@spiffcommerce/preview 3.6.2-rc.5 → 3.6.2-rc.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (526) hide show
  1. package/dist/_tslib.esm.js +33 -0
  2. package/dist/animation.esm.js +1364 -0
  3. package/dist/assetCache.esm.js +6 -0
  4. package/dist/blurPostProcess.esm.js +327 -0
  5. package/dist/bumpVertex.esm.js +497 -0
  6. package/dist/compatibilityOptions.esm.js +68 -0
  7. package/dist/configuration.esm.js +121 -0
  8. package/dist/core.esm.js +8135 -0
  9. package/dist/dynamicTexture.esm.js +105 -0
  10. package/dist/easing.esm.js +130 -0
  11. package/dist/effectFallbacks.esm.js +378 -0
  12. package/dist/engine.esm.js +25504 -0
  13. package/dist/glbLoaderExtensions.esm.js +690 -0
  14. package/dist/glowLayer.esm.js +1621 -0
  15. package/dist/glowLayerManager.esm.js +50 -0
  16. package/dist/guid.esm.js +21 -0
  17. package/dist/hdrFilteringFunctions.esm.js +816 -0
  18. package/dist/helperFunctions.esm.js +5145 -0
  19. package/dist/index.esm.js +38 -11
  20. package/dist/material.esm.js +115 -0
  21. package/dist/math.axis.esm.js +35 -0
  22. package/dist/math.color.esm.js +1661 -0
  23. package/dist/math.path.esm.js +15 -0
  24. package/dist/math.size.esm.js +137 -0
  25. package/dist/mesh.esm.js +11170 -0
  26. package/dist/modelContainer.esm.js +1895 -0
  27. package/dist/node.esm.js +795 -0
  28. package/dist/pbrBRDFFunctions.esm.js +122 -2
  29. package/dist/pbrMaterial.esm.js +8747 -0
  30. package/dist/productAnimations.esm.js +182 -0
  31. package/dist/productCamera.esm.js +14 -0
  32. package/dist/renderConstants.esm.js +116 -0
  33. package/dist/renderingPipeline.esm.js +18 -0
  34. package/dist/sceneLoaderFlags.esm.js +51 -0
  35. package/dist/types.esm.js +30 -0
  36. package/dist/variants.esm.js +16 -0
  37. package/dist/webRequest.esm.js +7777 -0
  38. package/package.json +6 -5
  39. package/dist/index.umd.js +0 -10010
  40. package/dist/lib/assetCache.esm.js +0 -21
  41. package/dist/lib/configuration.esm.js +0 -98
  42. package/dist/lib/core.esm.js +0 -417
  43. package/dist/lib/dynamicTexture.esm.js +0 -51
  44. package/dist/lib/glbLoaderExtensions.esm.js +0 -137
  45. package/dist/lib/glowLayerManager.esm.js +0 -19
  46. package/dist/lib/guid.esm.js +0 -7
  47. package/dist/lib/material.esm.js +0 -50
  48. package/dist/lib/modelContainer.esm.js +0 -351
  49. package/dist/lib/productAnimations.esm.js +0 -123
  50. package/dist/lib/productCamera.esm.js +0 -113
  51. package/dist/lib/renderConstants.esm.js +0 -103
  52. package/dist/lib/renderingPipeline.esm.js +0 -99
  53. package/dist/lib/types.esm.js +0 -5
  54. package/dist/lib/variants.esm.js +0 -112
  55. package/dist/node_modules/@babylonjs/core/Actions/abstractActionManager.esm.js +0 -41
  56. package/dist/node_modules/@babylonjs/core/Actions/action.esm.js +0 -122
  57. package/dist/node_modules/@babylonjs/core/Actions/actionEvent.esm.js +0 -59
  58. package/dist/node_modules/@babylonjs/core/Actions/actionManager.esm.js +0 -335
  59. package/dist/node_modules/@babylonjs/core/Actions/condition.esm.js +0 -193
  60. package/dist/node_modules/@babylonjs/core/Actions/directActions.esm.js +0 -354
  61. package/dist/node_modules/@babylonjs/core/Animations/animatable.esm.js +0 -478
  62. package/dist/node_modules/@babylonjs/core/Animations/animation.esm.js +0 -866
  63. package/dist/node_modules/@babylonjs/core/Animations/animationEvent.esm.js +0 -18
  64. package/dist/node_modules/@babylonjs/core/Animations/animationGroup.esm.js +0 -470
  65. package/dist/node_modules/@babylonjs/core/Animations/animationKey.esm.js +0 -7
  66. package/dist/node_modules/@babylonjs/core/Animations/animationRange.esm.js +0 -21
  67. package/dist/node_modules/@babylonjs/core/Animations/easing.esm.js +0 -93
  68. package/dist/node_modules/@babylonjs/core/Animations/runtimeAnimation.esm.js +0 -281
  69. package/dist/node_modules/@babylonjs/core/Audio/sound.esm.js +0 -568
  70. package/dist/node_modules/@babylonjs/core/Audio/weightedsound.esm.js +0 -117
  71. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/autoRotationBehavior.esm.js +0 -145
  72. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/bouncingBehavior.esm.js +0 -93
  73. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/framingBehavior.esm.js +0 -295
  74. package/dist/node_modules/@babylonjs/core/Bones/bone.esm.js +0 -701
  75. package/dist/node_modules/@babylonjs/core/Bones/skeleton.esm.js +0 -478
  76. package/dist/node_modules/@babylonjs/core/Buffers/buffer.esm.js +0 -433
  77. package/dist/node_modules/@babylonjs/core/Buffers/dataBuffer.esm.js +0 -18
  78. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraMouseWheelInput.esm.js +0 -67
  79. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraPointersInput.esm.js +0 -191
  80. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.esm.js +0 -93
  81. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraMouseWheelInput.esm.js +0 -119
  82. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraPointersInput.esm.js +0 -119
  83. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraKeyboardMoveInput.esm.js +0 -108
  84. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseInput.esm.js +0 -114
  85. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseWheelInput.esm.js +0 -249
  86. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraTouchInput.esm.js +0 -103
  87. package/dist/node_modules/@babylonjs/core/Cameras/arcRotateCamera.esm.js +0 -589
