@onerjs/loaders 8.46.9 → 8.47.2
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.
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@@ -1,3 +1,4 @@
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import { MultiMaterial } from "@onerjs/core/Materials/multiMaterial.js";
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import { GLTFLoader } from "../glTFLoader.js";
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import { RenderTargetTexture } from "@onerjs/core/Materials/Textures/renderTargetTexture.js";
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import { Observable } from "@onerjs/core/Misc/observable.js";
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@@ -33,6 +34,13 @@ class TransmissionHelper {
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this._opaqueMeshesCache = [];
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this._transparentMeshesCache = [];
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this._materialObservers = {};
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// For MultiMaterial meshes with mixed opaque/translucent sub-materials:
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// maps mesh → set of materialIndex values that are translucent.
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this._translucentMaterialIndices = new Map();
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// Precomputed opaque-only submesh arrays for mixed meshes, swapped in
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// during the opaque RT render to avoid per-frame allocations.
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this._opaqueOnlySubMeshes = new Map();
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this._savedSubMeshes = new Map();
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this._options = {
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...TransmissionHelper._GetDefaultOptions(),
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...options,
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@@ -82,26 +90,92 @@ class TransmissionHelper {
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getOpaqueTarget() {
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return this._opaqueRenderTarget;
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}
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/**
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* Classify a mesh's materials as transparent, opaque, or mixed.
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* Sets the refraction background texture on any translucent materials found.
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* For mixed MultiMaterial meshes, populates _translucentMaterialIndices so
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* their translucent submeshes can be excluded from the opaque render target.
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* @param mesh - The mesh to classify
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* @returns 'transparent' if all materials are translucent, 'opaque' if none are, 'mixed' if both
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*/
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_classifyMeshMaterials(mesh) {
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const material = mesh.material;
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if (!material) {
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return "opaque";
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}
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// Single material case
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if (!(material instanceof MultiMaterial)) {
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if (!this._loader.isMatchingMaterialType(material)) {
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return "opaque";
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}
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const adapter = this._loader._getOrCreateMaterialAdapter(material);
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if (adapter.isTranslucent()) {
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adapter.refractionBackgroundTexture = this._opaqueRenderTarget;
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return "transparent";
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}
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return "opaque";
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}
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// MultiMaterial case: check each sub-material individually
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let hasTranslucent = false;
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let hasOpaque = false;
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const translucentIndices = new Set();
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for (let i = 0; i < material.subMaterials.length; i++) {
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const subMat = material.subMaterials[i];
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if (!subMat) {
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hasOpaque = true;
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continue;
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}
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if (this._loader.isMatchingMaterialType(subMat)) {
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const adapter = this._loader._getOrCreateMaterialAdapter(subMat);
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if (adapter.isTranslucent()) {
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adapter.refractionBackgroundTexture = this._opaqueRenderTarget;
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hasTranslucent = true;
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translucentIndices.add(i);
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}
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else {
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hasOpaque = true;
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}
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}
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else {
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hasOpaque = true;
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}
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}
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if (hasTranslucent && hasOpaque) {
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this._translucentMaterialIndices.set(mesh, translucentIndices);
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this._rebuildOpaqueOnlySubMeshes(mesh, translucentIndices);
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return "mixed";
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}
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this._translucentMaterialIndices.delete(mesh);
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this._opaqueOnlySubMeshes.delete(mesh);
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return hasTranslucent ? "transparent" : "opaque";
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}
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/**
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* Rebuild the cached opaque-only submesh array for a mixed mesh.
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* Called when classification changes so the per-frame swap is allocation-free.
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* @param mesh - The mesh to rebuild for
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* @param translucentIndices - Set of materialIndex values that are translucent
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*/
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_rebuildOpaqueOnlySubMeshes(mesh, translucentIndices) {
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if (mesh.subMeshes) {
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this._opaqueOnlySubMeshes.set(mesh, mesh.subMeshes.filter((sm) => !translucentIndices.has(sm.materialIndex)));
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}
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}
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_addMesh(mesh) {
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this._materialObservers[mesh.uniqueId] = mesh.onMaterialChangedObservable.add(this._onMeshMaterialChanged.bind(this));
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// we need to defer the processing because _addMesh may be called as part as an instance mesh creation, in which case some
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// internal properties are not setup yet, like _sourceMesh (needed when doing mesh.material below)
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Tools.SetImmediate(() => {
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if (mesh.material) {
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if (this._opaqueMeshesCache.indexOf(mesh) === -1) {
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this._opaqueMeshesCache.push(mesh);
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}
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}
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const adapter = this._loader._getOrCreateMaterialAdapter(mesh.material);
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if (adapter.isTranslucent()) {
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adapter.refractionBackgroundTexture = this._opaqueRenderTarget;
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const classification = this._classifyMeshMaterials(mesh);
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if (classification === "transparent") {
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if (this._transparentMeshesCache.indexOf(mesh) === -1) {
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this._transparentMeshesCache.push(mesh);
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}
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}
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else {
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// Both 'opaque' and 'mixed' go in the opaque cache.
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// For 'mixed', the translucent submeshes are temporarily
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// excluded during the opaque render target render.
