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@@ -1,996 +0,0 @@
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-module BABYLON {
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- /**
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- * Special Glow Blur post process only blurring the alpha channel
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- * It enforces keeping the most luminous color in the color channel.
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- */
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- class GlowBlurPostProcess extends PostProcess {
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- constructor(name: string, public direction: Vector2, public kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode: number = Texture.BILINEAR_SAMPLINGMODE, engine?: Engine, reusable?: boolean) {
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- super(name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable);
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-
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- this.onApplyObservable.add((effect: Effect) => {
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- effect.setFloat2("screenSize", this.width, this.height);
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- effect.setVector2("direction", this.direction);
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- effect.setFloat("blurWidth", this.kernel);
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- });
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- }
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- }
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-
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- /**
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- * Highlight layer options. This helps customizing the behaviour
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- * of the highlight layer.
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- */
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- export interface IHighlightLayerOptions {
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- /**
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- * Multiplication factor apply to the canvas size to compute the render target size
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- * used to generated the glowing objects (the smaller the faster).
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- */
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- mainTextureRatio: number;
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-
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- /**
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- * Enforces a fixed size texture to ensure resize independant blur.
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- */
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- mainTextureFixedSize?: number;
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-
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- /**
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- * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
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- * of the picture to blur (the smaller the faster).
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- */
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- blurTextureSizeRatio: number;
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-
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- /**
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- * How big in texel of the blur texture is the vertical blur.
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- */
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- blurVerticalSize: number;
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-
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- /**
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- * How big in texel of the blur texture is the horizontal blur.
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- */
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- blurHorizontalSize: number;
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-
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- /**
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- * Alpha blending mode used to apply the blur. Default is combine.
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- */
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- alphaBlendingMode: number
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-
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- /**
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- * The camera attached to the layer.
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- */
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- camera: Nullable<Camera>;
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-
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- /**
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- * Should we display highlight as a solid stroke?
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- */
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- isStroke?: boolean;
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- }
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-
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- /**
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- * Storage interface grouping all the information required for glowing a mesh.
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- */
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- interface IHighlightLayerMesh {
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- /**
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- * The glowy mesh
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- */
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- mesh: Mesh;
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- /**
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- * The color of the glow
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- */
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- color: Color3;
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- /**
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- * The mesh render callback use to insert stencil information
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- */
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- observerHighlight: Nullable<Observer<Mesh>>;
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- /**
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- * The mesh render callback use to come to the default behavior
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- */
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- observerDefault: Nullable<Observer<Mesh>>;
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- /**
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- * If it exists, the emissive color of the material will be used to generate the glow.
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- * Else it falls back to the current color.
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- */
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- glowEmissiveOnly: boolean;
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- }
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-
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- /**
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- * Storage interface grouping all the information required for an excluded mesh.
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- */
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- interface IHighlightLayerExcludedMesh {
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- /**
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- * The glowy mesh
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- */
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- mesh: Mesh;
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- /**
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- * The mesh render callback use to prevent stencil use
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- */
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- beforeRender: Nullable<Observer<Mesh>>;
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- /**
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- * The mesh render callback use to restore previous stencil use
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- */
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- afterRender: Nullable<Observer<Mesh>>;
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- }
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-
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- /**
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- * The highlight layer Helps adding a glow effect around a mesh.
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- *
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- * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
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- * glowy meshes to your scene.
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- *
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- * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
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- */
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- export class HighlightLayer {
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- /**
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- * The neutral color used during the preparation of the glow effect.
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- * This is black by default as the blend operation is a blend operation.
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- */
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- public static neutralColor: Color4 = new Color4(0, 0, 0, 0);
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-
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- /**
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- * Stencil value used for glowing meshes.
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- */
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- public static glowingMeshStencilReference = 0x02;
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-
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- /**
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- * Stencil value used for the other meshes in the scene.