  88. package/dist/node_modules/@babylonjs/core/Cameras/arcRotateCameraInputsManager.esm.js +0 -37
  89. package/dist/node_modules/@babylonjs/core/Cameras/camera.esm.js +0 -686
  90. package/dist/node_modules/@babylonjs/core/Cameras/cameraInputsManager.esm.js +0 -147
  91. package/dist/node_modules/@babylonjs/core/Cameras/freeCamera.esm.js +0 -236
  92. package/dist/node_modules/@babylonjs/core/Cameras/freeCameraInputsManager.esm.js +0 -66
  93. package/dist/node_modules/@babylonjs/core/Cameras/targetCamera.esm.js +0 -214
  94. package/dist/node_modules/@babylonjs/core/Collisions/intersectionInfo.esm.js +0 -8
  95. package/dist/node_modules/@babylonjs/core/Collisions/meshCollisionData.esm.js +0 -9
  96. package/dist/node_modules/@babylonjs/core/Collisions/pickingInfo.esm.js +0 -59
  97. package/dist/node_modules/@babylonjs/core/Compat/compatibilityOptions.esm.js +0 -6
  98. package/dist/node_modules/@babylonjs/core/Culling/boundingBox.esm.js +0 -174
  99. package/dist/node_modules/@babylonjs/core/Culling/boundingInfo.esm.js +0 -159
  100. package/dist/node_modules/@babylonjs/core/Culling/boundingSphere.esm.js +0 -114
  101. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceEnums.esm.js +0 -37
  102. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSource.esm.js +0 -23
  103. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSourceManager.esm.js +0 -106
  104. package/dist/node_modules/@babylonjs/core/DeviceInput/eventFactory.esm.js +0 -118
  105. package/dist/node_modules/@babylonjs/core/DeviceInput/internalDeviceSourceManager.esm.js +0 -46
  106. package/dist/node_modules/@babylonjs/core/DeviceInput/nativeDeviceInputSystem.esm.js +0 -50
  107. package/dist/node_modules/@babylonjs/core/DeviceInput/webDeviceInputSystem.esm.js +0 -354
  108. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.alpha.esm.js +0 -101
  109. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.cubeTexture.esm.js +0 -103
  110. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicBuffer.esm.js +0 -11
  111. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicTexture.esm.js +0 -14
  112. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.multiRender.esm.js +0 -111
  113. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.rawTexture.esm.js +0 -109
  114. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.readTexture.esm.js +0 -76
  115. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTarget.esm.js +0 -69
  116. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTargetCube.esm.js +0 -15
  117. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.uniformBuffer.esm.js +0 -29
  118. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.views.esm.js +0 -85
  119. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.esm.js +0 -9
  120. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.esm.js +0 -36
  121. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.esm.js +0 -13
  122. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.esm.js +0 -9
  123. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/shaderDefineExpression.esm.js +0 -88
  124. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeConditionNode.esm.js +0 -14
  125. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeCursor.esm.js +0 -44
  126. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeNode.esm.js +0 -31
  127. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeTestNode.esm.js +0 -9
  128. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderProcessor.esm.js +0 -230
  129. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGL2ShaderProcessors.esm.js +0 -30
  130. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLHardwareTexture.esm.js +0 -34
  131. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLPipelineContext.esm.js +0 -388
  132. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLRenderTargetWrapper.esm.js +0 -87
  133. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLShaderProcessors.esm.js +0 -16
  134. package/dist/node_modules/@babylonjs/core/Engines/constants.esm.js +0 -254
  135. package/dist/node_modules/@babylonjs/core/Engines/engine.esm.js +0 -1120
  136. package/dist/node_modules/@babylonjs/core/Engines/engineStore.esm.js +0 -23
  137. package/dist/node_modules/@babylonjs/core/Engines/nullEngine.esm.js +0 -697
  138. package/dist/node_modules/@babylonjs/core/Engines/performanceConfigurator.esm.js +0 -22
  139. package/dist/node_modules/@babylonjs/core/Engines/renderTargetWrapper.esm.js +0 -273
  140. package/dist/node_modules/@babylonjs/core/Engines/shaderStore.esm.js +0 -36
  141. package/dist/node_modules/@babylonjs/core/Engines/thinEngine.esm.js +0 -2921
  142. package/dist/node_modules/@babylonjs/core/Events/deviceInputEvents.esm.js +0 -13
  143. package/dist/node_modules/@babylonjs/core/Events/keyboardEvents.esm.js +0 -41
  144. package/dist/node_modules/@babylonjs/core/Events/pointerEvents.esm.js +0 -63
  145. package/dist/node_modules/@babylonjs/core/Inputs/pointerPickingConfiguration.esm.js +0 -8
  146. package/dist/node_modules/@babylonjs/core/Inputs/scene.inputManager.esm.js +0 -418
  147. package/dist/node_modules/@babylonjs/core/Layers/effectLayer.esm.js +0 -437
  148. package/dist/node_modules/@babylonjs/core/Layers/effectLayerSceneComponent.esm.js +0 -141
  149. package/dist/node_modules/@babylonjs/core/Layers/glowLayer.esm.js +0 -343
  150. package/dist/node_modules/@babylonjs/core/Layers/highlightLayer.esm.js +0 -396