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if (this._opaqueMeshesCache.indexOf(mesh) === -1) {
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this._opaqueMeshesCache.push(mesh);
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}
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@@ -120,6 +194,8 @@ class TransmissionHelper {
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if (idx !== -1) {
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this._opaqueMeshesCache.splice(idx, 1);
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}
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this._translucentMaterialIndices.delete(mesh);
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this._opaqueOnlySubMeshes.delete(mesh);
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}
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_parseScene() {
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this._scene.meshes.forEach(this._addMesh.bind(this));
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@@ -132,16 +208,9 @@ class TransmissionHelper {
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_onMeshMaterialChanged(mesh) {
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const transparentIdx = this._transparentMeshesCache.indexOf(mesh);
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const opaqueIdx = this._opaqueMeshesCache.indexOf(mesh);
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// If the material is transparent, make sure that it's added to the transparent list and removed from the opaque list
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const adapter = mesh.material ? this._loader._getOrCreateMaterialAdapter(mesh.material) : null;
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const useTransmission = adapter ? adapter.isTranslucent() : false;
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if (useTransmission) {
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if (adapter) {
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adapter.refractionBackgroundTexture = this._opaqueRenderTarget;
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}
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const classification = this._classifyMeshMaterials(mesh);
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if (classification === "transparent") {
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// Fully translucent: move to transparent cache
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if (opaqueIdx !== -1) {
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this._opaqueMeshesCache.splice(opaqueIdx, 1);
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this._transparentMeshesCache.push(mesh);
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@@ -149,9 +218,10 @@ class TransmissionHelper {
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else if (transparentIdx === -1) {
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this._transparentMeshesCache.push(mesh);
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}
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// If the material is opaque, make sure that it's added to the opaque list and removed from the transparent list
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}
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else {
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// Opaque or mixed: move to opaque cache (mixed meshes have their
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// translucent submeshes excluded during opaque RT render)
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if (transparentIdx !== -1) {
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this._transparentMeshesCache.splice(transparentIdx, 1);
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this._opaqueMeshesCache.push(mesh);
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@@ -198,19 +268,38 @@ class TransmissionHelper {
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else {
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opaqueRenderTarget.clearColor.copyFrom(this._options.clearColor);
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}
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// For mixed MultiMaterial meshes, swap in the precomputed opaque-only
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// submesh array so translucent submeshes don't render into the opaque texture.
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const tlEntries = this._opaqueOnlySubMeshes.entries();
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for (let tlEntry = tlEntries.next(); !tlEntry.done; tlEntry = tlEntries.next()) {
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const mesh = tlEntry.value[0];
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const opaqueOnly = tlEntry.value[1];
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if (mesh.subMeshes) {
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this._savedSubMeshes.set(mesh, mesh.subMeshes);
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mesh.subMeshes = opaqueOnly;
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}
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}
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});
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this._opaqueRenderTarget.onAfterUnbindObservable.add(() => {
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this._scene.environmentIntensity = saveSceneEnvIntensity;
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// Restore the full submesh list after the opaque RT render
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const savedEntries = this._savedSubMeshes.entries();
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for (let savedEntry = savedEntries.next(); !savedEntry.done; savedEntry = savedEntries.next()) {
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savedEntry.value[0].subMeshes = savedEntry.value[1];
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}
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this._savedSubMeshes.clear();
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});
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// Update refraction textures on transparent and mixed meshes
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for (const mesh of this._transparentMeshesCache) {
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if (mesh.material) {
