@onerjs/core 8.56.4 → 9.0.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (722) 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 +13 -2
  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/Native/nativeHardwareTexture.d.ts +8 -1
  51. package/Engines/Native/nativeHardwareTexture.js +7 -0
  52. package/Engines/Native/nativeHardwareTexture.js.map +1 -1
  53. package/Engines/Native/nativeHelpers.js +56 -1
  54. package/Engines/Native/nativeHelpers.js.map +1 -1
  55. package/Engines/Native/nativeInterfaces.d.ts +37 -8
  56. package/Engines/Native/nativeInterfaces.js.map +1 -1
  57. package/Engines/Native/nativeRenderTargetWrapper.d.ts +40 -0
  58. package/Engines/Native/nativeRenderTargetWrapper.js +265 -5
  59. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  60. package/Engines/Processors/shaderCodeCursor.d.ts +1 -0
  61. package/Engines/Processors/shaderCodeCursor.js +40 -3
  62. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  63. package/Engines/WebGPU/Extensions/engine.multiRender.pure.js +4 -0
  64. package/Engines/WebGPU/Extensions/engine.multiRender.pure.js.map +1 -1
  65. package/Engines/WebGPU/Extensions/engine.multiRender.types.d.ts +13 -0
  66. package/Engines/WebGPU/Extensions/engine.multiRender.types.js.map +1 -1
  67. package/Engines/WebGPU/Extensions/engine.query.pure.js +11 -3
  68. package/Engines/WebGPU/Extensions/engine.query.pure.js.map +1 -1
  69. package/Engines/WebGPU/Extensions/engine.renderTarget.pure.js +1 -0
  70. package/Engines/WebGPU/Extensions/engine.renderTarget.pure.js.map +1 -1
  71. package/Engines/WebGPU/Extensions/index.d.ts +1 -0
  72. package/Engines/WebGPU/Extensions/index.js +1 -0
  73. package/Engines/WebGPU/Extensions/index.js.map +1 -1
  74. package/Engines/WebGPU/Extensions/pure.d.ts +1 -1
  75. package/Engines/WebGPU/Extensions/pure.js +1 -1
  76. package/Engines/WebGPU/Extensions/pure.js.map +1 -1
  77. package/Engines/WebGPU/webgpuBundleList.d.ts +2 -0
  78. package/Engines/WebGPU/webgpuBundleList.js +4 -0
  79. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  80. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +5 -2
  81. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  82. package/Engines/WebGPU/webgpuHardwareTexture.js +3 -1
  83. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  84. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
  85. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  86. package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +4 -0
  87. package/Engines/WebGPU/webgpuSnapshotRendering.js +40 -7
  88. package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
  89. package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -1
  90. package/Engines/WebGPU/webgpuTextureHelper.js +2 -2
  91. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  92. package/Engines/WebGPU/webgpuTextureManager.d.ts +2 -0
  93. package/Engines/WebGPU/webgpuTextureManager.js +286 -13
  94. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  95. package/Engines/abstractEngine.pure.d.ts +17 -1
  96. package/Engines/abstractEngine.pure.js +17 -5
  97. package/Engines/abstractEngine.pure.js.map +1 -1
  98. package/Engines/constants.d.ts +4 -0
  99. package/Engines/constants.js +4 -0
  100. package/Engines/constants.js.map +1 -1
  101. package/Engines/engine.pure.d.ts +0 -1
  102. package/Engines/engine.pure.js +0 -7
  103. package/Engines/engine.pure.js.map +1 -1
  104. package/Engines/nativeEngine.pure.js +1 -1
  105. package/Engines/nativeEngine.pure.js.map +1 -1
  106. package/Engines/thinEngine.pure.d.ts +15 -0
  107. package/Engines/thinEngine.pure.js +61 -14
  108. package/Engines/thinEngine.pure.js.map +1 -1
  109. package/Engines/thinNativeEngine.pure.d.ts +218 -17
  110. package/Engines/thinNativeEngine.pure.js +1438 -165
  111. package/Engines/thinNativeEngine.pure.js.map +1 -1
  112. package/Engines/thinWebGPUEngine.d.ts +4 -0
  113. package/Engines/thinWebGPUEngine.js +16 -2
  114. package/Engines/thinWebGPUEngine.js.map +1 -1
  115. package/Engines/webgpuEngine.pure.d.ts +17 -3
  116. package/Engines/webgpuEngine.pure.js +56 -13
  117. package/Engines/webgpuEngine.pure.js.map +1 -1
  118. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.pure.js +2 -2
  119. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.pure.js.map +1 -1
  120. package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.pure.d.ts +10 -0
  121. package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.pure.js +24 -12
  122. package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.pure.js.map +1 -1
  123. package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.d.ts +11 -2
  124. package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.js +1 -1
  125. package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.js.map +1 -1
  126. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.pure.d.ts +7 -0
  127. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.pure.js +43 -0
  128. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.pure.js.map +1 -1
  129. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.d.ts +9 -1
  130. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.js +6 -8
  131. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.js.map +1 -1
  132. package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.d.ts +2 -0
  133. package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.js +5 -1
  134. package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.js.map +1 -1
  135. package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.d.ts +2 -0
  136. package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.js +5 -1
  137. package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.js.map +1 -1
  138. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.d.ts +9 -0
  139. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.js +34 -9
  140. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.js.map +1 -1
  141. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.d.ts +2 -0
  142. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.js +4 -0
  143. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.js.map +1 -1
  144. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.d.ts +18 -4
  145. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js +24 -6
  146. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js.map +1 -1
  147. package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.pure.js +19 -7
  148. package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.pure.js.map +1 -1
  149. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js +3 -3
  150. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js.map +1 -1
  151. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.d.ts +20 -2
  152. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js +85 -25
  153. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js.map +1 -1
  154. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.d.ts +16 -1
  155. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.js +64 -14
  156. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.js.map +1 -1
  157. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.d.ts +12 -1
  158. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js +8 -0
  159. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js.map +1 -1
  160. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.pure.js +4 -1
  161. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.pure.js.map +1 -1
  162. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.pure.d.ts +12 -1
  163. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.pure.js +5 -1
  164. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.pure.js.map +1 -1
  165. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.pure.js +64 -16
  166. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.pure.js.map +1 -1
  167. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.pure.d.ts +2 -0
  168. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.pure.js +14 -2
  169. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.pure.js.map +1 -1
  170. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.pure.d.ts +5 -1
  171. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.pure.js +23 -8
  172. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.pure.js.map +1 -1
  173. package/FlowGraph/CustomTypes/flowGraphInteger.pure.d.ts +5 -0
  174. package/FlowGraph/CustomTypes/flowGraphInteger.pure.js +7 -0
  175. package/FlowGraph/CustomTypes/flowGraphInteger.pure.js.map +1 -1
  176. package/FlowGraph/CustomTypes/flowGraphMatrix.d.ts +10 -0
  177. package/FlowGraph/CustomTypes/flowGraphMatrix.js +14 -0
  178. package/FlowGraph/CustomTypes/flowGraphMatrix.js.map +1 -1
  179. package/FlowGraph/flowGraph.d.ts +6 -1
  180. package/FlowGraph/flowGraph.js +41 -9
  181. package/FlowGraph/flowGraph.js.map +1 -1
  182. package/FlowGraph/flowGraphAnimationHelpers.d.ts +24 -0
  183. package/FlowGraph/flowGraphAnimationHelpers.js +21 -0
  184. package/FlowGraph/flowGraphAnimationHelpers.js.map +1 -0
  185. package/FlowGraph/flowGraphBlock.js +3 -0
  186. package/FlowGraph/flowGraphBlock.js.map +1 -1
  187. package/FlowGraph/flowGraphConnection.d.ts +7 -0