  151. package/dist/node_modules/@babylonjs/core/Lights/directionalLight.esm.js +0 -224
  152. package/dist/node_modules/@babylonjs/core/Lights/hemisphericLight.esm.js +0 -92
  153. package/dist/node_modules/@babylonjs/core/Lights/light.esm.js +0 -476
  154. package/dist/node_modules/@babylonjs/core/Lights/lightConstants.esm.js +0 -30
  155. package/dist/node_modules/@babylonjs/core/Lights/pointLight.esm.js +0 -153
  156. package/dist/node_modules/@babylonjs/core/Lights/shadowLight.esm.js +0 -196
  157. package/dist/node_modules/@babylonjs/core/Lights/spotLight.esm.js +0 -287
  158. package/dist/node_modules/@babylonjs/core/Loading/sceneLoader.esm.js +0 -551
  159. package/dist/node_modules/@babylonjs/core/Loading/sceneLoaderFlags.esm.js +0 -48
  160. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrAnisotropicConfiguration.esm.js +0 -112
  161. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrBRDFConfiguration.esm.js +0 -48
  162. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrBaseMaterial.esm.js +0 -568
  163. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrClearCoatConfiguration.esm.js +0 -139
  164. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrIridescenceConfiguration.esm.js +0 -97
  165. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrMaterial.esm.js +0 -496
  166. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrSheenConfiguration.esm.js +0 -106
  167. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrSubSurfaceConfiguration.esm.js +0 -270
  168. package/dist/node_modules/@babylonjs/core/Materials/Textures/Filtering/hdrFiltering.esm.js +0 -103
  169. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/ddsTextureLoader.esm.js +0 -53
  170. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/envTextureLoader.esm.js +0 -51
  171. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/ktxTextureLoader.esm.js +0 -81
  172. package/dist/node_modules/@babylonjs/core/Materials/Textures/baseTexture.esm.js +0 -542
  173. package/dist/node_modules/@babylonjs/core/Materials/Textures/baseTexture.polynomial.esm.js +0 -23
  174. package/dist/node_modules/@babylonjs/core/Materials/Textures/cubeTexture.esm.js +0 -244
  175. package/dist/node_modules/@babylonjs/core/Materials/Textures/dynamicTexture.esm.js +0 -134
  176. package/dist/node_modules/@babylonjs/core/Materials/Textures/equiRectangularCubeTexture.esm.js +0 -89
  177. package/dist/node_modules/@babylonjs/core/Materials/Textures/hdrCubeTexture.esm.js +0 -175
  178. package/dist/node_modules/@babylonjs/core/Materials/Textures/internalTexture.esm.js +0 -150
  179. package/dist/node_modules/@babylonjs/core/Materials/Textures/ktx2decoderTypes.esm.js +0 -17
  180. package/dist/node_modules/@babylonjs/core/Materials/Textures/mirrorTexture.esm.js +0 -138
  181. package/dist/node_modules/@babylonjs/core/Materials/Textures/multiRenderTarget.esm.js +0 -223
  182. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawCubeTexture.esm.js +0 -58
  183. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawTexture.esm.js +0 -156
  184. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawTexture2DArray.esm.js +0 -53
  185. package/dist/node_modules/@babylonjs/core/Materials/Textures/renderTargetTexture.esm.js +0 -605
  186. package/dist/node_modules/@babylonjs/core/Materials/Textures/texture.esm.js +0 -421
  187. package/dist/node_modules/@babylonjs/core/Materials/Textures/textureSampler.esm.js +0 -101
  188. package/dist/node_modules/@babylonjs/core/Materials/Textures/thinTexture.esm.js +0 -170
  189. package/dist/node_modules/@babylonjs/core/Materials/clipPlaneMaterialHelper.esm.js +0 -28
  190. package/dist/node_modules/@babylonjs/core/Materials/colorCurves.esm.js +0 -397
  191. package/dist/node_modules/@babylonjs/core/Materials/drawWrapper.esm.js +0 -22
  192. package/dist/node_modules/@babylonjs/core/Materials/effect.esm.js +0 -890
  193. package/dist/node_modules/@babylonjs/core/Materials/effectFallbacks.esm.js +0 -73
  194. package/dist/node_modules/@babylonjs/core/Materials/effectRenderer.esm.js +0 -132
  195. package/dist/node_modules/@babylonjs/core/Materials/imageProcessingConfiguration.esm.js +0 -428
  196. package/dist/node_modules/@babylonjs/core/Materials/material.detailMapConfiguration.esm.js +0 -90
  197. package/dist/node_modules/@babylonjs/core/Materials/material.esm.js +0 -906
  198. package/dist/node_modules/@babylonjs/core/Materials/materialDefines.esm.js +0 -161
  199. package/dist/node_modules/@babylonjs/core/Materials/materialFlags.esm.js +0 -226
  200. package/dist/node_modules/@babylonjs/core/Materials/materialHelper.esm.js +0 -501
  201. package/dist/node_modules/@babylonjs/core/Materials/materialPluginBase.esm.js +0 -226
  202. package/dist/node_modules/@babylonjs/core/Materials/materialPluginEvent.esm.js +0 -7
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  204. package/dist/node_modules/@babylonjs/core/Materials/materialStencilState.esm.js +0 -145
  205. package/dist/node_modules/@babylonjs/core/Materials/multiMaterial.esm.js +0 -164
  206. package/dist/node_modules/@babylonjs/core/Materials/prePassConfiguration.esm.js +0 -38
  207. package/dist/node_modules/@babylonjs/core/Materials/pushMaterial.esm.js +0 -48
  208. package/dist/node_modules/@babylonjs/core/Materials/shaderLanguage.esm.js +0 -7
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  210. package/dist/node_modules/@babylonjs/core/Materials/standardMaterial.esm.js +0 -934
