@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.
Files changed (482) hide show
  1. package/Animations/animatable.core.js +36 -0
  2. package/Animations/animatable.core.js.map +1 -1
  3. package/Animations/animationGroup.pure.d.ts +61 -1
  4. package/Animations/animationGroup.pure.js +191 -2
  5. package/Animations/animationGroup.pure.js.map +1 -1
  6. package/Animations/index.d.ts +1 -0
  7. package/Animations/index.js +1 -0
  8. package/Animations/index.js.map +1 -1
  9. package/Animations/pure.d.ts +1 -0
  10. package/Animations/pure.js +1 -0
  11. package/Animations/pure.js.map +1 -1
  12. package/Animations/rootMotion.d.ts +560 -0
  13. package/Animations/rootMotion.js +1709 -0
  14. package/Animations/rootMotion.js.map +1 -0
  15. package/Animations/runtimeAnimation.d.ts +57 -0
  16. package/Animations/runtimeAnimation.js +127 -3
  17. package/Animations/runtimeAnimation.js.map +1 -1
  18. package/Cameras/arcRotateCamera.pure.d.ts +2 -0
  19. package/Cameras/arcRotateCamera.pure.js +2 -0
  20. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  21. package/Cameras/targetCamera.pure.d.ts +2 -0
  22. package/Cameras/targetCamera.pure.js +7 -1
  23. package/Cameras/targetCamera.pure.js.map +1 -1
  24. package/Collisions/gpuPicker.js +5 -5
  25. package/Collisions/gpuPicker.js.map +1 -1
  26. package/Engines/AbstractEngine/abstractEngine.query.pure.js +4 -2
  27. package/Engines/AbstractEngine/abstractEngine.query.pure.js.map +1 -1
  28. package/Engines/AbstractEngine/abstractEngine.query.types.d.ts +11 -2
  29. package/Engines/AbstractEngine/abstractEngine.query.types.js.map +1 -1
  30. package/Engines/AbstractEngine/abstractEngine.renderPass.pure.js +1 -0
  31. package/Engines/AbstractEngine/abstractEngine.renderPass.pure.js.map +1 -1
  32. package/Engines/Extensions/engine.multiRender.pure.js +63 -0
  33. package/Engines/Extensions/engine.multiRender.pure.js.map +1 -1
  34. package/Engines/Extensions/engine.multiRender.types.d.ts +13 -0
  35. package/Engines/Extensions/engine.multiRender.types.js.map +1 -1
  36. package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js +2 -2
  37. package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js.map +1 -1
  38. package/Engines/Extensions/engine.prefilteredCubeTexture.types.d.ts +2 -1
  39. package/Engines/Extensions/engine.prefilteredCubeTexture.types.js.map +1 -1
  40. package/Engines/Extensions/index.d.ts +1 -0
  41. package/Engines/Extensions/index.js +1 -0
  42. package/Engines/Extensions/index.js.map +1 -1
  43. package/Engines/Extensions/pure.d.ts +1 -1
  44. package/Engines/Extensions/pure.js +1 -1
  45. package/Engines/Extensions/pure.js.map +1 -1
  46. package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js +88 -39
  47. package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js.map +1 -1
  48. package/Engines/Native/Extensions/nativeEngine.cubeTexture.types.d.ts +20 -2
  49. package/Engines/Native/Extensions/nativeEngine.cubeTexture.types.js.map +1 -1
  50. package/Engines/WebGPU/Extensions/engine.multiRender.pure.js +4 -0
  51. package/Engines/WebGPU/Extensions/engine.multiRender.pure.js.map +1 -1
  52. package/Engines/WebGPU/Extensions/engine.multiRender.types.d.ts +13 -0
  53. package/Engines/WebGPU/Extensions/engine.multiRender.types.js.map +1 -1
  54. package/Engines/WebGPU/Extensions/engine.query.pure.js +11 -3
  55. package/Engines/WebGPU/Extensions/engine.query.pure.js.map +1 -1
  56. package/Engines/WebGPU/Extensions/index.d.ts +1 -0
  57. package/Engines/WebGPU/Extensions/index.js +1 -0
  58. package/Engines/WebGPU/Extensions/index.js.map +1 -1
  59. package/Engines/WebGPU/Extensions/pure.d.ts +1 -1
  60. package/Engines/WebGPU/Extensions/pure.js +1 -1
  61. package/Engines/WebGPU/Extensions/pure.js.map +1 -1
  62. package/Engines/WebGPU/webgpuBundleList.d.ts +2 -0
  63. package/Engines/WebGPU/webgpuBundleList.js +4 -0
  64. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  65. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +5 -2
  66. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  67. package/Engines/WebGPU/webgpuHardwareTexture.js +3 -1
  68. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  69. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
  70. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  71. package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +4 -0
  72. package/Engines/WebGPU/webgpuSnapshotRendering.js +40 -7
  73. package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
  74. package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -1
  75. package/Engines/WebGPU/webgpuTextureHelper.js +2 -2
  76. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  77. package/Engines/WebGPU/webgpuTextureManager.d.ts +2 -0
  78. package/Engines/WebGPU/webgpuTextureManager.js +286 -13
  79. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  80. package/Engines/abstractEngine.pure.d.ts +2 -0
  81. package/Engines/abstractEngine.pure.js +7 -3
  82. package/Engines/abstractEngine.pure.js.map +1 -1
  83. package/Engines/constants.d.ts +4 -0
  84. package/Engines/constants.js +4 -0
  85. package/Engines/constants.js.map +1 -1
  86. package/Engines/thinEngine.pure.d.ts +14 -0
  87. package/Engines/thinEngine.pure.js +48 -12
  88. package/Engines/thinEngine.pure.js.map +1 -1
  89. package/Engines/thinNativeEngine.pure.d.ts +1 -0
  90. package/Engines/thinNativeEngine.pure.js +7 -1
  91. package/Engines/thinNativeEngine.pure.js.map +1 -1
  92. package/Engines/thinWebGPUEngine.d.ts +4 -0
  93. package/Engines/thinWebGPUEngine.js +10 -1
  94. package/Engines/thinWebGPUEngine.js.map +1 -1
  95. package/Engines/webgpuEngine.pure.d.ts +5 -2
  96. package/Engines/webgpuEngine.pure.js +48 -13
  97. package/Engines/webgpuEngine.pure.js.map +1 -1
  98. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.pure.js +2 -2
  99. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.pure.js.map +1 -1
  100. package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.d.ts +11 -2
  101. package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.js +1 -1
  102. package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.js.map +1 -1
  103. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.d.ts +9 -1
  104. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.js +6 -8
  105. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.js.map +1 -1
  106. package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.d.ts +2 -0
  107. package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.js +5 -1
  108. package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.js.map +1 -1
  109. package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.d.ts +2 -0
  110. package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.js +5 -1
  111. package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.js.map +1 -1
  112. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.d.ts +9 -0
  113. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.js +34 -9
  114. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.js.map +1 -1
  115. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.d.ts +2 -0
  116. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.js +4 -0
  117. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.js.map +1 -1
  118. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.d.ts +2 -0
  119. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js +4 -0
  120. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js.map +1 -1
  121. package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.pure.js +19 -7
  122. package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.pure.js.map +1 -1
  123. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.d.ts +20 -2
  124. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js +53 -10
  125. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js.map +1 -1
  126. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.d.ts +16 -1
  127. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.js +64 -14
  128. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.js.map +1 -1
  129. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.pure.js +64 -16
  130. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.pure.js.map +1 -1
  131. package/FlowGraph/flowGraph.d.ts +4 -0
  132. package/FlowGraph/flowGraph.js +38 -7
  133. package/FlowGraph/flowGraph.js.map +1 -1
  134. package/FlowGraph/flowGraphBlock.js +3 -0
  135. package/FlowGraph/flowGraphBlock.js.map +1 -1
  136. package/FlowGraph/flowGraphConnection.d.ts +7 -0
  137. package/FlowGraph/flowGraphConnection.js +7 -0
  138. package/FlowGraph/flowGraphConnection.js.map +1 -1
  139. package/FlowGraph/flowGraphContext.d.ts +2 -1
  140. package/FlowGraph/flowGraphContext.js +4 -3
  141. package/FlowGraph/flowGraphContext.js.map +1 -1
  142. package/FlowGraph/flowGraphCoordinator.d.ts +15 -1
  143. package/FlowGraph/flowGraphCoordinator.js +47 -16
  144. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  145. package/FlowGraph/flowGraphEventBlock.d.ts +5 -0
  146. package/FlowGraph/flowGraphEventBlock.js +7 -0
  147. package/FlowGraph/flowGraphEventBlock.js.map +1 -1
  148. package/FlowGraph/flowGraphHostResolver.d.ts +2 -1
  149. package/FlowGraph/flowGraphHostResolver.js.map +1 -1
  150. package/FlowGraph/flowGraphParser.js +60 -2
  151. package/FlowGraph/flowGraphParser.js.map +1 -1
  152. package/FlowGraph/serialization.d.ts +2 -0
  153. package/FlowGraph/serialization.js +10 -22
  154. package/FlowGraph/serialization.js.map +1 -1
  155. package/FlowGraph/typeDefinitions.d.ts +8 -0
  156. package/FlowGraph/typeDefinitions.js.map +1 -1
  157. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.d.ts +5 -0
  158. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.js +8 -0
  159. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.js.map +1 -0
  160. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.d.ts +87 -0
  161. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.js +295 -0
  162. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.js.map +1 -0
  163. package/FrameGraph/Node/Blocks/PostProcesses/pure.d.ts +1 -0
  164. package/FrameGraph/Node/Blocks/PostProcesses/pure.js +1 -0
  165. package/FrameGraph/Node/Blocks/PostProcesses/pure.js.map +1 -1
  166. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +4 -4
  167. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  168. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.d.ts +5 -1
  169. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js +13 -1
  170. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js.map +1 -1
  171. package/FrameGraph/Node/Blocks/allBlocks.pure.js +2 -0
  172. package/FrameGraph/Node/Blocks/allBlocks.pure.js.map +1 -1
  173. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  174. package/FrameGraph/Node/Blocks/index.js +1 -0
  175. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  176. package/FrameGraph/Node/Blocks/inputBlock.pure.js +20 -1
  177. package/FrameGraph/Node/Blocks/inputBlock.pure.js.map +1 -1
  178. package/FrameGraph/Node/Blocks/pure.d.ts +1 -0
  179. package/FrameGraph/Node/Blocks/pure.js +1 -0
  180. package/FrameGraph/Node/Blocks/pure.js.map +1 -1
  181. package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +4 -2
  182. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +4 -2
  183. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
  184. package/FrameGraph/Node/nodeRenderGraph.js +1 -1
  185. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  186. package/FrameGraph/Tasks/Layers/selectionOutlineTask.js +1 -0
  187. package/FrameGraph/Tasks/Layers/selectionOutlineTask.js.map +1 -1
  188. package/FrameGraph/Tasks/Misc/cullObjectsTask.js +5 -1
  189. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
  190. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +1 -0
  191. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
  192. package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.d.ts +69 -0
  193. package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.js +223 -0
  194. package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.js.map +1 -0
  195. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +25 -3
  196. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +69 -33