  188. package/FlowGraph/flowGraphConnection.js +7 -0
  189. package/FlowGraph/flowGraphConnection.js.map +1 -1
  190. package/FlowGraph/flowGraphContext.d.ts +2 -1
  191. package/FlowGraph/flowGraphContext.js +5 -3
  192. package/FlowGraph/flowGraphContext.js.map +1 -1
  193. package/FlowGraph/flowGraphCoordinator.d.ts +15 -1
  194. package/FlowGraph/flowGraphCoordinator.js +47 -16
  195. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  196. package/FlowGraph/flowGraphEventBlock.d.ts +5 -0
  197. package/FlowGraph/flowGraphEventBlock.js +7 -0
  198. package/FlowGraph/flowGraphEventBlock.js.map +1 -1
  199. package/FlowGraph/flowGraphHostResolver.d.ts +2 -1
  200. package/FlowGraph/flowGraphHostResolver.js.map +1 -1
  201. package/FlowGraph/flowGraphParser.js +60 -2
  202. package/FlowGraph/flowGraphParser.js.map +1 -1
  203. package/FlowGraph/flowGraphValidator.js +0 -4
  204. package/FlowGraph/flowGraphValidator.js.map +1 -1
  205. package/FlowGraph/index.d.ts +2 -0
  206. package/FlowGraph/index.js +2 -0
  207. package/FlowGraph/index.js.map +1 -1
  208. package/FlowGraph/pure.d.ts +2 -0
  209. package/FlowGraph/pure.js +2 -0
  210. package/FlowGraph/pure.js.map +1 -1
  211. package/FlowGraph/serialization.d.ts +4 -2
  212. package/FlowGraph/serialization.js +12 -24
  213. package/FlowGraph/serialization.js.map +1 -1
  214. package/FlowGraph/typeDefinitions.d.ts +9 -1
  215. package/FlowGraph/typeDefinitions.js.map +1 -1
  216. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.d.ts +5 -0
  217. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.js +8 -0
  218. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.js.map +1 -0
  219. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.d.ts +87 -0
  220. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.js +295 -0
  221. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.js.map +1 -0
  222. package/FrameGraph/Node/Blocks/PostProcesses/pure.d.ts +1 -0
  223. package/FrameGraph/Node/Blocks/PostProcesses/pure.js +1 -0
  224. package/FrameGraph/Node/Blocks/PostProcesses/pure.js.map +1 -1
  225. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +4 -4
  226. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  227. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.d.ts +5 -1
  228. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js +13 -1
  229. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js.map +1 -1
  230. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.d.ts +1 -0
  231. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.js +4 -0
  232. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.js.map +1 -0
  233. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.pure.d.ts +54 -0
  234. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.pure.js +155 -0
  235. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.pure.js.map +1 -0
  236. package/FrameGraph/Node/Blocks/Textures/pure.d.ts +1 -0
  237. package/FrameGraph/Node/Blocks/Textures/pure.js +1 -0
  238. package/FrameGraph/Node/Blocks/Textures/pure.js.map +1 -1
  239. package/FrameGraph/Node/Blocks/allBlocks.pure.js +4 -0
  240. package/FrameGraph/Node/Blocks/allBlocks.pure.js.map +1 -1
  241. package/FrameGraph/Node/Blocks/index.d.ts +2 -0
  242. package/FrameGraph/Node/Blocks/index.js +2 -0
  243. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  244. package/FrameGraph/Node/Blocks/inputBlock.pure.js +20 -1
  245. package/FrameGraph/Node/Blocks/inputBlock.pure.js.map +1 -1
  246. package/FrameGraph/Node/Blocks/pure.d.ts +2 -0
  247. package/FrameGraph/Node/Blocks/pure.js +2 -0
  248. package/FrameGraph/Node/Blocks/pure.js.map +1 -1
  249. package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +4 -2
  250. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +4 -2
  251. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
  252. package/FrameGraph/Node/nodeRenderGraph.js +1 -1
  253. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  254. package/FrameGraph/Tasks/Layers/selectionOutlineTask.js +1 -0
  255. package/FrameGraph/Tasks/Layers/selectionOutlineTask.js.map +1 -1
  256. package/FrameGraph/Tasks/Misc/cullObjectsTask.js +5 -1
  257. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
  258. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +1 -0
  259. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
  260. package/FrameGraph/Tasks/Misc/minMaxReducerTask.d.ts +62 -0
  261. package/FrameGraph/Tasks/Misc/minMaxReducerTask.js +159 -0
  262. package/FrameGraph/Tasks/Misc/minMaxReducerTask.js.map +1 -0
  263. package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.d.ts +69 -0
  264. package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.js +223 -0
  265. package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.js.map +1 -0
  266. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +25 -3
  267. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +72 -34
  268. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  269. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +3 -1
  270. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  271. package/FrameGraph/frameGraph.d.ts +4 -0
  272. package/FrameGraph/frameGraph.js +14 -0
  273. package/FrameGraph/frameGraph.js.map +1 -1
  274. package/FrameGraph/frameGraphObjectList.d.ts +6 -1
  275. package/FrameGraph/frameGraphObjectList.js.map +1 -1
  276. package/FrameGraph/frameGraphRenderContext.d.ts +3 -1
  277. package/FrameGraph/frameGraphRenderContext.js +5 -5
  278. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  279. package/FrameGraph/index.d.ts +2 -0
  280. package/FrameGraph/index.js +2 -0
  281. package/FrameGraph/index.js.map +1 -1
  282. package/FrameGraph/pure.d.ts +2 -0
  283. package/FrameGraph/pure.js +2 -0
  284. package/FrameGraph/pure.js.map +1 -1
  285. package/Inputs/scene.inputManager.d.ts +4 -0
  286. package/Inputs/scene.inputManager.js +50 -8
  287. package/Inputs/scene.inputManager.js.map +1 -1
  288. package/Lights/Clustered/clusteredLightingSceneComponent.pure.d.ts +5 -0
  289. package/Lights/Clustered/clusteredLightingSceneComponent.pure.js +22 -1
  290. package/Lights/Clustered/clusteredLightingSceneComponent.pure.js.map +1 -1
  291. package/Lights/Shadows/cascadedShadowGenerator.pure.js +7 -3
  292. package/Lights/Shadows/cascadedShadowGenerator.pure.js.map +1 -1
  293. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.d.ts +7 -0
  294. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.js +8 -0
  295. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.js.map +1 -0
  296. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.pure.d.ts +54 -0
  297. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.pure.js +81 -0
  298. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.pure.js.map +1 -0
  299. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.d.ts +7 -0
  300. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.js +8 -0
  301. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.js.map +1 -0
  302. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.pure.d.ts +60 -0
  303. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.pure.js +90 -0
  304. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.pure.js.map +1 -0
  305. package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.d.ts +31 -0
  306. package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js +103 -5
  307. package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js.map +1 -1
  308. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +6 -6
  309. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
  310. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +26 -1
  311. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +153 -49
  312. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  313. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.d.ts +1 -0
  314. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.js +4 -0
  315. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.js.map +1 -0
  316. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.pure.d.ts +83 -0
  317. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.pure.js +191 -0
  318. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.pure.js.map +1 -0