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this._classifyMeshMaterials(mesh);
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}
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}
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const mixedEntries = this._translucentMaterialIndices.entries();
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for (let mixedEntry = mixedEntries.next(); !mixedEntry.done; mixedEntry = mixedEntries.next()) {
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const mesh = mixedEntry.value[0];
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if (mesh.material) {
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this._classifyMeshMaterials(mesh);
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}
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}
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}
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@@ -225,6 +314,9 @@ class TransmissionHelper {
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}
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this._transparentMeshesCache = [];
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this._opaqueMeshesCache = [];
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this._translucentMaterialIndices.clear();
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this._opaqueOnlySubMeshes.clear();
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this._savedSubMeshes.clear();
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}
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}
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const NAME = "KHR_materials_transmission";
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@@ -1 +1 @@
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{ type Nullable } from \"core/types\";\r\nimport { type Material } from \"core/Materials/material\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { type IMaterial, type ITextureInfo } from \"../glTFLoaderInterfaces\";\r\nimport { type IGLTFLoaderExtension } from \"../glTFLoaderExtension\";\r\nimport { GLTFLoader } from \"../glTFLoader\";\r\nimport { type IKHRMaterialsTransmission } from \"babylonjs-gltf2interface\";\r\nimport { type Scene } from \"core/scene\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { type Texture } from \"core/Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { type Observer, Observable } from \"core/Misc/observable\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { type Color4 } from \"core/Maths/math.color\";\r\nimport { registerGLTFExtension, unregisterGLTFExtension } from \"../glTFLoaderExtensionRegistry\";\r\n\r\ninterface ITransmissionHelperHolder {\r\n /**\r\n * @internal\r\n */\r\n _transmissionHelper: TransmissionHelper | undefined;\r\n}\r\n\r\ninterface ITransmissionHelperOptions {\r\n /**\r\n * The size of the render buffers (default: 1024)\r\n */\r\n renderSize: number;\r\n\r\n /**\r\n * The number of samples to use when generating the render target texture for opaque meshes (default: 4)\r\n */\r\n samples: number;\r\n\r\n /**\r\n * Scale to apply when selecting the LOD level to sample the refraction texture (default: 1)\r\n */\r\n lodGenerationScale: number;\r\n\r\n /**\r\n * Offset to apply when selecting the LOD level to sample the refraction texture (default: -4)\r\n */\r\n lodGenerationOffset: number;\r\n\r\n /**\r\n * Type of the refraction render target texture (default: TEXTURETYPE_HALF_FLOAT)\r\n */\r\n renderTargetTextureType: number;\r\n\r\n /**\r\n * Defines if the mipmaps for the refraction render target texture must be generated (default: true)\r\n */\r\n generateMipmaps: boolean;\r\n\r\n /**\r\n * Clear color of the opaque texture. If not provided, use the scene clear color (which will be converted to linear space).\r\n * If provided, should be in linear space\r\n */\r\n clearColor?: Color4;\r\n}\r\n\r\n/**\r\n * A class to handle setting up the rendering of opaque objects to be shown through transmissive objects.\r\n */\r\nclass TransmissionHelper {\r\n /**\r\n * Creates the default options for the helper.\r\n * @returns the default options\r\n */\r\n private static _GetDefaultOptions(): ITransmissionHelperOptions {\r\n return {\r\n renderSize: 1024,\r\n samples: 4,\r\n lodGenerationScale: 1,\r\n lodGenerationOffset: -4,\r\n renderTargetTextureType: Constants.TEXTURETYPE_HALF_FLOAT,\r\n generateMipmaps: true,\r\n };\r\n }\r\n\r\n /**\r\n * Stores the creation options.\r\n */\r\n private readonly _scene: Scene & ITransmissionHelperHolder;\r\n\r\n private _options: ITransmissionHelperOptions;\r\n\r\n private _opaqueRenderTarget: Nullable<RenderTargetTexture> = null;\r\n private _opaqueMeshesCache: AbstractMesh[] = [];\r\n private _transparentMeshesCache: AbstractMesh[] = [];\r\n private _materialObservers: { [id: string]: Nullable<Observer<AbstractMesh>> } = {};\r\n private _loader: GLTFLoader;\r\n\r\n /**\r\n * This observable will be notified with any error during the creation of the environment,\r\n * mainly texture creation errors.\r\n */\r\n public onErrorObservable: Observable<{ message?: string; exception?: any }>;\r\n\r\n /**\r\n * constructor\r\n * @param options Defines the options we want to customize the helper\r\n * @param scene The scene to add the material to\r\n * @param loader The glTF loader loading the asset\r\n */\r\n constructor(options: Partial<ITransmissionHelperOptions>, scene: Scene, loader: GLTFLoader) {\r\n this._options = {\r\n ...TransmissionHelper._GetDefaultOptions(),\r\n ...options,\r\n };\r\n this._scene = scene as any;\r\n this._scene._transmissionHelper = this;\r\n this._loader = loader;\r\n\r\n this.onErrorObservable = new Observable();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n this.dispose();\r\n });\r\n\r\n this._parseScene();\r\n this._setupRenderTargets();\r\n }\r\n\r\n /**\r\n * Updates the background according to the new options\r\n * @param options\r\n */\r\n public updateOptions(options: Partial<ITransmissionHelperOptions>) {\r\n // First check if any options are actually being changed. If not, exit.\r\n const newValues = Object.keys(options).filter((key: string) => (this._options as any)[key] !== (options as any)[key]);\r\n if (!newValues.length) {\r\n return;\r\n }\r\n\r\n const newOptions = {\r\n ...this._options,\r\n ...options,\r\n };\r\n\r\n const oldOptions = this._options;\r\n this._options = newOptions;\r\n\r\n // If size changes, recreate everything\r\n if (\r\n newOptions.renderSize !