {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\", \"viewProjectionR\", \"color\"],\r\n uniformBuffers: [\"BoundingBoxRenderer\"],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/boundingBoxRenderer.vertex\"), import(\"../ShadersWGSL/boundingBoxRenderer.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/boundingBoxRenderer.vertex\"), import(\"../Shaders/boundingBoxRenderer.fragment\")]);\r\n }\r\n },\r\n },\r\n true\r\n );\r\n this._colorShaderForOcclusionQuery.doNotSerialize = true;\r\n\r\n this._colorShaderForOcclusionQuery.reservedDataStore = {\r\n hidden: true,\r\n };\r\n\r\n const engine = this.scene.getEngine();\r\n const boxdata = CreateBoxVertexData({ size: 1.0 });\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, <FloatArray>boxdata.positions, VertexBuffer.PositionKind, false);\r\n this._createIndexBuffer();\r\n this._fillIndexData = boxdata.indices;\r\n this.onResourcesReadyObservable.notifyObservers(this);\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this.scene.getEngine();\r\n this._indexBuffer = engine.createIndexBuffer([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 7, 1, 6, 2, 5, 3, 4]);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n this._createIndexBuffer();\r\n\r\n if (this._matrixBuffer) {\r\n this._matrixBuffer._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public reset(): void {\r\n this.renderList.reset();\r\n }\r\n\r\n /**\r\n * Render the bounding boxes of a specific rendering group\r\n * @param renderingGroupId defines the rendering group to render\r\n */\r\n public render(renderingGroupId: number): void {\r\n if (this.renderList.length === 0 || !this.enabled) {\r\n return;\r\n }\r\n\r\n if (this._useInstances) {\r\n this._renderInstanced(renderingGroupId);\r\n return;\r\n }\r\n\r\n this._prepareResources();\r\n\r\n if (!this._colorShader.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this.scene.getEngine();\r\n engine.setDepthWrite(false);\r\n\r\n const transformMatrix = this.scene.getTransformMatrix();\r\n\r\n for (let boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {\r\n const boundingBox = this.renderList.data[boundingBoxIndex];\r\n if (boundingBox._tag !== renderingGroupId) {\r\n continue;\r\n }\r\n\r\n this._createWrappersForBoundingBox(boundingBox);\r\n this.onBeforeBoxRenderingObservable.notifyObservers(boundingBox);\r\n\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n const diff = max.subtract(min);\r\n const median = min.add(diff.scale(0.5));\r\n\r\n const worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z)\r\n .multiply(Matrix.Translation(median.x, median.y, median.z))\r\n .multiply(boundingBox.getWorldMatrix());\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n\r\n if (this.showBackLines) {\r\n const drawWrapperBack = boundingBox._drawWrapperBack ?? this._colorShader._getDrawWrapper();\r\n\r\n this._colorShader._preBind(drawWrapperBack);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());\r\n\r\n // Back\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToLessOrEqual();\r\n } else {\r\n engine.setDepthFunctionToGreaterOrEqual();\r\n }\r\n this._uniformBufferBack.bindToEffect(drawWrapperBack.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferBack.updateColor4(\"color\", this.backColor, 1);\r\n this._uniformBufferBack.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferBack.updateMatrix(\"viewProjection\", transformMatrix);\r\n this._uniformBufferBack.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n }\r\n\r\n const drawWrapperFront = boundingBox._drawWrapperFront ?? this._colorShader._getDrawWrapper();\r\n\r\n this._colorShader._preBind(drawWrapperFront);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());\r\n\r\n // Front\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n this._uniformBufferFront.bindToEffect(drawWrapperFront.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferFront.updateColor4(\"color\", this.frontColor, 1);\r\n this._uniformBufferFront.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferFront.updateMatrix(\"viewProjection\", transformMatrix);\r\n this._uniformBufferFront.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n\r\n this.onAfterBoxRenderingObservable.notifyObservers(boundingBox);\r\n }\r\n this._colorShader.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n }\r\n\r\n private _createWrappersForBoundingBox(boundingBox: BoundingBox | BoundingBoxRenderer): void {\r\n if (!boundingBox._drawWrapperFront) {\r\n const engine = this.scene.getEngine();\r\n\r\n boundingBox._drawWrapperFront = new DrawWrapper(engine);\r\n boundingBox._drawWrapperBack = new DrawWrapper(engine);\r\n\r\n boundingBox._drawWrapperFront.setEffect(this._colorShader.getEffect());\r\n boundingBox._drawWrapperBack.setEffect(this._colorShader.getEffect());\r\n }\r\n }\r\n\r\n /**\r\n * In case of occlusion queries, we can render the occlusion bounding box through this method\r\n * @param mesh Define the mesh to render the occlusion bounding box for\r\n */\r\n public renderOcclusionBoundingBox(mesh: AbstractMesh): void {\r\n const engine = this.scene.getEngine();\r\n\r\n if (this._renderPassIdForOcclusionQuery === undefined) {\r\n this._renderPassIdForOcclusionQuery = engine.createRenderPassId(`Render pass for occlusion query`);\r\n }\r\n\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n engine.currentRenderPassId = this._renderPassIdForOcclusionQuery;\r\n\r\n this._prepareResources();\r\n\r\n const subMesh = mesh.subMeshes[0];\r\n\r\n if (!this._colorShaderForOcclusionQuery.isReady(mesh, undefined, subMesh) || !mesh.hasBoundingInfo) {\r\n engine.currentRenderPassId = currentRenderPassId;\r\n return;\r\n }\r\n\r\n if (!this._fillIndexBuffer) {\r\n this._fillIndexBuffer = engine.createIndexBuffer(this._fillIndexData!);\r\n }\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n\r\n engine.setDepthWrite(false);\r\n engine.setColorWrite(false);\r\n\r\n const boundingBox = mesh.getBoundingInfo().boundingBox;\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n const diff = max.subtract(min);\r\n const median = min.add(diff.scale(0.5));\r\n\r\n const worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z)\r\n .multiply(Matrix.Translation(median.x, median.y, median.z))\r\n .multiply(boundingBox.getWorldMatrix());\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n this._colorShaderForOcclusionQuery._preBind(drawWrapper);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._fillIndexBuffer, <Effect>drawWrapper.effect);\r\n\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n\r\n this.scene.resetCachedMaterial();\r\n\r\n this._uniformBufferFront.bindToEffect(drawWrapper.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferFront.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferFront.updateMatrix(\"viewProjection\", this.scene.getTransformMatrix());\r\n this._uniformBufferFront.update();\r\n\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 36);\r\n\r\n this._colorShaderForOcclusionQuery.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n engine.setColorWrite(true);\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n }\r\n\r\n /**\r\n * Sets whether to use instanced rendering.\r\n * When not enabled, BoundingBoxRenderer renders in a loop,\r\n * calling engine.drawElementsType for each bounding box in renderList,\r\n * making every bounding box 1 or 2 draw call.\r\n * When enabled, it collects bounding boxes to render,\r\n * and render all boxes in 1 or 2 draw call.\r\n * This could make the rendering with many bounding boxes much faster than not enabled,\r\n * but could result in a difference in rendering result if\r\n * {@link BoundingBoxRenderer.showBackLines} enabled,\r\n * because drawing the black/white part of each box one after the other\r\n * can be different from drawing the black part of all boxes and then the white part.\r\n * Also, when enabled, events of {@link BoundingBoxRenderer.onBeforeBoxRenderingObservable}\r\n * and {@link BoundingBoxRenderer.onAfterBoxRenderingObservable} would only be triggered once\r\n * for one rendering, instead of once every bounding box.\r\n * Events would be triggered with a dummy box to keep backwards compatibility,\r\n * the passed bounding box has no meaning and should be ignored.\r\n * @param val whether to use instanced rendering\r\n */\r\n public set useInstances(val: boolean) {\r\n this._useInstances = val;\r\n if (this._colorShader) {\r\n this._colorShader.setDefine(\"INSTANCES\", val);\r\n }\r\n if (!val) {\r\n this._cleanupInstances();\r\n }\r\n }\r\n\r\n public get useInstances(): boolean {\r\n return this._useInstances;\r\n }\r\n\r\n /**\r\n * Instanced render the bounding boxes of a specific rendering group\r\n * @param renderingGroupId defines the rendering group to render\r\n */\r\n private _renderInstanced(renderingGroupId: number): void {\r\n if (this.renderList.length === 0 || !this.enabled) {\r\n return;\r\n }\r\n this._prepareResources();\r\n\r\n if (!this._colorShader.isReady()) {\r\n return;\r\n }\r\n\r\n const colorShader = this._colorShader;\r\n let matrices = this._matrices;\r\n const expectedLength = this.renderList.length * 16;\r\n if (!matrices || matrices.length < expectedLength || matrices.length > expectedLength * 2) {\r\n matrices = new Float32Array(expectedLength);\r\n this._matrices = matrices;\r\n }\r\n\r\n this.onBeforeBoxRenderingObservable.notifyObservers(DummyBoundingBox);\r\n\r\n let instancesCount = 0;\r\n const floatingOriginOffset = this.scene.floatingOriginOffset;\r\n\r\n for (let boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {\r\n const boundingBox = this.renderList.data[boundingBoxIndex];\r\n if (boundingBox._tag !== renderingGroupId) {\r\n continue;\r\n }\r\n\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n\r\n const diff = max.subtractToRef(min, TempVec2);\r\n const median = min.addToRef(diff.scaleToRef(0.5, TempVec1), TempVec1);\r\n\r\n const m = TempMatrixArray;\r\n\r\n // Directly update the matrix values in column-major order\r\n m[0] = diff._x; // Scale X\r\n m[5] = diff._y; // Scale Y\r\n m[10] = diff._z; // Scale Z\r\n\r\n m[12] = median._x; // Translate X\r\n m[13] = median._y; // Translate Y\r\n m[14] = median._z; // Translate Z\r\n\r\n const offset = instancesCount * 16;\r\n // Multiply into Float64 temp matrix, subtract offset in Float64, then copy to Float32 buffer\r\n // to preserve precision at large coordinates.