  197. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  198. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +3 -1
  199. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  200. package/FrameGraph/frameGraphObjectList.d.ts +6 -1
  201. package/FrameGraph/frameGraphObjectList.js.map +1 -1
  202. package/FrameGraph/frameGraphRenderContext.d.ts +3 -1
  203. package/FrameGraph/frameGraphRenderContext.js +5 -5
  204. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  205. package/FrameGraph/index.d.ts +1 -0
  206. package/FrameGraph/index.js +1 -0
  207. package/FrameGraph/index.js.map +1 -1
  208. package/FrameGraph/pure.d.ts +1 -0
  209. package/FrameGraph/pure.js +1 -0
  210. package/FrameGraph/pure.js.map +1 -1
  211. package/Inputs/scene.inputManager.d.ts +4 -0
  212. package/Inputs/scene.inputManager.js +50 -8
  213. package/Inputs/scene.inputManager.js.map +1 -1
  214. package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js +5 -5
  215. package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js.map +1 -1
  216. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +5 -5
  217. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
  218. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +26 -1
  219. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +151 -47
  220. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  221. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js +5 -5
  222. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js.map +1 -1
  223. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js +11 -1
  224. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js.map +1 -1
  225. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.pure.js +17 -2
  226. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.pure.js.map +1 -1
  227. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js +2 -2
  228. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js.map +1 -1
  229. package/Materials/Node/nodeMaterial.pure.d.ts +4 -0
  230. package/Materials/Node/nodeMaterial.pure.js +4 -0
  231. package/Materials/Node/nodeMaterial.pure.js.map +1 -1
  232. package/Materials/Node/nodeMaterialBuildState.d.ts +1 -1
  233. package/Materials/Node/nodeMaterialBuildState.js +25 -3
  234. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  235. package/Materials/PBR/openpbrMaterial.pure.d.ts +2 -0
  236. package/Materials/PBR/pbrBaseMaterial.pure.d.ts +2 -0
  237. package/Materials/Textures/Procedurals/proceduralTexture.pure.d.ts +13 -14
  238. package/Materials/Textures/Procedurals/proceduralTexture.pure.js +6 -6
  239. package/Materials/Textures/Procedurals/proceduralTexture.pure.js.map +1 -1
  240. package/Materials/Textures/baseTexture.pure.js +3 -0
  241. package/Materials/Textures/baseTexture.pure.js.map +1 -1
  242. package/Materials/Textures/cubeTexture.pure.js +1 -1
  243. package/Materials/Textures/cubeTexture.pure.js.map +1 -1
  244. package/Materials/Textures/internalTexture.d.ts +8 -1
  245. package/Materials/Textures/internalTexture.js +9 -2
  246. package/Materials/Textures/internalTexture.js.map +1 -1
  247. package/Materials/Textures/rawTexture2DArray.functions.d.ts +3 -3
  248. package/Materials/Textures/rawTexture2DArray.functions.js.map +1 -1
  249. package/Materials/Textures/rawTexture3D.d.ts +1 -1
  250. package/Materials/Textures/rawTexture3D.js +1 -1
  251. package/Materials/Textures/rawTexture3D.js.map +1 -1
  252. package/Materials/Textures/textureHelper.functions.d.ts +14 -0
  253. package/Materials/Textures/textureHelper.functions.js +24 -0
  254. package/Materials/Textures/textureHelper.functions.js.map +1 -1
  255. package/Materials/ditheredTileFadeMaterialPlugin.d.ts +210 -0
  256. package/Materials/ditheredTileFadeMaterialPlugin.js +509 -0
  257. package/Materials/ditheredTileFadeMaterialPlugin.js.map +1 -0
  258. package/Materials/index.d.ts +1 -0
  259. package/Materials/index.js +1 -0
  260. package/Materials/index.js.map +1 -1
  261. package/Materials/materialHelper.geometryrendering.d.ts +46 -1
  262. package/Materials/materialHelper.geometryrendering.js +105 -8
  263. package/Materials/materialHelper.geometryrendering.js.map +1 -1
  264. package/Materials/prepass.defines.d.ts +2 -0
  265. package/Materials/prepass.defines.js +2 -0
  266. package/Materials/prepass.defines.js.map +1 -1
  267. package/Materials/pure.d.ts +1 -0
  268. package/Materials/pure.js +1 -0
  269. package/Materials/pure.js.map +1 -1
  270. package/Materials/standardMaterial.pure.d.ts +2 -0
  271. package/Materials/standardMaterial.pure.js +6 -3
  272. package/Materials/standardMaterial.pure.js.map +1 -1
  273. package/Meshes/Builders/polygonBuilder.pure.d.ts +4 -0
  274. package/Meshes/Builders/polygonBuilder.pure.js +4 -1
  275. package/Meshes/Builders/polygonBuilder.pure.js.map +1 -1
  276. package/Meshes/GaussianSplatting/gaussianSplatting.functions.d.ts +19 -0
  277. package/Meshes/GaussianSplatting/gaussianSplatting.functions.js +23 -0
  278. package/Meshes/GaussianSplatting/gaussianSplatting.functions.js.map +1 -0
  279. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.d.ts +3 -14
  280. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +20 -24
  281. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
  282. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +2 -0
  283. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +11 -4
  284. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
  285. package/Meshes/abstractMesh.pure.d.ts +18 -0
  286. package/Meshes/abstractMesh.pure.js +22 -0
  287. package/Meshes/abstractMesh.pure.js.map +1 -1
  288. package/Meshes/index.d.ts +1 -0
  289. package/Meshes/index.js +1 -0
  290. package/Meshes/index.js.map +1 -1
  291. package/Meshes/instancedMesh.pure.d.ts +5 -0
  292. package/Meshes/instancedMesh.pure.js +12 -0
  293. package/Meshes/instancedMesh.pure.js.map +1 -1
  294. package/Meshes/mesh.pure.js +23 -8
  295. package/Meshes/mesh.pure.js.map +1 -1
  296. package/Meshes/meshBlendingTag.d.ts +47 -0
  297. package/Meshes/meshBlendingTag.js +64 -0
  298. package/Meshes/meshBlendingTag.js.map +1 -0
  299. package/Meshes/polygonMesh.js +2 -2
  300. package/Meshes/polygonMesh.js.map +1 -1
  301. package/Meshes/pure.d.ts +1 -0
  302. package/Meshes/pure.js +1 -0
  303. package/Meshes/pure.js.map +1 -1
  304. package/Misc/fileTools.pure.js +21 -0
  305. package/Misc/fileTools.pure.js.map +1 -1
  306. package/Misc/snapshotRenderingHelper.js +2 -2
  307. package/Misc/snapshotRenderingHelper.js.map +1 -1
  308. package/Misc/tools.pure.js +1 -1
  309. package/Misc/tools.pure.js.map +1 -1
  310. package/Particles/gpuParticleSystem.pure.d.ts +2 -0
  311. package/Particles/gpuParticleSystem.pure.js +89 -28
  312. package/Particles/gpuParticleSystem.pure.js.map +1 -1
  313. package/Particles/thinParticleSystem.pure.d.ts +2 -0
  314. package/Particles/thinParticleSystem.pure.js +84 -19
  315. package/Particles/thinParticleSystem.pure.js.map +1 -1
  316. package/Particles/webgl2ParticleSystem.pure.d.ts +1 -0
  317. package/Particles/webgl2ParticleSystem.pure.js +12 -4
  318. package/Particles/webgl2ParticleSystem.pure.js.map +1 -1
  319. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.pure.js +7 -0
  320. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.pure.js.map +1 -1
  321. package/PostProcesses/index.d.ts +2 -0
  322. package/PostProcesses/index.js +2 -0
  323. package/PostProcesses/index.js.map +1 -1
  324. package/PostProcesses/meshBlendingBlueNoise.d.ts +15 -0
  325. package/PostProcesses/meshBlendingBlueNoise.js +77 -0
  326. package/PostProcesses/meshBlendingBlueNoise.js.map +1 -0
  327. package/PostProcesses/meshBlendingPostProcess.d.ts +131 -0
  328. package/PostProcesses/meshBlendingPostProcess.js +315 -0
  329. package/PostProcesses/meshBlendingPostProcess.js.map +1 -0
  330. package/PostProcesses/pure.d.ts +2 -0
  331. package/PostProcesses/pure.js +2 -0
  332. package/PostProcesses/pure.js.map +1 -1
  333. package/PostProcesses/thinMeshBlendingPostProcess.d.ts +339 -0
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This file must only contain pure code and pure imports */\r\n\r\nimport { VertexBuffer } from \"../Buffers/buffer.pure\";\r\nimport { type SubMesh } from \"../Meshes/subMesh.pure\";\r\nimport { Mesh } from \"../Meshes/mesh.pure\";\r\nimport { type _InstancesBatch } from \"../Meshes/mesh\";\r\nimport { Scene } from \"../scene.pure\";\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine.pure\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { SceneComponentConstants, type ISceneComponent } from \"../sceneComponent\";\r\n\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { type IEffectCreationOptions } from \"core/Materials/effect.pure\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * This class is responsible to draw the outline/overlay of meshes.\r\n * It should not be used directly but through the available method on mesh.\r\n */\r\nexport class OutlineRenderer implements ISceneComponent {\r\n /**\r\n * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent\r\n */\r\n private static _StencilReference = 0x04;\r\n /**\r\n * The name of the component. Each component must have a unique name.\r\n */\r\n public name = SceneComponentConstants.NAME_OUTLINERENDERER;\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 * Defines a zOffset default Factor to prevent zFighting between the overlay and the mesh.\r\n */\r\n public zOffset = 1;\r\n\r\n /**\r\n * Defines a zOffset default Unit to prevent zFighting between the overlay and the mesh.\r\n */\r\n public zOffsetUnits = 4; // 4 to account for projection a bit by default\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the renderer is enabled\r\n */\r\n public enabled = true;\r\n\r\n private _engine: AbstractEngine;\r\n private _savedDepthWrite: boolean;\r\n private _passIdForDrawWrapper: number[];\r\n\r\n /** Shader language used by the Outline renderer. */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in the Outline renderer.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Instantiates a new outline renderer. (There could be only one per scene).\r\n * @param scene Defines the scene it belongs to\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this._engine = scene.getEngine();\r\n this.scene._addComponent(this);\r\n this._passIdForDrawWrapper = [];\r\n for (let i = 0; i < 4; ++i) {\r\n this._passIdForDrawWrapper[i] = this._engine.createRenderPassId(`Outline Renderer (${i})`);\r\n }\r\n\r\n const engine = this._engine;\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n }\r\n\r\n /**\r\n * Register the component to one instance of a scene.\r\n */\r\n public register(): void {\r\n this.scene._beforeRenderingMeshStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);\r\n this.scene._afterRenderingMeshStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do here.\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources.\r\n */\r\n public dispose(): void {\r\n for (let i = 0; i < this._passIdForDrawWrapper.length; ++i) {\r\n this._engine.releaseRenderPassId(this._passIdForDrawWrapper[i]);\r\n }\r\n }\r\n\r\n /**\r\n * Renders the outline in the canvas.\r\n * @param subMesh Defines the sumesh to render\r\n * @param batch Defines the batch of meshes in case of instances\r\n * @param useOverlay Defines if the rendering is for the overlay or the outline\r\n * @param renderPassId Render pass id to use to render the mesh\r\n * @param internal Defines the internal render\r\n */\r\n public render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay: boolean = false, renderPassId?: number, internal?: boolean): void {\r\n renderPassId = renderPassId ?? this._passIdForDrawWrapper[0];\r\n\r\n const scene = this.scene;\r\n const engine = scene.getEngine();\r\n\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || subMesh.getRenderingMesh().hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering, renderPassId)) {\r\n return;\r\n }\r\n\r\n const ownerMesh = subMesh.getMesh();\r\n const replacementMesh = ownerMesh._internalAbstractMeshDataInfo._actAsRegularMesh ? ownerMesh : null;\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = replacementMesh ? replacementMesh : renderingMesh;\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material || !