== oldOptions.renderSize ||\r\n newOptions.renderTargetTextureType !== oldOptions.renderTargetTextureType ||\r\n newOptions.generateMipmaps !== oldOptions.generateMipmaps ||\r\n !this._opaqueRenderTarget\r\n ) {\r\n this._setupRenderTargets();\r\n } else {\r\n this._opaqueRenderTarget.samples = newOptions.samples;\r\n this._opaqueRenderTarget.lodGenerationScale = newOptions.lodGenerationScale;\r\n this._opaqueRenderTarget.lodGenerationOffset = newOptions.lodGenerationOffset;\r\n }\r\n }\r\n\r\n /**\r\n * @returns the opaque render target texture or null if not available.\r\n */\r\n public getOpaqueTarget(): Nullable<Texture> {\r\n return this._opaqueRenderTarget;\r\n }\r\n\r\n private _addMesh(mesh: AbstractMesh): void {\r\n this._materialObservers[mesh.uniqueId] = mesh.onMaterialChangedObservable.add(this._onMeshMaterialChanged.bind(this));\r\n\r\n // we need to defer the processing because _addMesh may be called as part as an instance mesh creation, in which case some\r\n // internal properties are not setup yet, like _sourceMesh (needed when doing mesh.material below)\r\n Tools.SetImmediate(() => {\r\n if (mesh.material) {\r\n if (!this._loader.isMatchingMaterialType(mesh.material)) {\r\n // We can still treat unsupported materials as opaque. e.g. BackgroundMaterial for a skybox.\r\n if (this._opaqueMeshesCache.indexOf(mesh) === -1) {\r\n this._opaqueMeshesCache.push(mesh);\r\n }\r\n }\r\n const adapter = this._loader._getOrCreateMaterialAdapter(mesh.material);\r\n if (adapter.isTranslucent()) {\r\n adapter.refractionBackgroundTexture = this._opaqueRenderTarget;\r\n if (this._transparentMeshesCache.indexOf(mesh) === -1) {\r\n this._transparentMeshesCache.push(mesh);\r\n }\r\n } else {\r\n if (this._opaqueMeshesCache.indexOf(mesh) === -1) {\r\n this._opaqueMeshesCache.push(mesh);\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _removeMesh(mesh: AbstractMesh): void {\r\n mesh.onMaterialChangedObservable.remove(this._materialObservers[mesh.uniqueId]);\r\n delete this._materialObservers[mesh.uniqueId];\r\n let idx = this._transparentMeshesCache.indexOf(mesh);\r\n if (idx !== -1) {\r\n this._transparentMeshesCache.splice(idx, 1);\r\n }\r\n idx = this._opaqueMeshesCache.indexOf(mesh);\r\n if (idx !== -1) {\r\n this._opaqueMeshesCache.splice(idx, 1);\r\n }\r\n }\r\n\r\n private _parseScene(): void {\r\n this._scene.meshes.forEach(this._addMesh.bind(this));\r\n // Listen for when a mesh is added to the scene and add it to our cache lists.\r\n this._scene.onNewMeshAddedObservable.add(this._addMesh.bind(this));\r\n // Listen for when a mesh is removed from to the scene and remove it from our cache lists.\r\n this._scene.onMeshRemovedObservable.add(this._removeMesh.bind(this));\r\n }\r\n\r\n // When one of the meshes in the scene has its material changed, make sure that it's in the correct cache list.\r\n private _onMeshMaterialChanged(mesh: AbstractMesh) {\r\n const transparentIdx = this._transparentMeshesCache.indexOf(mesh);\r\n const opaqueIdx = this._opaqueMeshesCache.indexOf(mesh);\r\n\r\n if (!this._loader.isMatchingMaterialType(mesh.material)) {\r\n return;\r\n }\r\n // If the material is transparent, make sure that it's added to the transparent list and removed from the opaque list\r\n const adapter = mesh.material ? this._loader._getOrCreateMaterialAdapter(mesh.material) : null;\r\n const useTransmission = adapter ? adapter.isTranslucent() : false;\r\n\r\n if (useTransmission) {\r\n if (adapter) {\r\n adapter.refractionBackgroundTexture = this._opaqueRenderTarget;\r\n }\r\n if (opaqueIdx !== -1) {\r\n this._opaqueMeshesCache.splice(opaqueIdx, 1);\r\n this._transparentMeshesCache.push(mesh);\r\n } else if (transparentIdx === -1) {\r\n this._transparentMeshesCache.push(mesh);\r\n }\r\n // If the material is opaque, make sure that it's added to the opaque list and removed from the transparent list\r\n } else {\r\n if (transparentIdx !== -1) {\r\n this._transparentMeshesCache.splice(transparentIdx, 1);\r\n this._opaqueMeshesCache.push(mesh);\r\n } else if (opaqueIdx === -1) {\r\n this._opaqueMeshesCache.push(mesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Check if the opaque render target has not been disposed and can still be used.\r\n * @returns\r\n */\r\n public _isRenderTargetValid() {\r\n return this._opaqueRenderTarget?.getInternalTexture() !== null;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Setup the render targets according to the specified options.\r\n */\r\n public _setupRenderTargets(): void {\r\n if (this._opaqueRenderTarget) {\r\n this._opaqueRenderTarget.dispose();\r\n }\r\n this._opaqueRenderTarget = new RenderTargetTexture(\r\n \"opaqueSceneTexture\",\r\n this._options.renderSize,\r\n this._scene,\r\n this._options.generateMipmaps,\r\n undefined,\r\n this._options.renderTargetTextureType\r\n );\r\n this._opaqueRenderTarget.ignoreCameraViewport = true;\r\n this._opaqueRenderTarget.renderList = this._opaqueMeshesCache;\r\n this._opaqueRenderTarget.clearColor = this._options.clearColor?.clone() ?? this._scene.clearColor.clone();\r\n this._opaqueRenderTarget.gammaSpace = false;\r\n this._opaqueRenderTarget.lodGenerationScale = this._options.lodGenerationScale;\r\n this._opaqueRenderTarget.lodGenerationOffset = this._options.lodGenerationOffset;\r\n this._opaqueRenderTarget.samples = this._options.samples;\r\n this._opaqueRenderTarget.renderSprites = true;\r\n this._opaqueRenderTarget.renderParticles = true;\r\n this._opaqueRenderTarget.disableImageProcessing = true;\r\n\r\n let saveSceneEnvIntensity: number;\r\n this._opaqueRenderTarget.onBeforeBindObservable.add((opaqueRenderTarget) => {\r\n saveSceneEnvIntensity = this._scene.environmentIntensity;\r\n this._scene.environmentIntensity = 1.0;\r\n if (!this._options.clearColor) {\r\n this._scene.clearColor.toLinearSpaceToRef(opaqueRenderTarget.clearColor, this._scene.getEngine().useExactSrgbConversions);\r\n } else {\r\n opaqueRenderTarget.clearColor.copyFrom(this._options.clearColor);\r\n }\r\n });\r\n this._opaqueRenderTarget.onAfterUnbindObservable.add(() => {\r\n this._scene.environmentIntensity = saveSceneEnvIntensity;\r\n });\r\n\r\n for (const mesh of this._transparentMeshesCache) {\r\n if (mesh.material) {\r\n if (!this._loader.isMatchingMaterialType(mesh.material)) {\r\n return;\r\n }\r\n const adapter = this._loader._getOrCreateMaterialAdapter(mesh.material);\r\n if (adapter.isTranslucent()) {\r\n adapter.refractionBackgroundTexture = this._opaqueRenderTarget;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Dispose all the elements created by the Helper.