\r\n const resultM = TempMatrix2.asArray();\r\n TempMatrix.multiplyToArray(boundingBox.getWorldMatrix(), resultM, 0);\r\n resultM[12] -= floatingOriginOffset.x;\r\n resultM[13] -= floatingOriginOffset.y;\r\n resultM[14] -= floatingOriginOffset.z;\r\n TempMatrix2.copyToArray(matrices, offset);\r\n instancesCount++;\r\n }\r\n\r\n const engine = this.scene.getEngine();\r\n // keeps the original depth function and depth write\r\n const depthFunction = engine.getDepthFunction() ?? Constants.LEQUAL;\r\n const depthWrite = engine.getDepthWrite();\r\n engine.setDepthWrite(false);\r\n const matrixBuffer = this._matrixBuffer;\r\n if (matrixBuffer?.isUpdatable() && matrixBuffer.getData() === matrices) {\r\n matrixBuffer.update(matrices);\r\n } else {\r\n this._createInstanceBuffer(matrices);\r\n }\r\n\r\n this._createWrappersForBoundingBox(this);\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n const transformMatrix = this.scene.getTransformMatrix();\r\n\r\n if (this.showBackLines) {\r\n const drawWrapperBack = this._drawWrapperBack ?? colorShader._getDrawWrapper();\r\n\r\n colorShader._preBind(drawWrapperBack);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, colorShader.getEffect());\r\n\r\n // Back\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToLessOrEqual();\r\n } else {\r\n engine.setDepthFunctionToGreaterOrEqual();\r\n }\r\n const _uniformBufferBack: UniformBuffer = this._uniformBufferBack;\r\n\r\n _uniformBufferBack.bindToEffect(drawWrapperBack.effect!, \"BoundingBoxRenderer\");\r\n _uniformBufferBack.updateColor4(\"color\", this.backColor, 1);\r\n _uniformBufferBack.updateMatrix(\"viewProjection\", transformMatrix);\r\n _uniformBufferBack.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24, instancesCount);\r\n }\r\n\r\n const drawWrapperFront = colorShader._getDrawWrapper();\r\n\r\n colorShader._preBind(drawWrapperFront);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, colorShader.getEffect());\r\n\r\n // Front\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n const _uniformBufferFront: UniformBuffer = this._uniformBufferFront;\r\n _uniformBufferFront.bindToEffect(drawWrapperFront.effect!, \"BoundingBoxRenderer\");\r\n _uniformBufferFront.updateColor4(\"color\", this.frontColor, 1);\r\n _uniformBufferFront.updateMatrix(\"viewProjection\", transformMatrix);\r\n _uniformBufferFront.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24, instancesCount);\r\n\r\n this.onAfterBoxRenderingObservable.notifyObservers(DummyBoundingBox);\r\n\r\n colorShader.unbind();\r\n engine.setDepthFunction(depthFunction);\r\n engine.setDepthWrite(depthWrite);\r\n }\r\n\r\n /**\r\n * Creates buffer for instanced rendering\r\n * @param buffer buffer to set\r\n */\r\n private _createInstanceBuffer(buffer: Float32Array): void {\r\n const vertexBuffers = this._vertexBuffers;\r\n this._cleanupInstanceBuffer();\r\n const matrixBuffer = new Buffer(this.scene.getEngine(), buffer, true, 16, false, true);\r\n\r\n vertexBuffers.world0 = matrixBuffer.createVertexBuffer(\"world0\", 0, 4);\r\n vertexBuffers.world1 = matrixBuffer.createVertexBuffer(\"world1\", 4, 4);\r\n vertexBuffers.world2 = matrixBuffer.createVertexBuffer(\"world2\", 8, 4);\r\n vertexBuffers.world3 = matrixBuffer.createVertexBuffer(\"world3\", 12, 4);\r\n\r\n this._matrixBuffer = matrixBuffer;\r\n }\r\n\r\n /**\r\n * Clean up buffers for instanced rendering\r\n */\r\n private _cleanupInstanceBuffer(): void {\r\n const vertexBuffers = this._vertexBuffers;\r\n if (vertexBuffers.world0) {\r\n vertexBuffers.world0.dispose();\r\n delete vertexBuffers.world0;\r\n }\r\n if (vertexBuffers.world1) {\r\n vertexBuffers.world1.dispose();\r\n delete vertexBuffers.world1;\r\n }\r\n if (vertexBuffers.world2) {\r\n vertexBuffers.world2.dispose();\r\n delete vertexBuffers.world2;\r\n }\r\n if (vertexBuffers.world3) {\r\n vertexBuffers.world3.dispose();\r\n delete vertexBuffers.world3;\r\n }\r\n this._matrices = null;\r\n if (this._matrixBuffer) {\r\n this._matrixBuffer.dispose();\r\n this._matrixBuffer = null;\r\n }\r\n }\r\n\r\n /**\r\n * Clean up resources for instanced rendering\r\n */\r\n private _cleanupInstances(): void {\r\n this._cleanupInstanceBuffer();\r\n if (this._drawWrapperFront) {\r\n this._drawWrapperFront.dispose();\r\n this._drawWrapperFront = null;\r\n }\r\n if (this._drawWrapperBack) {\r\n this._drawWrapperBack.dispose();\r\n this._drawWrapperBack = null;\r\n }\r\n }\r\n\r\n /**\r\n * Dispose and release the resources attached to this renderer.\r\n */\r\n public dispose(): void {\r\n if (this._renderPassIdForOcclusionQuery !== undefined) {\r\n this.scene.getEngine().releaseRenderPassId(this._renderPassIdForOcclusionQuery);\r\n this._renderPassIdForOcclusionQuery = undefined as any;\r\n }\r\n\r\n if (!this._colorShader) {\r\n return;\r\n }\r\n\r\n this.onBeforeBoxRenderingObservable.clear();\r\n this.onAfterBoxRenderingObservable.clear();\r\n this.onResourcesReadyObservable.clear();\r\n\r\n this.renderList.dispose();\r\n\r\n this._colorShader.dispose();\r\n this._colorShaderForOcclusionQuery.dispose();\r\n\r\n this._uniformBufferFront.dispose();\r\n this._uniformBufferBack.dispose();\r\n\r\n const buffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n this.scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n\r\n if (this._fillIndexBuffer) {\r\n this.scene.getEngine()._releaseBuffer(this._fillIndexBuffer);\r\n this._fillIndexBuffer = null;\r\n }\r\n this._cleanupInstances();\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for boundingBoxRenderer.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterBoundingBoxRenderer(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n Object.defineProperty(Scene.prototype, \"forceShowBoundingBoxes\", {\r\n get: function (this: Scene) {\r\n return this._forceShowBoundingBoxes || false;\r\n },\r\n set: function (this: Scene, value: boolean) {\r\n this._forceShowBoundingBoxes = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n\r\n Scene.prototype.getBoundingBoxRenderer = function (): BoundingBoxRenderer {\r\n if (!this._boundingBoxRenderer) {\r\n this._boundingBoxRenderer = new BoundingBoxRenderer(this);\r\n }\r\n\r\n return this._boundingBoxRenderer;\r\n };\r\n\r\n Object.defineProperty(AbstractMesh.prototype, \"showBoundingBox\", {\r\n get: function (this: AbstractMesh) {\r\n return this._showBoundingBox || false;\r\n },\r\n set: function (this: AbstractMesh, value: boolean) {\r\n this._showBoundingBox = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getScene().getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n}\r\n"]}
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1
|
+
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This file must only contain pure code and pure imports */\r\n\r\nimport { Scene } from \"../scene.pure\";\r\nimport { Buffer, VertexBuffer } from \"../Buffers/buffer.pure\";\r\nimport { type SubMesh } from \"../Meshes/subMesh.pure\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector.pure\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { type Nullable, type FloatArray, type IndicesArray } from \"../types\";\r\nimport { SceneComponentConstants, type ISceneComponent } from \"../sceneComponent\";\r\n\r\nimport { BoundingBox } from \"../Culling/boundingBox\";\r\nimport { type Effect } from \"../Materials/effect.pure\";\r\nimport { Material } from \"../Materials/material.pure\";\r\nimport { MaterialHelperGeometryRendering } from \"../Materials/materialHelper.geometryrendering\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial.pure\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Color3 } from \"../Maths/math.color.pure\";\r\nimport { Observable } from \"../Misc/observable.pure\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport { CreateBoxVertexData } from \"../Meshes/Builders/boxBuilder.pure\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { _RetryWithInterval } from \"../Misc/timingTools\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\nconst TempMatrix = /*#__PURE__*/ Matrix.Identity();\r\nconst TempMatrix2 = /*#__PURE__*/ new Matrix();\r\nconst TempVec1 = /*#__PURE__*/ new Vector3();\r\nconst TempVec2 = /*#__PURE__*/ new Vector3();\r\n// `Matrix.asArray` returns its internal array, so it can be directly updated\r\nconst TempMatrixArray = /*#__PURE__*/ TempMatrix.asArray();\r\n\r\n// BoundingBox copies from it, so it's safe to reuse vectors here\r\nconst DummyBoundingBox = /*#__PURE__*/ new BoundingBox(TempVec1, TempVec1);\r\n\r\n/**\r\n * Component responsible of rendering the bounding box of the meshes in a scene.\r\n * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties\r\n */\r\nexport class BoundingBoxRenderer implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Color of the bounding box lines placed in front of an object\r\n */\r\n public frontColor = new Color3(1, 1, 1);\r\n /**\r\n * Color of the bounding box lines placed behind an object\r\n */\r\n public backColor = new Color3(0.1, 0.1, 0.1);\r\n /**\r\n * Defines if the renderer should show the back lines or not\r\n */\r\n public showBackLines = true;\r\n\r\n /**\r\n * Observable raised before rendering a bounding box\r\n * When {@link BoundingBoxRenderer.useInstances} enabled,\r\n * this would only be triggered once for one rendering, instead of once every bounding box.\r\n * Events would be triggered with a dummy box to keep backwards compatibility,\r\n * the passed bounding box has no meaning and should be ignored.\r\n */\r\n public onBeforeBoxRenderingObservable = new Observable<BoundingBox>();\r\n\r\n /**\r\n * Observable raised after rendering a bounding box\r\n * When {@link BoundingBoxRenderer.useInstances} enabled,\r\n * this would only be triggered once for one rendering, instead of once every bounding box.\r\n * Events would be triggered with a dummy box to keep backwards compatibility,\r\n * the passed bounding box has no meaning and should be ignored.\r\n */\r\n public onAfterBoxRenderingObservable = new Observable<BoundingBox>();\r\n\r\n /**\r\n * Observable raised after resources are created\r\n */\r\n public onResourcesReadyObservable = new Observable<BoundingBoxRenderer>();\r\n\r\n /**\r\n * When false, no bounding boxes will be rendered\r\n */\r\n public enabled = true;\r\n\r\n /** Shader language used by the renderer */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this renderer.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public renderList = new SmartArray<BoundingBox>(32);\r\n\r\n private _colorShader: ShaderMaterial;\r\n private _colorShaderForOcclusionQuery: ShaderMaterial;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: DataBuffer;\r\n private _fillIndexBuffer: Nullable<DataBuffer> = null;\r\n private _fillIndexData: Nullable<IndicesArray> = null;\r\n private _uniformBufferFront: UniformBuffer;\r\n private _uniformBufferBack: UniformBuffer;\r\n private _renderPassIdForOcclusionQuery: number;\r\n /**\r\n * Internal buffer for instanced rendering\r\n */\r\n private _matrixBuffer: Nullable<Buffer> = null;\r\n private _matrices: Nullable<Float32Array> = null;\r\n\r\n /**\r\n * Internal state of whether instanced rendering enabled\r\n */\r\n protected _useInstances = false;\r\n\r\n /** @internal */\r\n public _drawWrapperFront: Nullable<DrawWrapper> = null;\r\n /** @internal */\r\n public _drawWrapperBack: Nullable<DrawWrapper> = null;\r\n\r\n /**\r\n * Instantiates a new bounding box renderer in a scene.