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n const drawWrapper = subMesh._getDrawWrapper(renderPassId)!;\r\n const effect = DrawWrapper.GetEffect(drawWrapper)!;\r\n\r\n scene.resetCachedMaterial();\r\n engine.enableEffect(drawWrapper);\r\n\r\n // Logarithmic depth\r\n if ((<any>material).useLogarithmicDepth) {\r\n effect.setFloat(\"logarithmicDepthConstant\", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));\r\n }\r\n\r\n effect.setFloat(\"offset\", useOverlay ? 0 : renderingMesh.outlineWidth);\r\n effect.setColor4(\r\n \"color\",\r\n useOverlay ? (internal ? renderingMesh._internalOverlayColor : renderingMesh.overlayColor) : renderingMesh.outlineColor,\r\n useOverlay ? (internal ? renderingMesh._internalOverlayAlpha : renderingMesh.overlayAlpha) : material.alpha\r\n );\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n\r\n // Bones\r\n BindBonesParameters(renderingMesh, effect);\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 if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\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 // Alpha test\r\n if (material && material.needAlphaTestingForMesh(effectiveMesh)) {\r\n const alphaTexture = material.getAlphaTestTexture();\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 // Clip plane\r\n BindClipPlane(effect, material, scene);\r\n\r\n engine.setZOffset(-this.zOffset);\r\n engine.setZOffsetUnits(-this.zOffsetUnits);\r\n\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 engine.setZOffset(0);\r\n engine.setZOffsetUnits(0);\r\n }\r\n\r\n /**\r\n * Returns whether or not the outline renderer is ready for a given submesh.\r\n * All the dependencies e.g. submeshes, texture, effect... mus be ready\r\n * @param subMesh Defines the submesh to check readiness for\r\n * @param useInstances Defines whether wee are trying to render instances or not\r\n * @param renderPassId Render pass id to use to render the mesh\r\n * @returns true if ready otherwise false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean, renderPassId?: number): boolean {\r\n renderPassId = renderPassId ?? this._passIdForDrawWrapper[0];\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n\r\n const mesh = subMesh.getMesh();\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return false;\r\n }\r\n\r\n const scene = mesh.getScene();\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)) {\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 //Logarithmic depth\r\n if ((<any>material).useLogarithmicDepth) {\r\n defines.push(\"#define LOGARITHMICDEPTH\");\r\n }\r\n // Clip planes\r\n PrepareStringDefinesForClipPlanes(material, scene, defines);\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 const skeleton = mesh.skeleton;\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 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 true, // 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 // 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 // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(renderPassId, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"viewProjection\",\r\n \"diffuseMatrix\",\r\n \"offset\",\r\n \"color\",\r\n \"logarithmicDepthConstant\",\r\n \"morphTargetInfluences\",\r\n \"boneTextureInfo\",\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\", \"boneSampler\", \"morphTargets\", \"bakedVertexAnimationTexture\"];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n drawWrapper.setEffect(\r\n this.scene.getEngine().createEffect(\r\n \"outline\",\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 extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/outline.fragment\"), import(\"../ShadersWGSL/outline.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/outline.fragment\"), import(\"../Shaders/outline.vertex\")]);\r\n }\r\n },\r\n },\r\n this.scene.getEngine()\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n private _beforeRenderingMesh(mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch): void {\r\n if (!this.enabled) {\r\n return;\r\n }\r\n\r\n // Outline - step 1\r\n this._savedDepthWrite = this._engine.getDepthWrite();\r\n if (mesh.renderOutline) {\r\n const material = subMesh.getMaterial();\r\n if (material && material.needAlphaBlendingForMesh(mesh)) {\r\n this._engine.cacheStencilState();\r\n // Draw only to stencil buffer for the original mesh\r\n // The resulting stencil buffer will be used so the outline is not visible inside the mesh when the mesh is transparent\r\n this._engine.setDepthWrite(false);\r\n this._engine.setColorWrite(false);\r\n this._engine.setStencilBuffer(true);\r\n this._engine.setStencilOperationPass(Constants.REPLACE);\r\n this._engine.setStencilFunction(Constants.ALWAYS);\r\n this._engine.setStencilMask(OutlineRenderer._StencilReference);\r\n this._engine.setStencilFunctionReference(OutlineRenderer._StencilReference);\r\n this._engine.stencilStateComposer.useStencilGlobalOnly = true;\r\n this.render(subMesh, batch, /* This sets offset to 0 */ true, this._passIdForDrawWrapper[1]);\r\n\r\n this._engine.setColorWrite(true);\r\n this._engine.setStencilFunction(Constants.NOTEQUAL);\r\n }\r\n\r\n // Draw the outline using the above stencil if needed to avoid drawing within the mesh\r\n this._engine.setDepthWrite(false);\r\n this.render(subMesh, batch, false, this._passIdForDrawWrapper[0]);\r\n this._engine.setDepthWrite(this._savedDepthWrite);\r\n\r\n if (material && material.needAlphaBlendingForMesh(mesh)) {\r\n this._engine.stencilStateComposer.useStencilGlobalOnly = false;\r\n this._engine.restoreStencilState();\r\n }\r\n }\r\n }\r\n\r\n private _afterRenderingMesh(mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch): void {\r\n if (!this.enabled) {\r\n return;\r\n }\r\n\r\n // Overlay\r\n if (mesh.renderOverlay || mesh.renderInternalOverlay) {\r\n const currentMode = this._engine.getAlphaMode();\r\n const alphaBlendState = this._engine.alphaState.alphaBlend;\r\n this._engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n this.render(subMesh, batch, true, this._passIdForDrawWrapper[3], mesh.renderInternalOverlay);\r\n this._engine.setAlphaMode(currentMode);\r\n this._engine.setDepthWrite(this._savedDepthWrite);\r\n this._engine.alphaState.setAlphaBlend(alphaBlendState);\r\n }\r\n\r\n // Outline - step 2\r\n if (mesh.renderOutline && this._savedDepthWrite) {\r\n this._engine.setDepthWrite(true);\r\n this._engine.setColorWrite(false);\r\n this.render(subMesh, batch, false, this._passIdForDrawWrapper[2]);\r\n this._engine.setColorWrite(true);\r\n }\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for outlineRenderer.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterOutlineRenderer(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n /**\r\n * Gets the outline renderer associated with the scene\r\n * @returns a OutlineRenderer\r\n */\r\n Scene.prototype.getOutlineRenderer = function (): OutlineRenderer {\r\n if (!this._outlineRenderer) {\r\n this._outlineRenderer = new OutlineRenderer(this);\r\n }\r\n return this._outlineRenderer;\r\n };\r\n\r\n Object.defineProperty(Mesh.prototype, \"renderOutline\", {\r\n get: function (this: Mesh) {\r\n return this._renderOutline;\r\n },\r\n set: function (this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderOutline = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n\r\n Object.defineProperty(Mesh.prototype, \"renderOverlay\", {\r\n get: function (this: Mesh) {\r\n return this._renderOverlay;\r\n },\r\n set: function (this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderOverlay = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n\r\n Object.defineProperty(Mesh.prototype, \"renderInternalOverlay\", {\r\n get: function (this: Mesh) {\r\n return this._renderInternalOverlay;\r\n },\r\n set: function (this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderInternalOverlay = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n}\r\n"]}
1
+ 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This file must only contain pure code and pure imports */\r\n\r\nimport { VertexBuffer } from \"../Buffers/buffer.pure\";\r\nimport { type SubMesh } from \"../Meshes/subMesh.pure\";\r\nimport { Mesh } from \"../Meshes/mesh.pure\";\r\nimport { type _InstancesBatch } from \"../Meshes/mesh\";\r\nimport { Scene } from \"../scene.pure\";\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine.pure\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { SceneComponentConstants, type ISceneComponent } from \"../sceneComponent\";\r\n\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { type IEffectCreationOptions } from \"core/Materials/effect.pure\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { MaterialHelperGeometryRendering } from \"../Materials/materialHelper.geometryrendering\";\r\n\r\n/**\r\n * This class is responsible to draw the outline/overlay of meshes.\r\n * It should not be used directly but through the available method on mesh.\r\n */\r\nexport class OutlineRenderer implements ISceneComponent {\r\n /**\r\n * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent\r\n */\r\n private static _StencilReference = 0x04;\r\n /**\r\n * The name of the component. Each component must have a unique name.\r\n */\r\n public name = SceneComponentConstants.NAME_OUTLINERENDERER;\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 * Defines a zOffset default Factor to prevent zFighting between the overlay and the mesh.\r\n */\r\n public zOffset = 1;\r\n\r\n /**\r\n * Defines a zOffset default Unit to prevent zFighting between the overlay and the mesh.\r\n */\r\n public zOffsetUnits = 4; // 4 to account for projection a bit by default\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the renderer is enabled\r\n */\r\n public enabled = true;\r\n\r\n private _engine: AbstractEngine;\r\n private _savedDepthWrite: boolean;\r\n private _passIdForDrawWrapper: number[];\r\n\r\n /** Shader language used by the Outline renderer. */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in the Outline renderer.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Instantiates a new outline renderer. (There could be only one per scene).\r\n * @param scene Defines the scene it belongs to\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this._engine = scene.getEngine();\r\n this.scene._addComponent(this);\r\n this._passIdForDrawWrapper = [];\r\n for (let i = 0; i < 4; ++i) {\r\n this._passIdForDrawWrapper[i] = this._engine.createRenderPassId(`Outline Renderer (${i})`);\r\n }\r\n\r\n const engine = this._engine;\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n }\r\n\r\n /**\r\n * Register the component to one instance of a scene.\r\n */\r\n public register(): void {\r\n this.scene._beforeRenderingMeshStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);\r\n this.scene._afterRenderingMeshStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do here.\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources.\r\n */\r\n public dispose(): void {\r\n for (let i = 0; i < this._passIdForDrawWrapper.length; ++i) {\r\n this._engine.releaseRenderPassId(this._passIdForDrawWrapper[i]);\r\n }\r\n }\r\n\r\n /**\r\n * Renders the outline in the canvas.\r\n * @param subMesh Defines the sumesh to render\r\n * @param batch Defines the batch of meshes in case of instances\r\n * @param useOverlay Defines if the rendering is for the overlay or the outline\r\n * @param renderPassId Render pass id to use to render the mesh\r\n * @param internal Defines the internal render\r\n */\r\n public render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay: boolean = false, renderPassId?: number, internal?: boolean): void {\r\n renderPassId = renderPassId ?? this._passIdForDrawWrapper[0];\r\n\r\n const scene = this.scene;\r\n const engine = scene.getEngine();\r\n if (!MaterialHelperGeometryRendering._BindColorAttachments(engine)) {\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) || subMesh.getRenderingMesh().hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering, renderPassId)) {\r\n return;\r\n }\r\n\r\n const ownerMesh = subMesh.getMesh();\r\n const replacementMesh = ownerMesh._internalAbstractMeshDataInfo._actAsRegularMesh ? ownerMesh : null;\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = replacementMesh ? replacementMesh : renderingMesh;\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material || !