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This file must only contain pure code and pure imports */\r\n\r\nimport { Scene } from \"../scene.pure\";\r\nimport { Buffer, VertexBuffer } from \"../Buffers/buffer.pure\";\r\nimport { type SubMesh } from \"../Meshes/subMesh.pure\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector.pure\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { type Nullable, type FloatArray, type IndicesArray } from \"../types\";\r\nimport { SceneComponentConstants, type ISceneComponent } from \"../sceneComponent\";\r\n\r\nimport { BoundingBox } from \"../Culling/boundingBox\";\r\nimport { type Effect } from \"../Materials/effect.pure\";\r\nimport { Material } from \"../Materials/material.pure\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial.pure\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Color3 } from \"../Maths/math.color.pure\";\r\nimport { Observable } from \"../Misc/observable.pure\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport { CreateBoxVertexData } from \"../Meshes/Builders/boxBuilder.pure\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { _RetryWithInterval } from \"../Misc/timingTools\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\nconst TempMatrix = /*#__PURE__*/ Matrix.Identity();\r\nconst TempMatrix2 = /*#__PURE__*/ new Matrix();\r\nconst TempVec1 = /*#__PURE__*/ new Vector3();\r\nconst TempVec2 = /*#__PURE__*/ new Vector3();\r\n// `Matrix.asArray` returns its internal array, so it can be directly updated\r\nconst TempMatrixArray = /*#__PURE__*/ TempMatrix.asArray();\r\n\r\n// BoundingBox copies from it, so it's safe to reuse vectors here\r\nconst DummyBoundingBox = /*#__PURE__*/ new BoundingBox(TempVec1, TempVec1);\r\n\r\n/**\r\n * Component responsible of rendering the bounding box of the meshes in a scene.\r\n * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties\r\n */\r\nexport class BoundingBoxRenderer implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Color of the bounding box lines placed in front of an object\r\n */\r\n public frontColor = new Color3(1, 1, 1);\r\n /**\r\n * Color of the bounding box lines placed behind an object\r\n */\r\n public backColor = new Color3(0.1, 0.1, 0.1);\r\n /**\r\n * Defines if the renderer should show the back lines or not\r\n */\r\n public showBackLines = true;\r\n\r\n /**\r\n * Observable raised before rendering a bounding box\r\n * When {@link BoundingBoxRenderer.useInstances} enabled,\r\n * this would only be triggered once for one rendering, instead of once every bounding box.\r\n * Events would be triggered with a dummy box to keep backwards compatibility,\r\n * the passed bounding box has no meaning and should be ignored.\r\n */\r\n public onBeforeBoxRenderingObservable = new Observable<BoundingBox>();\r\n\r\n /**\r\n * Observable raised after rendering a bounding box\r\n * When {@link BoundingBoxRenderer.useInstances} enabled,\r\n * this would only be triggered once for one rendering, instead of once every bounding box.\r\n * Events would be triggered with a dummy box to keep backwards compatibility,\r\n * the passed bounding box has no meaning and should be ignored.\r\n */\r\n public onAfterBoxRenderingObservable = new Observable<BoundingBox>();\r\n\r\n /**\r\n * Observable raised after resources are created\r\n */\r\n public onResourcesReadyObservable = new Observable<BoundingBoxRenderer>();\r\n\r\n /**\r\n * When false, no bounding boxes will be rendered\r\n */\r\n public enabled = true;\r\n\r\n /** Shader language used by the renderer */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this renderer.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public renderList = new SmartArray<BoundingBox>(32);\r\n\r\n private _colorShader: ShaderMaterial;\r\n private _colorShaderForOcclusionQuery: ShaderMaterial;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: DataBuffer;\r\n private _fillIndexBuffer: Nullable<DataBuffer> = null;\r\n private _fillIndexData: Nullable<IndicesArray> = null;\r\n private _uniformBufferFront: UniformBuffer;\r\n private _uniformBufferBack: UniformBuffer;\r\n private _renderPassIdForOcclusionQuery: number;\r\n /**\r\n * Internal buffer for instanced rendering\r\n */\r\n private _matrixBuffer: Nullable<Buffer> = null;\r\n private _matrices: Nullable<Float32Array> = null;\r\n\r\n /**\r\n * Internal state of whether instanced rendering enabled\r\n */\r\n protected _useInstances = false;\r\n\r\n /** @internal */\r\n public _drawWrapperFront: Nullable<DrawWrapper> = null;\r\n /** @internal */\r\n public _drawWrapperBack: Nullable<DrawWrapper> = null;\r\n\r\n /**\r\n * Instantiates a new bounding box renderer in a scene.\r\n * @param scene the scene the renderer renders in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n\r\n const engine = this.scene.getEngine();\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n scene._addComponent(this);\r\n this._uniformBufferFront = new UniformBuffer(this.scene.getEngine(), undefined, undefined, \"BoundingBoxRendererFront\", true);\r\n this._buildUniformLayout(this._uniformBufferFront);\r\n this._uniformBufferBack = new UniformBuffer(this.scene.getEngine(), undefined, undefined, \"BoundingBoxRendererBack\", true);\r\n this._buildUniformLayout(this._uniformBufferBack);\r\n }\r\n\r\n private _buildUniformLayout(ubo: UniformBuffer): void {\r\n ubo.addUniform(\"color\", 4);\r\n ubo.addUniform(\"world\", 16);\r\n ubo.addUniform(\"viewProjection\", 16);\r\n ubo.addUniform(\"viewProjectionR\", 16);\r\n ubo.create();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeEvaluateActiveMeshStage.registerStep(SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);\r\n\r\n this.scene._preActiveMeshStage.registerStep(SceneComponentConstants.STEP_PREACTIVEMESH_BOUNDINGBOXRENDERER, this, this._preActiveMesh);\r\n\r\n this.scene._evaluateSubMeshStage.registerStep(SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);\r\n\r\n this.scene._afterRenderingGroupDrawStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);\r\n }\r\n\r\n /**\r\n * Checks if the renderer is ready asynchronously.\r\n * @param timeStep Time step in ms between retries (default is 16)\r\n * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 30000)\r\n * @returns The promise that resolves when the renderer is ready\r\n */\r\n public async whenReadyAsync(timeStep = 16, maxTimeout = 30000): Promise<void> {\r\n this._prepareResources();\r\n return await new Promise((resolve) => {\r\n _RetryWithInterval(\r\n () => {\r\n return this._colorShader.isReady();\r\n },\r\n () => {\r\n resolve();\r\n },\r\n (err, isTimeout) => {\r\n if (!isTimeout) {\r\n Logger.Error(\"BoundingBoxRenderer: An unexpected error occurred while waiting for the renderer to be ready.\");\r\n if (err) {\r\n Logger.Error(err);\r\n if (err.stack) {\r\n Logger.Error(err.stack);\r\n }\r\n }\r\n } else {\r\n Logger.Error(`BoundingBoxRenderer: Timeout while waiting for the renderer to be ready.`);\r\n if (err) {\r\n Logger.Error(err);\r\n }\r\n }\r\n },\r\n timeStep,\r\n maxTimeout\r\n );\r\n });\r\n }\r\n\r\n /** @internal */\r\n public _evaluateSubMesh(mesh: AbstractMesh, subMesh: SubMesh): void {\r\n if (mesh.showSubMeshesBoundingBox) {\r\n const boundingInfo = subMesh.getBoundingInfo();\r\n if (boundingInfo !== null && boundingInfo !== undefined) {\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _preActiveMesh(mesh: AbstractMesh): void {\r\n if (mesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {\r\n const boundingInfo = mesh.getBoundingInfo();\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n\r\n private _prepareResources(): void {\r\n if (this._colorShader) {\r\n return;\r\n }\r\n\r\n this._colorShader = new ShaderMaterial(\r\n \"colorShader\",\r\n this.scene,\r\n \"boundingBoxRenderer\",\r\n {\r\n attributes: [VertexBuffer.PositionKind, \"world0\", \"world1\", \"world2\", \"world3\"],\r\n\r\n uniforms: [\"world\", \"viewProjection\", \"viewProjectionR\", \"color\"],\r\n uniformBuffers: [\"BoundingBoxRenderer\"],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/boundingBoxRenderer.vertex\"), import(\"../ShadersWGSL/boundingBoxRenderer.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/boundingBoxRenderer.vertex\"), import(\"../Shaders/boundingBoxRenderer.fragment\")]);\r\n }\r\n },\r\n },\r\n false\r\n );\r\n this._colorShader.setDefine(\"INSTANCES\", this._useInstances);\r\n this._colorShader.doNotSerialize = true;\r\n\r\n this._colorShader.reservedDataStore = {\r\n hidden: true,\r\n };\r\n\r\n this._colorShaderForOcclusionQuery = new ShaderMaterial(\r\n \"colorShaderOccQuery\",\r\n this.scene,\r\n \"boundingBoxRenderer\",\r\n {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\", \"viewProjectionR\", \"color\"],\r\n uniformBuffers: [\"BoundingBoxRenderer\"],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/boundingBoxRenderer.vertex\"), import(\"../ShadersWGSL/boundingBoxRenderer.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/boundingBoxRenderer.vertex\"), import(\"../Shaders/boundingBoxRenderer.fragment\")]);\r\n }\r\n },\r\n },\r\n true\r\n );\r\n this._colorShaderForOcclusionQuery.doNotSerialize = true;\r\n\r\n this._colorShaderForOcclusionQuery.reservedDataStore = {\r\n hidden: true,\r\n };\r\n\r\n const engine = this.scene.getEngine();\r\n const boxdata = CreateBoxVertexData({ size: 1.0 });\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, <FloatArray>boxdata.positions, VertexBuffer.PositionKind, false);\r\n this._createIndexBuffer();\r\n this._fillIndexData = boxdata.indices;\r\n this.onResourcesReadyObservable.notifyObservers(this);\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this.scene.getEngine();\r\n this._indexBuffer = engine.createIndexBuffer([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 7, 1, 6, 2, 5, 3, 4]);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n this._createIndexBuffer();\r\n\r\n if (this._matrixBuffer) {\r\n this._matrixBuffer._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public reset(): void {\r\n this.renderList.reset();\r\n }\r\n\r\n /**\r\n * Render the bounding boxes of a specific rendering group\r\n * @param renderingGroupId defines the rendering group to render\r\n */\r\n public render(renderingGroupId: number): void {\r\n if (this.renderList.length === 0 || !this.enabled) {\r\n return;\r\n }\r\n\r\n if (this._useInstances) {\r\n this._renderInstanced(renderingGroupId);\r\n return;\r\n }\r\n\r\n this._prepareResources();\r\n\r\n if (!this._colorShader.