\r\n * @param scene the scene the renderer renders in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n\r\n const engine = this.scene.getEngine();\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n scene._addComponent(this);\r\n this._uniformBufferFront = new UniformBuffer(this.scene.getEngine(), undefined, undefined, \"BoundingBoxRendererFront\", true);\r\n this._buildUniformLayout(this._uniformBufferFront);\r\n this._uniformBufferBack = new UniformBuffer(this.scene.getEngine(), undefined, undefined, \"BoundingBoxRendererBack\", true);\r\n this._buildUniformLayout(this._uniformBufferBack);\r\n }\r\n\r\n private _buildUniformLayout(ubo: UniformBuffer): void {\r\n ubo.addUniform(\"color\", 4);\r\n ubo.addUniform(\"world\", 16);\r\n ubo.addUniform(\"viewProjection\", 16);\r\n ubo.addUniform(\"viewProjectionR\", 16);\r\n ubo.create();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeEvaluateActiveMeshStage.registerStep(SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);\r\n\r\n this.scene._preActiveMeshStage.registerStep(SceneComponentConstants.STEP_PREACTIVEMESH_BOUNDINGBOXRENDERER, this, this._preActiveMesh);\r\n\r\n this.scene._evaluateSubMeshStage.registerStep(SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);\r\n\r\n this.scene._afterRenderingGroupDrawStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);\r\n }\r\n\r\n /**\r\n * Checks if the renderer is ready asynchronously.\r\n * @param timeStep Time step in ms between retries (default is 16)\r\n * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 30000)\r\n * @returns The promise that resolves when the renderer is ready\r\n */\r\n public async whenReadyAsync(timeStep = 16, maxTimeout = 30000): Promise<void> {\r\n this._prepareResources();\r\n return await new Promise((resolve) => {\r\n _RetryWithInterval(\r\n () => {\r\n return this._colorShader.isReady();\r\n },\r\n () => {\r\n resolve();\r\n },\r\n (err, isTimeout) => {\r\n if (!isTimeout) {\r\n Logger.Error(\"BoundingBoxRenderer: An unexpected error occurred while waiting for the renderer to be ready.\");\r\n if (err) {\r\n Logger.Error(err);\r\n if (err.stack) {\r\n Logger.Error(err.stack);\r\n }\r\n }\r\n } else {\r\n Logger.Error(`BoundingBoxRenderer: Timeout while waiting for the renderer to be ready.`);\r\n if (err) {\r\n Logger.Error(err);\r\n }\r\n }\r\n },\r\n timeStep,\r\n maxTimeout\r\n );\r\n });\r\n }\r\n\r\n /** @internal */\r\n public _evaluateSubMesh(mesh: AbstractMesh, subMesh: SubMesh): void {\r\n if (mesh.showSubMeshesBoundingBox) {\r\n const boundingInfo = subMesh.getBoundingInfo();\r\n if (boundingInfo !== null && boundingInfo !== undefined) {\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _preActiveMesh(mesh: AbstractMesh): void {\r\n if (mesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {\r\n const boundingInfo = mesh.getBoundingInfo();\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n\r\n private _prepareResources(): void {\r\n if (this._colorShader) {\r\n return;\r\n }\r\n\r\n this._colorShader = new ShaderMaterial(\r\n \"colorShader\",\r\n this.scene,\r\n \"boundingBoxRenderer\",\r\n {\r\n attributes: [VertexBuffer.PositionKind, \"world0\", \"world1\", \"world2\", \"world3\"],\r\n\r\n uniforms: [\"world\", \"viewProjection\", \"viewProjectionR\", \"color\"],\r\n uniformBuffers: [\"BoundingBoxRenderer\"],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/boundingBoxRenderer.vertex\"), import(\"../ShadersWGSL/boundingBoxRenderer.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/boundingBoxRenderer.vertex\"), import(\"../Shaders/boundingBoxRenderer.fragment\")]);\r\n }\r\n },\r\n },\r\n false\r\n );\r\n this._colorShader.setDefine(\"INSTANCES\", this._useInstances);\r\n this._colorShader.doNotSerialize = true;\r\n\r\n this._colorShader.reservedDataStore = {\r\n hidden: true,\r\n };\r\n\r\n this._colorShaderForOcclusionQuery = new ShaderMaterial(\r\n \"colorShaderOccQuery\",\r\n this.scene,\r\n \"boundingBoxRenderer\",\r\n {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\", \"viewProjectionR\", \"color\"],\r\n uniformBuffers: [\"BoundingBoxRenderer\"],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/boundingBoxRenderer.vertex\"), import(\"../ShadersWGSL/boundingBoxRenderer.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/boundingBoxRenderer.vertex\"), import(\"../Shaders/boundingBoxRenderer.fragment\")]);\r\n }\r\n },\r\n },\r\n true\r\n );\r\n this._colorShaderForOcclusionQuery.doNotSerialize = true;\r\n\r\n this._colorShaderForOcclusionQuery.reservedDataStore = {\r\n hidden: true,\r\n };\r\n\r\n const engine = this.scene.getEngine();\r\n const boxdata = CreateBoxVertexData({ size: 1.0 });\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, <FloatArray>boxdata.positions, VertexBuffer.PositionKind, false);\r\n this._createIndexBuffer();\r\n this._fillIndexData = boxdata.indices;\r\n this.onResourcesReadyObservable.notifyObservers(this);\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this.scene.getEngine();\r\n this._indexBuffer = engine.createIndexBuffer([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 7, 1, 6, 2, 5, 3, 4]);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n this._createIndexBuffer();\r\n\r\n if (this._matrixBuffer) {\r\n this._matrixBuffer._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public reset(): void {\r\n this.renderList.reset();\r\n }\r\n\r\n /**\r\n * Render the bounding boxes of a specific rendering group\r\n * @param renderingGroupId defines the rendering group to render\r\n */\r\n public render(renderingGroupId: number): void {\r\n if (this.renderList.length === 0 || !this.enabled || !MaterialHelperGeometryRendering._BindColorAttachments(this.scene.getEngine())) {\r\n return;\r\n }\r\n\r\n if (this._useInstances) {\r\n this._renderInstanced(renderingGroupId);\r\n return;\r\n }\r\n\r\n this._prepareResources();\r\n\r\n if (!this._colorShader.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this.scene.getEngine();\r\n engine.setDepthWrite(false);\r\n\r\n const transformMatrix = this.scene.getTransformMatrix();\r\n\r\n for (let boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {\r\n const boundingBox = this.renderList.data[boundingBoxIndex];\r\n if (boundingBox._tag !== renderingGroupId) {\r\n continue;\r\n }\r\n\r\n this._createWrappersForBoundingBox(boundingBox);\r\n this.onBeforeBoxRenderingObservable.notifyObservers(boundingBox);\r\n\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n const diff = max.subtract(min);\r\n const median = min.add(diff.scale(0.5));\r\n\r\n const worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z)\r\n .multiply(Matrix.Translation(median.x, median.y, median.z))\r\n .multiply(boundingBox.getWorldMatrix());\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n\r\n if (this.showBackLines) {\r\n const drawWrapperBack = boundingBox._drawWrapperBack ?? this._colorShader._getDrawWrapper();\r\n\r\n this._colorShader._preBind(drawWrapperBack);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());\r\n\r\n // Back\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToLessOrEqual();\r\n } else {\r\n engine.setDepthFunctionToGreaterOrEqual();\r\n }\r\n this._uniformBufferBack.bindToEffect(drawWrapperBack.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferBack.updateColor4(\"color\", this.backColor, 1);\r\n this._uniformBufferBack.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferBack.updateMatrix(\"viewProjection\", transformMatrix);\r\n this._uniformBufferBack.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n }\r\n\r\n const drawWrapperFront = boundingBox._drawWrapperFront ?? this._colorShader._getDrawWrapper();\r\n\r\n this._colorShader._preBind(drawWrapperFront);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());\r\n\r\n // Front\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n this._uniformBufferFront.bindToEffect(drawWrapperFront.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferFront.updateColor4(\"color\", this.frontColor, 1);\r\n this._uniformBufferFront.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferFront.updateMatrix(\"viewProjection\", transformMatrix);\r\n this._uniformBufferFront.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n\r\n this.onAfterBoxRenderingObservable.notifyObservers(boundingBox);\r\n }\r\n this._colorShader.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n }\r\n\r\n private _createWrappersForBoundingBox(boundingBox: BoundingBox | BoundingBoxRenderer): void {\r\n if (!boundingBox._drawWrapperFront) {\r\n const engine = this.scene.getEngine();\r\n\r\n boundingBox._drawWrapperFront = new DrawWrapper(engine);\r\n boundingBox._drawWrapperBack = new DrawWrapper(engine);\r\n\r\n boundingBox._drawWrapperFront.setEffect(this._colorShader.getEffect());\r\n boundingBox._drawWrapperBack.setEffect(this._colorShader.getEffect());\r\n }\r\n }\r\n\r\n /**\r\n * In case of occlusion queries, we can render the occlusion bounding box through this method\r\n * @param mesh Define the mesh to render the occlusion bounding box for\r\n */\r\n public renderOcclusionBoundingBox(mesh: AbstractMesh): void {\r\n const engine = this.scene.getEngine();\r\n\r\n if (this._renderPassIdForOcclusionQuery === undefined) {\r\n this._renderPassIdForOcclusionQuery = engine.createRenderPassId(`Render pass for occlusion query`);\r\n }\r\n\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n engine.currentRenderPassId = this._renderPassIdForOcclusionQuery;\r\n\r\n this._prepareResources();\r\n\r\n const subMesh = mesh.subMeshes[0];\r\n\r\n if (!this._colorShaderForOcclusionQuery.isReady(mesh, undefined, subMesh) || !mesh.hasBoundingInfo) {\r\n engine.currentRenderPassId = currentRenderPassId;\r\n return;\r\n }\r\n\r\n if (!this._fillIndexBuffer) {\r\n this._fillIndexBuffer = engine.createIndexBuffer(this._fillIndexData!);\r\n }\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n\r\n engine.setDepthWrite(false);\r\n engine.setColorWrite(false);\r\n\r\n const boundingBox = mesh.getBoundingInfo().boundingBox;\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n const diff = max.subtract(min);\r\n const median = min.add(diff.scale(0.5));\r\n\r\n const worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z)\r\n .multiply(Matrix.Translation(median.x, median.y, median.z))\r\n .multiply(boundingBox.getWorldMatrix());\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n this._colorShaderForOcclusionQuery._preBind(drawWrapper);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._fillIndexBuffer, <Effect>drawWrapper.effect);\r\n\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n\r\n this.scene.resetCachedMaterial();\r\n\r\n this._uniformBufferFront.bindToEffect(drawWrapper.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferFront.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferFront.updateMatrix(\"viewProjection\", this.scene.getTransformMatrix());\r\n this._uniformBufferFront.update();\r\n\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 36);\r\n\r\n this._colorShaderForOcclusionQuery.