  211. package/dist/node_modules/@babylonjs/core/Materials/uniformBuffer.esm.js +0 -541
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  237. package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.esm.js +0 -111
  238. package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/hdr.esm.js +0 -122
  239. package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/panoramaToCubemap.esm.js +0 -78
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  526. package/dist/node_modules/@babylonjs/loaders/glTF/glTFValidation.esm.js +0 -81
@@ -1,396 +0,0 @@
1
- import { __decorate as h } from "../tslib.es6.esm.js";
2
- import { SerializationHelper as _, serialize as u } from "../Misc/decorators.esm.js";
3
- import { Observable as m } from "../Misc/observable.esm.js";
4
- import { Vector2 as d } from "../Maths/math.vector.esm.js";
5
- import { Engine as p } from "../Engines/engine.esm.js";
6
- import { VertexBuffer as M } from "../Buffers/buffer.esm.js";
7
- import { Material as g } from "../Materials/material.esm.js";
8
- import { Texture as l } from "../Materials/Textures/texture.esm.js";
9
- import { RenderTargetTexture as v } from "../Materials/Textures/renderTargetTexture.esm.js";
10
- import { PostProcess as B } from "../PostProcesses/postProcess.esm.js";
11
- import { PassPostProcess as T } from "../PostProcesses/passPostProcess.esm.js";
12
- import { BlurPostProcess as b } from "../PostProcesses/blurPostProcess.esm.js";
13
- import { EffectLayer as P } from "./effectLayer.esm.js";
14
- import { AbstractScene as E } from "../abstractScene.esm.js";
15
- import { Logger as R } from "../Misc/logger.esm.js";
16
- import { RegisterClass as O } from "../Misc/typeStore.esm.js";
17
- import { Color3 as w, Color4 as z } from "../Maths/math.color.esm.js";
18
- import "../Shaders/glowMapMerge.fragment.esm.js";
19
- import "../Shaders/glowMapMerge.vertex.esm.js";
20
- import "../Shaders/glowBlurPostProcess.fragment.esm.js";
21
- import "./effectLayerSceneComponent.esm.js";
22
- E.prototype.getHighlightLayerByName = function(f) {
23
- var e;
24
- for (let t = 0; t < ((e = this.effectLayers) === null || e === void 0 ? void 0 : e.length); t++)
25
- if (this.effectLayers[t].name === f && this.effectLayers[t].getEffectName() === n.EffectName)
26
- return this.effectLayers[t];
27
- return null;
28
- };
29
- class x extends B {
30
- constructor(e, t, s, i, r, o = l.BILINEAR_SAMPLINGMODE, a, S) {
31
- super(e, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, i, r, o, a, S), this.direction = t, this.kernel = s, this.onApplyObservable.add((c) => {
32
- c.setFloat2("screenSize", this.width, this.height), c.setVector2("direction", this.direction), c.setFloat("blurWidth", this.kernel);
33
- });
34
- }
35
- }
36
- class n extends P {
37
- /**
38
- * Specifies the horizontal size of the blur.
39
- */
40
- set blurHorizontalSize(e) {
41
- this._horizontalBlurPostprocess.kernel = e, this._options.blurHorizontalSize = e;
42
- }
43
- /**
44
- * Specifies the vertical size of the blur.
45
- */
46
- set blurVerticalSize(e) {
47
- this._verticalBlurPostprocess.kernel = e, this._options.blurVerticalSize = e;
48
- }
49
- /**
50
- * Gets the horizontal size of the blur.
51
- */
52
- get blurHorizontalSize() {
53
- return this._horizontalBlurPostprocess.kernel;
54
- }
55
- /**
56
- * Gets the vertical size of the blur.
57
- */
58
- get blurVerticalSize() {
59
- return this._verticalBlurPostprocess.kernel;
60
- }
61
- /**
62
- * Instantiates a new highlight Layer and references it to the scene..
63
- * @param name The name of the layer
64
- * @param scene The scene to use the layer in
65
- * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
66
- */
67
- constructor(e, t, s) {
68
- super(e, t), this.name = e, this.innerGlow = !0, this.outerGlow = !0, this.onBeforeBlurObservable = new m(), this.onAfterBlurObservable = new m(), this._instanceGlowingMeshStencilReference = n.GlowingMeshStencilReference++, this._meshes = {}, this._excludedMeshes = {}, this.neutralColor = n.NeutralColor, this._engine.isStencilEnable || R.Warn("Rendering the Highlight Layer requires the stencil to be active on the canvas. var engine = new Engine(canvas, antialias, { stencil: true }"), this._options = Object.assign({ mainTextureRatio: 0.5, blurTextureSizeRatio: 0.5, blurHorizontalSize: 1, blurVerticalSize: 1, alphaBlendingMode: 2, camera: null, renderingGroupId: -1, mainTextureType: 0 }, s), this._init({
69
- alphaBlendingMode: this._options.alphaBlendingMode,
70
- camera: this._options.camera,
71
- mainTextureFixedSize: this._options.mainTextureFixedSize,
72
- mainTextureRatio: this._options.mainTextureRatio,
73
- renderingGroupId: this._options.renderingGroupId,
74
- mainTextureType: this._options.mainTextureType
75
- }), this._shouldRender = !1;
76
- }
77
- /**
78
- * Get the effect name of the layer.
79
- * @returns The effect name
80
- */
81
- getEffectName() {
82
- return n.EffectName;
83
- }
84
- _numInternalDraws() {
85
- return 2;
86
- }
87
- /**
88
- * Create the merge effect. This is the shader use to blit the information back
89
- * to the main canvas at the end of the scene rendering.
90
- */
91
- _createMergeEffect() {
92
- return this._engine.createEffect("glowMapMerge", [M.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? `#define STROKE
93
- ` : void 0);
94
- }
95
- /**
96
- * Creates the render target textures and post processes used in the highlight layer.