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this.scene.getEngine();\r\n engine.setDepthWrite(false);\r\n\r\n const transformMatrix = this.scene.getTransformMatrix();\r\n\r\n for (let boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {\r\n const boundingBox = this.renderList.data[boundingBoxIndex];\r\n if (boundingBox._tag !== renderingGroupId) {\r\n continue;\r\n }\r\n\r\n this._createWrappersForBoundingBox(boundingBox);\r\n this.onBeforeBoxRenderingObservable.notifyObservers(boundingBox);\r\n\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n const diff = max.subtract(min);\r\n const median = min.add(diff.scale(0.5));\r\n\r\n const worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z)\r\n .multiply(Matrix.Translation(median.x, median.y, median.z))\r\n .multiply(boundingBox.getWorldMatrix());\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n\r\n if (this.showBackLines) {\r\n const drawWrapperBack = boundingBox._drawWrapperBack ?? this._colorShader._getDrawWrapper();\r\n\r\n this._colorShader._preBind(drawWrapperBack);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());\r\n\r\n // Back\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToLessOrEqual();\r\n } else {\r\n engine.setDepthFunctionToGreaterOrEqual();\r\n }\r\n this._uniformBufferBack.bindToEffect(drawWrapperBack.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferBack.updateColor4(\"color\", this.backColor, 1);\r\n this._uniformBufferBack.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferBack.updateMatrix(\"viewProjection\", transformMatrix);\r\n this._uniformBufferBack.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n }\r\n\r\n const drawWrapperFront = boundingBox._drawWrapperFront ?? this._colorShader._getDrawWrapper();\r\n\r\n this._colorShader._preBind(drawWrapperFront);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());\r\n\r\n // Front\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n this._uniformBufferFront.bindToEffect(drawWrapperFront.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferFront.updateColor4(\"color\", this.frontColor, 1);\r\n this._uniformBufferFront.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferFront.updateMatrix(\"viewProjection\", transformMatrix);\r\n this._uniformBufferFront.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n\r\n this.onAfterBoxRenderingObservable.notifyObservers(boundingBox);\r\n }\r\n this._colorShader.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n }\r\n\r\n private _createWrappersForBoundingBox(boundingBox: BoundingBox | BoundingBoxRenderer): void {\r\n if (!boundingBox._drawWrapperFront) {\r\n const engine = this.scene.getEngine();\r\n\r\n boundingBox._drawWrapperFront = new DrawWrapper(engine);\r\n boundingBox._drawWrapperBack = new DrawWrapper(engine);\r\n\r\n boundingBox._drawWrapperFront.setEffect(this._colorShader.getEffect());\r\n boundingBox._drawWrapperBack.setEffect(this._colorShader.getEffect());\r\n }\r\n }\r\n\r\n /**\r\n * In case of occlusion queries, we can render the occlusion bounding box through this method\r\n * @param mesh Define the mesh to render the occlusion bounding box for\r\n */\r\n public renderOcclusionBoundingBox(mesh: AbstractMesh): void {\r\n const engine = this.scene.getEngine();\r\n\r\n if (this._renderPassIdForOcclusionQuery === undefined) {\r\n this._renderPassIdForOcclusionQuery = engine.createRenderPassId(`Render pass for occlusion query`);\r\n }\r\n\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n engine.currentRenderPassId = this._renderPassIdForOcclusionQuery;\r\n\r\n this._prepareResources();\r\n\r\n const subMesh = mesh.subMeshes[0];\r\n\r\n if (!this._colorShaderForOcclusionQuery.isReady(mesh, undefined, subMesh) || !mesh.hasBoundingInfo) {\r\n engine.currentRenderPassId = currentRenderPassId;\r\n return;\r\n }\r\n\r\n if (!this._fillIndexBuffer) {\r\n this._fillIndexBuffer = engine.createIndexBuffer(this._fillIndexData!);\r\n }\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n\r\n engine.setDepthWrite(false);\r\n engine.setColorWrite(false);\r\n\r\n const boundingBox = mesh.getBoundingInfo().boundingBox;\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n const diff = max.subtract(min);\r\n const median = min.add(diff.scale(0.5));\r\n\r\n const worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z)\r\n .multiply(Matrix.Translation(median.x, median.y, median.z))\r\n .multiply(boundingBox.getWorldMatrix());\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n this._colorShaderForOcclusionQuery._preBind(drawWrapper);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._fillIndexBuffer, <Effect>drawWrapper.effect);\r\n\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n\r\n this.scene.resetCachedMaterial();\r\n\r\n this._uniformBufferFront.bindToEffect(drawWrapper.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferFront.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferFront.updateMatrix(\"viewProjection\", this.scene.getTransformMatrix());\r\n this._uniformBufferFront.update();\r\n\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 36);\r\n\r\n this._colorShaderForOcclusionQuery.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n engine.setColorWrite(true);\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n }\r\n\r\n /**\r\n * Sets whether to use instanced rendering.\r\n * When not enabled, BoundingBoxRenderer renders in a loop,\r\n * calling engine.drawElementsType for each bounding box in renderList,\r\n * making every bounding box 1 or 2 draw call.\r\n * When enabled, it collects bounding boxes to render,\r\n * and render all boxes in 1 or 2 draw call.\r\n * This could make the rendering with many bounding boxes much faster than not enabled,\r\n * but could result in a difference in rendering result if\r\n * {@link BoundingBoxRenderer.showBackLines} enabled,\r\n * because drawing the black/white part of each box one after the other\r\n * can be different from drawing the black part of all boxes and then the white part.\r\n * Also, when enabled, events of {@link BoundingBoxRenderer.onBeforeBoxRenderingObservable}\r\n * and {@link BoundingBoxRenderer.onAfterBoxRenderingObservable} would only be triggered once\r\n * for one rendering, instead of once every bounding box.\r\n * Events would be triggered with a dummy box to keep backwards compatibility,\r\n * the passed bounding box has no meaning and should be ignored.\r\n * @param val whether to use instanced rendering\r\n */\r\n public set useInstances(val: boolean) {\r\n this._useInstances = val;\r\n if (this._colorShader) {\r\n this._colorShader.setDefine(\"INSTANCES\", val);\r\n }\r\n if (!val) {\r\n this._cleanupInstances();\r\n }\r\n }\r\n\r\n public get useInstances(): boolean {\r\n return this._useInstances;\r\n }\r\n\r\n /**\r\n * Instanced render the bounding boxes of a specific rendering group\r\n * @param renderingGroupId defines the rendering group to render\r\n */\r\n private _renderInstanced(renderingGroupId: number): void {\r\n if (this.renderList.length === 0 || !this.enabled) {\r\n return;\r\n }\r\n this._prepareResources();\r\n\r\n if (!this._colorShader.isReady()) {\r\n return;\r\n }\r\n\r\n const colorShader = this._colorShader;\r\n let matrices = this._matrices;\r\n const expectedLength = this.renderList.length * 16;\r\n if (!matrices || matrices.length < expectedLength || matrices.length > expectedLength * 2) {\r\n matrices = new Float32Array(expectedLength);\r\n this._matrices = matrices;\r\n }\r\n\r\n this.onBeforeBoxRenderingObservable.notifyObservers(DummyBoundingBox);\r\n\r\n let instancesCount = 0;\r\n const floatingOriginOffset = this.scene.floatingOriginOffset;\r\n\r\n for (let boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {\r\n const boundingBox = this.renderList.data[boundingBoxIndex];\r\n if (boundingBox._tag !== renderingGroupId) {\r\n continue;\r\n }\r\n\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n\r\n const diff = max.subtractToRef(min, TempVec2);\r\n const median = min.addToRef(diff.scaleToRef(0.5, TempVec1), TempVec1);\r\n\r\n const m = TempMatrixArray;\r\n\r\n // Directly update the matrix values in column-major order\r\n m[0] = diff._x; // Scale X\r\n m[5] = diff._y; // Scale Y\r\n m[10] = diff._z; // Scale Z\r\n\r\n m[12] = median._x; // Translate X\r\n m[13] = median._y; // Translate Y\r\n m[14] = median._z; // Translate Z\r\n\r\n const offset = instancesCount * 16;\r\n // Multiply into Float64 temp matrix, subtract offset in Float64, then copy to Float32 buffer\r\n // to preserve precision at large coordinates.