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n engine.setColorWrite(true);\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n }\r\n\r\n /**\r\n * Sets whether to use instanced rendering.\r\n * When not enabled, BoundingBoxRenderer renders in a loop,\r\n * calling engine.drawElementsType for each bounding box in renderList,\r\n * making every bounding box 1 or 2 draw call.\r\n * When enabled, it collects bounding boxes to render,\r\n * and render all boxes in 1 or 2 draw call.\r\n * This could make the rendering with many bounding boxes much faster than not enabled,\r\n * but could result in a difference in rendering result if\r\n * {@link BoundingBoxRenderer.showBackLines} enabled,\r\n * because drawing the black/white part of each box one after the other\r\n * can be different from drawing the black part of all boxes and then the white part.\r\n * Also, when enabled, events of {@link BoundingBoxRenderer.onBeforeBoxRenderingObservable}\r\n * and {@link BoundingBoxRenderer.onAfterBoxRenderingObservable} would only be triggered once\r\n * for one rendering, instead of once every bounding box.\r\n * Events would be triggered with a dummy box to keep backwards compatibility,\r\n * the passed bounding box has no meaning and should be ignored.\r\n * @param val whether to use instanced rendering\r\n */\r\n public set useInstances(val: boolean) {\r\n this._useInstances = val;\r\n if (this._colorShader) {\r\n this._colorShader.setDefine(\"INSTANCES\", val);\r\n }\r\n if (!val) {\r\n this._cleanupInstances();\r\n }\r\n }\r\n\r\n public get useInstances(): boolean {\r\n return this._useInstances;\r\n }\r\n\r\n /**\r\n * Instanced render the bounding boxes of a specific rendering group\r\n * @param renderingGroupId defines the rendering group to render\r\n */\r\n private _renderInstanced(renderingGroupId: number): void {\r\n if (this.renderList.length === 0 || !this.enabled) {\r\n return;\r\n }\r\n this._prepareResources();\r\n\r\n if (!this._colorShader.isReady()) {\r\n return;\r\n }\r\n\r\n const colorShader = this._colorShader;\r\n let matrices = this._matrices;\r\n const expectedLength = this.renderList.length * 16;\r\n if (!matrices || matrices.length < expectedLength || matrices.length > expectedLength * 2) {\r\n matrices = new Float32Array(expectedLength);\r\n this._matrices = matrices;\r\n }\r\n\r\n this.onBeforeBoxRenderingObservable.notifyObservers(DummyBoundingBox);\r\n\r\n let instancesCount = 0;\r\n const floatingOriginOffset = this.scene.floatingOriginOffset;\r\n\r\n for (let boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {\r\n const boundingBox = this.renderList.data[boundingBoxIndex];\r\n if (boundingBox._tag !== renderingGroupId) {\r\n continue;\r\n }\r\n\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n\r\n const diff = max.subtractToRef(min, TempVec2);\r\n const median = min.addToRef(diff.scaleToRef(0.5, TempVec1), TempVec1);\r\n\r\n const m = TempMatrixArray;\r\n\r\n // Directly update the matrix values in column-major order\r\n m[0] = diff._x; // Scale X\r\n m[5] = diff._y; // Scale Y\r\n m[10] = diff._z; // Scale Z\r\n\r\n m[12] = median._x; // Translate X\r\n m[13] = median._y; // Translate Y\r\n m[14] = median._z; // Translate Z\r\n\r\n const offset = instancesCount * 16;\r\n // Multiply into Float64 temp matrix, subtract offset in Float64, then copy to Float32 buffer\r\n // to preserve precision at large coordinates.\r\n const resultM = TempMatrix2.asArray();\r\n TempMatrix.multiplyToArray(boundingBox.getWorldMatrix(), resultM, 0);\r\n resultM[12] -= floatingOriginOffset.x;\r\n resultM[13] -= floatingOriginOffset.y;\r\n resultM[14] -= floatingOriginOffset.z;\r\n TempMatrix2.copyToArray(matrices, offset);\r\n instancesCount++;\r\n }\r\n\r\n const engine = this.scene.getEngine();\r\n // keeps the original depth function and depth write\r\n const depthFunction = engine.getDepthFunction() ?? Constants.LEQUAL;\r\n const depthWrite = engine.getDepthWrite();\r\n engine.setDepthWrite(false);\r\n const matrixBuffer = this._matrixBuffer;\r\n if (matrixBuffer?.isUpdatable() && matrixBuffer.getData() === matrices) {\r\n matrixBuffer.update(matrices);\r\n } else {\r\n this._createInstanceBuffer(matrices);\r\n }\r\n\r\n this._createWrappersForBoundingBox(this);\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n const transformMatrix = this.scene.getTransformMatrix();\r\n\r\n if (this.showBackLines) {\r\n const drawWrapperBack = this._drawWrapperBack ?? colorShader._getDrawWrapper();\r\n\r\n colorShader._preBind(drawWrapperBack);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, colorShader.getEffect());\r\n\r\n // Back\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToLessOrEqual();\r\n } else {\r\n engine.setDepthFunctionToGreaterOrEqual();\r\n }\r\n const _uniformBufferBack: UniformBuffer = this._uniformBufferBack;\r\n\r\n _uniformBufferBack.bindToEffect(drawWrapperBack.effect!, \"BoundingBoxRenderer\");\r\n _uniformBufferBack.updateColor4(\"color\", this.backColor, 1);\r\n _uniformBufferBack.updateMatrix(\"viewProjection\", transformMatrix);\r\n _uniformBufferBack.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24, instancesCount);\r\n }\r\n\r\n const drawWrapperFront = colorShader._getDrawWrapper();\r\n\r\n colorShader._preBind(drawWrapperFront);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, colorShader.getEffect());\r\n\r\n // Front\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n const _uniformBufferFront: UniformBuffer = this._uniformBufferFront;\r\n _uniformBufferFront.bindToEffect(drawWrapperFront.effect!, \"BoundingBoxRenderer\");\r\n _uniformBufferFront.updateColor4(\"color\", this.frontColor, 1);\r\n _uniformBufferFront.updateMatrix(\"viewProjection\", transformMatrix);\r\n _uniformBufferFront.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24, instancesCount);\r\n\r\n this.onAfterBoxRenderingObservable.notifyObservers(DummyBoundingBox);\r\n\r\n colorShader.unbind();\r\n engine.setDepthFunction(depthFunction);\r\n engine.setDepthWrite(depthWrite);\r\n }\r\n\r\n /**\r\n * Creates buffer for instanced rendering\r\n * @param buffer buffer to set\r\n */\r\n private _createInstanceBuffer(buffer: Float32Array): void {\r\n const vertexBuffers = this._vertexBuffers;\r\n this._cleanupInstanceBuffer();\r\n const matrixBuffer = new Buffer(this.scene.getEngine(), buffer, true, 16, false, true);\r\n\r\n vertexBuffers.world0 = matrixBuffer.createVertexBuffer(\"world0\", 0, 4);\r\n vertexBuffers.world1 = matrixBuffer.createVertexBuffer(\"world1\", 4, 4);\r\n vertexBuffers.world2 = matrixBuffer.createVertexBuffer(\"world2\", 8, 4);\r\n vertexBuffers.world3 = matrixBuffer.createVertexBuffer(\"world3\", 12, 4);\r\n\r\n this._matrixBuffer = matrixBuffer;\r\n }\r\n\r\n /**\r\n * Clean up buffers for instanced rendering\r\n */\r\n private _cleanupInstanceBuffer(): void {\r\n const vertexBuffers = this._vertexBuffers;\r\n if (vertexBuffers.world0) {\r\n vertexBuffers.world0.dispose();\r\n delete vertexBuffers.world0;\r\n }\r\n if (vertexBuffers.world1) {\r\n vertexBuffers.world1.dispose();\r\n delete vertexBuffers.world1;\r\n }\r\n if (vertexBuffers.world2) {\r\n vertexBuffers.world2.dispose();\r\n delete vertexBuffers.world2;\r\n }\r\n if (vertexBuffers.world3) {\r\n vertexBuffers.world3.dispose();\r\n delete vertexBuffers.world3;\r\n }\r\n this._matrices = null;\r\n if (this._matrixBuffer) {\r\n this._matrixBuffer.dispose();\r\n this._matrixBuffer = null;\r\n }\r\n }\r\n\r\n /**\r\n * Clean up resources for instanced rendering\r\n */\r\n private _cleanupInstances(): void {\r\n this._cleanupInstanceBuffer();\r\n if (this._drawWrapperFront) {\r\n this._drawWrapperFront.dispose();\r\n this._drawWrapperFront = null;\r\n }\r\n if (this._drawWrapperBack) {\r\n this._drawWrapperBack.dispose();\r\n this._drawWrapperBack = null;\r\n }\r\n }\r\n\r\n /**\r\n * Dispose and release the resources attached to this renderer.\r\n */\r\n public dispose(): void {\r\n if (this._renderPassIdForOcclusionQuery !== undefined) {\r\n this.scene.getEngine().releaseRenderPassId(this._renderPassIdForOcclusionQuery);\r\n this._renderPassIdForOcclusionQuery = undefined as any;\r\n }\r\n\r\n if (!this._colorShader) {\r\n return;\r\n }\r\n\r\n this.onBeforeBoxRenderingObservable.clear();\r\n this.onAfterBoxRenderingObservable.clear();\r\n this.onResourcesReadyObservable.clear();\r\n\r\n this.renderList.dispose();\r\n\r\n this._colorShader.dispose();\r\n this._colorShaderForOcclusionQuery.dispose();\r\n\r\n this._uniformBufferFront.dispose();\r\n this._uniformBufferBack.dispose();\r\n\r\n const buffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n this.scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n\r\n if (this._fillIndexBuffer) {\r\n this.scene.getEngine()._releaseBuffer(this._fillIndexBuffer);\r\n this._fillIndexBuffer = null;\r\n }\r\n this._cleanupInstances();\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for boundingBoxRenderer.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterBoundingBoxRenderer(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n Object.defineProperty(Scene.prototype, \"forceShowBoundingBoxes\", {\r\n get: function (this: Scene) {\r\n return this._forceShowBoundingBoxes || false;\r\n },\r\n set: function (this: Scene, value: boolean) {\r\n this._forceShowBoundingBoxes = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n\r\n Scene.prototype.getBoundingBoxRenderer = function (): BoundingBoxRenderer {\r\n if (!this._boundingBoxRenderer) {\r\n this._boundingBoxRenderer = new BoundingBoxRenderer(this);\r\n }\r\n\r\n return this._boundingBoxRenderer;\r\n };\r\n\r\n Object.defineProperty(AbstractMesh.prototype, \"showBoundingBox\", {\r\n get: function (this: AbstractMesh) {\r\n return this._showBoundingBox || false;\r\n },\r\n set: function (this: AbstractMesh, value: boolean) {\r\n this._showBoundingBox = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getScene().getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n}\r\n"]}
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@@ -9,7 +9,7 @@ import { _WarnImport } from "../Misc/devTools.js";
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import { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from "../Materials/clipPlaneMaterialHelper.js";
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import { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from "../Materials/materialHelper.functions.js";
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import { EffectFallbacks } from "../Materials/effectFallbacks.js";
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import {
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import { _IsGaussianSplattingMesh } from "../Meshes/GaussianSplatting/gaussianSplatting.functions.js";
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import { RegisterDepthRendererSceneComponent } from "./depthRendererSceneComponent.pure.js";
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/**
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* This represents a depth renderer in Babylon.