97
- */
98
- _createTextureAndPostProcesses() {
99
- let e = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio, t = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
100
- e = this._engine.needPOTTextures ? p.GetExponentOfTwo(e, this._maxSize) : e, t = this._engine.needPOTTextures ? p.GetExponentOfTwo(t, this._maxSize) : t;
101
- let s = 0;
102
- this._engine.getCaps().textureHalfFloatRender ? s = 2 : s = 0, this._blurTexture = new v("HighlightLayerBlurRTT", {
103
- width: e,
104
- height: t
105
- }, this._scene, !1, !0, s), this._blurTexture.wrapU = l.CLAMP_ADDRESSMODE, this._blurTexture.wrapV = l.CLAMP_ADDRESSMODE, this._blurTexture.anisotropicFilteringLevel = 16, this._blurTexture.updateSamplingMode(l.TRILINEAR_SAMPLINGMODE), this._blurTexture.renderParticles = !1, this._blurTexture.ignoreCameraViewport = !0, this._textures = [this._blurTexture], this._options.alphaBlendingMode === 2 ? (this._downSamplePostprocess = new T("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, l.BILINEAR_SAMPLINGMODE, this._scene.getEngine()), this._downSamplePostprocess.externalTextureSamplerBinding = !0, this._downSamplePostprocess.onApplyObservable.add((i) => {
106
- i.setTexture("textureSampler", this._mainTexture);
107
- }), this._horizontalBlurPostprocess = new x("HighlightLayerHBP", new d(1, 0), this._options.blurHorizontalSize, 1, null, l.BILINEAR_SAMPLINGMODE, this._scene.getEngine()), this._horizontalBlurPostprocess.onApplyObservable.add((i) => {
108
- i.setFloat2("screenSize", e, t);
109
- }), this._verticalBlurPostprocess = new x("HighlightLayerVBP", new d(0, 1), this._options.blurVerticalSize, 1, null, l.BILINEAR_SAMPLINGMODE, this._scene.getEngine()), this._verticalBlurPostprocess.onApplyObservable.add((i) => {
110
- i.setFloat2("screenSize", e, t);
111
- }), this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess]) : (this._horizontalBlurPostprocess = new b("HighlightLayerHBP", new d(1, 0), this._options.blurHorizontalSize / 2, {
112
- width: e,
113
- height: t
114
- }, null, l.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), !1, s), this._horizontalBlurPostprocess.width = e, this._horizontalBlurPostprocess.height = t, this._horizontalBlurPostprocess.externalTextureSamplerBinding = !0, this._horizontalBlurPostprocess.onApplyObservable.add((i) => {
115
- i.setTexture("textureSampler", this._mainTexture);
116
- }), this._verticalBlurPostprocess = new b("HighlightLayerVBP", new d(0, 1), this._options.blurVerticalSize / 2, {
117
- width: e,
118
- height: t
119
- }, null, l.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), !1, s), this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess]), this._mainTexture.onAfterUnbindObservable.add(() => {
120
- this.onBeforeBlurObservable.notifyObservers(this);
121
- const i = this._blurTexture.renderTarget;
122
- i && (this._scene.postProcessManager.directRender(this._postProcesses, i, !0), this._engine.unBindFramebuffer(i, !0)), this.onAfterBlurObservable.notifyObservers(this);
123
- }), this._postProcesses.map((i) => {
124
- i.autoClear = !1;
125
- });
126
- }
127
- /**
128
- * Returns whether or not the layer needs stencil enabled during the mesh rendering.
129
- */
130
- needStencil() {
131
- return !0;
132
- }
133
- /**
134
- * Checks for the readiness of the element composing the layer.
135
- * @param subMesh the mesh to check for
136
- * @param useInstances specify whether or not to use instances to render the mesh
137
- * @returns true if ready otherwise, false
138
- */
139
- isReady(e, t) {
140
- const s = e.getMaterial(), i = e.getRenderingMesh();
141
- if (!s || !i || !this._meshes)
142
- return !1;
143
- let r = null;
144
- const o = this._meshes[i.uniqueId];
145
- return o && o.glowEmissiveOnly && s && (r = s.emissiveTexture), super._isReady(e, t, r);
146
- }
147
- /**
148
- * Implementation specific of rendering the generating effect on the main canvas.
149
- * @param effect The effect used to render through
150
- * @param renderIndex
151
- */
152
- _internalRender(e, t) {
153
- e.setTexture("textureSampler", this._blurTexture);
154
- const s = this._engine;
155
- s.cacheStencilState(), s.setStencilOperationPass(7681), s.setStencilOperationFail(7680), s.setStencilOperationDepthFail(7680), s.setStencilMask(0), s.setStencilBuffer(!0), s.setStencilFunctionReference(this._instanceGlowingMeshStencilReference), this.outerGlow && t === 0 && (e.setFloat("offset", 0), s.setStencilFunction(517), s.drawElementsType(g.TriangleFillMode, 0, 6)), this.innerGlow && t === 1 && (e.setFloat("offset", 1), s.setStencilFunction(514), s.drawElementsType(g.TriangleFillMode, 0, 6)), s.restoreStencilState();
156
- }
157
- /**
158
- * Returns true if the layer contains information to display, otherwise false.
159
- */
160
- shouldRender() {
161
- return super.shouldRender() ? !!this._meshes : !1;
162
- }
163
- /**
164
- * Returns true if the mesh should render, otherwise false.
165
- * @param mesh The mesh to render
166
- * @returns true if it should render otherwise false
167
- */
168
- _shouldRenderMesh(e) {
169
- return !(this._excludedMeshes && this._excludedMeshes[e.uniqueId] || !super.hasMesh(e));
170
- }
171
- /**
172
- * Returns true if the mesh can be rendered, otherwise false.
173
- * @param mesh The mesh to render
174
- * @param material The material used on the mesh
175
- * @returns true if it can be rendered otherwise false
176
- */
177
- _canRenderMesh(e, t) {
178
- return !0;
179
- }
180
- /**
181
- * Adds specific effects defines.
182
- * @param defines The defines to add specifics to.
183
- */
184
- _addCustomEffectDefines(e) {
185
- e.push("#define HIGHLIGHT");
186
- }
187
- /**
188
- * Sets the required values for both the emissive texture and and the main color.