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n const drawWrapper = subMesh._getDrawWrapper(renderPassId)!;\r\n const effect = DrawWrapper.GetEffect(drawWrapper)!;\r\n\r\n scene.resetCachedMaterial();\r\n engine.enableEffect(drawWrapper);\r\n\r\n // Logarithmic depth\r\n if ((<any>material).useLogarithmicDepth) {\r\n effect.setFloat(\"logarithmicDepthConstant\", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));\r\n }\r\n\r\n effect.setFloat(\"offset\", useOverlay ? 0 : renderingMesh.outlineWidth);\r\n effect.setColor4(\r\n \"color\",\r\n useOverlay ? (internal ? renderingMesh._internalOverlayColor : renderingMesh.overlayColor) : renderingMesh.outlineColor,\r\n useOverlay ? (internal ? renderingMesh._internalOverlayAlpha : renderingMesh.overlayAlpha) : material.alpha\r\n );\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n\r\n // Bones\r\n BindBonesParameters(renderingMesh, effect);\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 if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\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 // Alpha test\r\n if (material && material.needAlphaTestingForMesh(effectiveMesh)) {\r\n const alphaTexture = material.getAlphaTestTexture();\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 // Clip plane\r\n BindClipPlane(effect, material, scene);\r\n\r\n engine.setZOffset(-this.zOffset);\r\n engine.setZOffsetUnits(-this.zOffsetUnits);\r\n\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 engine.setZOffset(0);\r\n engine.setZOffsetUnits(0);\r\n }\r\n\r\n /**\r\n * Returns whether or not the outline renderer is ready for a given submesh.\r\n * All the dependencies e.g. submeshes, texture, effect... mus be ready\r\n * @param subMesh Defines the submesh to check readiness for\r\n * @param useInstances Defines whether wee are trying to render instances or not\r\n * @param renderPassId Render pass id to use to render the mesh\r\n * @returns true if ready otherwise false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean, renderPassId?: number): boolean {\r\n renderPassId = renderPassId ?? this._passIdForDrawWrapper[0];\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n\r\n const mesh = subMesh.getMesh();\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return false;\r\n }\r\n\r\n const scene = mesh.getScene();\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)) {\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 //Logarithmic depth\r\n if ((<any>material).useLogarithmicDepth) {\r\n defines.push(\"#define LOGARITHMICDEPTH\");\r\n }\r\n // Clip planes\r\n PrepareStringDefinesForClipPlanes(material, scene, defines);\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 const skeleton = mesh.skeleton;\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 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 true, // 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 // 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 // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(renderPassId, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"viewProjection\",\r\n \"diffuseMatrix\",\r\n \"offset\",\r\n \"color\",\r\n \"logarithmicDepthConstant\",\r\n \"morphTargetInfluences\",\r\n \"boneTextureInfo\",\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\", \"boneSampler\", \"morphTargets\", \"bakedVertexAnimationTexture\"];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n drawWrapper.setEffect(\r\n this.scene.getEngine().createEffect(\r\n \"outline\",\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 extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/outline.fragment\"), import(\"../ShadersWGSL/outline.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/outline.fragment\"), import(\"../Shaders/outline.vertex\")]);\r\n }\r\n },\r\n },\r\n this.scene.getEngine()\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n private _beforeRenderingMesh(mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch): void {\r\n if (!this.enabled || (!mesh.renderOutline && !mesh.renderOverlay) || !MaterialHelperGeometryRendering._IsColorAttachmentEnabled(this._engine)) {\r\n return;\r\n }\r\n\r\n // Outline - step 1\r\n this._savedDepthWrite = this._engine.getDepthWrite();\r\n if (mesh.renderOutline) {\r\n const material = subMesh.getMaterial();\r\n if (material && material.needAlphaBlendingForMesh(mesh)) {\r\n this._engine.cacheStencilState();\r\n // Draw only to stencil buffer for the original mesh\r\n // The resulting stencil buffer will be used so the outline is not visible inside the mesh when the mesh is transparent\r\n this._engine.setDepthWrite(false);\r\n this._engine.setColorWrite(false);\r\n this._engine.setStencilBuffer(true);\r\n this._engine.setStencilOperationPass(Constants.REPLACE);\r\n this._engine.setStencilFunction(Constants.ALWAYS);\r\n this._engine.setStencilMask(OutlineRenderer._StencilReference);\r\n this._engine.setStencilFunctionReference(OutlineRenderer._StencilReference);\r\n this._engine.stencilStateComposer.useStencilGlobalOnly = true;\r\n this.render(subMesh, batch, /* This sets offset to 0 */ true, this._passIdForDrawWrapper[1]);\r\n\r\n this._engine.setColorWrite(true);\r\n this._engine.setStencilFunction(Constants.NOTEQUAL);\r\n }\r\n\r\n // Draw the outline using the above stencil if needed to avoid drawing within the mesh\r\n this._engine.setDepthWrite(false);\r\n this.render(subMesh, batch, false, this._passIdForDrawWrapper[0]);\r\n this._engine.setDepthWrite(this._savedDepthWrite);\r\n\r\n if (material && material.needAlphaBlendingForMesh(mesh)) {\r\n this._engine.stencilStateComposer.useStencilGlobalOnly = false;\r\n this._engine.restoreStencilState();\r\n }\r\n }\r\n }\r\n\r\n private _afterRenderingMesh(mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch): void {\r\n if (!this.enabled || (!mesh.renderOutline && !mesh.renderOverlay) || !MaterialHelperGeometryRendering._IsColorAttachmentEnabled(this._engine)) {\r\n return;\r\n }\r\n\r\n // Overlay\r\n if (mesh.renderOverlay || mesh.renderInternalOverlay) {\r\n const currentMode = this._engine.getAlphaMode();\r\n const alphaBlendState = this._engine.alphaState.alphaBlend;\r\n this._engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n this.render(subMesh, batch, true, this._passIdForDrawWrapper[3], mesh.renderInternalOverlay);\r\n this._engine.setAlphaMode(currentMode);\r\n this._engine.setDepthWrite(this._savedDepthWrite);\r\n this._engine.alphaState.setAlphaBlend(alphaBlendState);\r\n }\r\n\r\n // Outline - step 2\r\n if (mesh.renderOutline && this._savedDepthWrite) {\r\n this._engine.setDepthWrite(true);\r\n this._engine.setColorWrite(false);\r\n this.render(subMesh, batch, false, this._passIdForDrawWrapper[2]);\r\n this._engine.setColorWrite(true);\r\n }\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for outlineRenderer.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterOutlineRenderer(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n /**\r\n * Gets the outline renderer associated with the scene\r\n * @returns a OutlineRenderer\r\n */\r\n Scene.prototype.getOutlineRenderer = function (): OutlineRenderer {\r\n if (!this._outlineRenderer) {\r\n this._outlineRenderer = new OutlineRenderer(this);\r\n }\r\n return this._outlineRenderer;\r\n };\r\n\r\n Object.defineProperty(Mesh.prototype, \"renderOutline\", {\r\n get: function (this: Mesh) {\r\n return this._renderOutline;\r\n },\r\n set: function (this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderOutline = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n\r\n Object.defineProperty(Mesh.prototype, \"renderOverlay\", {\r\n get: function (this: Mesh) {\r\n return this._renderOverlay;\r\n },\r\n set: function (this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderOverlay = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n\r\n Object.defineProperty(Mesh.prototype, \"renderInternalOverlay\", {\r\n get: function (this: Mesh) {\r\n return this._renderInternalOverlay;\r\n },\r\n set: function (this: Mesh, value: boolean) {\r\n if (value) {\r\n // Lazy Load the component.\r\n this.getScene().getOutlineRenderer();\r\n }\r\n this._renderInternalOverlay = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n}\r\n"]}
@@ -115,7 +115,7 @@ export declare class RenderingManager {
115
115
  * Renders the entire managed groups. This is used by the scene or the different render targets.
116
116
  * @internal
117
117
  */
118
- render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean, renderDepthOnlyMeshes?: boolean, renderOpaqueMeshes?: boolean, renderAlphaTestMeshes?: boolean, renderTransparentMeshes?: boolean, customRenderTransparentSubMeshes?: (transparentSubMeshes: SmartArray<SubMesh>, renderingGroup?: RenderingGroup) => void): void;
118
+ render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean, renderDepthOnlyMeshes?: boolean, renderOpaqueMeshes?: boolean, renderAlphaTestMeshes?: boolean, renderTransparentMeshes?: boolean, customRenderTransparentSubMeshes?: (transparentSubMeshes: SmartArray<SubMesh>, renderingGroup?: RenderingGroup) => void, spriteManagers?: Nullable<ISpriteManager[]>): void;
119
119
  /**
120
120
  * Resets the different information of the group to prepare a new frame
121
121
  * @internal
@@ -108,16 +108,17 @@ export class RenderingManager {
108
108
  * Renders the entire managed groups. This is used by the scene or the different render targets.
109
109
  * @internal
110
110
  */
111
- render(customRenderFunction, activeMeshes, renderParticles, renderSprites, renderDepthOnlyMeshes = true, renderOpaqueMeshes = true, renderAlphaTestMeshes = true, renderTransparentMeshes = true, customRenderTransparentSubMeshes) {
111
+ render(customRenderFunction, activeMeshes, renderParticles, renderSprites, renderDepthOnlyMeshes = true, renderOpaqueMeshes = true, renderAlphaTestMeshes = true, renderTransparentMeshes = true, customRenderTransparentSubMeshes, spriteManagers) {
112
112
  // Update the observable context (not null as it only goes away on dispose)
113
113
  const info = this._renderingGroupInfo;
114
114
  info.scene = this._scene;
115
115
  info.camera = this._scene.activeCamera;
116
116
  info.renderingManager = this;
117
117
  // Dispatch sprites
118
- if (this._scene.spriteManagers && renderSprites) {
119
- for (let index = 0; index < this._scene.spriteManagers.length; index++) {
120
- const manager = this._scene.spriteManagers[index];
118
+ const spriteManagersToRender = spriteManagers ?? this._scene.spriteManagers;
119
+ if (spriteManagersToRender && renderSprites) {
120
+ for (let index = 0; index < spriteManagersToRender.length; index++) {
121
+ const manager = spriteManagersToRender[index];
121
122
  this.dispatchSprites(manager);
122
123
  }
123
124
  }
@@ -1 +1 @@
1