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@@ -222,8 +222,7 @@ export class DepthRenderer {
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const camera = this._camera || scene.activeCamera;
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if (this.isReady(subMesh, hardwareInstancedRendering) && camera) {
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subMesh._renderId = scene.getRenderId();
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if (IsGaussianSplattingClassName(gsClassName)) {
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if (_IsGaussianSplattingMesh(effectiveMesh)) {
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const gsMaterial = this._ensureGaussianSplattingDepthMaterial(effectiveMesh, engine.currentRenderPassId);
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if (gsMaterial && !gsMaterial.isReadyForSubMesh(effectiveMesh, subMesh, hardwareInstancedRendering)) {
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return;
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@@ -385,7 +384,7 @@ export class DepthRenderer {
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384
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let renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[renderPassId] ?? null;
|
|
386
385
|
// For GaussianSplatting meshes, eagerly create the depth material so that
|
|
387
386
|
// the scene's isReady check properly blocks until it is compiled.
|
|
388
|
-
if (
|
|
387
|
+
if (_IsGaussianSplattingMesh(mesh)) {
|
|
389
388
|
renderingMaterial = this._ensureGaussianSplattingDepthMaterial(mesh, renderPassId);
|
|
390
389
|
}
|
|
391
390
|
if (renderingMaterial) {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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This file must only contain pure code and pure imports */\r\n\r\nimport { type Nullable } from \"../types\";\r\nimport { Color4 } from \"../Maths/math.color.pure\";\r\nimport { type Mesh } from \"../Meshes/mesh.pure\";\r\nimport { type SubMesh } from \"../Meshes/subMesh.pure\";\r\nimport { VertexBuffer } from \"../Buffers/buffer.pure\";\r\nimport { type SmartArray } from \"../Misc/smartArray\";\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { Texture } from \"../Materials/Textures/texture.pure\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture.pure\";\r\nimport { Camera } from \"../Cameras/camera.pure\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\r\n\r\nimport { type Material } from \"../Materials/material.pure\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { type IEffectCreationOptions } from \"core/Materials/effect.pure\";\r\nimport { type GaussianSplattingMaterial } from \"../Materials/GaussianSplatting/gaussianSplattingMaterial.pure\";\r\nimport { type GaussianSplattingMesh, IsGaussianSplattingClassName } from \"../Meshes/GaussianSplatting/gaussianSplattingMesh.pure\";\r\nimport { RegisterDepthRendererSceneComponent } from \"./depthRendererSceneComponent.pure\";\r\nimport { type Observer } from \"core/Misc/observable.pure\";\r\n\r\n/**\r\n * This represents a depth renderer in Babylon.\r\n * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing\r\n */\r\nexport class DepthRenderer {\r\n private _scene: Scene;\r\n private _depthMap: RenderTargetTexture;\r\n private readonly _storeNonLinearDepth: boolean;\r\n private readonly _storeCameraSpaceZ: boolean;\r\n private _autoResize: boolean = false;\r\n private _resizeObserver: Nullable<Observer<any>> = null;\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this material.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Defines if auto resize the layer is enabled\r\n */\r\n public get autoResize() {\r\n return this._autoResize;\r\n }\r\n\r\n public set autoResize(value: boolean) {\r\n if (this._autoResize !== value) {\r\n this._autoResize = value;\r\n }\r\n if (value) {\r\n const engine = this._scene.getEngine();\r\n if (!this._resizeObserver && engine) {\r\n this._resizeObserver = engine.onResizeObservable.add(() => {\r\n this.resize();\r\n });\r\n }\r\n } else {\r\n if (this._resizeObserver) {\r\n this._resizeObserver.remove();\r\n this._resizeObserver = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Force all the depth renderer to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n\r\n /** Color used to clear the depth texture. Default: (1,0,0,1) */\r\n public clearColor: Color4;\r\n\r\n /** Get if the depth renderer is using packed depth or not */\r\n public readonly isPacked: boolean;\r\n\r\n private _camera: Nullable<Camera>;\r\n\r\n /** Enable or disable the depth renderer. When disabled, the depth texture is not updated */\r\n public enabled = true;\r\n\r\n /** Force writing the transparent objects into the depth map */\r\n public forceDepthWriteTransparentMeshes = false;\r\n\r\n private _alphaBlendedDepth = false;\r\n private _alphaBlendedDepthMaterialCache: Map<number, boolean> = new Map();\r\n\r\n /**\r\n * Enable or disable the alpha blending for depth rendering. When enabled,\r\n * the depth renderer will blend the depth values with the alpha values of\r\n * the transparent objects.\r\n */\r\n public get alphaBlendedDepth(): boolean {\r\n return this._alphaBlendedDepth;\r\n }\r\n public set alphaBlendedDepth(value: boolean) {\r\n if (this._alphaBlendedDepth === value) {\r\n return;\r\n }\r\n this._alphaBlendedDepth = value;\r\n // Clear the cache so materials will be recreated with the new define\r\n this._alphaBlendedDepthMaterialCache.clear();\r\n }\r\n\r\n /**\r\n * Specifies that the depth renderer will only be used within\r\n * the camera it is created for.\r\n * This can help forcing its rendering during the camera processing.\r\n */\r\n public useOnlyInActiveCamera: boolean = false;\r\n\r\n /** If true, reverse the culling of materials before writing to the depth texture.\r\n * So, basically, when \"true\", back facing instead of front facing faces are rasterized into the texture\r\n */\r\n public reverseCulling = false;\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"DepthRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes by the depth renderer\r\n * @param mesh mesh or array of meshes\r\n * @param material material to use by the depth render when rendering the mesh(es). If undefined is passed, the specific material created by the depth renderer will be used.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material): void {\r\n this._depthMap.setMaterialForRendering(mesh, material);\r\n }\r\n\r\n /**\r\n * Ensures the GaussianSplatting depth material exists and is up to date for the given mesh.\r\n * Creates the material on first call, and recreates it when alphaBlendedDepth changes.\r\n * @param mesh the GaussianSplatting mesh\r\n * @param renderPassId the render pass ID to look up the per-pass material\r\n * @returns the current depth rendering material, or null if the mesh has no GS material\r\n */\r\n private _ensureGaussianSplattingDepthMaterial(mesh: AbstractMesh, renderPassId: number): Nullable<Material> {\r\n let renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[renderPassId];\r\n const cachedAlphaBlendedDepth = this._alphaBlendedDepthMaterialCache.get(mesh.uniqueId);\r\n\r\n if (renderingMaterial === undefined || cachedAlphaBlendedDepth !== this.alphaBlendedDepth) {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n if (!gsMaterial) {\r\n return null;\r\n }\r\n const compoundMesh = (mesh as unknown as GaussianSplattingMesh).isCompound;\r\n renderingMaterial = gsMaterial.makeDepthRenderingMaterial(this._scene, this._shaderLanguage, this.alphaBlendedDepth, compoundMesh);\r\n this.setMaterialForRendering(mesh, renderingMaterial);\r\n this._alphaBlendedDepthMaterialCache.set(mesh.uniqueId, this.alphaBlendedDepth);\r\n }\r\n\r\n return renderingMaterial;\r\n }\r\n\r\n /**\r\n * Instantiates a depth renderer\r\n * @param scene The scene the renderer belongs to\r\n * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)\r\n * @param camera The camera to be used to render the depth map (default: scene's active camera)\r\n * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z\r\n * @param samplingMode The sampling mode to be used with the render target (Linear, Nearest...) (default: TRILINEAR_SAMPLINGMODE)\r\n * @param storeCameraSpaceZ Defines whether the depth stored is the Z coordinate in camera space. If true, storeNonLinearDepth has no effect. (Default: false)\r\n * @param name Name of the render target (default: DepthRenderer)\r\n * @param existingRenderTargetTexture An existing render target texture to use (default: undefined). If not provided, a new render target texture will be created.\r\n */\r\n constructor(\r\n scene: Scene,\r\n type: number = Constants.TEXTURETYPE_FLOAT,\r\n camera: Nullable<Camera> = null,\r\n storeNonLinearDepth = false,\r\n samplingMode = Texture.TRILINEAR_SAMPLINGMODE,\r\n storeCameraSpaceZ = false,\r\n name?: string,\r\n existingRenderTargetTexture?: RenderTargetTexture\r\n ) {\r\n this._scene = scene;\r\n this._storeNonLinearDepth = storeNonLinearDepth;\r\n this._storeCameraSpaceZ = storeCameraSpaceZ;\r\n this.isPacked = type === Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this.isPacked) {\r\n this.clearColor = new Color4(1.0, 1.0, 1.0, 1.0);\r\n } else {\r\n this.clearColor = new Color4(storeCameraSpaceZ ? 0.0 : 1.0, 0.0, 0.0, 1.0);\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync();\r\n\r\n RegisterDepthRendererSceneComponent(DepthRenderer);\r\n DepthRenderer._SceneComponentInitialization(this._scene);\r\n\r\n const engine = scene.getEngine();\r\n\r\n this._camera = camera;\r\n\r\n if (samplingMode !== Texture.NEAREST_SAMPLINGMODE) {\r\n if (type === Constants.TEXTURETYPE_FLOAT && !engine._caps.textureFloatLinearFiltering) {\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE;\r\n }\r\n if (type === Constants.TEXTURETYPE_HALF_FLOAT && !engine._caps.textureHalfFloatLinearFiltering) {\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE;\r\n }\r\n }\r\n\r\n // Render target\r\n const format = this.isPacked || !engine._features.supportExtendedTextureFormats ? Constants.TEXTUREFORMAT_RGBA : Constants.TEXTUREFORMAT_R;\r\n this._depthMap =\r\n existingRenderTargetTexture ??\r\n new RenderTargetTexture(\r\n name ?? \"DepthRenderer\",\r\n { width: engine.getRenderWidth(), height: engine.getRenderHeight() },\r\n this._scene,\r\n false,\r\n true,\r\n type,\r\n false,\r\n samplingMode,\r\n undefined,\r\n undefined,\r\n undefined,\r\n format\r\n );\r\n this._depthMap.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.refreshRate = 1;\r\n this._depthMap.renderParticles = false;\r\n this._depthMap.renderList = null;\r\n this._depthMap.noPrePassRenderer = true;\r\n\r\n // Camera to get depth map from to support multiple concurrent cameras\r\n this._depthMap.activeCamera = this._camera;\r\n this._depthMap.ignoreCameraViewport = true;\r\n this._depthMap.useCameraPostProcesses = false;\r\n\r\n // set default depth value to 1.0 (far away)\r\n this._depthMap.onClearObservable.add((engine) => {\r\n engine.clear(this.clearColor, true, true, true);\r\n });\r\n\r\n this._depthMap.