\r\n const resultM = TempMatrix2.asArray();\r\n TempMatrix.multiplyToArray(boundingBox.getWorldMatrix(), resultM, 0);\r\n resultM[12] -= floatingOriginOffset.x;\r\n resultM[13] -= floatingOriginOffset.y;\r\n resultM[14] -= floatingOriginOffset.z;\r\n TempMatrix2.copyToArray(matrices, offset);\r\n instancesCount++;\r\n }\r\n\r\n const engine = this.scene.getEngine();\r\n // keeps the original depth function and depth write\r\n const depthFunction = engine.getDepthFunction() ?? Constants.LEQUAL;\r\n const depthWrite = engine.getDepthWrite();\r\n engine.setDepthWrite(false);\r\n const matrixBuffer = this._matrixBuffer;\r\n if (matrixBuffer?.isUpdatable() && matrixBuffer.getData() === matrices) {\r\n matrixBuffer.update(matrices);\r\n } else {\r\n this._createInstanceBuffer(matrices);\r\n }\r\n\r\n this._createWrappersForBoundingBox(this);\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n const transformMatrix = this.scene.getTransformMatrix();\r\n\r\n if (this.showBackLines) {\r\n const drawWrapperBack = this._drawWrapperBack ?? colorShader._getDrawWrapper();\r\n\r\n colorShader._preBind(drawWrapperBack);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, colorShader.getEffect());\r\n\r\n // Back\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToLessOrEqual();\r\n } else {\r\n engine.setDepthFunctionToGreaterOrEqual();\r\n }\r\n const _uniformBufferBack: UniformBuffer = this._uniformBufferBack;\r\n\r\n _uniformBufferBack.bindToEffect(drawWrapperBack.effect!, \"BoundingBoxRenderer\");\r\n _uniformBufferBack.updateColor4(\"color\", this.backColor, 1);\r\n _uniformBufferBack.updateMatrix(\"viewProjection\", transformMatrix);\r\n _uniformBufferBack.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24, instancesCount);\r\n }\r\n\r\n const drawWrapperFront = colorShader._getDrawWrapper();\r\n\r\n colorShader._preBind(drawWrapperFront);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, colorShader.getEffect());\r\n\r\n // Front\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n const _uniformBufferFront: UniformBuffer = this._uniformBufferFront;\r\n _uniformBufferFront.bindToEffect(drawWrapperFront.effect!, \"BoundingBoxRenderer\");\r\n _uniformBufferFront.updateColor4(\"color\", this.frontColor, 1);\r\n _uniformBufferFront.updateMatrix(\"viewProjection\", transformMatrix);\r\n _uniformBufferFront.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24, instancesCount);\r\n\r\n this.onAfterBoxRenderingObservable.notifyObservers(DummyBoundingBox);\r\n\r\n colorShader.unbind();\r\n engine.setDepthFunction(depthFunction);\r\n engine.setDepthWrite(depthWrite);\r\n }\r\n\r\n /**\r\n * Creates buffer for instanced rendering\r\n * @param buffer buffer to set\r\n */\r\n private _createInstanceBuffer(buffer: Float32Array): void {\r\n const vertexBuffers = this._vertexBuffers;\r\n this._cleanupInstanceBuffer();\r\n const matrixBuffer = new Buffer(this.scene.getEngine(), buffer, true, 16, false, true);\r\n\r\n vertexBuffers.world0 = matrixBuffer.createVertexBuffer(\"world0\", 0, 4);\r\n vertexBuffers.world1 = matrixBuffer.createVertexBuffer(\"world1\", 4, 4);\r\n vertexBuffers.world2 = matrixBuffer.createVertexBuffer(\"world2\", 8, 4);\r\n vertexBuffers.world3 = matrixBuffer.createVertexBuffer(\"world3\", 12, 4);\r\n\r\n this._matrixBuffer = matrixBuffer;\r\n }\r\n\r\n /**\r\n * Clean up buffers for instanced rendering\r\n */\r\n private _cleanupInstanceBuffer(): void {\r\n const vertexBuffers = this._vertexBuffers;\r\n if (vertexBuffers.world0) {\r\n vertexBuffers.world0.dispose();\r\n delete vertexBuffers.world0;\r\n }\r\n if (vertexBuffers.world1) {\r\n vertexBuffers.world1.dispose();\r\n delete vertexBuffers.world1;\r\n }\r\n if (vertexBuffers.world2) {\r\n vertexBuffers.world2.dispose();\r\n delete vertexBuffers.world2;\r\n }\r\n if (vertexBuffers.world3) {\r\n vertexBuffers.world3.dispose();\r\n delete vertexBuffers.world3;\r\n }\r\n this._matrices = null;\r\n if (this._matrixBuffer) {\r\n this._matrixBuffer.dispose();\r\n this._matrixBuffer = null;\r\n }\r\n }\r\n\r\n /**\r\n * Clean up resources for instanced rendering\r\n */\r\n private _cleanupInstances(): void {\r\n this._cleanupInstanceBuffer();\r\n if (this._drawWrapperFront) {\r\n this._drawWrapperFront.dispose();\r\n this._drawWrapperFront = null;\r\n }\r\n if (this._drawWrapperBack) {\r\n this._drawWrapperBack.dispose();\r\n this._drawWrapperBack = null;\r\n }\r\n }\r\n\r\n /**\r\n * Dispose and release the resources attached to this renderer.\r\n */\r\n public dispose(): void {\r\n if (this._renderPassIdForOcclusionQuery !== undefined) {\r\n this.scene.getEngine().releaseRenderPassId(this._renderPassIdForOcclusionQuery);\r\n this._renderPassIdForOcclusionQuery = undefined as any;\r\n }\r\n\r\n if (!this._colorShader) {\r\n return;\r\n }\r\n\r\n this.onBeforeBoxRenderingObservable.clear();\r\n this.onAfterBoxRenderingObservable.clear();\r\n this.onResourcesReadyObservable.clear();\r\n\r\n this.renderList.dispose();\r\n\r\n this._colorShader.dispose();\r\n this._colorShaderForOcclusionQuery.dispose();\r\n\r\n this._uniformBufferFront.dispose();\r\n this._uniformBufferBack.dispose();\r\n\r\n const buffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n this.scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n\r\n if (this._fillIndexBuffer) {\r\n this.scene.getEngine()._releaseBuffer(this._fillIndexBuffer);\r\n this._fillIndexBuffer = null;\r\n }\r\n this._cleanupInstances();\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for boundingBoxRenderer.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterBoundingBoxRenderer(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n Object.defineProperty(Scene.prototype, \"forceShowBoundingBoxes\", {\r\n get: function (this: Scene) {\r\n return this._forceShowBoundingBoxes || false;\r\n },\r\n set: function (this: Scene, value: boolean) {\r\n this._forceShowBoundingBoxes = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n\r\n Scene.prototype.getBoundingBoxRenderer = function (): BoundingBoxRenderer {\r\n if (!this._boundingBoxRenderer) {\r\n this._boundingBoxRenderer = new BoundingBoxRenderer(this);\r\n }\r\n\r\n return this._boundingBoxRenderer;\r\n };\r\n\r\n Object.defineProperty(AbstractMesh.prototype, \"showBoundingBox\", {\r\n get: function (this: AbstractMesh) {\r\n return this._showBoundingBox || false;\r\n },\r\n set: function (this: AbstractMesh, value: boolean) {\r\n this._showBoundingBox = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getScene().getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n}\r\n"]}
1
+ 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This file must only contain pure code and pure imports */\r\n\r\nimport { Scene } from \"../scene.pure\";\r\nimport { Buffer, VertexBuffer } from \"../Buffers/buffer.pure\";\r\nimport { type SubMesh } from \"../Meshes/subMesh.pure\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector.pure\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { type Nullable, type FloatArray, type IndicesArray } from \"../types\";\r\nimport { SceneComponentConstants, type ISceneComponent } from \"../sceneComponent\";\r\n\r\nimport { BoundingBox } from \"../Culling/boundingBox\";\r\nimport { type Effect } from \"../Materials/effect.pure\";\r\nimport { Material } from \"../Materials/material.pure\";\r\nimport { MaterialHelperGeometryRendering } from \"../Materials/materialHelper.geometryrendering\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial.pure\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Color3 } from \"../Maths/math.color.pure\";\r\nimport { Observable } from \"../Misc/observable.pure\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport { CreateBoxVertexData } from \"../Meshes/Builders/boxBuilder.pure\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { _RetryWithInterval } from \"../Misc/timingTools\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\nconst TempMatrix = /*#__PURE__*/ Matrix.Identity();\r\nconst TempMatrix2 = /*#__PURE__*/ new Matrix();\r\nconst TempVec1 = /*#__PURE__*/ new Vector3();\r\nconst TempVec2 = /*#__PURE__*/ new Vector3();\r\n// `Matrix.asArray` returns its internal array, so it can be directly updated\r\nconst TempMatrixArray = /*#__PURE__*/ TempMatrix.asArray();\r\n\r\n// BoundingBox copies from it, so it's safe to reuse vectors here\r\nconst DummyBoundingBox = /*#__PURE__*/ new BoundingBox(TempVec1, TempVec1);\r\n\r\n/**\r\n * Component responsible of rendering the bounding box of the meshes in a scene.\r\n * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties\r\n */\r\nexport class BoundingBoxRenderer implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Color of the bounding box lines placed in front of an object\r\n */\r\n public frontColor = new Color3(1, 1, 1);\r\n /**\r\n * Color of the bounding box lines placed behind an object\r\n */\r\n public backColor = new Color3(0.1, 0.1, 0.1);\r\n /**\r\n * Defines if the renderer should show the back lines or not\r\n */\r\n public showBackLines = true;\r\n\r\n /**\r\n * Observable raised before rendering a bounding box\r\n * When {@link BoundingBoxRenderer.useInstances} enabled,\r\n * this would only be triggered once for one rendering, instead of once every bounding box.\r\n * Events would be triggered with a dummy box to keep backwards compatibility,\r\n * the passed bounding box has no meaning and should be ignored.