189
- * @param mesh
190
- * @param subMesh
191
- * @param material
192
- */
193
- _setEmissiveTextureAndColor(e, t, s) {
194
- const i = this._meshes[e.uniqueId];
195
- i ? this._emissiveTextureAndColor.color.set(i.color.r, i.color.g, i.color.b, 1) : this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a), i && i.glowEmissiveOnly && s ? (this._emissiveTextureAndColor.texture = s.emissiveTexture, this._emissiveTextureAndColor.color.set(1, 1, 1, 1)) : this._emissiveTextureAndColor.texture = null;
196
- }
197
- /**
198
- * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
199
- * @param mesh The mesh to exclude from the highlight layer
200
- */
201
- addExcludedMesh(e) {
202
- if (!this._excludedMeshes)
203
- return;
204
- if (!this._excludedMeshes[e.uniqueId]) {
205
- const s = {
206
- mesh: e,
207
- beforeBind: null,
208
- afterRender: null,
209
- stencilState: !1
210
- };
211
- s.beforeBind = e.onBeforeBindObservable.add((i) => {
212
- s.stencilState = i.getEngine().getStencilBuffer(), i.getEngine().setStencilBuffer(!1);
213
- }), s.afterRender = e.onAfterRenderObservable.add((i) => {
214
- i.getEngine().setStencilBuffer(s.stencilState);
215
- }), this._excludedMeshes[e.uniqueId] = s;
216
- }
217
- }
218
- /**
219
- * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
220
- * @param mesh The mesh to highlight
221
- */
222
- removeExcludedMesh(e) {
223
- if (!this._excludedMeshes)
224
- return;
225
- const t = this._excludedMeshes[e.uniqueId];
226
- t && (t.beforeBind && e.onBeforeBindObservable.remove(t.beforeBind), t.afterRender && e.onAfterRenderObservable.remove(t.afterRender)), this._excludedMeshes[e.uniqueId] = null;
227
- }
228
- /**
229
- * Determine if a given mesh will be highlighted by the current HighlightLayer
230
- * @param mesh mesh to test
231
- * @returns true if the mesh will be highlighted by the current HighlightLayer
232
- */
233
- hasMesh(e) {
234
- return !this._meshes || !super.hasMesh(e) ? !1 : this._meshes[e.uniqueId] !== void 0 && this._meshes[e.uniqueId] !== null;
235
- }
236
- /**
237
- * Add a mesh in the highlight layer in order to make it glow with the chosen color.
238
- * @param mesh The mesh to highlight
239
- * @param color The color of the highlight
240
- * @param glowEmissiveOnly Extract the glow from the emissive texture
241
- */
242
- addMesh(e, t, s = !1) {
243
- if (!this._meshes)
244
- return;
245
- const i = this._meshes[e.uniqueId];
246
- i ? i.color = t : (this._meshes[e.uniqueId] = {
247
- mesh: e,
248
- color: t,
249
- // Lambda required for capture due to Observable this context
250
- observerHighlight: e.onBeforeBindObservable.add((r) => {
251
- this.isEnabled && (this._excludedMeshes && this._excludedMeshes[r.uniqueId] ? this._defaultStencilReference(r) : r.getScene().getEngine().setStencilFunctionReference(this._instanceGlowingMeshStencilReference));
252
- }),
253
- observerDefault: e.onAfterRenderObservable.add((r) => {
254
- this.isEnabled && this._defaultStencilReference(r);
255
- }),
256
- glowEmissiveOnly: s
257
- }, e.onDisposeObservable.add(() => {
258
- this._disposeMesh(e);
259
- })), this._shouldRender = !0;
260
- }
261
- /**
262
- * Remove a mesh from the highlight layer in order to make it stop glowing.
263
- * @param mesh The mesh to highlight
264
- */
265
- removeMesh(e) {
266
- if (!this._meshes)
267
- return;
268
- const t = this._meshes[e.uniqueId];
269
- t && (t.observerHighlight && e.onBeforeBindObservable.remove(t.observerHighlight), t.observerDefault && e.onAfterRenderObservable.remove(t.observerDefault), delete this._meshes[e.uniqueId]), this._shouldRender = !1;
270
- for (const s in this._meshes)
271
- if (this._meshes[s]) {
272
- this._shouldRender = !0;
273
- break;
274
- }
275
- }
276
- /**
277
- * Remove all the meshes currently referenced in the highlight layer
278
- */
279
- removeAllMeshes() {
280
- if (this._meshes) {
281
- for (const e in this._meshes)
282
- if (Object.prototype.hasOwnProperty.call(this._meshes, e)) {
283
- const t = this._meshes[e];
284
- t && this.removeMesh(t.mesh);
285
- }
286
- }
287
- }
288
- /**
289
- * Force the stencil to the normal expected value for none glowing parts
290
- * @param mesh
291
- */
292
- _defaultStencilReference(e) {
293
- e.getScene().getEngine().setStencilFunctionReference(n.NormalMeshStencilReference);
294
- }
295
- /**
296
- * Free any resources and references associated to a mesh.
297
- * Internal use
298
- * @param mesh The mesh to free.
299
- * @internal
300
- */
301
- _disposeMesh(e) {
302
- this.removeMesh(e), this.removeExcludedMesh(e);
303
- }
304
- /**
305
- * Dispose the highlight layer and free resources.