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n\r\n // Skip submeshes that won't be rendered by the depth renderer (mirroring renderSubMesh logic)\r\n if (!material || effectiveMesh.infiniteDistance || material.disableDepthWrite || subMesh.verticesCount === 0) {\r\n continue;\r\n }\r\n\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || renderingMesh.hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n // Custom render function\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const material = subMesh.getMaterial();\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n if (!material || effectiveMesh.infiniteDistance || material.disableDepthWrite || subMesh.verticesCount === 0 || subMesh._renderId === scene.getRenderId()) {\r\n return;\r\n }\r\n\r\n // Culling\r\n const detNeg = effectiveMesh._getWorldMatrixDeterminant() < 0;\r\n let sideOrientation = material._getEffectiveOrientation(renderingMesh);\r\n\r\n if (detNeg) {\r\n sideOrientation =\r\n sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation\r\n ? Constants.MATERIAL_CounterClockWiseSideOrientation\r\n : Constants.MATERIAL_ClockWiseSideOrientation;\r\n }\r\n const reverseSideOrientation = sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation;\r\n\r\n engine.setState(material.backFaceCulling, 0, false, reverseSideOrientation, this.reverseCulling ? !material.cullBackFaces : material.cullBackFaces);\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || renderingMesh.hasThinInstances);\r\n\r\n const camera = this._camera || scene.activeCamera;\r\n if (this.isReady(subMesh, hardwareInstancedRendering) && camera) {\r\n subMesh._renderId = scene.getRenderId();\r\n\r\n const gsClassName = effectiveMesh.getClassName();\r\n if (IsGaussianSplattingClassName(gsClassName)) {\r\n const gsMaterial = this._ensureGaussianSplattingDepthMaterial(effectiveMesh, engine.currentRenderPassId);\r\n if (gsMaterial && !gsMaterial.isReadyForSubMesh(effectiveMesh, subMesh, hardwareInstancedRendering)) {\r\n return;\r\n }\r\n // Alpha blending for transparent materials\r\n if (this.alphaBlendedDepth && material.needAlphaBlendingForMesh(effectiveMesh)) {\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n } else {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n // Delegate to the GS mesh's render() which properly routes through camera meshes\r\n // with the correct thin instance data. The depth material is already set as the\r\n // render pass material and will be propagated to the camera mesh.\r\n (effectiveMesh as Mesh).render(subMesh, false);\r\n return;\r\n }\r\n\r\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n let drawWrapper = subMesh._getDrawWrapper();\r\n if (!drawWrapper && renderingMaterial) {\r\n drawWrapper = renderingMaterial._getDrawWrapper();\r\n }\r\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (!renderingMaterial) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n if (this._storeCameraSpaceZ) {\r\n effect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n } else {\r\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\r\n }\r\n\r\n let minZ: number, maxZ: number;\r\n\r\n if (cameraIsOrtho) {\r\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n } else {\r\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\r\n }\r\n\r\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\r\n\r\n if (!renderingMaterial) {\r\n // Alpha test\r\n if (material.needAlphaTestingForMesh(effectiveMesh)) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bones\r\n BindBonesParameters(renderingMesh, effect);\r\n\r\n // Clip planes\r\n BindClipPlane(effect, material, scene);\r\n\r\n // Morph targets\r\n BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n bvaManager.bind(effect, hardwareInstancedRendering);\r\n }\r\n\r\n // Points cloud rendering\r\n if (material.pointsCloud) {\r\n effect.setFloat(\"pointSize\", material.pointSize);\r\n }\r\n }\r\n\r\n // Alpha blending for transparent materials\r\n if (this.alphaBlendedDepth && material.needAlphaBlendingForMesh(effectiveMesh)) {\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n } else {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\r\n effect.setMatrix(\"world\", world)\r\n );\r\n }\r\n };\r\n\r\n this._depthMap.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n const engine = this._scene.getEngine();\r\n // Save the current alpha mode to restore it after rendering\r\n const previousAlphaMode = engine.getAlphaMode();\r\n\r\n let index;\r\n\r\n if (depthOnlySubMeshes.length) {\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (this.forceDepthWriteTransparentMeshes) {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n renderSubMesh(transparentSubMeshes.data[index]);\r\n }\r\n } else {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n transparentSubMeshes.data[index].getEffectiveMesh()._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n }\r\n }\r\n\r\n if (this.alphaBlendedDepth) {\r\n engine.setAlphaMode(previousAlphaMode);\r\n }\r\n };\r\n }\r\n\r\n private _shadersLoaded = false;\r\n private async _initShaderSourceAsync(forceGLSL = false) {\r\n const engine = this._scene.getEngine();\r\n\r\n if (engine.isWebGPU && !forceGLSL && !DepthRenderer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/depth.vertex\"), import(\"../ShadersWGSL/depth.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/depth.vertex\"), import(\"../Shaders/depth.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n }\r\n\r\n /**\r\n * Resize the depth map\r\n */\r\n public resize() {\r\n const engine = this._scene.getEngine();\r\n if (this._depthMap) {\r\n this._depthMap.resize({ width: engine.getRenderWidth(), height: engine.getRenderHeight() });\r\n }\r\n }\r\n\r\n /**\r\n * Creates the depth rendering effect and checks if the effect is ready.\r\n * @param subMesh The submesh to be used to render the depth map of\r\n * @param useInstances If multiple world instances should be used\r\n * @returns if the depth renderer is ready to render the depth map\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n if (!this._shadersLoaded) {\r\n return false;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const mesh = subMesh.getMesh();\r\n const scene = mesh.getScene();\r\n\r\n // Use the depth map's render pass ID to look up per-pass materials,\r\n // since isReady can be called outside of the depth renderer's render pass\r\n // (e.g. from the scene's isReady check).\r\n const renderPassId = this._depthMap.renderPassId;\r\n let renderingMaterial: Nullable<Material> = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[renderPassId] ?? null;\r\n\r\n // For GaussianSplatting meshes, eagerly create the depth material so that\r\n // the scene's isReady check properly blocks until it is compiled.\r\n if (IsGaussianSplattingClassName(mesh.getClassName())) {\r\n renderingMaterial = this._ensureGaussianSplattingDepthMaterial(mesh, renderPassId);\r\n }\r\n\r\n if (renderingMaterial) {\r\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\r\n }\r\n\r\n const material = subMesh.getMaterial();\r\n if (!material || material.disableDepthWrite) {\r\n return false;\r\n }\r\n\r\n const defines = [];\r\n\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n let uv1 = false;\r\n let uv2 = false;\r\n const color = false;\r\n\r\n // Alpha test\r\n if (material.needAlphaTestingForMesh(mesh) && material.getAlphaTestTexture()) {\r\n defines.push(\"#define ALPHATEST\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n uv1 = true;\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n uv2 = true;\r\n }\r\n }\r\n\r\n // Bones\r\n const fallbacks = new EffectFallbacks();\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n if (mesh.numBoneInfluencers > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n const skeleton = mesh.skeleton;\r\n if (skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton.bones.length + 1));\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const numMorphInfluencers = mesh.morphTargetManager\r\n ? PrepareDefinesAndAttributesForMorphTargets(\r\n mesh.morphTargetManager,\r\n defines,\r\n attribs,\r\n mesh,\r\n true, // usePositionMorph\r\n false, // useNormalMorph\r\n false, // useTangentMorph\r\n uv1, // useUVMorph\r\n uv2, // useUV2Morph\r\n color // useColorMorph\r\n )\r\n : 0;\r\n\r\n // Points cloud rendering\r\n if (material.pointsCloud) {\r\n defines.push(\"#define POINTSIZE\");\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = mesh.bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\r\n if (useInstances) {\r\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\r\n }\r\n }\r\n\r\n // None linear depth\r\n if (this._storeNonLinearDepth) {\r\n defines.push(\"#define NONLINEARDEPTH\");\r\n }\r\n\r\n // Store camera space Z coordinate instead of NDC Z\r\n if (this._storeCameraSpaceZ) {\r\n defines.push(\"#define STORE_CAMERASPACE_Z\");\r\n }\r\n\r\n // Float Mode\r\n if (this.isPacked) {\r\n defines.push(\"#define PACKED\");\r\n }\r\n\r\n // Clip planes\r\n PrepareStringDefinesForClipPlanes(material, scene, defines);\r\n\r\n // Get correct effect\r\n // Determine which render pass id to use for the draw wrapper. isReady can be called from\r\n // contexts where engine.currentRenderPassId is *not* one of the depth map's render pass ids\r\n // (e.g. from EffectLayer / scene readiness checks). In that case, using\r\n // engine.currentRenderPassId would stamp the depth effect onto the main pass's draw wrapper,\r\n // which is especially harmful for frozen materials that won't restore the correct effect on\r\n // their next isReady call (forum bug 63230).\r\n // When engine.currentRenderPassId already belongs to this depth map (the normal in-pass\r\n // case, including multi-pass render targets like cube/array depth textures), keep using it\r\n // so each pass keeps its own draw wrapper. Otherwise fall back to the depth map's primary\r\n // render pass id.\r\n const currentPassId = engine.currentRenderPassId;\r\n const depthPassIds = this._depthMap.renderPassIds;\r\n const passId = depthPassIds.includes(currentPassId) ? currentPassId : this._depthMap.renderPassId;\r\n const drawWrapper = subMesh._getDrawWrapper(passId, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"boneTextureInfo\",\r\n \"pointSize\",\r\n \"viewProjection\",\r\n \"view\",\r\n \"diffuseMatrix\",\r\n \"depthValues\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetCount\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"bakedVertexAnimationSettings\",\r\n \"bakedVertexAnimationTextureSizeInverted\",\r\n \"bakedVertexAnimationTime\",\r\n \"bakedVertexAnimationTexture\",\r\n ];\r\n const samplers = [\"diffuseSampler\", \"morphTargets\", \"boneSampler\", \"bakedVertexAnimationTexture\"];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n drawWrapper.setEffect(\r\n engine.createEffect(\r\n \"depth\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\r\n shaderLanguage: this._shaderLanguage,\r\n },\r\n engine\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Gets the texture which the depth map will be written to.\r\n * @returns The depth map texture\r\n */\r\n public getDepthMap(): RenderTargetTexture {\r\n return this._depthMap;\r\n }\r\n\r\n /**\r\n * Disposes of the depth renderer.\r\n */\r\n public dispose(): void {\r\n if (this._resizeObserver) {\r\n this._resizeObserver.remove();\r\n this._resizeObserver = null;\r\n }\r\n const keysToDelete = [];\r\n for (const key in this._scene._depthRenderer) {\r\n const depthRenderer = this._scene._depthRenderer[key];\r\n if (depthRenderer === this) {\r\n keysToDelete.push(key);\r\n }\r\n }\r\n\r\n if (keysToDelete.length > 0) {\r\n this._depthMap.dispose();\r\n\r\n for (const key of keysToDelete) {\r\n delete this._scene._depthRenderer[key];\r\n }\r\n }\r\n }\r\n}\r\n"]}
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1
|
+