\r\n */\r\n public onBeforeBoxRenderingObservable = new Observable<BoundingBox>();\r\n\r\n /**\r\n * Observable raised after rendering a bounding box\r\n * When {@link BoundingBoxRenderer.useInstances} enabled,\r\n * this would only be triggered once for one rendering, instead of once every bounding box.\r\n * Events would be triggered with a dummy box to keep backwards compatibility,\r\n * the passed bounding box has no meaning and should be ignored.\r\n */\r\n public onAfterBoxRenderingObservable = new Observable<BoundingBox>();\r\n\r\n /**\r\n * Observable raised after resources are created\r\n */\r\n public onResourcesReadyObservable = new Observable<BoundingBoxRenderer>();\r\n\r\n /**\r\n * When false, no bounding boxes will be rendered\r\n */\r\n public enabled = true;\r\n\r\n /** Shader language used by the renderer */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this renderer.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public renderList = new SmartArray<BoundingBox>(32);\r\n\r\n private _colorShader: ShaderMaterial;\r\n private _colorShaderForOcclusionQuery: ShaderMaterial;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: DataBuffer;\r\n private _fillIndexBuffer: Nullable<DataBuffer> = null;\r\n private _fillIndexData: Nullable<IndicesArray> = null;\r\n private _uniformBufferFront: UniformBuffer;\r\n private _uniformBufferBack: UniformBuffer;\r\n private _renderPassIdForOcclusionQuery: number;\r\n /**\r\n * Internal buffer for instanced rendering\r\n */\r\n private _matrixBuffer: Nullable<Buffer> = null;\r\n private _matrices: Nullable<Float32Array> = null;\r\n\r\n /**\r\n * Internal state of whether instanced rendering enabled\r\n */\r\n protected _useInstances = false;\r\n\r\n /** @internal */\r\n public _drawWrapperFront: Nullable<DrawWrapper> = null;\r\n /** @internal */\r\n public _drawWrapperBack: Nullable<DrawWrapper> = null;\r\n\r\n /**\r\n * Instantiates a new bounding box renderer in a scene.\r\n * @param scene the scene the renderer renders in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n\r\n const engine = this.scene.getEngine();\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n scene._addComponent(this);\r\n this._uniformBufferFront = new UniformBuffer(this.scene.getEngine(), undefined, undefined, \"BoundingBoxRendererFront\", true);\r\n this._buildUniformLayout(this._uniformBufferFront);\r\n this._uniformBufferBack = new UniformBuffer(this.scene.getEngine(), undefined, undefined, \"BoundingBoxRendererBack\", true);\r\n this._buildUniformLayout(this._uniformBufferBack);\r\n }\r\n\r\n private _buildUniformLayout(ubo: UniformBuffer): void {\r\n ubo.addUniform(\"color\", 4);\r\n ubo.addUniform(\"world\", 16);\r\n ubo.addUniform(\"viewProjection\", 16);\r\n ubo.addUniform(\"viewProjectionR\", 16);\r\n ubo.create();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeEvaluateActiveMeshStage.registerStep(SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);\r\n\r\n this.scene._preActiveMeshStage.registerStep(SceneComponentConstants.STEP_PREACTIVEMESH_BOUNDINGBOXRENDERER, this, this._preActiveMesh);\r\n\r\n this.scene._evaluateSubMeshStage.registerStep(SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);\r\n\r\n this.scene._afterRenderingGroupDrawStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);\r\n }\r\n\r\n /**\r\n * Checks if the renderer is ready asynchronously.\r\n * @param timeStep Time step in ms between retries (default is 16)\r\n * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 30000)\r\n * @returns The promise that resolves when the renderer is ready\r\n */\r\n public async whenReadyAsync(timeStep = 16, maxTimeout = 30000): Promise<void> {\r\n this._prepareResources();\r\n return await new Promise((resolve) => {\r\n _RetryWithInterval(\r\n () => {\r\n return this._colorShader.isReady();\r\n },\r\n () => {\r\n resolve();\r\n },\r\n (err, isTimeout) => {\r\n if (!isTimeout) {\r\n Logger.Error(\"BoundingBoxRenderer: An unexpected error occurred while waiting for the renderer to be ready.\");\r\n if (err) {\r\n Logger.Error(err);\r\n if (err.stack) {\r\n Logger.Error(err.stack);\r\n }\r\n }\r\n } else {\r\n Logger.Error(`BoundingBoxRenderer: Timeout while waiting for the renderer to be ready.`);\r\n if (err) {\r\n Logger.Error(err);\r\n }\r\n }\r\n },\r\n timeStep,\r\n maxTimeout\r\n );\r\n });\r\n }\r\n\r\n /** @internal */\r\n public _evaluateSubMesh(mesh: AbstractMesh, subMesh: SubMesh): void {\r\n if (mesh.showSubMeshesBoundingBox) {\r\n const boundingInfo = subMesh.getBoundingInfo();\r\n if (boundingInfo !== null && boundingInfo !== undefined) {\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _preActiveMesh(mesh: AbstractMesh): void {\r\n if (mesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {\r\n const boundingInfo = mesh.getBoundingInfo();\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n\r\n private _prepareResources(): void {\r\n if (this._colorShader) {\r\n return;\r\n }\r\n\r\n this._colorShader = new ShaderMaterial(\r\n \"colorShader\",\r\n this.scene,\r\n \"boundingBoxRenderer\",\r\n {\r\n attributes: [VertexBuffer.PositionKind, \"world0\", \"world1\", \"world2\", \"world3\"],\r\n\r\n uniforms: [\"world\", \"viewProjection\", \"viewProjectionR\", \"color\"],\r\n uniformBuffers: [\"BoundingBoxRenderer\"],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/boundingBoxRenderer.vertex\"), import(\"../ShadersWGSL/boundingBoxRenderer.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/boundingBoxRenderer.vertex\"), import(\"../Shaders/boundingBoxRenderer.fragment\")]);\r\n }\r\n },\r\n },\r\n false\r\n );\r\n this._colorShader.setDefine(\"INSTANCES\", this._useInstances);\r\n this._colorShader.doNotSerialize = true;\r\n\r\n this._colorShader.reservedDataStore = {\r\n hidden: true,\r\n };\r\n\r\n this._colorShaderForOcclusionQuery = new ShaderMaterial(\r\n \"colorShaderOccQuery\",\r\n this.scene,\r\n \"boundingBoxRenderer\",\r\n {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\", \"viewProjectionR\", \"color\"],\r\n uniformBuffers: [\"BoundingBoxRenderer\"],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/boundingBoxRenderer.vertex\"), import(\"../ShadersWGSL/boundingBoxRenderer.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/boundingBoxRenderer.vertex\"), import(\"../Shaders/boundingBoxRenderer.fragment\")]);\r\n }\r\n },\r\n },\r\n true\r\n );\r\n this._colorShaderForOcclusionQuery.doNotSerialize = true;\r\n\r\n this._colorShaderForOcclusionQuery.reservedDataStore = {\r\n hidden: true,\r\n };\r\n\r\n const engine = this.scene.getEngine();\r\n const boxdata = CreateBoxVertexData({ size: 1.0 });\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, <FloatArray>boxdata.positions, VertexBuffer.PositionKind, false);\r\n this._createIndexBuffer();\r\n this._fillIndexData = boxdata.indices;\r\n this.onResourcesReadyObservable.notifyObservers(this);\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this.scene.getEngine();\r\n this._indexBuffer = engine.createIndexBuffer([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 7, 1, 6, 2, 5, 3, 4]);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n this._createIndexBuffer();\r\n\r\n if (this._matrixBuffer) {\r\n this._matrixBuffer._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public reset(): void {\r\n this.renderList.reset();\r\n }\r\n\r\n /**\r\n * Render the bounding boxes of a specific rendering group\r\n * @param renderingGroupId defines the rendering group to render\r\n */\r\n public render(renderingGroupId: number): void {\r\n if (this.renderList.length === 0 || !this.enabled || !MaterialHelperGeometryRendering._BindColorAttachments(this.scene.getEngine())) {\r\n return;\r\n }\r\n\r\n if (this._useInstances) {\r\n this._renderInstanced(renderingGroupId);\r\n return;\r\n }\r\n\r\n this._prepareResources();\r\n\r\n if (!this._colorShader.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this.scene.getEngine();\r\n engine.setDepthWrite(false);\r\n\r\n const transformMatrix = this.scene.getTransformMatrix();\r\n\r\n for (let boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {\r\n const boundingBox = this.renderList.data[boundingBoxIndex];\r\n if (boundingBox._tag !== renderingGroupId) {\r\n continue;\r\n }\r\n\r\n this._createWrappersForBoundingBox(boundingBox);\r\n this.onBeforeBoxRenderingObservable.notifyObservers(boundingBox);\r\n\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n const diff = max.subtract(min);\r\n const median = min.add(diff.scale(0.5));\r\n\r\n const worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z)\r\n .multiply(Matrix.Translation(median.x, median.y, median.z))\r\n .multiply(boundingBox.getWorldMatrix());\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n\r\n if (this.showBackLines) {\r\n const drawWrapperBack = boundingBox._drawWrapperBack ?? this._colorShader._getDrawWrapper();\r\n\r\n this._colorShader._preBind(drawWrapperBack);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());\r\n\r\n // Back\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToLessOrEqual();\r\n } else {\r\n engine.setDepthFunctionToGreaterOrEqual();\r\n }\r\n this._uniformBufferBack.bindToEffect(drawWrapperBack.