\r\n */\r\n public dispose(): void {\r\n this._scene._transmissionHelper = undefined;\r\n if (this._opaqueRenderTarget) {\r\n this._opaqueRenderTarget.dispose();\r\n this._opaqueRenderTarget = null;\r\n }\r\n this._transparentMeshesCache = [];\r\n this._opaqueMeshesCache = [];\r\n }\r\n}\r\n\r\nconst NAME = \"KHR_materials_transmission\";\r\n\r\ndeclare module \"../../glTFFileLoader\" {\r\n // eslint-disable-next-line jsdoc/require-jsdoc, @typescript-eslint/naming-convention\r\n export interface GLTFLoaderExtensionOptions {\r\n /**\r\n * Defines options for the KHR_materials_transmission extension.\r\n */\r\n // NOTE: Don't use NAME here as it will break the UMD type declarations.\r\n [\"KHR_materials_transmission\"]: {};\r\n }\r\n}\r\n\r\n/**\r\n * [Specification](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_transmission/README.md)\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class KHR_materials_transmission implements IGLTFLoaderExtension {\r\n /**\r\n * The name of this extension.\r\n */\r\n public readonly name = NAME;\r\n\r\n /**\r\n * Defines whether this extension is enabled.\r\n */\r\n public enabled: boolean;\r\n\r\n /**\r\n * Defines a number that determines the order the extensions are applied.\r\n */\r\n public order = 175;\r\n\r\n private _loader: GLTFLoader;\r\n\r\n /**\r\n * @internal\r\n */\r\n constructor(loader: GLTFLoader) {\r\n this._loader = loader;\r\n this.enabled = this._loader.isExtensionUsed(NAME);\r\n if (this.enabled) {\r\n loader.parent.transparencyAsCoverage = true;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public dispose() {\r\n (this._loader as any) = null;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line no-restricted-syntax\r\n public loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>> {\r\n return GLTFLoader.LoadExtensionAsync<IKHRMaterialsTransmission>(context, material, this.name, async (extensionContext, extension) => {\r\n const promises = new Array<Promise<any>>();\r\n promises.push(this._loader.loadMaterialPropertiesAsync(context, material, babylonMaterial));\r\n promises.push(this._loadTransparentPropertiesAsync(extensionContext, material, babylonMaterial, extension));\r\n // eslint-disable-next-line github/no-then\r\n return await Promise.all(promises).then(() => {});\r\n });\r\n }\r\n\r\n // eslint-disable-next-line no-restricted-syntax, @typescript-eslint/promise-function-async\r\n private _loadTransparentPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material, extension: IKHRMaterialsTransmission): Promise<void> {\r\n const adapter = this._loader._getOrCreateMaterialAdapter(babylonMaterial);\r\n const transmissionWeight = extension.transmissionFactor !== undefined ? extension.transmissionFactor : 0.0;\r\n\r\n if (transmissionWeight === 0 || !adapter) {\r\n return Promise.resolve();\r\n }\r\n\r\n // Set transmission properties immediately via adapter\r\n adapter.configureTransmission();\r\n adapter.transmissionWeight = transmissionWeight;\r\n\r\n // Handle transmission helper setup (only needed for PBR materials)\r\n if (transmissionWeight > 0 && !this._loader.parent.dontUseTransmissionHelper) {\r\n const scene = babylonMaterial.getScene() as unknown as ITransmissionHelperHolder;\r\n if (!scene._transmissionHelper) {\r\n new TransmissionHelper({}, babylonMaterial.getScene(), this._loader);\r\n } else if (!scene._transmissionHelper?._isRenderTargetValid()) {\r\n // If the render target is not valid, recreate it.\r\n scene._transmissionHelper?._setupRenderTargets();\r\n }\r\n }\r\n\r\n // Load texture if present\r\n let texturePromise: Promise<Nullable<BaseTexture>> = Promise.resolve(null);\r\n if (extension.transmissionTexture) {\r\n (extension.transmissionTexture as ITextureInfo).nonColorData = true;\r\n texturePromise = this._loader.loadTextureInfoAsync(`${context}/transmissionTexture`, extension.transmissionTexture, (texture: BaseTexture) => {\r\n texture.name = `${babylonMaterial.name} (Transmission)`;\r\n adapter.transmissionWeightTexture = texture;\r\n });\r\n }\r\n\r\n // eslint-disable-next-line github/no-then\r\n return texturePromise.then(() => {});\r\n }\r\n}\r\n\r\nunregisterGLTFExtension(NAME);\r\nregisterGLTFExtension(NAME, true, (loader) => new KHR_materials_transmission(loader));\r\n"]}
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{ type Nullable } from \"core/types\";\r\nimport { type Material } from \"core/Materials/material\";\r\nimport { MultiMaterial } from \"core/Materials/multiMaterial\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { type IMaterial, type ITextureInfo } from \"../glTFLoaderInterfaces\";\r\nimport { type IGLTFLoaderExtension } from \"../glTFLoaderExtension\";\r\nimport { GLTFLoader } from \"../glTFLoader\";\r\nimport { type IKHRMaterialsTransmission } from \"babylonjs-gltf2interface\";\r\nimport { type Scene } from \"core/scene\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { type SubMesh } from \"core/Meshes/subMesh\";\r\nimport { type Texture } from \"core/Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { type Observer, Observable } from \"core/Misc/observable\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { type Color4 } from \"core/Maths/math.color\";\r\nimport { registerGLTFExtension, unregisterGLTFExtension } from \"../glTFLoaderExtensionRegistry\";\r\n\r\ninterface ITransmissionHelperHolder {\r\n /**\r\n * @internal\r\n */\r\n _transmissionHelper: TransmissionHelper | undefined;\r\n}\r\n\r\ninterface ITransmissionHelperOptions {\r\n /**\r\n * The size of the render buffers (default: 1024)\r\n */\r\n renderSize: number;\r\n\r\n /**\r\n * The number of samples to use when generating the render target texture for opaque meshes (default: 4)\r\n */\r\n samples: number;\r\n\r\n /**\r\n * Scale to apply when selecting the LOD level to sample the refraction texture (default: 1)\r\n */\r\n lodGenerationScale: number;\r\n\r\n /**\r\n * Offset to apply when selecting the LOD level to sample the refraction texture (default: -4)\r\n */\r\n lodGenerationOffset: number;\r\n\r\n /**\r\n * Type of the refraction render target texture (default: TEXTURETYPE_HALF_FLOAT)\r\n */\r\n renderTargetTextureType: number;\r\n\r\n /**\r\n * Defines if the mipmaps for the refraction render target texture must be generated (default: true)\r\n */\r\n generateMipmaps: boolean;\r\n\r\n /**\r\n * Clear color of the opaque texture. If not provided, use the scene clear color (which will be converted to linear space).