- {"version":3,"file":"renderingManager.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/renderingManager.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AA2BlD;;GAEG;AACH,MAAM,OAAO,kBAAkB;CAoB9B;AAED;;;;GAIG;AACH,MAAM,OAAO,gBAAgB;IAsBzB;;OAEG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,IAAW,mBAAmB,CAAC,KAAc;QACzC,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;QAClC,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxC,KAAK,CAAC,mBAAmB,GAAG,KAAK,CAAC;QACtC,CAAC;IACL,CAAC;IAaD;;;;;OAKG;IACH,IAAW,0BAA0B;QACjC,OAAO,IAAI,CAAC,2BAA2B,CAAC;IAC5C,CAAC;IAED,IAAW,0BAA0B,CAAC,KAAc;QAChD,IAAI,KAAK,KAAK,IAAI,CAAC,2BAA2B,EAAE,CAAC;YAC7C,OAAO;QACX,CAAC;QAED,IAAI,CAAC,2BAA2B,GAAG,KAAK,CAAC;QACzC,IAAI,CAAC,IAAI,CAAC,2BAA2B,EAAE,CAAC;YACpC,IAAI,CAAC,qBAAqB,EAAE,CAAC;QACjC,CAAC;IACL,CAAC;IAED;;OAEG;IACI,qBAAqB;QACxB,KAAK,MAAM,IAAI,IAAI,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;YACpC,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;gBACjB,KAAK,MAAM,OAAO,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;oBACnC,OAAO,CAAC,cAAc,GAAG,KAAK,CAAC;gBACnC,CAAC;YACL,CAAC;QACL,CAAC;QAED,IAAI,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,CAAC;YAC7B,KAAK,MAAM,aAAa,IAAI,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,CAAC;gBACrD,aAAa,CAAC,cAAc,GAAG,KAAK,CAAC;YACzC,CAAC;QACL,CAAC;QAED,KAAK,MAAM,cAAc,IAAI,IAAI,CAAC,MAAM,CAAC,eAAe,EAAE,CAAC;YACvD,cAAc,CAAC,cAAc,GAAG,KAAK,CAAC;QAC1C,CAAC;IACL,CAAC;IAED;;;OAGG;IACH,YAAY,KAAY;QA/ExB;;WAEG;QACI,4BAAuB,GAAG,KAAK,CAAC;QAE/B,yBAAoB,GAAG,KAAK,CAAC;QAgB7B,qBAAgB,GAAG,IAAI,KAAK,EAAkB,CAAC;QAG/C,2BAAsB,GAAsD,EAAE,CAAC;QAC/E,+BAA0B,GAAmE,EAAE,CAAC;QAChG,kCAA6B,GAAmE,EAAE,CAAC;QACnG,oCAA+B,GAAmE,EAAE,CAAC;QACrG,wBAAmB,GAAiC,IAAI,kBAAkB,EAAE,CAAC;QAE7E,gCAA2B,GAAG,KAAK,CAAC;QAkDxC,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,KAAK,IAAI,CAAC,GAAG,gBAAgB,CAAC,mBAAmB,EAAE,CAAC,GAAG,gBAAgB,CAAC,mBAAmB,EAAE,CAAC,EAAE,EAAE,CAAC;YAC/F,IAAI,CAAC,sBAAsB,CAAC,CAAC,CAAC,GAAG,EAAE,SAAS,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;QACrF,CAAC;IACL,CAAC;IAED;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IAED;;;OAGG;IACI,iBAAiB,CAAC,EAAU;QAC/B,MAAM,gBAAgB,GAAG,EAAE,IAAI,CAAC,CAAC;QAEjC,IAAI,CAAC,sBAAsB,CAAC,gBAAgB,CAAC,CAAC;QAE9C,OAAO,IAAI,CAAC,gBAAgB,CAAC,gBAAgB,CAAC,CAAC;IACnD,CAAC;IAEO,wBAAwB,CAAC,KAAK,GAAG,IAAI,EAAE,OAAO,GAAG,IAAI;QACzD,IAAI,IAAI,CAAC,iCAAiC,EAAE,CAAC;YACzC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAC3D,IAAI,CAAC,iCAAiC,GAAG,IAAI,CAAC;IAClD,CAAC;IAED;;;OAGG;IACI,MAAM,CACT,oBAOC,EACD,YAAsC,EACtC,eAAwB,EACxB,aAAsB,EACtB,wBAAiC,IAAI,EACrC,qBAA8B,IAAI,EAClC,wBAAiC,IAAI,EACrC,0BAAmC,IAAI,EACvC,gCAAuH;QAEvH,2EAA2E;QAC3E,MAAM,IAAI,GAAG,IAAI,CAAC,mBAAoB,CAAC;QACvC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QACzB,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;QACvC,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;QAE7B,mBAAmB;QACnB,IAAI,IAAI,CAAC,MAAM,CAAC,cAAc,IAAI,aAAa,EAAE,CAAC;YAC9C,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBACrE,MAAM,OAAO,GAAG,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC;gBAClD,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,CAAC;YAClC,CAAC;QACL,CAAC;QAED,SAAS;QACT,KAAK,IAAI,KAAK,GAAG,gBAAgB,CAAC,mBAAmB,EAAE,KAAK,GAAG,gBAAgB,CAAC,mBAAmB,EAAE,KAAK,EAAE,EAAE,CAAC;YAC3G,IAAI,CAAC,iCAAiC,GAAG,KAAK,KAAK,gBAAgB,CAAC,mBAAmB,CAAC;YACxF,MAAM,cAAc,GAAG,IAAI,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;YACpD,IAAI,CAAC,cAAc,IAAI,cAAc,CAAC,MAAM,EAAE,CAAC;gBAC3C,SAAS;YACb,CAAC;YAED,MAAM,kBAAkB,GAAG,CAAC,IAAI,KAAK,CAAC;YACtC,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;YAE9B,oBAAoB;YACpB,IAAI,CAAC,MAAM,CAAC,gCAAgC,CAAC,eAAe,CAAC,IAAI,EAAE,kBAAkB,CAAC,CAAC;YAEvF,gCAAgC;YAChC,IAAI,gBAAgB,CAAC,SAAS,EAAE,CAAC;gBAC7B,MAAM,SAAS,GAAG,IAAI,CAAC,uBAAuB,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,6BAA6B,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,sBAAsB,CAAC,KAAK,CAAC,CAAC;gBAEvI,IAAI,SAAS,IAAI,SAAS,CAAC,SAAS,EAAE,CAAC;oBACnC,IAAI,CAAC,wBAAwB,CAAC,SAAS,CAAC,KAAK,EAAE,SAAS,CAAC,OAAO,CAAC,CAAC;gBACtE,CAAC;YACL,CAAC;YAED,SAAS;YACT,KAAK,MAAM,IAAI,IAAI,IAAI,CAAC,MAAM,CAAC,8BAA8B,EAAE,CAAC;gBAC5D,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;YACvB,CAAC;YACD,cAAc,CAAC,MAAM,CACjB,oBAAoB,EACpB,aAAa,EACb,eAAe,EACf,YAAY,EACZ,qBAAqB,EACrB,kBAAkB,EAClB,qBAAqB,EACrB,uBAAuB,EACvB,gCAAgC,CACnC,CAAC;YACF,KAAK,MAAM,IAAI,IAAI,IAAI,CAAC,MAAM,CAAC,6BAA6B,EAAE,CAAC;gBAC3D,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;YACvB,CAAC;YAED,mBAAmB;YACnB,IAAI,CAAC,MAAM,CAAC,+BAA+B,CAAC,eAAe,CAAC,IAAI,EAAE,kBAAkB,CAAC,CAAC;QAC1F,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,KAAK;QACR,IAAI,IAAI,CAAC,0BAA0B,EAAE,CAAC;YAClC,OAAO;QACX,CAAC;QAED,KAAK,IAAI,KAAK,GAAG,gBAAgB,CAAC,mBAAmB,EAAE,KAAK,GAAG,gBAAgB,CAAC,mBAAmB,EAAE,KAAK,EAAE,EAAE,CAAC;YAC3G,MAAM,cAAc,GAAG,IAAI,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;YACpD,IAAI,cAAc,EAAE,CAAC;gBACjB,cAAc,CAAC,OAAO,EAAE,CAAC;YAC7B,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,IAAI,IAAI,CAAC,0BAA0B,EAAE,CAAC;YAClC,OAAO;QACX,CAAC;QAED,KAAK,IAAI,KAAK,GAAG,gBAAgB,CAAC,mBAAmB,EAAE,KAAK,GAAG,gBAAgB,CAAC,mBAAmB,EAAE,KAAK,EAAE,EAAE,CAAC;YAC3G,MAAM,cAAc,GAAG,IAAI,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;YACpD,IAAI,cAAc,EAAE,C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{ type Immutable, type Nullable } from \"../types\";\r\nimport { type SmartArray } from \"../Misc/smartArray\";\r\nimport { type ISpriteManager } from \"../Sprites/spriteManager\";\r\nimport { type IParticleSystem } from \"../Particles/IParticleSystem\";\r\nimport { RenderingGroup } from \"./renderingGroup\";\r\n\r\nimport { type Scene } from \"../scene\";\r\nimport { type Camera } from \"../Cameras/camera\";\r\nimport { type Material } from \"../Materials/material\";\r\nimport { type SubMesh } from \"../Meshes/subMesh\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\n\r\n/**\r\n * Interface describing the different options available in the rendering manager\r\n * regarding Auto Clear between groups.\r\n */\r\nexport interface IRenderingManagerAutoClearSetup {\r\n /**\r\n * Defines whether or not autoclear is enable.\r\n */\r\n autoClear: boolean;\r\n /**\r\n * Defines whether or not to autoclear the depth buffer.\r\n */\r\n depth: boolean;\r\n /**\r\n * Defines whether or not to autoclear the stencil buffer.\r\n */\r\n stencil: boolean;\r\n}\r\n\r\n/**\r\n * This class is used by the onRenderingGroupObservable\r\n */\r\nexport class RenderingGroupInfo {\r\n /**\r\n * The Scene that being rendered\r\n */\r\n scene: Scene;\r\n\r\n /**\r\n * The camera currently used for the rendering pass\r\n */\r\n camera: Nullable<Camera>;\r\n\r\n /**\r\n * The ID of the renderingGroup being processed\r\n */\r\n renderingGroupId: number;\r\n\r\n /**\r\n * The rendering manager\r\n */\r\n renderingManager: RenderingManager;\r\n}\r\n\r\n/**\r\n * This is the manager responsible of all the rendering for meshes sprites and particles.\r\n * It is enable to manage the different groups as well as the different necessary sort functions.\r\n * This should not be used directly aside of the few static configurations\r\n */\r\nexport class RenderingManager {\r\n /**\r\n * The max id used for rendering groups (not included)\r\n */\r\n public static MAX_RENDERINGGROUPS = 4;\r\n\r\n /**\r\n * The min id used for rendering groups (included)\r\n */\r\n public static MIN_RENDERINGGROUPS = 0;\r\n\r\n /**\r\n * Used to globally prevent autoclearing scenes.\r\n */\r\n public static AUTOCLEAR = true;\r\n\r\n /**\r\n * @internal\r\n */\r\n public _useSceneAutoClearSetup = false;\r\n\r\n private _disableDepthPrePass = false;\r\n /**\r\n * Specifies to disable depth pre-pass if true (default: false)\r\n */\r\n public get disableDepthPrePass() {\r\n return this._disableDepthPrePass;\r\n }\r\n\r\n public set disableDepthPrePass(value: boolean) {\r\n this._disableDepthPrePass = value;\r\n for (const group of this._renderingGroups) {\r\n group.disableDepthPrePass = value;\r\n }\r\n }\r\n\r\n private _scene: Scene;\r\n private _renderingGroups = new Array<RenderingGroup>();\r\n private _depthStencilBufferAlreadyCleaned: boolean;\r\n\r\n private _autoClearDepthStencil: { [id: number]: IRenderingManagerAutoClearSetup } = {};\r\n private _customOpaqueSortCompareFn: { [id: number]: Nullable<(a: SubMesh, b: SubMesh) => number> } = {};\r\n private _customAlphaTestSortCompareFn: { [id: number]: Nullable<(a: SubMesh, b: SubMesh) => number> } = {};\r\n private _customTransparentSortCompareFn: { [id: number]: Nullable<(a: SubMesh, b: SubMesh) => number> } = {};\r\n private _renderingGroupInfo: Nullable<RenderingGroupInfo> = new RenderingGroupInfo();\r\n\r\n private _maintainStateBetweenFrames = false;\r\n /**\r\n * Gets or sets a boolean indicating that the manager will not reset between frames.\r\n * This means that if a mesh becomes invisible or transparent it will not be visible until this boolean is set to false again.\r\n * By default, the rendering manager will dispatch all active meshes per frame (moving them to the transparent, opaque or alpha testing lists).\r\n * By turning this property on, you will accelerate the rendering by keeping all these lists unchanged between frames.\r\n */\r\n public get maintainStateBetweenFrames() {\r\n return this._maintainStateBetweenFrames;\r\n }\r\n\r\n public set maintainStateBetweenFrames(value: boolean) {\r\n if (value === this._maintainStateBetweenFrames) {\r\n return;\r\n }\r\n\r\n this._maintainStateBetweenFrames = value;\r\n if (!this._maintainStateBetweenFrames) {\r\n this.restoreDispachedFlags();\r\n }\r\n }\r\n\r\n /**\r\n * Restore wasDispatched flags on the lists of elements to render.\r\n */\r\n public restoreDispachedFlags() {\r\n for (const mesh of this._scene.meshes) {\r\n if (mesh.subMeshes) {\r\n for (const subMesh of mesh.subMeshes) {\r\n subMesh._wasDispatched = false;\r\n }\r\n }\r\n }\r\n\r\n if (this._scene.spriteManagers) {\r\n for (const spriteManager of this._scene.spriteManagers) {\r\n spriteManager._wasDispatched = false;\r\n }\r\n }\r\n\r\n for (const particleSystem of this._scene.particleSystems) {\r\n particleSystem._wasDispatched = false;\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates a new rendering group for a particular scene\r\n * @param scene Defines the scene the groups belongs to\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n\r\n for (let i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {\r\n this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };\r\n }\r\n }\r\n\r\n /**\r\n * @returns the list of rendering groups managed by the manager.\r\n */\r\n public get renderingGroups(): Immutable<RenderingGroup[]> {\r\n return this._renderingGroups;\r\n }\r\n\r\n /**\r\n * @returns the rendering group with the specified id.\r\n * @param id the id of the rendering group (0 by default)\r\n */\r\n public getRenderingGroup(id: number): RenderingGroup {\r\n const renderingGroupId = id || 0;\r\n\r\n this._prepareRenderingGroup(renderingGroupId);\r\n\r\n return this._renderingGroups[renderingGroupId];\r\n }\r\n\r\n private _clearDepthStencilBuffer(depth = true, stencil = true): void {\r\n if (this._depthStencilBufferAlreadyCleaned) {\r\n return;\r\n }\r\n\r\n this._scene.getEngine().clear(null, false, depth, stencil);\r\n this._depthStencilBufferAlreadyCleaned = true;\r\n }\r\n\r\n /**\r\n * Renders the entire managed groups. This is used by the scene or the different render targets.\r\n * @internal\r\n */\r\n public render(\r\n customRenderFunction: Nullable<\r\n (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ) => void\r\n >,\r\n activeMeshes: Nullable<AbstractMesh[]>,\r\n renderParticles: boolean,\r\n renderSprites: boolean,\r\n renderDepthOnlyMeshes: boolean = true,\r\n renderOpaqueMeshes: boolean = true,\r\n renderAlphaTestMeshes: boolean = true,\r\n renderTransparentMeshes: boolean = true,\r\n customRenderTransparentSubMeshes?: (transparentSubMeshes: SmartArray<SubMesh>, renderingGroup?: RenderingGroup) => void\r\n ): void {\r\n // Update the observable context (not null as it only goes away on dispose)\r\n const info = this._renderingGroupInfo!;\r\n info.scene = this._scene;\r\n info.camera = this._scene.activeCamera;\r\n info.renderingManager = this;\r\n\r\n // Dispatch sprites\r\n if (this._scene.spriteManagers && renderSprites) {\r\n for (let index = 0; index < this._scene.spriteManagers.length; index++) {\r\n const manager = this._scene.spriteManagers[index];\r\n this.dispatchSprites(manager);\r\n }\r\n }\r\n\r\n // Render\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;\r\n const renderingGroup = this._renderingGroups[index];\r\n if (!renderingGroup || renderingGroup._empty) {\r\n continue;\r\n }\r\n\r\n const renderingGroupMask = 1 << index;\r\n info.renderingGroupId = index;\r\n\r\n // Before Observable\r\n this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);\r\n\r\n // Clear depth/stencil if needed\r\n if (RenderingManager.AUTOCLEAR) {\r\n const autoClear = this._useSceneAutoClearSetup ? this._scene.getAutoClearDepthStencilSetup(index) : this._autoClearDepthStencil[index];\r\n\r\n if (autoClear && autoClear.autoClear) {\r\n this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);\r\n }\r\n }\r\n\r\n // Render\r\n for (const step of this._scene._beforeRenderingGroupDrawStage) {\r\n step.action(index);\r\n }\r\n renderingGroup.render(\r\n customRenderFunction,\r\n renderSprites,\r\n renderParticles,\r\n activeMeshes,\r\n renderDepthOnlyMeshes,\r\n renderOpaqueMeshes,\r\n renderAlphaTestMeshes,\r\n renderTransparentMeshes,\r\n customRenderTransparentSubMeshes\r\n );\r\n for (const step of this._scene._afterRenderingGroupDrawStage) {\r\n step.action(index);\r\n }\r\n\r\n // After Observable\r\n this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);\r\n }\r\n }\r\n\r\n /**\r\n * Resets the different information of the group to prepare a new frame\r\n * @internal\r\n */\r\n public reset(): void {\r\n if (this.maintainStateBetweenFrames) {\r\n return;\r\n }\r\n\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n const renderingGroup = this._renderingGroups[index];\r\n if (renderingGroup) {\r\n renderingGroup.prepare();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Resets the sprites information of the group to prepare a new frame\r\n * @internal\r\n */\r\n public resetSprites(): void {\r\n if (this.maintainStateBetweenFrames) {\r\n return;\r\n }\r\n\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n const renderingGroup = this._renderingGroups[index];\r\n if (renderingGroup) {\r\n renderingGroup.prepareSprites();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Dispose and release the group and its associated resources.