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This file must only contain pure code and pure imports */\r\n\r\nimport { type Nullable } from \"../types\";\r\nimport { Color4 } from \"../Maths/math.color.pure\";\r\nimport { type Mesh } from \"../Meshes/mesh.pure\";\r\nimport { type SubMesh } from \"../Meshes/subMesh.pure\";\r\nimport { VertexBuffer } from \"../Buffers/buffer.pure\";\r\nimport { type SmartArray } from \"../Misc/smartArray\";\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { Texture } from \"../Materials/Textures/texture.pure\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture.pure\";\r\nimport { Camera } from \"../Cameras/camera.pure\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\r\n\r\nimport { type Material } from \"../Materials/material.pure\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { type IEffectCreationOptions } from \"core/Materials/effect.pure\";\r\nimport { type GaussianSplattingMaterial } from \"../Materials/GaussianSplatting/gaussianSplattingMaterial.pure\";\r\nimport { type GaussianSplattingMesh } from \"../Meshes/GaussianSplatting/gaussianSplattingMesh.pure\";\r\nimport { _IsGaussianSplattingMesh } from \"../Meshes/GaussianSplatting/gaussianSplatting.functions\";\r\nimport { RegisterDepthRendererSceneComponent } from \"./depthRendererSceneComponent.pure\";\r\nimport { type Observer } from \"core/Misc/observable.pure\";\r\n\r\n/**\r\n * This represents a depth renderer in Babylon.\r\n * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing\r\n */\r\nexport class DepthRenderer {\r\n private _scene: Scene;\r\n private _depthMap: RenderTargetTexture;\r\n private readonly _storeNonLinearDepth: boolean;\r\n private readonly _storeCameraSpaceZ: boolean;\r\n private _autoResize: boolean = false;\r\n private _resizeObserver: Nullable<Observer<any>> = null;\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this material.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Defines if auto resize the layer is enabled\r\n */\r\n public get autoResize() {\r\n return this._autoResize;\r\n }\r\n\r\n public set autoResize(value: boolean) {\r\n if (this._autoResize !== value) {\r\n this._autoResize = value;\r\n }\r\n if (value) {\r\n const engine = this._scene.getEngine();\r\n if (!this._resizeObserver && engine) {\r\n this._resizeObserver = engine.onResizeObservable.add(() => {\r\n this.resize();\r\n });\r\n }\r\n } else {\r\n if (this._resizeObserver) {\r\n this._resizeObserver.remove();\r\n this._resizeObserver = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Force all the depth renderer to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n\r\n /** Color used to clear the depth texture. Default: (1,0,0,1) */\r\n public clearColor: Color4;\r\n\r\n /** Get if the depth renderer is using packed depth or not */\r\n public readonly isPacked: boolean;\r\n\r\n private _camera: Nullable<Camera>;\r\n\r\n /** Enable or disable the depth renderer. When disabled, the depth texture is not updated */\r\n public enabled = true;\r\n\r\n /** Force writing the transparent objects into the depth map */\r\n public forceDepthWriteTransparentMeshes = false;\r\n\r\n private _alphaBlendedDepth = false;\r\n private _alphaBlendedDepthMaterialCache: Map<number, boolean> = new Map();\r\n\r\n /**\r\n * Enable or disable the alpha blending for depth rendering. When enabled,\r\n * the depth renderer will blend the depth values with the alpha values of\r\n * the transparent objects.\r\n */\r\n public get alphaBlendedDepth(): boolean {\r\n return this._alphaBlendedDepth;\r\n }\r\n public set alphaBlendedDepth(value: boolean) {\r\n if (this._alphaBlendedDepth === value) {\r\n return;\r\n }\r\n this._alphaBlendedDepth = value;\r\n // Clear the cache so materials will be recreated with the new define\r\n this._alphaBlendedDepthMaterialCache.clear();\r\n }\r\n\r\n /**\r\n * Specifies that the depth renderer will only be used within\r\n * the camera it is created for.\r\n * This can help forcing its rendering during the camera processing.\r\n */\r\n public useOnlyInActiveCamera: boolean = false;\r\n\r\n /** If true, reverse the culling of materials before writing to the depth texture.\r\n * So, basically, when \"true\", back facing instead of front facing faces are rasterized into the texture\r\n */\r\n public reverseCulling = false;\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"DepthRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes by the depth renderer\r\n * @param mesh mesh or array of meshes\r\n * @param material material to use by the depth render when rendering the mesh(es). If undefined is passed, the specific material created by the depth renderer will be used.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material): void {\r\n this._depthMap.setMaterialForRendering(mesh, material);\r\n }\r\n\r\n /**\r\n * Ensures the GaussianSplatting depth material exists and is up to date for the given mesh.\r\n * Creates the material on first call, and recreates it when alphaBlendedDepth changes.\r\n * @param mesh the GaussianSplatting mesh\r\n * @param renderPassId the render pass ID to look up the per-pass material\r\n * @returns the current depth rendering material, or null if the mesh has no GS material\r\n */\r\n private _ensureGaussianSplattingDepthMaterial(mesh: AbstractMesh, renderPassId: number): Nullable<Material> {\r\n let renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[renderPassId];\r\n const cachedAlphaBlendedDepth = this._alphaBlendedDepthMaterialCache.get(mesh.uniqueId);\r\n\r\n if (renderingMaterial === undefined || cachedAlphaBlendedDepth !== this.alphaBlendedDepth) {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n if (!gsMaterial) {\r\n return null;\r\n }\r\n const compoundMesh = (mesh as unknown as GaussianSplattingMesh).isCompound;\r\n renderingMaterial = gsMaterial.makeDepthRenderingMaterial(this._scene, this._shaderLanguage, this.alphaBlendedDepth, compoundMesh);\r\n this.setMaterialForRendering(mesh, renderingMaterial);\r\n this._alphaBlendedDepthMaterialCache.set(mesh.uniqueId, this.alphaBlendedDepth);\r\n }\r\n\r\n return renderingMaterial;\r\n }\r\n\r\n /**\r\n * Instantiates a depth renderer\r\n * @param scene The scene the renderer belongs to\r\n * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)\r\n * @param camera The camera to be used to render the depth map (default: scene's active camera)\r\n * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z\r\n * @param samplingMode The sampling mode to be used with the render target (Linear, Nearest...) (default: TRILINEAR_SAMPLINGMODE)\r\n * @param storeCameraSpaceZ Defines whether the depth stored is the Z coordinate in camera space. If true, storeNonLinearDepth has no effect. (Default: false)\r\n * @param name Name of the render target (default: DepthRenderer)\r\n * @param existingRenderTargetTexture An existing render target texture to use (default: undefined). If not provided, a new render target texture will be created.\r\n */\r\n constructor(\r\n scene: Scene,\r\n type: number = Constants.TEXTURETYPE_FLOAT,\r\n camera: Nullable<Camera> = null,\r\n storeNonLinearDepth = false,\r\n samplingMode = Texture.TRILINEAR_SAMPLINGMODE,\r\n storeCameraSpaceZ = false,\r\n name?: string,\r\n existingRenderTargetTexture?: RenderTargetTexture\r\n ) {\r\n this._scene = scene;\r\n this._storeNonLinearDepth = storeNonLinearDepth;\r\n this._storeCameraSpaceZ = storeCameraSpaceZ;\r\n this.isPacked = type === Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this.isPacked) {\r\n this.clearColor = new Color4(1.0, 1.0, 1.0, 1.0);\r\n } else {\r\n this.clearColor = new Color4(storeCameraSpaceZ ? 0.0 : 1.0, 0.0, 0.0, 1.0);\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync();\r\n\r\n RegisterDepthRendererSceneComponent(DepthRenderer);\r\n DepthRenderer._SceneComponentInitialization(this._scene);\r\n\r\n const engine = scene.getEngine();\r\n\r\n this._camera = camera;\r\n\r\n if (samplingMode !== Texture.NEAREST_SAMPLINGMODE) {\r\n if (type === Constants.TEXTURETYPE_FLOAT && !engine._caps.textureFloatLinearFiltering) {\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE;\r\n }\r\n if (type === Constants.TEXTURETYPE_HALF_FLOAT && !engine._caps.textureHalfFloatLinearFiltering) {\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE;\r\n }\r\n }\r\n\r\n // Render target\r\n const format = this.isPacked || !engine._features.supportExtendedTextureFormats ? Constants.TEXTUREFORMAT_RGBA : Constants.TEXTUREFORMAT_R;\r\n this._depthMap =\r\n existingRenderTargetTexture ??\r\n new RenderTargetTexture(\r\n name ?? \"DepthRenderer\",\r\n { width: engine.getRenderWidth(), height: engine.getRenderHeight() },\r\n this._scene,\r\n false,\r\n true,\r\n type,\r\n false,\r\n samplingMode,\r\n undefined,\r\n undefined,\r\n undefined,\r\n format\r\n );\r\n this._depthMap.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.refreshRate = 1;\r\n this._depthMap.renderParticles = false;\r\n this._depthMap.renderList = null;\r\n this._depthMap.noPrePassRenderer = true;\r\n\r\n // Camera to get depth map from to support multiple concurrent cameras\r\n this._depthMap.activeCamera = this._camera;\r\n this._depthMap.ignoreCameraViewport = true;\r\n this._depthMap.useCameraPostProcesses = false;\r\n\r\n // set default depth value to 1.0 (far away)\r\n this._depthMap.onClearObservable.add((engine) => {\r\n engine.clear(this.clearColor, true, true, true);\r\n });\r\n\r\n this._depthMap.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n\r\n // Skip submeshes that won't be rendered by the depth renderer (mirroring renderSubMesh logic)\r\n if (!material || effectiveMesh.infiniteDistance || material.disableDepthWrite || subMesh.verticesCount === 0) {\r\n continue;\r\n }\r\n\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || renderingMesh.hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n // Custom render function\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const material = subMesh.getMaterial();\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n if (!material || effectiveMesh.infiniteDistance || material.disableDepthWrite || subMesh.verticesCount === 0 || subMesh._renderId === scene.getRenderId()) {\r\n return;\r\n }\r\n\r\n // Culling\r\n const detNeg = effectiveMesh._getWorldMatrixDeterminant() < 0;\r\n let sideOrientation = material._getEffectiveOrientation(renderingMesh);\r\n\r\n if (detNeg) {\r\n sideOrientation =\r\n sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation\r\n ? Constants.MATERIAL_CounterClockWiseSideOrientation\r\n : Constants.MATERIAL_ClockWiseSideOrientation;\r\n }\r\n const reverseSideOrientation = sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation;\r\n\r\n engine.setState(material.backFaceCulling, 0, false, reverseSideOrientation, this.reverseCulling ? !material.cullBackFaces : material.cullBackFaces);\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || renderingMesh.hasThinInstances);\r\n\r\n const camera = this._camera || scene.activeCamera;\r\n if (this.isReady(subMesh, hardwareInstancedRendering) && camera) {\r\n subMesh._renderId = scene.getRenderId();\r\n\r\n if (_IsGaussianSplattingMesh(effectiveMesh)) {\r\n const gsMaterial = this._ensureGaussianSplattingDepthMaterial(effectiveMesh, engine.currentRenderPassId);\r\n if (gsMaterial && !gsMaterial.isReadyForSubMesh(effectiveMesh, subMesh, hardwareInstancedRendering)) {\r\n return;\r\n }\r\n // Alpha blending for transparent materials\r\n if (this.alphaBlendedDepth && material.needAlphaBlendingForMesh(effectiveMesh)) {\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n } else {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n // Delegate to the GS mesh's render() which properly routes through camera meshes\r\n // with the correct thin instance data. The depth material is already set as the\r\n // render pass material and will be propagated to the camera mesh.