\r\n * If provided, should be in linear space\r\n */\r\n clearColor?: Color4;\r\n}\r\n\r\n/**\r\n * A class to handle setting up the rendering of opaque objects to be shown through transmissive objects.\r\n */\r\nclass TransmissionHelper {\r\n /**\r\n * Creates the default options for the helper.\r\n * @returns the default options\r\n */\r\n private static _GetDefaultOptions(): ITransmissionHelperOptions {\r\n return {\r\n renderSize: 1024,\r\n samples: 4,\r\n lodGenerationScale: 1,\r\n lodGenerationOffset: -4,\r\n renderTargetTextureType: Constants.TEXTURETYPE_HALF_FLOAT,\r\n generateMipmaps: true,\r\n };\r\n }\r\n\r\n /**\r\n * Stores the creation options.\r\n */\r\n private readonly _scene: Scene & ITransmissionHelperHolder;\r\n\r\n private _options: ITransmissionHelperOptions;\r\n\r\n private _opaqueRenderTarget: Nullable<RenderTargetTexture> = null;\r\n private _opaqueMeshesCache: AbstractMesh[] = [];\r\n private _transparentMeshesCache: AbstractMesh[] = [];\r\n private _materialObservers: { [id: string]: Nullable<Observer<AbstractMesh>> } = {};\r\n private _loader: GLTFLoader;\r\n\r\n // For MultiMaterial meshes with mixed opaque/translucent sub-materials:\r\n // maps mesh → set of materialIndex values that are translucent.\r\n private _translucentMaterialIndices: Map<AbstractMesh, Set<number>> = new Map();\r\n // Precomputed opaque-only submesh arrays for mixed meshes, swapped in\r\n // during the opaque RT render to avoid per-frame allocations.\r\n private _opaqueOnlySubMeshes: Map<AbstractMesh, SubMesh[]> = new Map();\r\n private _savedSubMeshes: Map<AbstractMesh, SubMesh[]> = new Map();\r\n\r\n /**\r\n * This observable will be notified with any error during the creation of the environment,\r\n * mainly texture creation errors.\r\n */\r\n public onErrorObservable: Observable<{ message?: string; exception?: any }>;\r\n\r\n /**\r\n * constructor\r\n * @param options Defines the options we want to customize the helper\r\n * @param scene The scene to add the material to\r\n * @param loader The glTF loader loading the asset\r\n */\r\n constructor(options: Partial<ITransmissionHelperOptions>, scene: Scene, loader: GLTFLoader) {\r\n this._options = {\r\n ...TransmissionHelper._GetDefaultOptions(),\r\n ...options,\r\n };\r\n this._scene = scene as any;\r\n this._scene._transmissionHelper = this;\r\n this._loader = loader;\r\n\r\n this.onErrorObservable = new Observable();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n this.dispose();\r\n });\r\n\r\n this._parseScene();\r\n this._setupRenderTargets();\r\n }\r\n\r\n /**\r\n * Updates the background according to the new options\r\n * @param options\r\n */\r\n public updateOptions(options: Partial<ITransmissionHelperOptions>) {\r\n // First check if any options are actually being changed. If not, exit.\r\n const newValues = Object.keys(options).filter((key: string) => (this._options as any)[key] !== (options as any)[key]);\r\n if (!newValues.length) {\r\n return;\r\n }\r\n\r\n const newOptions = {\r\n ...this._options,\r\n ...options,\r\n };\r\n\r\n const oldOptions = this._options;\r\n this._options = newOptions;\r\n\r\n // If size changes, recreate everything\r\n if (\r\n newOptions.renderSize !== oldOptions.renderSize ||\r\n newOptions.renderTargetTextureType !== oldOptions.renderTargetTextureType ||\r\n newOptions.generateMipmaps !== oldOptions.generateMipmaps ||\r\n !this._opaqueRenderTarget\r\n ) {\r\n this._setupRenderTargets();\r\n } else {\r\n this._opaqueRenderTarget.samples = newOptions.samples;\r\n this._opaqueRenderTarget.lodGenerationScale = newOptions.lodGenerationScale;\r\n this._opaqueRenderTarget.lodGenerationOffset = newOptions.lodGenerationOffset;\r\n }\r\n }\r\n\r\n /**\r\n * @returns the opaque render target texture or null if not available.\r\n */\r\n public getOpaqueTarget(): Nullable<Texture> {\r\n return this._opaqueRenderTarget;\r\n }\r\n\r\n /**\r\n * Classify a mesh's materials as transparent, opaque, or mixed.\r\n * Sets the refraction background texture on any translucent materials found.\r\n * For mixed MultiMaterial meshes, populates _translucentMaterialIndices so\r\n * their translucent submeshes can be excluded from the opaque render target.\r\n * @param mesh - The mesh to classify\r\n * @returns 'transparent' if all materials are translucent, 'opaque' if none are, 'mixed' if both\r\n */\r\n private _classifyMeshMaterials(mesh: AbstractMesh): \"transparent\" | \"opaque\" | \"mixed\" {\r\n const material = mesh.material;\r\n if (!material) {\r\n return \"opaque\";\r\n }\r\n\r\n // Single material case\r\n if (!(material instanceof MultiMaterial)) {\r\n if (!this._loader.isMatchingMaterialType(material)) {\r\n return \"opaque\";\r\n }\r\n const adapter = this._loader._getOrCreateMaterialAdapter(material);\r\n if (adapter.isTranslucent()) {\r\n adapter.refractionBackgroundTexture = this._opaqueRenderTarget;\r\n return \"transparent\";\r\n }\r\n return \"opaque\";\r\n }\r\n\r\n // MultiMaterial case: check each sub-material individually\r\n let hasTranslucent = false;\r\n let hasOpaque = false;\r\n const translucentIndices = new Set<number>();\r\n\r\n for (let i = 0; i < material.subMaterials.length; i++) {\r\n const subMat = material.subMaterials[i];\r\n if (!subMat) {\r\n hasOpaque = true;\r\n continue;\r\n }\r\n if (this._loader.isMatchingMaterialType(subMat)) {\r\n const adapter = this._loader._getOrCreateMaterialAdapter(subMat);\r\n if (adapter.isTranslucent()) {\r\n adapter.refractionBackgroundTexture = this._opaqueRenderTarget;\r\n hasTranslucent = true;\r\n translucentIndices.add(i);\r\n } else {\r\n hasOpaque = true;\r\n }\r\n } else {\r\n hasOpaque = true;\r\n }\r\n }\r\n\r\n if (hasTranslucent && hasOpaque) {\r\n this._translucentMaterialIndices.set(mesh, translucentIndices);\r\n this._rebuildOpaqueOnlySubMeshes(mesh, translucentIndices);\r\n return \"mixed\";\r\n }\r\n this._translucentMaterialIndices.delete(mesh);\r\n this._opaqueOnlySubMeshes.delete(mesh);\r\n return hasTranslucent ? \"transparent\" : \"opaque\";\r\n }\r\n\r\n /**\r\n * Rebuild the cached opaque-only submesh array for a mixed mesh.\r\n * Called when classification changes so the per-frame swap is allocation-free.