\r\n * @internal\r\n */\r\n public dispose(): void {\r\n this.freeRenderingGroups();\r\n this._renderingGroups.length = 0;\r\n this._renderingGroupInfo = null;\r\n }\r\n\r\n /**\r\n * Clear the info related to rendering groups preventing retention points during dispose.\r\n */\r\n public freeRenderingGroups(): void {\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n const renderingGroup = this._renderingGroups[index];\r\n if (renderingGroup) {\r\n renderingGroup.dispose();\r\n }\r\n }\r\n }\r\n\r\n private _prepareRenderingGroup(renderingGroupId: number): void {\r\n if (this._renderingGroups[renderingGroupId] === undefined) {\r\n this._renderingGroups[renderingGroupId] = new RenderingGroup(\r\n renderingGroupId,\r\n this._scene,\r\n this._customOpaqueSortCompareFn[renderingGroupId],\r\n this._customAlphaTestSortCompareFn[renderingGroupId],\r\n this._customTransparentSortCompareFn[renderingGroupId]\r\n );\r\n this._renderingGroups[renderingGroupId].disableDepthPrePass = this._disableDepthPrePass;\r\n }\r\n }\r\n\r\n /**\r\n * Add a sprite manager to the rendering manager in order to render it this frame.\r\n * @param spriteManager Define the sprite manager to render\r\n */\r\n public dispatchSprites(spriteManager: ISpriteManager) {\r\n if (this.maintainStateBetweenFrames && spriteManager._wasDispatched) {\r\n return;\r\n }\r\n spriteManager._wasDispatched = true;\r\n this.getRenderingGroup(spriteManager.renderingGroupId).dispatchSprites(spriteManager);\r\n }\r\n\r\n /**\r\n * Add a particle system to the rendering manager in order to render it this frame.\r\n * @param particleSystem Define the particle system to render\r\n */\r\n public dispatchParticles(particleSystem: IParticleSystem) {\r\n if (this.maintainStateBetweenFrames && particleSystem._wasDispatched) {\r\n return;\r\n }\r\n particleSystem._wasDispatched = true;\r\n this.getRenderingGroup(particleSystem.renderingGroupId).dispatchParticles(particleSystem);\r\n }\r\n\r\n /**\r\n * Add a submesh to the manager in order to render it this frame\r\n * @param subMesh The submesh to dispatch\r\n * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.\r\n * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.\r\n */\r\n public dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void {\r\n if (mesh === undefined) {\r\n mesh = subMesh.getMesh();\r\n }\r\n if (this.maintainStateBetweenFrames && subMesh._wasDispatched) {\r\n return;\r\n }\r\n subMesh._wasDispatched = true;\r\n this.getRenderingGroup(mesh.renderingGroupId).dispatch(subMesh, mesh, material);\r\n }\r\n\r\n /**\r\n * Overrides the default sort function applied in the rendering group to prepare the meshes.\r\n * This allowed control for front to back rendering or reversely depending of the special needs.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\r\n * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\r\n * @param transparentSortCompareFn The transparent queue comparison function use to sort.\r\n */\r\n public setRenderingOrder(\r\n renderingGroupId: number,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null\r\n ) {\r\n this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;\r\n this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;\r\n this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;\r\n\r\n if (this._renderingGroups[renderingGroupId]) {\r\n const group = this._renderingGroups[renderingGroupId];\r\n group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];\r\n group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];\r\n group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];\r\n }\r\n }\r\n\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n * @param depth Automatically clears depth between groups if true and autoClear is true.\r\n * @param stencil Automatically clears stencil between groups if true and autoClear is true.\r\n */\r\n public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth = true, stencil = true): void {\r\n this._autoClearDepthStencil[renderingGroupId] = {\r\n autoClear: autoClearDepthStencil,\r\n depth: depth,\r\n stencil: stencil,\r\n };\r\n }\r\n\r\n /**\r\n * Gets the current auto clear configuration for one rendering group of the rendering\r\n * manager.\r\n * @param index the rendering group index to get the information for\r\n * @returns The auto clear setup for the requested rendering group\r\n */\r\n public getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup {\r\n return this._autoClearDepthStencil[index];\r\n }\r\n}\r\n"]}
1
+ 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{ type Immutable, type Nullable } from \"../types\";\r\nimport { type SmartArray } from \"../Misc/smartArray\";\r\nimport { type ISpriteManager } from \"../Sprites/spriteManager\";\r\nimport { type IParticleSystem } from \"../Particles/IParticleSystem\";\r\nimport { RenderingGroup } from \"./renderingGroup\";\r\n\r\nimport { type Scene } from \"../scene\";\r\nimport { type Camera } from \"../Cameras/camera\";\r\nimport { type Material } from \"../Materials/material\";\r\nimport { type SubMesh } from \"../Meshes/subMesh\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\n\r\n/**\r\n * Interface describing the different options available in the rendering manager\r\n * regarding Auto Clear between groups.\r\n */\r\nexport interface IRenderingManagerAutoClearSetup {\r\n /**\r\n * Defines whether or not autoclear is enable.\r\n */\r\n autoClear: boolean;\r\n /**\r\n * Defines whether or not to autoclear the depth buffer.\r\n */\r\n depth: boolean;\r\n /**\r\n * Defines whether or not to autoclear the stencil buffer.\r\n */\r\n stencil: boolean;\r\n}\r\n\r\n/**\r\n * This class is used by the onRenderingGroupObservable\r\n */\r\nexport class RenderingGroupInfo {\r\n /**\r\n * The Scene that being rendered\r\n */\r\n scene: Scene;\r\n\r\n /**\r\n * The camera currently used for the rendering pass\r\n */\r\n camera: Nullable<Camera>;\r\n\r\n /**\r\n * The ID of the renderingGroup being processed\r\n */\r\n renderingGroupId: number;\r\n\r\n /**\r\n * The rendering manager\r\n */\r\n renderingManager: RenderingManager;\r\n}\r\n\r\n/**\r\n * This is the manager responsible of all the rendering for meshes sprites and particles.\r\n * It is enable to manage the different groups as well as the different necessary sort functions.\r\n * This should not be used directly aside of the few static configurations\r\n */\r\nexport class RenderingManager {\r\n /**\r\n * The max id used for rendering groups (not included)\r\n */\r\n public static MAX_RENDERINGGROUPS = 4;\r\n\r\n /**\r\n * The min id used for rendering groups (included)\r\n */\r\n public static MIN_RENDERINGGROUPS = 0;\r\n\r\n /**\r\n * Used to globally prevent autoclearing scenes.\r\n */\r\n public static AUTOCLEAR = true;\r\n\r\n /**\r\n * @internal\r\n */\r\n public _useSceneAutoClearSetup = false;\r\n\r\n private _disableDepthPrePass = false;\r\n /**\r\n * Specifies to disable depth pre-pass if true (default: false)\r\n */\r\n public get disableDepthPrePass() {\r\n return this._disableDepthPrePass;\r\n }\r\n\r\n public set disableDepthPrePass(value: boolean) {\r\n this._disableDepthPrePass = value;\r\n for (const group of this._renderingGroups) {\r\n group.disableDepthPrePass = value;\r\n }\r\n }\r\n\r\n private _scene: Scene;\r\n private _renderingGroups = new Array<RenderingGroup>();\r\n private _depthStencilBufferAlreadyCleaned: boolean;\r\n\r\n private _autoClearDepthStencil: { [id: number]: IRenderingManagerAutoClearSetup } = {};\r\n private _customOpaqueSortCompareFn: { [id: number]: Nullable<(a: SubMesh, b: SubMesh) => number> } = {};\r\n private _customAlphaTestSortCompareFn: { [id: number]: Nullable<(a: SubMesh, b: SubMesh) => number> } = {};\r\n private _customTransparentSortCompareFn: { [id: number]: Nullable<(a: SubMesh, b: SubMesh) => number> } = {};\r\n private _renderingGroupInfo: Nullable<RenderingGroupInfo> = new RenderingGroupInfo();\r\n\r\n private _maintainStateBetweenFrames = false;\r\n /**\r\n * Gets or sets a boolean indicating that the manager will not reset between frames.\r\n * This means that if a mesh becomes invisible or transparent it will not be visible until this boolean is set to false again.\r\n * By default, the rendering manager will dispatch all active meshes per frame (moving them to the transparent, opaque or alpha testing lists).\r\n * By turning this property on, you will accelerate the rendering by keeping all these lists unchanged between frames.\r\n */\r\n public get maintainStateBetweenFrames() {\r\n return this._maintainStateBetweenFrames;\r\n }\r\n\r\n public set maintainStateBetweenFrames(value: boolean) {\r\n if (value === this._maintainStateBetweenFrames) {\r\n return;\r\n }\r\n\r\n this._maintainStateBetweenFrames = value;\r\n if (!this._maintainStateBetweenFrames) {\r\n this.restoreDispachedFlags();\r\n }\r\n }\r\n\r\n /**\r\n * Restore wasDispatched flags on the lists of elements to render.\r\n */\r\n public restoreDispachedFlags() {\r\n for (const mesh of this._scene.meshes) {\r\n if (mesh.subMeshes) {\r\n for (const subMesh of mesh.subMeshes) {\r\n subMesh._wasDispatched = false;\r\n }\r\n }\r\n }\r\n\r\n if (this._scene.spriteManagers) {\r\n for (const spriteManager of this._scene.spriteManagers) {\r\n spriteManager._wasDispatched = false;\r\n }\r\n }\r\n\r\n for (const particleSystem of this._scene.particleSystems) {\r\n particleSystem._wasDispatched = false;\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates a new rendering group for a particular scene\r\n * @param scene Defines the scene the groups belongs to\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n\r\n for (let i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {\r\n this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };\r\n }\r\n }\r\n\r\n /**\r\n * @returns the list of rendering groups managed by the manager.\r\n */\r\n public get renderingGroups(): Immutable<RenderingGroup[]> {\r\n return this._renderingGroups;\r\n }\r\n\r\n /**\r\n * @returns the rendering group with the specified id.\r\n * @param id the id of the rendering group (0 by default)\r\n */\r\n public getRenderingGroup(id: number): RenderingGroup {\r\n const renderingGroupId = id || 0;\r\n\r\n this._prepareRenderingGroup(renderingGroupId);\r\n\r\n return this._renderingGroups[renderingGroupId];\r\n }\r\n\r\n private _clearDepthStencilBuffer(depth = true, stencil = true): void {\r\n if (this._depthStencilBufferAlreadyCleaned) {\r\n return;\r\n }\r\n\r\n this._scene.getEngine().clear(null, false, depth, stencil);\r\n this._depthStencilBufferAlreadyCleaned = true;\r\n }\r\n\r\n /**\r\n * Renders the entire managed groups. This is used by the scene or the different render targets.