306
- */
307
- dispose() {
308
- if (this._meshes) {
309
- for (const e in this._meshes) {
310
- const t = this._meshes[e];
311
- t && t.mesh && (t.observerHighlight && t.mesh.onBeforeBindObservable.remove(t.observerHighlight), t.observerDefault && t.mesh.onAfterRenderObservable.remove(t.observerDefault));
312
- }
313
- this._meshes = null;
314
- }
315
- if (this._excludedMeshes) {
316
- for (const e in this._excludedMeshes) {
317
- const t = this._excludedMeshes[e];
318
- t && (t.beforeBind && t.mesh.onBeforeBindObservable.remove(t.beforeBind), t.afterRender && t.mesh.onAfterRenderObservable.remove(t.afterRender));
319
- }
320
- this._excludedMeshes = null;
321
- }
322
- super.dispose();
323
- }
324
- /**
325
- * Gets the class name of the effect layer
326
- * @returns the string with the class name of the effect layer
327
- */
328
- getClassName() {
329
- return "HighlightLayer";
330
- }
331
- /**
332
- * Serializes this Highlight layer
333
- * @returns a serialized Highlight layer object
334
- */
335
- serialize() {
336
- const e = _.Serialize(this);
337
- if (e.customType = "BABYLON.HighlightLayer", e.meshes = [], this._meshes)
338
- for (const t in this._meshes) {
339
- const s = this._meshes[t];
340
- s && e.meshes.push({
341
- glowEmissiveOnly: s.glowEmissiveOnly,
342
- color: s.color.asArray(),
343
- meshId: s.mesh.id
344
- });
345
- }
346
- if (e.excludedMeshes = [], this._excludedMeshes)
347
- for (const t in this._excludedMeshes) {
348
- const s = this._excludedMeshes[t];
349
- s && e.excludedMeshes.push(s.mesh.id);
350
- }
351
- return e;
352
- }
353
- /**
354
- * Creates a Highlight layer from parsed Highlight layer data
355
- * @param parsedHightlightLayer defines the Highlight layer data
356
- * @param scene defines the current scene
357
- * @param rootUrl defines the root URL containing the Highlight layer information
358
- * @returns a parsed Highlight layer
359
- */
360
- static Parse(e, t, s) {
361
- const i = _.Parse(() => new n(e.name, t, e.options), e, t, s);
362
- let r;
363
- for (r = 0; r < e.excludedMeshes.length; r++) {
364
- const o = t.getMeshById(e.excludedMeshes[r]);
365
- o && i.addExcludedMesh(o);
366
- }
367
- for (r = 0; r < e.meshes.length; r++) {
368
- const o = e.meshes[r], a = t.getMeshById(o.meshId);
369
- a && i.addMesh(a, w.FromArray(o.color), o.glowEmissiveOnly);
370
- }
371
- return i;
372
- }
373
- }
374
- n.EffectName = "HighlightLayer";
375
- n.NeutralColor = new z(0, 0, 0, 0);
376
- n.GlowingMeshStencilReference = 2;
377
- n.NormalMeshStencilReference = 1;
378
- h([
379
- u()
380
- ], n.prototype, "innerGlow", void 0);
381
- h([
382
- u()
383
- ], n.prototype, "outerGlow", void 0);
384
- h([
385
- u()
386
- ], n.prototype, "blurHorizontalSize", null);
387
- h([
388
- u()
389
- ], n.prototype, "blurVerticalSize", null);
390
- h([
391
- u("options")
392
- ], n.prototype, "_options", void 0);
393
- O("BABYLON.HighlightLayer", n);
394
- export {
395
- n as HighlightLayer
396
- };
@@ -1,224 +0,0 @@
1
- import { __decorate as r } from "../tslib.es6.esm.js";
2
- import { serialize as h } from "../Misc/decorators.esm.js";
3
- import { Vector3 as m, Matrix as S } from "../Maths/math.vector.esm.js";
4
- import { Node as M } from "../node.esm.js";
5
- import { Light as B } from "./light.esm.js";
6
- import { ShadowLight as D } from "./shadowLight.esm.js";
7
- M.AddNodeConstructor("Light_Type_1", (c, t) => () => new i(c, m.Zero(), t));
8
- class i extends D {
9
- /**
10
- * Fix frustum size for the shadow generation. This is disabled if the value is 0.
11
- */
12
- get shadowFrustumSize() {
13
- return this._shadowFrustumSize;
14
- }
15
- /**
16
- * Specifies a fix frustum size for the shadow generation.
17
- */
18
- set shadowFrustumSize(t) {
19
- this._shadowFrustumSize = t, this.forceProjectionMatrixCompute();
20
- }
21
- /**
22
- * Gets the shadow projection scale against the optimal computed one.
23
- * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
24
- * This does not impact in fixed frustum size (shadowFrustumSize being set)
25
- */
26
- get shadowOrthoScale() {
27
- return this._shadowOrthoScale;
28
- }
29
- /**
30
- * Sets the shadow projection scale against the optimal computed one.
31
- * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
32
- * This does not impact in fixed frustum size (shadowFrustumSize being set)
33
- */
34
- set shadowOrthoScale(t) {
35
- this._shadowOrthoScale = t, this.forceProjectionMatrixCompute();
36
- }
37
- /**
38
- * Gets or sets the orthoLeft property used to build the light frustum
39
- */
40
- get orthoLeft() {
41
- return this._orthoLeft;
42
- }
43
- set orthoLeft(t) {
44
- this._orthoLeft = t;
45
- }
46
- /**
47
- * Gets or sets the orthoRight property used to build the light frustum
48
- */
49
- get orthoRight() {
50
- return this._orthoRight;
51
- }
52
- set orthoRight(t) {
53
- this._orthoRight = t;
54
- }
55
- /**
56
- * Gets or sets the orthoTop property used to build the light frustum
57
- */
58
- get orthoTop() {
59
- return this._orthoTop;
60
- }
61
- set orthoTop(t) {
62
- this._orthoTop = t;
63
- }
64
- /**
65
- * Gets or sets the orthoBottom property used to build the light frustum
66
- */
67
- get orthoBottom() {
68
- return this._orthoBottom;
69
- }
70
- set orthoBottom(t) {
71
- this._orthoBottom = t;
72
- }
73
- /**
74
- * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
75
- * The directional light is emitted from everywhere in the given direction.
76
- * It can cast shadows.
77
- * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
78
- * @param name The friendly name of the light
79
- * @param direction The direction of the light
80
- * @param scene The scene the light belongs to
81
- */
82
- constructor(t, o, s) {
83
- super(t, s), this._shadowFrustumSize = 0, this._shadowOrthoScale = 0.1, this.autoUpdateExtends = !0, this.autoCalcShadowZBounds = !1, this._orthoLeft = Number.MAX_VALUE, this._orthoRight = Number.MIN_VALUE, this._orthoTop = Number.MIN_VALUE, this._orthoBottom = Number.MAX_VALUE, this.position = o.scale(-1), this.direction = o;
84
- }
85
- /**
86
- * Returns the string "DirectionalLight".
87
- * @returns The class name
88
- */
89
- getClassName() {
90
- return "DirectionalLight";
91
- }
92
- /**
93
- * Returns the integer 1.
94
- * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
95
- */
96
- getTypeID() {
97
- return B.LIGHTTYPEID_DIRECTIONALLIGHT;
98
- }
99
- /**
100
- * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
101
- * Returns the DirectionalLight Shadow projection matrix.
102
- * @param matrix
103
- * @param viewMatrix
104
- * @param renderList
105
- */
106
- _setDefaultShadowProjectionMatrix(t, o, s) {
107
- this.shadowFrustumSize > 0 ? this._setDefaultFixedFrustumShadowProjectionMatrix(t) : this._setDefaultAutoExtendShadowProjectionMatrix(t, o, s);
108
- }
109
- /**
110
- * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
111
- * Returns the DirectionalLight Shadow projection matrix.