\r\n * @param mesh - The mesh to rebuild for\r\n * @param translucentIndices - Set of materialIndex values that are translucent\r\n */\r\n private _rebuildOpaqueOnlySubMeshes(mesh: AbstractMesh, translucentIndices: Set<number>): void {\r\n if (mesh.subMeshes) {\r\n this._opaqueOnlySubMeshes.set(\r\n mesh,\r\n mesh.subMeshes.filter((sm: SubMesh) => !translucentIndices.has(sm.materialIndex))\r\n );\r\n }\r\n }\r\n\r\n private _addMesh(mesh: AbstractMesh): void {\r\n this._materialObservers[mesh.uniqueId] = mesh.onMaterialChangedObservable.add(this._onMeshMaterialChanged.bind(this));\r\n\r\n // we need to defer the processing because _addMesh may be called as part as an instance mesh creation, in which case some\r\n // internal properties are not setup yet, like _sourceMesh (needed when doing mesh.material below)\r\n Tools.SetImmediate(() => {\r\n if (mesh.material) {\r\n const classification = this._classifyMeshMaterials(mesh);\r\n if (classification === \"transparent\") {\r\n if (this._transparentMeshesCache.indexOf(mesh) === -1) {\r\n this._transparentMeshesCache.push(mesh);\r\n }\r\n } else {\r\n // Both 'opaque' and 'mixed' go in the opaque cache.\r\n // For 'mixed', the translucent submeshes are temporarily\r\n // excluded during the opaque render target render.\r\n if (this._opaqueMeshesCache.indexOf(mesh) === -1) {\r\n this._opaqueMeshesCache.push(mesh);\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _removeMesh(mesh: AbstractMesh): void {\r\n mesh.onMaterialChangedObservable.remove(this._materialObservers[mesh.uniqueId]);\r\n delete this._materialObservers[mesh.uniqueId];\r\n let idx = this._transparentMeshesCache.indexOf(mesh);\r\n if (idx !== -1) {\r\n this._transparentMeshesCache.splice(idx, 1);\r\n }\r\n idx = this._opaqueMeshesCache.indexOf(mesh);\r\n if (idx !== -1) {\r\n this._opaqueMeshesCache.splice(idx, 1);\r\n }\r\n this._translucentMaterialIndices.delete(mesh);\r\n this._opaqueOnlySubMeshes.delete(mesh);\r\n }\r\n\r\n private _parseScene(): void {\r\n this._scene.meshes.forEach(this._addMesh.bind(this));\r\n // Listen for when a mesh is added to the scene and add it to our cache lists.\r\n this._scene.onNewMeshAddedObservable.add(this._addMesh.bind(this));\r\n // Listen for when a mesh is removed from to the scene and remove it from our cache lists.\r\n this._scene.onMeshRemovedObservable.add(this._removeMesh.bind(this));\r\n }\r\n\r\n // When one of the meshes in the scene has its material changed, make sure that it's in the correct cache list.\r\n private _onMeshMaterialChanged(mesh: AbstractMesh) {\r\n const transparentIdx = this._transparentMeshesCache.indexOf(mesh);\r\n const opaqueIdx = this._opaqueMeshesCache.indexOf(mesh);\r\n\r\n const classification = this._classifyMeshMaterials(mesh);\r\n\r\n if (classification === \"transparent\") {\r\n // Fully translucent: move to transparent cache\r\n if (opaqueIdx !== -1) {\r\n this._opaqueMeshesCache.splice(opaqueIdx, 1);\r\n this._transparentMeshesCache.push(mesh);\r\n } else if (transparentIdx === -1) {\r\n this._transparentMeshesCache.push(mesh);\r\n }\r\n } else {\r\n // Opaque or mixed: move to opaque cache (mixed meshes have their\r\n // translucent submeshes excluded during opaque RT render)\r\n if (transparentIdx !== -1) {\r\n this._transparentMeshesCache.splice(transparentIdx, 1);\r\n this._opaqueMeshesCache.push(mesh);\r\n } else if (opaqueIdx === -1) {\r\n this._opaqueMeshesCache.push(mesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Check if the opaque render target has not been disposed and can still be used.\r\n * @returns\r\n */\r\n public _isRenderTargetValid() {\r\n return this._opaqueRenderTarget?.getInternalTexture() !== null;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Setup the render targets according to the specified options.\r\n */\r\n public _setupRenderTargets(): void {\r\n if (this._opaqueRenderTarget) {\r\n this._opaqueRenderTarget.dispose();\r\n }\r\n this._opaqueRenderTarget = new RenderTargetTexture(\r\n \"opaqueSceneTexture\",\r\n this._options.renderSize,\r\n this._scene,\r\n this._options.generateMipmaps,\r\n undefined,\r\n this._options.renderTargetTextureType\r\n );\r\n this._opaqueRenderTarget.ignoreCameraViewport = true;\r\n this._opaqueRenderTarget.renderList = this._opaqueMeshesCache;\r\n this._opaqueRenderTarget.clearColor = this._options.clearColor?.clone() ?? this._scene.clearColor.clone();\r\n this._opaqueRenderTarget.gammaSpace = false;\r\n this._opaqueRenderTarget.lodGenerationScale = this._options.lodGenerationScale;\r\n this._opaqueRenderTarget.lodGenerationOffset = this._options.lodGenerationOffset;\r\n this._opaqueRenderTarget.samples = this._options.samples;\r\n this._opaqueRenderTarget.renderSprites = true;\r\n this._opaqueRenderTarget.renderParticles = true;\r\n this._opaqueRenderTarget.disableImageProcessing = true;\r\n\r\n let saveSceneEnvIntensity: number;\r\n this._opaqueRenderTarget.onBeforeBindObservable.add((opaqueRenderTarget) => {\r\n saveSceneEnvIntensity = this._scene.environmentIntensity;\r\n this._scene.environmentIntensity = 1.0;\r\n if (!this._options.clearColor) {\r\n this._scene.clearColor.toLinearSpaceToRef(opaqueRenderTarget.clearColor, this._scene.getEngine().useExactSrgbConversions);\r\n } else {\r\n opaqueRenderTarget.clearColor.copyFrom(this._options.clearColor);\r\n }\r\n\r\n // For mixed MultiMaterial meshes, swap in the precomputed opaque-only\r\n // submesh array so translucent submeshes don't render into the opaque texture.\r\n const tlEntries = this._opaqueOnlySubMeshes.entries();\r\n for (let tlEntry = tlEntries.next(); !tlEntry.done; tlEntry = tlEntries.next()) {\r\n const mesh = tlEntry.value[0];\r\n const opaqueOnly = tlEntry.value[1];\r\n if (mesh.subMeshes) {\r\n this._savedSubMeshes.set(mesh, mesh.subMeshes);\r\n mesh.subMeshes = opaqueOnly;\r\n }\r\n }\r\n });\r\n this._opaqueRenderTarget.onAfterUnbindObservable.add(() => {\r\n this._scene.environmentIntensity = saveSceneEnvIntensity;\r\n\r\n // Restore the full submesh list after the opaque RT render\r\n const savedEntries = this._savedSubMeshes.entries();\r\n for (let savedEntry = savedEntries.next(); !savedEntry.done; savedEntry = savedEntries.next()) {\r\n savedEntry.value[0].subMeshes = savedEntry.value[1];\r\n }\r\n this._savedSubMeshes.clear();\r\n });\r\n\r\n // Update refraction textures on transparent and mixed meshes\r\n for (const mesh of this._transparentMeshesCache) {\r\n if (mesh.material) {\r\n this._classifyMeshMaterials(mesh);\r\n }\r\n }\r\n const mixedEntries = this._translucentMaterialIndices.entries();\r\n for (let mixedEntry = mixedEntries.next(); !mixedEntry.done; mixedEntry = mixedEntries.next()) {\r\n const mesh = mixedEntry.value[0];\r\n if (mesh.material) {\r\n this._classifyMeshMaterials(mesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Dispose all the elements created by the Helper.