\r\n * @internal\r\n */\r\n public render(\r\n customRenderFunction: Nullable<\r\n (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ) => void\r\n >,\r\n activeMeshes: Nullable<AbstractMesh[]>,\r\n renderParticles: boolean,\r\n renderSprites: boolean,\r\n renderDepthOnlyMeshes: boolean = true,\r\n renderOpaqueMeshes: boolean = true,\r\n renderAlphaTestMeshes: boolean = true,\r\n renderTransparentMeshes: boolean = true,\r\n customRenderTransparentSubMeshes?: (transparentSubMeshes: SmartArray<SubMesh>, renderingGroup?: RenderingGroup) => void,\r\n spriteManagers?: Nullable<ISpriteManager[]>\r\n ): void {\r\n // Update the observable context (not null as it only goes away on dispose)\r\n const info = this._renderingGroupInfo!;\r\n info.scene = this._scene;\r\n info.camera = this._scene.activeCamera;\r\n info.renderingManager = this;\r\n\r\n // Dispatch sprites\r\n const spriteManagersToRender = spriteManagers ?? this._scene.spriteManagers;\r\n if (spriteManagersToRender && renderSprites) {\r\n for (let index = 0; index < spriteManagersToRender.length; index++) {\r\n const manager = spriteManagersToRender[index];\r\n this.dispatchSprites(manager);\r\n }\r\n }\r\n\r\n // Render\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;\r\n const renderingGroup = this._renderingGroups[index];\r\n if (!renderingGroup || renderingGroup._empty) {\r\n continue;\r\n }\r\n\r\n const renderingGroupMask = 1 << index;\r\n info.renderingGroupId = index;\r\n\r\n // Before Observable\r\n this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);\r\n\r\n // Clear depth/stencil if needed\r\n if (RenderingManager.AUTOCLEAR) {\r\n const autoClear = this._useSceneAutoClearSetup ? this._scene.getAutoClearDepthStencilSetup(index) : this._autoClearDepthStencil[index];\r\n\r\n if (autoClear && autoClear.autoClear) {\r\n this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);\r\n }\r\n }\r\n\r\n // Render\r\n for (const step of this._scene._beforeRenderingGroupDrawStage) {\r\n step.action(index);\r\n }\r\n renderingGroup.render(\r\n customRenderFunction,\r\n renderSprites,\r\n renderParticles,\r\n activeMeshes,\r\n renderDepthOnlyMeshes,\r\n renderOpaqueMeshes,\r\n renderAlphaTestMeshes,\r\n renderTransparentMeshes,\r\n customRenderTransparentSubMeshes\r\n );\r\n for (const step of this._scene._afterRenderingGroupDrawStage) {\r\n step.action(index);\r\n }\r\n\r\n // After Observable\r\n this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);\r\n }\r\n }\r\n\r\n /**\r\n * Resets the different information of the group to prepare a new frame\r\n * @internal\r\n */\r\n public reset(): void {\r\n if (this.maintainStateBetweenFrames) {\r\n return;\r\n }\r\n\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n const renderingGroup = this._renderingGroups[index];\r\n if (renderingGroup) {\r\n renderingGroup.prepare();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Resets the sprites information of the group to prepare a new frame\r\n * @internal\r\n */\r\n public resetSprites(): void {\r\n if (this.maintainStateBetweenFrames) {\r\n return;\r\n }\r\n\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n const renderingGroup = this._renderingGroups[index];\r\n if (renderingGroup) {\r\n renderingGroup.prepareSprites();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Dispose and release the group and its associated resources.\r\n * @internal\r\n */\r\n public dispose(): void {\r\n this.freeRenderingGroups();\r\n this._renderingGroups.length = 0;\r\n this._renderingGroupInfo = null;\r\n }\r\n\r\n /**\r\n * Clear the info related to rendering groups preventing retention points during dispose.\r\n */\r\n public freeRenderingGroups(): void {\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n const renderingGroup = this._renderingGroups[index];\r\n if (renderingGroup) {\r\n renderingGroup.dispose();\r\n }\r\n }\r\n }\r\n\r\n private _prepareRenderingGroup(renderingGroupId: number): void {\r\n if (this._renderingGroups[renderingGroupId] === undefined) {\r\n this._renderingGroups[renderingGroupId] = new RenderingGroup(\r\n renderingGroupId,\r\n this._scene,\r\n this._customOpaqueSortCompareFn[renderingGroupId],\r\n this._customAlphaTestSortCompareFn[renderingGroupId],\r\n this._customTransparentSortCompareFn[renderingGroupId]\r\n );\r\n this._renderingGroups[renderingGroupId].disableDepthPrePass = this._disableDepthPrePass;\r\n }\r\n }\r\n\r\n /**\r\n * Add a sprite manager to the rendering manager in order to render it this frame.\r\n * @param spriteManager Define the sprite manager to render\r\n */\r\n public dispatchSprites(spriteManager: ISpriteManager) {\r\n if (this.maintainStateBetweenFrames && spriteManager._wasDispatched) {\r\n return;\r\n }\r\n spriteManager._wasDispatched = true;\r\n this.getRenderingGroup(spriteManager.renderingGroupId).dispatchSprites(spriteManager);\r\n }\r\n\r\n /**\r\n * Add a particle system to the rendering manager in order to render it this frame.\r\n * @param particleSystem Define the particle system to render\r\n */\r\n public dispatchParticles(particleSystem: IParticleSystem) {\r\n if (this.maintainStateBetweenFrames && particleSystem._wasDispatched) {\r\n return;\r\n }\r\n particleSystem._wasDispatched = true;\r\n this.getRenderingGroup(particleSystem.renderingGroupId).dispatchParticles(particleSystem);\r\n }\r\n\r\n /**\r\n * Add a submesh to the manager in order to render it this frame\r\n * @param subMesh The submesh to dispatch\r\n * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.\r\n * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.\r\n */\r\n public dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void {\r\n if (mesh === undefined) {\r\n mesh = subMesh.getMesh();\r\n }\r\n if (this.maintainStateBetweenFrames && subMesh._wasDispatched) {\r\n return;\r\n }\r\n subMesh._wasDispatched = true;\r\n this.getRenderingGroup(mesh.renderingGroupId).dispatch(subMesh, mesh, material);\r\n }\r\n\r\n /**\r\n * Overrides the default sort function applied in the rendering group to prepare the meshes.\r\n * This allowed control for front to back rendering or reversely depending of the special needs.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\r\n * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\r\n * @param transparentSortCompareFn The transparent queue comparison function use to sort.\r\n */\r\n public setRenderingOrder(\r\n renderingGroupId: number,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null\r\n ) {\r\n this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;\r\n this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;\r\n this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;\r\n\r\n if (this._renderingGroups[renderingGroupId]) {\r\n const group = this._renderingGroups[renderingGroupId];\r\n group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];\r\n group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];\r\n group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];\r\n }\r\n }\r\n\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n * @param depth Automatically clears depth between groups if true and autoClear is true.\r\n * @param stencil Automatically clears stencil between groups if true and autoClear is true.\r\n */\r\n public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth = true, stencil = true): void {\r\n this._autoClearDepthStencil[renderingGroupId] = {\r\n autoClear: autoClearDepthStencil,\r\n depth: depth,\r\n stencil: stencil,\r\n };\r\n }\r\n\r\n /**\r\n * Gets the current auto clear configuration for one rendering group of the rendering\r\n * manager.\r\n * @param index the rendering group index to get the information for\r\n * @returns The auto clear setup for the requested rendering group\r\n */\r\n public getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup {\r\n return this._autoClearDepthStencil[index];\r\n }\r\n}\r\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const defaultFragmentAlpha: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,34 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "defaultFragmentAlpha";
4
+ const shader = `#ifdef OPACITY
5
+ vec4 opacityMap=TEXRD(opacitySampler,vOpacityUV+uvOffset);
6
+ #ifdef OPACITYRGB
7
+ opacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;
8
+ #else
9
+ alpha*=opacityMap.a*vOpacityInfos.y;
10
+ #endif
11
+ #endif
12
+ #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
13
+ alpha*=vColor.a;
14
+ #endif
15
+ #ifdef OPACITYFRESNEL
16
+ float opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);alpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;
17
+ #endif
18
+ #ifdef ALPHATEST
19
+ #ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS
20
+ if (alpha<alphaCutOff)
21
+ discard;
22
+ #endif
23
+ #ifndef ALPHABLEND
24
+ alpha=1.0;
25
+ #endif
26
+ #endif
27
+ `;
28
+ // Sideeffect
29
+ if (!ShaderStore.IncludesShadersStore[name]) {
30
+ ShaderStore.IncludesShadersStore[name] = shader;
31
+ }
32
+ /** @internal */
33
+ export const defaultFragmentAlpha = { name, shader };
34
+ //# sourceMappingURL=defaultFragmentAlpha.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"defaultFragmentAlpha.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/defaultFragmentAlpha.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;CAuBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"defaultFragmentAlpha\";\nconst shader = `#ifdef OPACITY\nvec4 opacityMap=TEXRD(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);alpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<alphaCutOff)\ndiscard;\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const defaultFragmentAlpha = { name, shader };\n"]}
@@ -1,7 +1,11 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "gaussianSplattingVertexDeclaration";
4
- const shader = `attribute vec3 position;attribute vec4 splatIndex0;attribute vec4 splatIndex1;attribute vec4 splatIndex2;attribute vec4 splatIndex3;uniform mat4 view;uniform mat4 projection;uniform mat4 world;uniform vec4 vEyePosition;`;
4
+ const shader = `attribute vec3 position;attribute vec4 splatIndex0;attribute vec4 splatIndex1;attribute vec4 splatIndex2;attribute vec4 splatIndex3;uniform mat4 view;uniform mat4 projection;uniform mat4 world;uniform vec4 vEyePosition;
5
+ #ifdef PREPASS
6
+ uniform mat4 inverseProjection;
7
+ #endif
8
+ `;
5
9
  // Sideeffect
6
10
  if (!ShaderStore.IncludesShadersStore[name]) {
7
11
  ShaderStore.IncludesShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"gaussianSplattingVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG,6NAA6N,CAAC;AAC7O,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"gaussianSplattingVertexDeclaration\";\nconst shader = `attribute vec3 position;attribute vec4 splatIndex0;attribute vec4 splatIndex1;attribute vec4 splatIndex2;attribute vec4 splatIndex3;uniform mat4 view;uniform mat4 projection;uniform mat4 world;uniform vec4 vEyePosition;`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingVertexDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"gaussianSplattingVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"gaussianSplattingVertexDeclaration\";\nconst shader = `attribute vec3 position;attribute vec4 splatIndex0;attribute vec4 splatIndex1;attribute vec4 splatIndex2;attribute vec4 splatIndex3;uniform mat4 view;uniform mat4 projection;uniform mat4 world;uniform vec4 vEyePosition;\n#ifdef PREPASS\nuniform mat4 inverseProjection;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingVertexDeclaration = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const geometryRenderingFragment: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,74 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "geometryRenderingFragment";
4
+ const shader = `#ifdef PREPASS
5
+ #if SCENE_MRT_COUNT>0
6
+ float geometryCoverage=geometryColor.a>0.4 ? 1.0 : 0.0;
7
+ #ifdef PREPASS_COLOR
8
+ WRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_COLOR_INDEX,geometryColor);
9
+ #endif
10
+ #ifdef PREPASS_POSITION
11
+ WRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_POSITION_INDEX,vec4(geometryPositionW,geometryCoverage));
12
+ #endif
13
+ #ifdef PREPASS_LOCAL_POSITION
14
+ WRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_LOCAL_POSITION_INDEX,vec4(geometryPositionL,geometryCoverage));
15
+ #endif
16
+ #ifdef PREPASS_DEPTH
17
+ WRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_DEPTH_INDEX,vec4(geometryViewDepth,0.0,0.0,geometryCoverage));
18
+ #endif
19
+ #ifdef PREPASS_NORMALIZED_VIEW_DEPTH
20
+ WRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_NORMALIZED_VIEW_DEPTH_INDEX,vec4(geometryNormalizedViewDepth,0.0,0.0,geometryCoverage));
21
+ #endif
22
+ #ifdef PREPASS_SCREENSPACE_DEPTH