112
- * @param matrix
113
- */
114
- _setDefaultFixedFrustumShadowProjectionMatrix(t) {
115
- const o = this.getScene().activeCamera;
116
- o && S.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== void 0 ? this.shadowMinZ : o.minZ, this.shadowMaxZ !== void 0 ? this.shadowMaxZ : o.maxZ, t, this.getScene().getEngine().isNDCHalfZRange);
117
- }
118
- /**
119
- * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
120
- * Returns the DirectionalLight Shadow projection matrix.
121
- * @param matrix
122
- * @param viewMatrix
123
- * @param renderList
124
- */
125
- _setDefaultAutoExtendShadowProjectionMatrix(t, o, s) {
126
- const n = this.getScene().activeCamera;
127
- if (!n)
128
- return;
129
- if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
130
- const e = m.Zero();
131
- this._orthoLeft = Number.MAX_VALUE, this._orthoRight = Number.MIN_VALUE, this._orthoTop = Number.MIN_VALUE, this._orthoBottom = Number.MAX_VALUE;
132
- let a = Number.MAX_VALUE, f = Number.MIN_VALUE;
133
- for (let u = 0; u < s.length; u++) {
134
- const L = s[u];
135
- if (!L)
136
- continue;
137
- const x = L.getBoundingInfo().boundingBox;
138
- for (let d = 0; d < x.vectorsWorld.length; d++)
139
- m.TransformCoordinatesToRef(x.vectorsWorld[d], o, e), e.x < this._orthoLeft && (this._orthoLeft = e.x), e.y < this._orthoBottom && (this._orthoBottom = e.y), e.x > this._orthoRight && (this._orthoRight = e.x), e.y > this._orthoTop && (this._orthoTop = e.y), this.autoCalcShadowZBounds && (e.z < a && (a = e.z), e.z > f && (f = e.z));
140
- }
141
- this.autoCalcShadowZBounds && (this._shadowMinZ = a, this._shadowMaxZ = f);
142
- }
143
- const _ = this._orthoRight - this._orthoLeft, g = this._orthoTop - this._orthoBottom, p = this.shadowMinZ !== void 0 ? this.shadowMinZ : n.minZ, l = this.shadowMaxZ !== void 0 ? this.shadowMaxZ : n.maxZ, w = this.getScene().getEngine().useReverseDepthBuffer;
144
- S.OrthoOffCenterLHToRef(this._orthoLeft - _ * this.shadowOrthoScale, this._orthoRight + _ * this.shadowOrthoScale, this._orthoBottom - g * this.shadowOrthoScale, this._orthoTop + g * this.shadowOrthoScale, w ? l : p, w ? p : l, t, this.getScene().getEngine().isNDCHalfZRange);
145
- }
146
- _buildUniformLayout() {
147
- this._uniformBuffer.addUniform("vLightData", 4), this._uniformBuffer.addUniform("vLightDiffuse", 4), this._uniformBuffer.addUniform("vLightSpecular", 4), this._uniformBuffer.addUniform("shadowsInfo", 3), this._uniformBuffer.addUniform("depthValues", 2), this._uniformBuffer.create();
148
- }
149
- /**
150
- * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
151
- * @param effect The effect to update
152
- * @param lightIndex The index of the light in the effect to update
153
- * @returns The directional light
154
- */
155
- transferToEffect(t, o) {
156
- return this.computeTransformedInformation() ? (this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, o), this) : (this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, o), this);
157
- }
158
- transferToNodeMaterialEffect(t, o) {
159
- return this.computeTransformedInformation() ? (t.setFloat3(o, this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z), this) : (t.setFloat3(o, this.direction.x, this.direction.y, this.direction.z), this);
160
- }
161
- /**
162
- * Gets the minZ used for shadow according to both the scene and the light.
163
- *
164
- * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
165
- * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
166
- * (when not using reverse depth buffer / NDC half Z range)
167
- * @param activeCamera The camera we are returning the min for
168
- * @returns the depth min z
169
- */
170
- // eslint-disable-next-line @typescript-eslint/no-unused-vars
171
- getDepthMinZ(t) {
172
- const o = this._scene.getEngine();
173
- return !o.useReverseDepthBuffer && o.isNDCHalfZRange ? 0 : 1;
174
- }
175
- /**
176
- * Gets the maxZ used for shadow according to both the scene and the light.
177
- *
178
- * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
179
- * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
180
- * (when not using reverse depth buffer / NDC half Z range)
181
- * @param activeCamera The camera we are returning the max for
182
- * @returns the depth max z
183
- */
184
- // eslint-disable-next-line @typescript-eslint/no-unused-vars
185
- getDepthMaxZ(t) {
186
- const o = this._scene.getEngine();
187
- return o.useReverseDepthBuffer && o.isNDCHalfZRange ? 0 : 1;
188
- }
189
- /**
190
- * Prepares the list of defines specific to the light type.
191
- * @param defines the list of defines
192
- * @param lightIndex defines the index of the light for the effect
193
- */
194
- prepareLightSpecificDefines(t, o) {
195
- t["DIRLIGHT" + o] = !0;
196
- }
197
- }
198
- r([
199
- h()
200
- ], i.prototype, "shadowFrustumSize", null);
201
- r([
202
- h()
203
- ], i.prototype, "shadowOrthoScale", null);
204
- r([
205
- h()
206
- ], i.prototype, "autoUpdateExtends", void 0);
207
- r([
208
- h()
209
- ], i.prototype, "autoCalcShadowZBounds", void 0);
210
- r([
211
- h("orthoLeft")
212
- ], i.prototype, "_orthoLeft", void 0);
213
- r([
214
- h("orthoRight")
215
- ], i.prototype, "_orthoRight", void 0);
216
- r([
217
- h("orthoTop")
218
- ], i.prototype, "_orthoTop", void 0);
219
- r([
220
- h("orthoBottom")
221
- ], i.prototype, "_orthoBottom", void 0);
222
- export {
223
- i as DirectionalLight
224
- };