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferBack.updateColor4(\"color\", this.backColor, 1);\r\n this._uniformBufferBack.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferBack.updateMatrix(\"viewProjection\", transformMatrix);\r\n this._uniformBufferBack.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n }\r\n\r\n const drawWrapperFront = boundingBox._drawWrapperFront ?? this._colorShader._getDrawWrapper();\r\n\r\n this._colorShader._preBind(drawWrapperFront);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());\r\n\r\n // Front\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n this._uniformBufferFront.bindToEffect(drawWrapperFront.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferFront.updateColor4(\"color\", this.frontColor, 1);\r\n this._uniformBufferFront.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferFront.updateMatrix(\"viewProjection\", transformMatrix);\r\n this._uniformBufferFront.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n\r\n this.onAfterBoxRenderingObservable.notifyObservers(boundingBox);\r\n }\r\n this._colorShader.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n }\r\n\r\n private _createWrappersForBoundingBox(boundingBox: BoundingBox | BoundingBoxRenderer): void {\r\n if (!boundingBox._drawWrapperFront) {\r\n const engine = this.scene.getEngine();\r\n\r\n boundingBox._drawWrapperFront = new DrawWrapper(engine);\r\n boundingBox._drawWrapperBack = new DrawWrapper(engine);\r\n\r\n boundingBox._drawWrapperFront.setEffect(this._colorShader.getEffect());\r\n boundingBox._drawWrapperBack.setEffect(this._colorShader.getEffect());\r\n }\r\n }\r\n\r\n /**\r\n * In case of occlusion queries, we can render the occlusion bounding box through this method\r\n * @param mesh Define the mesh to render the occlusion bounding box for\r\n */\r\n public renderOcclusionBoundingBox(mesh: AbstractMesh): void {\r\n const engine = this.scene.getEngine();\r\n\r\n if (this._renderPassIdForOcclusionQuery === undefined) {\r\n this._renderPassIdForOcclusionQuery = engine.createRenderPassId(`Render pass for occlusion query`);\r\n }\r\n\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n engine.currentRenderPassId = this._renderPassIdForOcclusionQuery;\r\n\r\n this._prepareResources();\r\n\r\n const subMesh = mesh.subMeshes[0];\r\n\r\n if (!this._colorShaderForOcclusionQuery.isReady(mesh, undefined, subMesh) || !mesh.hasBoundingInfo) {\r\n engine.currentRenderPassId = currentRenderPassId;\r\n return;\r\n }\r\n\r\n if (!this._fillIndexBuffer) {\r\n this._fillIndexBuffer = engine.createIndexBuffer(this._fillIndexData!);\r\n }\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n\r\n engine.setDepthWrite(false);\r\n engine.setColorWrite(false);\r\n\r\n const boundingBox = mesh.getBoundingInfo().boundingBox;\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n const diff = max.subtract(min);\r\n const median = min.add(diff.scale(0.5));\r\n\r\n const worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z)\r\n .multiply(Matrix.Translation(median.x, median.y, median.z))\r\n .multiply(boundingBox.getWorldMatrix());\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n this._colorShaderForOcclusionQuery._preBind(drawWrapper);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._fillIndexBuffer, <Effect>drawWrapper.effect);\r\n\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n\r\n this.scene.resetCachedMaterial();\r\n\r\n this._uniformBufferFront.bindToEffect(drawWrapper.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferFront.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferFront.updateMatrix(\"viewProjection\", this.scene.getTransformMatrix());\r\n this._uniformBufferFront.update();\r\n\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 36);\r\n\r\n this._colorShaderForOcclusionQuery.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n engine.setColorWrite(true);\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n }\r\n\r\n /**\r\n * Sets whether to use instanced rendering.\r\n * When not enabled, BoundingBoxRenderer renders in a loop,\r\n * calling engine.drawElementsType for each bounding box in renderList,\r\n * making every bounding box 1 or 2 draw call.\r\n * When enabled, it collects bounding boxes to render,\r\n * and render all boxes in 1 or 2 draw call.\r\n * This could make the rendering with many bounding boxes much faster than not enabled,\r\n * but could result in a difference in rendering result if\r\n * {@link BoundingBoxRenderer.showBackLines} enabled,\r\n * because drawing the black/white part of each box one after the other\r\n * can be different from drawing the black part of all boxes and then the white part.\r\n * Also, when enabled, events of {@link BoundingBoxRenderer.onBeforeBoxRenderingObservable}\r\n * and {@link BoundingBoxRenderer.onAfterBoxRenderingObservable} would only be triggered once\r\n * for one rendering, instead of once every bounding box.\r\n * Events would be triggered with a dummy box to keep backwards compatibility,\r\n * the passed bounding box has no meaning and should be ignored.\r\n * @param val whether to use instanced rendering\r\n */\r\n public set useInstances(val: boolean) {\r\n this._useInstances = val;\r\n if (this._colorShader) {\r\n this._colorShader.setDefine(\"INSTANCES\", val);\r\n }\r\n if (!val) {\r\n this._cleanupInstances();\r\n }\r\n }\r\n\r\n public get useInstances(): boolean {\r\n return this._useInstances;\r\n }\r\n\r\n /**\r\n * Instanced render the bounding boxes of a specific rendering group\r\n * @param renderingGroupId defines the rendering group to render\r\n */\r\n private _renderInstanced(renderingGroupId: number): void {\r\n if (this.renderList.length === 0 || !this.enabled) {\r\n return;\r\n }\r\n this._prepareResources();\r\n\r\n if (!this._colorShader.isReady()) {\r\n return;\r\n }\r\n\r\n const colorShader = this._colorShader;\r\n let matrices = this._matrices;\r\n const expectedLength = this.renderList.length * 16;\r\n if (!matrices || matrices.length < expectedLength || matrices.length > expectedLength * 2) {\r\n matrices = new Float32Array(expectedLength);\r\n this._matrices = matrices;\r\n }\r\n\r\n this.onBeforeBoxRenderingObservable.notifyObservers(DummyBoundingBox);\r\n\r\n let instancesCount = 0;\r\n const floatingOriginOffset = this.scene.floatingOriginOffset;\r\n\r\n for (let boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {\r\n const boundingBox = this.renderList.data[boundingBoxIndex];\r\n if (boundingBox._tag !== renderingGroupId) {\r\n continue;\r\n }\r\n\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n\r\n const diff = max.subtractToRef(min, TempVec2);\r\n const median = min.addToRef(diff.scaleToRef(0.5, TempVec1), TempVec1);\r\n\r\n const m = TempMatrixArray;\r\n\r\n // Directly update the matrix values in column-major order\r\n m[0] = diff._x; // Scale X\r\n m[5] = diff._y; // Scale Y\r\n m[10] = diff._z; // Scale Z\r\n\r\n m[12] = median._x; // Translate X\r\n m[13] = median._y; // Translate Y\r\n m[14] = median._z; // Translate Z\r\n\r\n const offset = instancesCount * 16;\r\n // Multiply into Float64 temp matrix, subtract offset in Float64, then copy to Float32 buffer\r\n // to preserve precision at large coordinates.\r\n const resultM = TempMatrix2.asArray();\r\n TempMatrix.multiplyToArray(boundingBox.getWorldMatrix(), resultM, 0);\r\n resultM[12] -= floatingOriginOffset.x;\r\n resultM[13] -= floatingOriginOffset.y;\r\n resultM[14] -= floatingOriginOffset.z;\r\n TempMatrix2.copyToArray(matrices, offset);\r\n instancesCount++;\r\n }\r\n\r\n const engine = this.scene.getEngine();\r\n // keeps the original depth function and depth write\r\n const depthFunction = engine.getDepthFunction() ?? Constants.LEQUAL;\r\n const depthWrite = engine.getDepthWrite();\r\n engine.setDepthWrite(false);\r\n const matrixBuffer = this._matrixBuffer;\r\n if (matrixBuffer?.isUpdatable() && matrixBuffer.getData() === matrices) {\r\n matrixBuffer.update(matrices);\r\n } else {\r\n this._createInstanceBuffer(matrices);\r\n }\r\n\r\n this._createWrappersForBoundingBox(this);\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n const transformMatrix = this.scene.getTransformMatrix();\r\n\r\n if (this.showBackLines) {\r\n const drawWrapperBack = this._drawWrapperBack ?? colorShader._getDrawWrapper();\r\n\r\n colorShader._preBind(drawWrapperBack);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, colorShader.getEffect());\r\n\r\n // Back\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToLessOrEqual();\r\n } else {\r\n engine.setDepthFunctionToGreaterOrEqual();\r\n }\r\n const _uniformBufferBack: UniformBuffer = this._uniformBufferBack;\r\n\r\n _uniformBufferBack.bindToEffect(drawWrapperBack.effect!, \"BoundingBoxRenderer\");\r\n _uniformBufferBack.updateColor4(\"color\", this.backColor, 1);\r\n _uniformBufferBack.updateMatrix(\"viewProjection\", transformMatrix);\r\n _uniformBufferBack.