\r\n */\r\n public dispose(): void {\r\n this._scene._transmissionHelper = undefined;\r\n if (this._opaqueRenderTarget) {\r\n this._opaqueRenderTarget.dispose();\r\n this._opaqueRenderTarget = null;\r\n }\r\n this._transparentMeshesCache = [];\r\n this._opaqueMeshesCache = [];\r\n this._translucentMaterialIndices.clear();\r\n this._opaqueOnlySubMeshes.clear();\r\n this._savedSubMeshes.clear();\r\n }\r\n}\r\n\r\nconst NAME = \"KHR_materials_transmission\";\r\n\r\ndeclare module \"../../glTFFileLoader\" {\r\n // eslint-disable-next-line jsdoc/require-jsdoc, @typescript-eslint/naming-convention\r\n export interface GLTFLoaderExtensionOptions {\r\n /**\r\n * Defines options for the KHR_materials_transmission extension.\r\n */\r\n // NOTE: Don't use NAME here as it will break the UMD type declarations.\r\n [\"KHR_materials_transmission\"]: {};\r\n }\r\n}\r\n\r\n/**\r\n * [Specification](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_transmission/README.md)\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class KHR_materials_transmission implements IGLTFLoaderExtension {\r\n /**\r\n * The name of this extension.\r\n */\r\n public readonly name = NAME;\r\n\r\n /**\r\n * Defines whether this extension is enabled.\r\n */\r\n public enabled: boolean;\r\n\r\n /**\r\n * Defines a number that determines the order the extensions are applied.\r\n */\r\n public order = 175;\r\n\r\n private _loader: GLTFLoader;\r\n\r\n /**\r\n * @internal\r\n */\r\n constructor(loader: GLTFLoader) {\r\n this._loader = loader;\r\n this.enabled = this._loader.isExtensionUsed(NAME);\r\n if (this.enabled) {\r\n loader.parent.transparencyAsCoverage = true;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public dispose() {\r\n (this._loader as any) = null;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line no-restricted-syntax\r\n public loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>> {\r\n return GLTFLoader.LoadExtensionAsync<IKHRMaterialsTransmission>(context, material, this.name, async (extensionContext, extension) => {\r\n const promises = new Array<Promise<any>>();\r\n promises.push(this._loader.loadMaterialPropertiesAsync(context, material, babylonMaterial));\r\n promises.push(this._loadTransparentPropertiesAsync(extensionContext, material, babylonMaterial, extension));\r\n // eslint-disable-next-line github/no-then\r\n return await Promise.all(promises).then(() => {});\r\n });\r\n }\r\n\r\n // eslint-disable-next-line no-restricted-syntax, @typescript-eslint/promise-function-async\r\n private _loadTransparentPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material, extension: IKHRMaterialsTransmission): Promise<void> {\r\n const adapter = this._loader._getOrCreateMaterialAdapter(babylonMaterial);\r\n const transmissionWeight = extension.transmissionFactor !== undefined ? extension.transmissionFactor : 0.0;\r\n\r\n if (transmissionWeight === 0 || !adapter) {\r\n return Promise.resolve();\r\n }\r\n\r\n // Set transmission properties immediately via adapter\r\n adapter.configureTransmission();\r\n adapter.transmissionWeight = transmissionWeight;\r\n\r\n // Handle transmission helper setup (only needed for PBR materials)\r\n if (transmissionWeight > 0 && !this._loader.parent.dontUseTransmissionHelper) {\r\n const scene = babylonMaterial.getScene() as unknown as ITransmissionHelperHolder;\r\n if (!scene._transmissionHelper) {\r\n new TransmissionHelper({}, babylonMaterial.getScene(), this._loader);\r\n } else if (!scene._transmissionHelper?._isRenderTargetValid()) {\r\n // If the render target is not valid, recreate it.\r\n scene._transmissionHelper?._setupRenderTargets();\r\n }\r\n }\r\n\r\n // Load texture if present\r\n let texturePromise: Promise<Nullable<BaseTexture>> = Promise.resolve(null);\r\n if (extension.transmissionTexture) {\r\n (extension.transmissionTexture as ITextureInfo).nonColorData = true;\r\n texturePromise = this._loader.loadTextureInfoAsync(`${context}/transmissionTexture`, extension.transmissionTexture, (texture: BaseTexture) => {\r\n texture.name = `${babylonMaterial.name} (Transmission)`;\r\n adapter.transmissionWeightTexture = texture;\r\n });\r\n }\r\n\r\n // eslint-disable-next-line github/no-then\r\n return texturePromise.then(() => {});\r\n }\r\n}\r\n\r\nunregisterGLTFExtension(NAME);\r\nregisterGLTFExtension(NAME, true, (loader) => new KHR_materials_transmission(loader));\r\n"]}
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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1
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{
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"name": "@onerjs/loaders",
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3
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-
"version": "8.
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3
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+
"version": "8.47.2",
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"main": "index.js",
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"module": "index.js",
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"types": "index.d.ts",
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@@ -18,10 +18,10 @@
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"postcompile": "build-tools -c add-js-to-es6"
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},
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"devDependencies": {
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-
"@onerjs/core": "8.
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+
"@onerjs/core": "8.47.2",
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"@dev/build-tools": "^1.0.0",
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"@dev/loaders": "^1.0.0",
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-
"babylonjs-gltf2interface": "^8.
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+
"babylonjs-gltf2interface": "^8.47.2"
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},
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"peerDependencies": {
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"@onerjs/core": "^8.0.0",
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