\r\n (effectiveMesh as Mesh).render(subMesh, false);\r\n return;\r\n }\r\n\r\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n let drawWrapper = subMesh._getDrawWrapper();\r\n if (!drawWrapper && renderingMaterial) {\r\n drawWrapper = renderingMaterial._getDrawWrapper();\r\n }\r\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (!renderingMaterial) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n if (this._storeCameraSpaceZ) {\r\n effect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n } else {\r\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\r\n }\r\n\r\n let minZ: number, maxZ: number;\r\n\r\n if (cameraIsOrtho) {\r\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n } else {\r\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\r\n }\r\n\r\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\r\n\r\n if (!renderingMaterial) {\r\n // Alpha test\r\n if (material.needAlphaTestingForMesh(effectiveMesh)) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bones\r\n BindBonesParameters(renderingMesh, effect);\r\n\r\n // Clip planes\r\n BindClipPlane(effect, material, scene);\r\n\r\n // Morph targets\r\n BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n bvaManager.bind(effect, hardwareInstancedRendering);\r\n }\r\n\r\n // Points cloud rendering\r\n if (material.pointsCloud) {\r\n effect.setFloat(\"pointSize\", material.pointSize);\r\n }\r\n }\r\n\r\n // Alpha blending for transparent materials\r\n if (this.alphaBlendedDepth && material.needAlphaBlendingForMesh(effectiveMesh)) {\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n } else {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\r\n effect.setMatrix(\"world\", world)\r\n );\r\n }\r\n };\r\n\r\n this._depthMap.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n const engine = this._scene.getEngine();\r\n // Save the current alpha mode to restore it after rendering\r\n const previousAlphaMode = engine.getAlphaMode();\r\n\r\n let index;\r\n\r\n if (depthOnlySubMeshes.length) {\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (this.forceDepthWriteTransparentMeshes) {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n renderSubMesh(transparentSubMeshes.data[index]);\r\n }\r\n } else {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n transparentSubMeshes.data[index].getEffectiveMesh()._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n }\r\n }\r\n\r\n if (this.alphaBlendedDepth) {\r\n engine.setAlphaMode(previousAlphaMode);\r\n }\r\n };\r\n }\r\n\r\n private _shadersLoaded = false;\r\n private async _initShaderSourceAsync(forceGLSL = false) {\r\n const engine = this._scene.getEngine();\r\n\r\n if (engine.isWebGPU && !forceGLSL && !DepthRenderer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/depth.vertex\"), import(\"../ShadersWGSL/depth.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/depth.vertex\"), import(\"../Shaders/depth.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n }\r\n\r\n /**\r\n * Resize the depth map\r\n */\r\n public resize() {\r\n const engine = this._scene.getEngine();\r\n if (this._depthMap) {\r\n this._depthMap.resize({ width: engine.getRenderWidth(), height: engine.getRenderHeight() });\r\n }\r\n }\r\n\r\n /**\r\n * Creates the depth rendering effect and checks if the effect is ready.\r\n * @param subMesh The submesh to be used to render the depth map of\r\n * @param useInstances If multiple world instances should be used\r\n * @returns if the depth renderer is ready to render the depth map\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n if (!this._shadersLoaded) {\r\n return false;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const mesh = subMesh.getMesh();\r\n const scene = mesh.getScene();\r\n\r\n // Use the depth map's render pass ID to look up per-pass materials,\r\n // since isReady can be called outside of the depth renderer's render pass\r\n // (e.g. from the scene's isReady check).\r\n const renderPassId = this._depthMap.renderPassId;\r\n let renderingMaterial: Nullable<Material> = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[renderPassId] ?? null;\r\n\r\n // For GaussianSplatting meshes, eagerly create the depth material so that\r\n // the scene's isReady check properly blocks until it is compiled.\r\n if (_IsGaussianSplattingMesh(mesh)) {\r\n renderingMaterial = this._ensureGaussianSplattingDepthMaterial(mesh, renderPassId);\r\n }\r\n\r\n if (renderingMaterial) {\r\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\r\n }\r\n\r\n const material = subMesh.getMaterial();\r\n if (!material || material.disableDepthWrite) {\r\n return false;\r\n }\r\n\r\n const defines = [];\r\n\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n let uv1 = false;\r\n let uv2 = false;\r\n const color = false;\r\n\r\n // Alpha test\r\n if (material.needAlphaTestingForMesh(mesh) && material.getAlphaTestTexture()) {\r\n defines.push(\"#define ALPHATEST\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n uv1 = true;\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n uv2 = true;\r\n }\r\n }\r\n\r\n // Bones\r\n const fallbacks = new EffectFallbacks();\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n if (mesh.numBoneInfluencers > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n const skeleton = mesh.skeleton;\r\n if (skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton.bones.length + 1));\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const numMorphInfluencers = mesh.morphTargetManager\r\n ? PrepareDefinesAndAttributesForMorphTargets(\r\n mesh.morphTargetManager,\r\n defines,\r\n attribs,\r\n mesh,\r\n true, // usePositionMorph\r\n false, // useNormalMorph\r\n false, // useTangentMorph\r\n uv1, // useUVMorph\r\n uv2, // useUV2Morph\r\n color // useColorMorph\r\n )\r\n : 0;\r\n\r\n // Points cloud rendering\r\n if (material.pointsCloud) {\r\n defines.push(\"#define POINTSIZE\");\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = mesh.bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\r\n if (useInstances) {\r\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\r\n }\r\n }\r\n\r\n // None linear depth\r\n if (this._storeNonLinearDepth) {\r\n defines.push(\"#define NONLINEARDEPTH\");\r\n }\r\n\r\n // Store camera space Z coordinate instead of NDC Z\r\n if (this._storeCameraSpaceZ) {\r\n defines.push(\"#define STORE_CAMERASPACE_Z\");\r\n }\r\n\r\n // Float Mode\r\n if (this.isPacked) {\r\n defines.push(\"#define PACKED\");\r\n }\r\n\r\n // Clip planes\r\n PrepareStringDefinesForClipPlanes(material, scene, defines);\r\n\r\n // Get correct effect\r\n // Determine which render pass id to use for the draw wrapper. isReady can be called from\r\n // contexts where engine.currentRenderPassId is *not* one of the depth map's render pass ids\r\n // (e.g. from EffectLayer / scene readiness checks). In that case, using\r\n // engine.currentRenderPassId would stamp the depth effect onto the main pass's draw wrapper,\r\n // which is especially harmful for frozen materials that won't restore the correct effect on\r\n // their next isReady call (forum bug 63230).\r\n // When engine.currentRenderPassId already belongs to this depth map (the normal in-pass\r\n // case, including multi-pass render targets like cube/array depth textures), keep using it\r\n // so each pass keeps its own draw wrapper. Otherwise fall back to the depth map's primary\r\n // render pass id.\r\n const currentPassId = engine.currentRenderPassId;\r\n const depthPassIds = this._depthMap.renderPassIds;\r\n const passId = depthPassIds.includes(currentPassId) ? currentPassId : this._depthMap.renderPassId;\r\n const drawWrapper = subMesh._getDrawWrapper(passId, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"boneTextureInfo\",\r\n \"pointSize\",\r\n \"viewProjection\",\r\n \"view\",\r\n \"diffuseMatrix\",\r\n \"depthValues\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetCount\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"bakedVertexAnimationSettings\",\r\n \"bakedVertexAnimationTextureSizeInverted\",\r\n \"bakedVertexAnimationTime\",\r\n \"bakedVertexAnimationTexture\",\r\n ];\r\n const samplers = [\"diffuseSampler\", \"morphTargets\", \"boneSampler\", \"bakedVertexAnimationTexture\"];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n drawWrapper.setEffect(\r\n engine.createEffect(\r\n \"depth\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\r\n shaderLanguage: this._shaderLanguage,\r\n },\r\n engine\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Gets the texture which the depth map will be written to.\r\n * @returns The depth map texture\r\n */\r\n public getDepthMap(): RenderTargetTexture {\r\n return this._depthMap;\r\n }\r\n\r\n /**\r\n * Disposes of the depth renderer.\r\n */\r\n public dispose(): void {\r\n if (this._resizeObserver) {\r\n this._resizeObserver.remove();\r\n this._resizeObserver = null;\r\n }\r\n const keysToDelete = [];\r\n for (const key in this._scene._depthRenderer) {\r\n const depthRenderer = this._scene._depthRenderer[key];\r\n if (depthRenderer === this) {\r\n keysToDelete.push(key);\r\n }\r\n }\r\n\r\n if (keysToDelete.length > 0) {\r\n this._depthMap.dispose();\r\n\r\n for (const key of keysToDelete) {\r\n delete this._scene._depthRenderer[key];\r\n }\r\n }\r\n }\r\n}\r\n"]}
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@@ -24,9 +24,10 @@ export interface IEdgesRenderer extends IDisposable {
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render(): void;
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/**
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26
26
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* Checks whether or not the edges renderer is ready to render.
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27
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+
* @param useInstances Defines whether the instanced shader variant should be checked. If omitted, the current rendering state is used.
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27
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* @returns true if ready, otherwise false.
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28
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*/
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29
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-
isReady(): boolean;
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30
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+
isReady(useInstances?: boolean): boolean;
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30
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/**
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31
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* List of instances to render in case the source mesh has instances
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*/
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@@ -180,9 +181,10 @@ export declare class EdgesRenderer implements IEdgesRenderer {
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180
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_generateEdgesLines(): void;
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181
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/**
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182
183
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* Checks whether or not the edges renderer is ready to render.
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184
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+
* @param useInstances Defines whether the instanced shader variant should be checked. If omitted, the current rendering state is used.
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183
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* @returns true if ready, otherwise false.
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184
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*/
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185
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-
isReady(): boolean;
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187
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+
isReady(useInstances?: boolean): boolean;
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186
188
|
/**
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187
189
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* Renders the edges of the attached mesh,
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188
190
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*/
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