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24, instancesCount);\r\n }\r\n\r\n const drawWrapperFront = colorShader._getDrawWrapper();\r\n\r\n colorShader._preBind(drawWrapperFront);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, colorShader.getEffect());\r\n\r\n // Front\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n const _uniformBufferFront: UniformBuffer = this._uniformBufferFront;\r\n _uniformBufferFront.bindToEffect(drawWrapperFront.effect!, \"BoundingBoxRenderer\");\r\n _uniformBufferFront.updateColor4(\"color\", this.frontColor, 1);\r\n _uniformBufferFront.updateMatrix(\"viewProjection\", transformMatrix);\r\n _uniformBufferFront.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24, instancesCount);\r\n\r\n this.onAfterBoxRenderingObservable.notifyObservers(DummyBoundingBox);\r\n\r\n colorShader.unbind();\r\n engine.setDepthFunction(depthFunction);\r\n engine.setDepthWrite(depthWrite);\r\n }\r\n\r\n /**\r\n * Creates buffer for instanced rendering\r\n * @param buffer buffer to set\r\n */\r\n private _createInstanceBuffer(buffer: Float32Array): void {\r\n const vertexBuffers = this._vertexBuffers;\r\n this._cleanupInstanceBuffer();\r\n const matrixBuffer = new Buffer(this.scene.getEngine(), buffer, true, 16, false, true);\r\n\r\n vertexBuffers.world0 = matrixBuffer.createVertexBuffer(\"world0\", 0, 4);\r\n vertexBuffers.world1 = matrixBuffer.createVertexBuffer(\"world1\", 4, 4);\r\n vertexBuffers.world2 = matrixBuffer.createVertexBuffer(\"world2\", 8, 4);\r\n vertexBuffers.world3 = matrixBuffer.createVertexBuffer(\"world3\", 12, 4);\r\n\r\n this._matrixBuffer = matrixBuffer;\r\n }\r\n\r\n /**\r\n * Clean up buffers for instanced rendering\r\n */\r\n private _cleanupInstanceBuffer(): void {\r\n const vertexBuffers = this._vertexBuffers;\r\n if (vertexBuffers.world0) {\r\n vertexBuffers.world0.dispose();\r\n delete vertexBuffers.world0;\r\n }\r\n if (vertexBuffers.world1) {\r\n vertexBuffers.world1.dispose();\r\n delete vertexBuffers.world1;\r\n }\r\n if (vertexBuffers.world2) {\r\n vertexBuffers.world2.dispose();\r\n delete vertexBuffers.world2;\r\n }\r\n if (vertexBuffers.world3) {\r\n vertexBuffers.world3.dispose();\r\n delete vertexBuffers.world3;\r\n }\r\n this._matrices = null;\r\n if (this._matrixBuffer) {\r\n this._matrixBuffer.dispose();\r\n this._matrixBuffer = null;\r\n }\r\n }\r\n\r\n /**\r\n * Clean up resources for instanced rendering\r\n */\r\n private _cleanupInstances(): void {\r\n this._cleanupInstanceBuffer();\r\n if (this._drawWrapperFront) {\r\n this._drawWrapperFront.dispose();\r\n this._drawWrapperFront = null;\r\n }\r\n if (this._drawWrapperBack) {\r\n this._drawWrapperBack.dispose();\r\n this._drawWrapperBack = null;\r\n }\r\n }\r\n\r\n /**\r\n * Dispose and release the resources attached to this renderer.\r\n */\r\n public dispose(): void {\r\n if (this._renderPassIdForOcclusionQuery !== undefined) {\r\n this.scene.getEngine().releaseRenderPassId(this._renderPassIdForOcclusionQuery);\r\n this._renderPassIdForOcclusionQuery = undefined as any;\r\n }\r\n\r\n if (!this._colorShader) {\r\n return;\r\n }\r\n\r\n this.onBeforeBoxRenderingObservable.clear();\r\n this.onAfterBoxRenderingObservable.clear();\r\n this.onResourcesReadyObservable.clear();\r\n\r\n this.renderList.dispose();\r\n\r\n this._colorShader.dispose();\r\n this._colorShaderForOcclusionQuery.dispose();\r\n\r\n this._uniformBufferFront.dispose();\r\n this._uniformBufferBack.dispose();\r\n\r\n const buffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n this.scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n\r\n if (this._fillIndexBuffer) {\r\n this.scene.getEngine()._releaseBuffer(this._fillIndexBuffer);\r\n this._fillIndexBuffer = null;\r\n }\r\n this._cleanupInstances();\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for boundingBoxRenderer.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterBoundingBoxRenderer(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n Object.defineProperty(Scene.prototype, \"forceShowBoundingBoxes\", {\r\n get: function (this: Scene) {\r\n return this._forceShowBoundingBoxes || false;\r\n },\r\n set: function (this: Scene, value: boolean) {\r\n this._forceShowBoundingBoxes = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n\r\n Scene.prototype.getBoundingBoxRenderer = function (): BoundingBoxRenderer {\r\n if (!this._boundingBoxRenderer) {\r\n this._boundingBoxRenderer = new BoundingBoxRenderer(this);\r\n }\r\n\r\n return this._boundingBoxRenderer;\r\n };\r\n\r\n Object.defineProperty(AbstractMesh.prototype, \"showBoundingBox\", {\r\n get: function (this: AbstractMesh) {\r\n return this._showBoundingBox || false;\r\n },\r\n set: function (this: AbstractMesh, value: boolean) {\r\n this._showBoundingBox = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getScene().getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n}\r\n"]}
@@ -46,6 +46,7 @@ export declare class DepthRenderer {
46
46
  forceDepthWriteTransparentMeshes: boolean;
47
47
  private _alphaBlendedDepth;
48
48
  private _alphaBlendedDepthMaterialCache;
49
+ private _gaussianSplattingDepthMaterials;
49
50
  /**
50
51
  * Enable or disable the alpha blending for depth rendering. When enabled,
51
52
  * the depth renderer will blend the depth values with the alpha values of
@@ -81,6 +82,14 @@ export declare class DepthRenderer {
81
82
  * @returns the current depth rendering material, or null if the mesh has no GS material
82
83
  */
83
84
  private _ensureGaussianSplattingDepthMaterial;
85
+ /**
86
+ * Whether the material is a GaussianSplatting depth material created by this renderer, as opposed to
87
+ * a user override set through {@link setMaterialForRendering}.
88
+ * @param material the material to test
89
+ * @returns true when this renderer created the material
90
+ * @internal
91
+ */
92
+ _isGaussianSplattingDepthMaterial(material: Material): boolean;
84
93
  /**
85
94
  * Instantiates a depth renderer
86
95
  * @param scene The scene the renderer belongs to
@@ -9,7 +9,7 @@ import { _WarnImport } from "../Misc/devTools.js";
9
9
  import { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from "../Materials/clipPlaneMaterialHelper.js";
10
10
  import { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from "../Materials/materialHelper.functions.js";
11
11
  import { EffectFallbacks } from "../Materials/effectFallbacks.js";
12
- import { IsGaussianSplattingClassName } from "../Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js";
12
+ import { _IsGaussianSplattingMesh } from "../Meshes/GaussianSplatting/gaussianSplatting.functions.js";
13
13
  import { RegisterDepthRendererSceneComponent } from "./depthRendererSceneComponent.pure.js";
14
14
  /**
15
15
  * This represents a depth renderer in Babylon.
@@ -88,11 +88,22 @@ export class DepthRenderer {
88
88
  }
89
89
  const compoundMesh = mesh.isCompound;
90
90
  renderingMaterial = gsMaterial.makeDepthRenderingMaterial(this._scene, this._shaderLanguage, this.alphaBlendedDepth, compoundMesh);
91
+ this._gaussianSplattingDepthMaterials.add(renderingMaterial);
91
92
  this.setMaterialForRendering(mesh, renderingMaterial);
92
93
  this._alphaBlendedDepthMaterialCache.set(mesh.uniqueId, this.alphaBlendedDepth);
93
94
  }
94
95
  return renderingMaterial;
95
96
  }
97
+ /**
98
+ * Whether the material is a GaussianSplatting depth material created by this renderer, as opposed to
99
+ * a user override set through {@link setMaterialForRendering}.
100
+ * @param material the material to test
101
+ * @returns true when this renderer created the material
102
+ * @internal
103
+ */
104
+ _isGaussianSplattingDepthMaterial(material) {
105
+ return this._gaussianSplattingDepthMaterials.has(material);
106
+ }
96
107
  /**
97
108
  * Instantiates a depth renderer
98
109
  * @param scene The scene the renderer belongs to
@@ -115,6 +126,7 @@ export class DepthRenderer {
115
126
  this.forceDepthWriteTransparentMeshes = false;
116
127
  this._alphaBlendedDepth = false;
117
128
  this._alphaBlendedDepthMaterialCache = new Map();
129
+ this._gaussianSplattingDepthMaterials = new WeakSet();
118
130
  /**
119
131
  * Specifies that the depth renderer will only be used within
120
132
  * the camera it is created for.
@@ -222,8 +234,7 @@ export class DepthRenderer {
222
234
  const camera = this._camera || scene.activeCamera;
223
235
  if (this.isReady(subMesh, hardwareInstancedRendering) && camera) {
224
236
  subMesh._renderId = scene.getRenderId();
225
- const gsClassName = effectiveMesh.getClassName();
226
- if (IsGaussianSplattingClassName(gsClassName)) {
237
+ if (_IsGaussianSplattingMesh(effectiveMesh)) {
227
238
  const gsMaterial = this._ensureGaussianSplattingDepthMaterial(effectiveMesh, engine.currentRenderPassId);
228
239
  if (gsMaterial && !gsMaterial.isReadyForSubMesh(effectiveMesh, subMesh, hardwareInstancedRendering)) {
229
240
  return;
@@ -385,7 +396,7 @@ export class DepthRenderer {
385
396
  let renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[renderPassId] ?? null;
386
397
  // For GaussianSplatting meshes, eagerly create the depth material so that
387
398
  // the scene's isReady check properly blocks until it is compiled.
388
- if (IsGaussianSplattingClassName(mesh.getClassName())) {
399
+ if (_IsGaussianSplattingMesh(mesh)) {
389
400
  renderingMaterial = this._ensureGaussianSplattingDepthMaterial(mesh, renderPassId);
390
401
  }
391
402
  if (renderingMaterial) {