23
+ WRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_SCREENSPACE_DEPTH_INDEX,vec4(gl_FragCoord.z,0.0,0.0,geometryCoverage));
24
+ #endif
25
+ #ifdef PREPASS_NORMAL
26
+ WRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_NORMAL_INDEX,vec4(geometryNormalV,geometryCoverage));
27
+ #endif
28
+ #ifdef PREPASS_WORLD_NORMAL
29
+ WRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_WORLD_NORMAL_INDEX,vec4(geometryNormalW*0.5+0.5,geometryCoverage));
30
+ #endif
31
+ #ifdef PREPASS_ALBEDO
32
+ WRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_ALBEDO_INDEX,vec4(geometryAlbedo,geometryCoverage));
33
+ #endif
34
+ #ifdef PREPASS_ALBEDO_SQRT
35
+ WRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_ALBEDO_SQRT_INDEX,vec4(sqrt(max(geometryAlbedo,vec3(0.0))),geometryCoverage));
36
+ #endif
37
+ #ifdef PREPASS_REFLECTIVITY
38
+ WRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_REFLECTIVITY_INDEX,vec4(0.0,0.0,0.0,geometryCoverage));
39
+ #endif
40
+ #ifdef PREPASS_IRRADIANCE
41
+ WRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_IRRADIANCE_INDEX,vec4(0.0,0.0,0.0,geometryCoverage));
42
+ #endif
43
+ #ifdef PREPASS_IRRADIANCE_LEGACY
44
+ WRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_IRRADIANCE_LEGACY_INDEX,vec4(0.0));
45
+ #endif
46
+ #if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
47
+ #ifdef PREPASS_VELOCITY_ZERO
48
+ vec2 geometryMotion=vec2(0.0);
49
+ #else
50
+ vec2 geometryMotion=0.5*(geometryCurrentPosition.xy/geometryCurrentPosition.w-geometryPreviousPosition.xy/geometryPreviousPosition.w);
51
+ #endif
52
+ #ifdef PREPASS_VELOCITY
53
+ WRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_VELOCITY_INDEX,vec4(pow(abs(geometryMotion),vec2(1.0/3.0))*sign(geometryMotion)*0.5+0.5,0.0,geometryCoverage));
54
+ #endif
55
+ #ifdef PREPASS_VELOCITY_LINEAR
56
+ WRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_VELOCITY_LINEAR_INDEX,vec4(-geometryMotion,0.0,geometryCoverage));
57
+ #endif
58
+ #endif
59
+ #ifdef PREPASS_OBJECT_ID
60
+ WRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_OBJECT_ID_INDEX,encodeObjectId(objectId)*geometryCoverage);
61
+ #endif
62
+ #ifdef PREPASS_MESH_BLEND_TAG
63
+ meshBlendTagOutput=geometryCoverage>0.0 ? uvec4(uint(meshBlendTag),0u,0u,0u) : uvec4(0u);
64
+ #endif
65
+ #endif
66
+ #endif
67
+ `;
68
+ // Sideeffect
69
+ if (!ShaderStore.IncludesShadersStore[name]) {
70
+ ShaderStore.IncludesShadersStore[name] = shader;
71
+ }
72
+ /** @internal */
73
+ export const geometryRenderingFragment = { name, shader };
74
+ //# sourceMappingURL=geometryRenderingFragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"geometryRenderingFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/geometryRenderingFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Dd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"geometryRenderingFragment\";\nconst shader = `#ifdef PREPASS\n#if SCENE_MRT_COUNT>0\nfloat geometryCoverage=geometryColor.a>0.4 ? 1.0 : 0.0;\n#ifdef PREPASS_COLOR\nWRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_COLOR_INDEX,geometryColor);\n#endif\n#ifdef PREPASS_POSITION\nWRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_POSITION_INDEX,vec4(geometryPositionW,geometryCoverage));\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nWRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_LOCAL_POSITION_INDEX,vec4(geometryPositionL,geometryCoverage));\n#endif\n#ifdef PREPASS_DEPTH\nWRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_DEPTH_INDEX,vec4(geometryViewDepth,0.0,0.0,geometryCoverage));\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nWRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_NORMALIZED_VIEW_DEPTH_INDEX,vec4(geometryNormalizedViewDepth,0.0,0.0,geometryCoverage));\n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\nWRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_SCREENSPACE_DEPTH_INDEX,vec4(gl_FragCoord.z,0.0,0.0,geometryCoverage));\n#endif\n#ifdef PREPASS_NORMAL\nWRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_NORMAL_INDEX,vec4(geometryNormalV,geometryCoverage));\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nWRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_WORLD_NORMAL_INDEX,vec4(geometryNormalW*0.5+0.5,geometryCoverage));\n#endif\n#ifdef PREPASS_ALBEDO\nWRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_ALBEDO_INDEX,vec4(geometryAlbedo,geometryCoverage));\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nWRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_ALBEDO_SQRT_INDEX,vec4(sqrt(max(geometryAlbedo,vec3(0.0))),geometryCoverage));\n#endif\n#ifdef PREPASS_REFLECTIVITY\nWRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_REFLECTIVITY_INDEX,vec4(0.0,0.0,0.0,geometryCoverage));\n#endif\n#ifdef PREPASS_IRRADIANCE\nWRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_IRRADIANCE_INDEX,vec4(0.0,0.0,0.0,geometryCoverage));\n#endif\n#ifdef PREPASS_IRRADIANCE_LEGACY\nWRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_IRRADIANCE_LEGACY_INDEX,vec4(0.0));\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\n#ifdef PREPASS_VELOCITY_ZERO\nvec2 geometryMotion=vec2(0.0);\n#else\nvec2 geometryMotion=0.5*(geometryCurrentPosition.xy/geometryCurrentPosition.w-geometryPreviousPosition.xy/geometryPreviousPosition.w);\n#endif\n#ifdef PREPASS_VELOCITY\nWRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_VELOCITY_INDEX,vec4(pow(abs(geometryMotion),vec2(1.0/3.0))*sign(geometryMotion)*0.5+0.5,0.0,geometryCoverage));\n#endif\n#ifdef PREPASS_VELOCITY_LINEAR\nWRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_VELOCITY_LINEAR_INDEX,vec4(-geometryMotion,0.0,geometryCoverage));\n#endif\n#endif\n#ifdef PREPASS_OBJECT_ID\nWRITE_GEOMETRY_FRAGMENT_OUTPUT(PREPASS_OBJECT_ID_INDEX,encodeObjectId(objectId)*geometryCoverage);\n#endif\n#ifdef PREPASS_MESH_BLEND_TAG\nmeshBlendTagOutput=geometryCoverage>0.0 ? uvec4(uint(meshBlendTag),0u,0u,0u) : uvec4(0u);\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const geometryRenderingFragment = { name, shader };\n"]}
@@ -2,7 +2,96 @@
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "mrtFragmentDeclaration";
4
4
  const shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
5
+ #ifdef MESH_BLEND_TAG
6
+ #if {X}>0
7
+ #if MESH_BLEND_TAG_INDEX==0
8
+ layout(location=0) out highp uvec4 meshBlendTagOutput;
9
+ #else
10
+ layout(location=0) out highp vec4 glFragData0;
11
+ #endif
12
+ #endif
13
+ #if {X}>1
14
+ #if MESH_BLEND_TAG_INDEX==1
15
+ layout(location=1) out highp uvec4 meshBlendTagOutput;
16
+ #else
17
+ layout(location=1) out highp vec4 glFragData1;
18
+ #endif
19
+ #endif
20
+ #if {X}>2
21
+ #if MESH_BLEND_TAG_INDEX==2
22
+ layout(location=2) out highp uvec4 meshBlendTagOutput;
23
+ #else
24
+ layout(location=2) out highp vec4 glFragData2;
25
+ #endif
26
+ #endif
27
+ #if {X}>3
28
+ #if MESH_BLEND_TAG_INDEX==3
29
+ layout(location=3) out highp uvec4 meshBlendTagOutput;
30
+ #else
31
+ layout(location=3) out highp vec4 glFragData3;
32
+ #endif
33
+ #endif
34
+ #if {X}>4
35
+ #if MESH_BLEND_TAG_INDEX==4
36
+ layout(location=4) out highp uvec4 meshBlendTagOutput;
37
+ #else
38
+ layout(location=4) out highp vec4 glFragData4;
39
+ #endif
40
+ #endif
41
+ #if {X}>5
42
+ #if MESH_BLEND_TAG_INDEX==5
43
+ layout(location=5) out highp uvec4 meshBlendTagOutput;
44
+ #else
45
+ layout(location=5) out highp vec4 glFragData5;
46
+ #endif
47
+ #endif
48
+ #if {X}>6
49
+ #if MESH_BLEND_TAG_INDEX==6
50
+ layout(location=6) out highp uvec4 meshBlendTagOutput;
51
+ #else
52
+ layout(location=6) out highp vec4 glFragData6;
53
+ #endif
54
+ #endif
55
+ #if {X}>7
56
+ #if MESH_BLEND_TAG_INDEX==7
57
+ layout(location=7) out highp uvec4 meshBlendTagOutput;
58
+ #else
59
+ layout(location=7) out highp vec4 glFragData7;
60
+ #endif
61
+ #endif
62
+ void writeGeometryFragmentOutput(highp int index,highp vec4 value) {
63
+ #if {X}>0 && MESH_BLEND_TAG_INDEX != 0
64
+ if (index==0) { glFragData0=value; }
65
+ #endif
66
+ #if {X}>1 && MESH_BLEND_TAG_INDEX != 1
67
+ if (index==1) { glFragData1=value; }
68
+ #endif
69
+ #if {X}>2 && MESH_BLEND_TAG_INDEX != 2
70
+ if (index==2) { glFragData2=value; }
71
+ #endif
72
+ #if {X}>3 && MESH_BLEND_TAG_INDEX != 3
73
+ if (index==3) { glFragData3=value; }
74
+ #endif
75
+ #if {X}>4 && MESH_BLEND_TAG_INDEX != 4
76
+ if (index==4) { glFragData4=value; }
77
+ #endif
78
+ #if {X}>5 && MESH_BLEND_TAG_INDEX != 5
79
+ if (index==5) { glFragData5=value; }
80
+ #endif
81
+ #if {X}>6 && MESH_BLEND_TAG_INDEX != 6
82
+ if (index==6) { glFragData6=value; }
83
+ #endif
84
+ #if {X}>7 && MESH_BLEND_TAG_INDEX != 7
85
+ if (index==7) { glFragData7=value; }
86
+ #endif
87
+ }
88
+ #define WRITE_GEOMETRY_FRAGMENT_OUTPUT(INDEX,VALUE) writeGeometryFragmentOutput(INDEX,VALUE)
89
+ #else
5
90
  layout(location=0) out vec4 glFragData[{X}];
91
+ #define WRITE_GEOMETRY_FRAGMENT_OUTPUT(INDEX,VALUE) gl_FragData[INDEX]=VALUE
92
+ #endif
93
+ #else
94
+ #define WRITE_GEOMETRY_FRAGMENT_OUTPUT(INDEX,VALUE) gl_FragData[INDEX]=VALUE
6
95
  #endif
7
96
  `;
8
97
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"mrtFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/mrtFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"mrtFragmentDeclaration\";\nconst shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nlayout(location=0) out vec4 glFragData[{X}];\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const mrtFragmentDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"mrtFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/mrtFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Fd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"mrtFragmentDeclaration\";\nconst shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#ifdef MESH_BLEND_TAG\n#if {X}>0\n#if MESH_BLEND_TAG_INDEX==0\nlayout(location=0) out highp uvec4 meshBlendTagOutput;\n#else\nlayout(location=0) out highp vec4 glFragData0;\n#endif\n#endif\n#if {X}>1\n#if MESH_BLEND_TAG_INDEX==1\nlayout(location=1) out highp uvec4 meshBlendTagOutput;\n#else\nlayout(location=1) out highp vec4 glFragData1;\n#endif\n#endif\n#if {X}>2\n#if MESH_BLEND_TAG_INDEX==2\nlayout(location=2) out highp uvec4 meshBlendTagOutput;\n#else\nlayout(location=2) out highp vec4 glFragData2;\n#endif\n#endif\n#if {X}>3\n#if MESH_BLEND_TAG_INDEX==3\nlayout(location=3) out highp uvec4 meshBlendTagOutput;\n#else\nlayout(location=3) out highp vec4 glFragData3;\n#endif\n#endif\n#if {X}>4\n#if MESH_BLEND_TAG_INDEX==4\nlayout(location=4) out highp uvec4 meshBlendTagOutput;\n#else\nlayout(location=4) out highp vec4 glFragData4;\n#endif\n#endif\n#if {X}>5\n#if MESH_BLEND_TAG_INDEX==5\nlayout(location=5) out highp uvec4 meshBlendTagOutput;\n#else\nlayout(location=5) out highp vec4 glFragData5;\n#endif\n#endif\n#if {X}>6\n#if MESH_BLEND_TAG_INDEX==6\nlayout(location=6) out highp uvec4 meshBlendTagOutput;\n#else\nlayout(location=6) out highp vec4 glFragData6;\n#endif\n#endif\n#if {X}>7\n#if MESH_BLEND_TAG_INDEX==7\nlayout(location=7) out highp uvec4 meshBlendTagOutput;\n#else\nlayout(location=7) out highp vec4 glFragData7;\n#endif\n#endif\nvoid writeGeometryFragmentOutput(highp int index,highp vec4 value) {\n#if {X}>0 && MESH_BLEND_TAG_INDEX != 0\nif (index==0) { glFragData0=value; }\n#endif\n#if {X}>1 && MESH_BLEND_TAG_INDEX != 1\nif (index==1) { glFragData1=value; }\n#endif\n#if {X}>2 && MESH_BLEND_TAG_INDEX != 2\nif (index==2) { glFragData2=value; }\n#endif\n#if {X}>3 && MESH_BLEND_TAG_INDEX != 3\nif (index==3) { glFragData3=value; }\n#endif\n#if {X}>4 && MESH_BLEND_TAG_INDEX != 4\nif (index==4) { glFragData4=value; }\n#endif\n#if {X}>5 && MESH_BLEND_TAG_INDEX != 5\nif (index==5) { glFragData5=value; }\n#endif\n#if {X}>6 && MESH_BLEND_TAG_INDEX != 6\nif (index==6) { glFragData6=value; }\n#endif\n#if {X}>7 && MESH_BLEND_TAG_INDEX != 7\nif (index==7) { glFragData7=value; }\n#endif\n}\n#define WRITE_GEOMETRY_FRAGMENT_OUTPUT(INDEX,VALUE) writeGeometryFragmentOutput(INDEX,VALUE)\n#else\nlayout(location=0) out vec4 glFragData[{X}];\n#define WRITE_GEOMETRY_FRAGMENT_OUTPUT(INDEX,VALUE) gl_FragData[INDEX]=VALUE\n#endif\n#else\n#define WRITE_GEOMETRY_FRAGMENT_OUTPUT(INDEX,VALUE) gl_FragData[INDEX]=VALUE\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const mrtFragmentDeclaration = { name, shader };\n"]}