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- */
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- public static normalMeshStencilReference = 0x01;
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-
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- private _scene: Scene;
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- private _engine: Engine;
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- private _options: IHighlightLayerOptions;
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- private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};
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- private _indexBuffer: Nullable<WebGLBuffer>;
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- private _downSamplePostprocess: PassPostProcess;
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- private _horizontalBlurPostprocess: GlowBlurPostProcess;
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- private _verticalBlurPostprocess: GlowBlurPostProcess;
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- private _cachedDefines: string;
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- private _glowMapGenerationEffect: Effect;
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- private _glowMapMergeEffect: Effect;
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- private _blurTexture: RenderTargetTexture;
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- private _mainTexture: RenderTargetTexture;
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- private _mainTextureDesiredSize: ISize = { width: 0, height: 0 };
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- private _meshes: Nullable<{ [id: string]: Nullable<IHighlightLayerMesh> }> = {};
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- private _maxSize: number = 0;
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- private _shouldRender = false;
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- private _instanceGlowingMeshStencilReference = HighlightLayer.glowingMeshStencilReference++;
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- private _excludedMeshes: Nullable<{ [id: string]: Nullable<IHighlightLayerExcludedMesh> }> = {};
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-
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- /**
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- * Specifies whether or not the inner glow is ACTIVE in the layer.
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- */
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- public innerGlow: boolean = true;
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-
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- /**
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- * Specifies whether or not the outer glow is ACTIVE in the layer.
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- */
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- public outerGlow: boolean = true;
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-
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- /**
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- * Specifies wether the highlight layer is enabled or not.
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- */
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- public isEnabled: boolean = true;
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-
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- /**
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- * Specifies the horizontal size of the blur.
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- */
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- public set blurHorizontalSize(value: number) {
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- this._horizontalBlurPostprocess.kernel = value;
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- }
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-
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- /**
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- * Specifies the vertical size of the blur.
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- */
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- public set blurVerticalSize(value: number) {
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- this._verticalBlurPostprocess.kernel = value;
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- }
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-
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- /**
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- * Gets the horizontal size of the blur.
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- */
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- public get blurHorizontalSize(): number {
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- return this._horizontalBlurPostprocess.kernel
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- }
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-
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- /**
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- * Gets the vertical size of the blur.
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- */
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- public get blurVerticalSize(): number {
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- return this._verticalBlurPostprocess.kernel;
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- }
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-
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- /**
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- * Gets the camera attached to the layer.
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- */
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- public get camera(): Nullable<Camera> {
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- return this._options.camera;
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- }
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-
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- /**
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- * An event triggered when the highlight layer has been disposed.
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- * @type {BABYLON.Observable}
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- */
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- public onDisposeObservable = new Observable<HighlightLayer>();
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-
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- /**
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- * An event triggered when the highlight layer is about rendering the main texture with the glowy parts.
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- * @type {BABYLON.Observable}
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- */
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- public onBeforeRenderMainTextureObservable = new Observable<HighlightLayer>();
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-
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- /**
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- * An event triggered when the highlight layer is being blurred.
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- * @type {BABYLON.Observable}
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- */
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- public onBeforeBlurObservable = new Observable<HighlightLayer>();
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-
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- /**
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- * An event triggered when the highlight layer has been blurred.
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- * @type {BABYLON.Observable}
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- */
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- public onAfterBlurObservable = new Observable<HighlightLayer>();
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-
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- /**
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- * An event triggered when the glowing blurred texture is being merged in the scene.
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- * @type {BABYLON.Observable}
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- */
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- public onBeforeComposeObservable = new Observable<HighlightLayer>();
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-
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- /**
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- * An event triggered when the glowing blurred texture has been merged in the scene.
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- * @type {BABYLON.Observable}
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- */
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- public onAfterComposeObservable = new Observable<HighlightLayer>();
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-
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- /**
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- * An event triggered when the highlight layer changes its size.
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- * @type {BABYLON.Observable}
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- */
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- public onSizeChangedObservable = new Observable<HighlightLayer>();
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-
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- /**
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- * Instantiates a new highlight Layer and references it to the scene..
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- * @param name The name of the layer
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- * @param scene The scene to use the layer in
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- * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
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- */
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- constructor(public name: string, scene: Scene, options?: IHighlightLayerOptions) {
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- this._scene = scene || Engine.LastCreatedScene;
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- var engine = scene.getEngine();
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- this._engine = engine;
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- this._maxSize = this._engine.getCaps().maxTextureSize;
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- this._scene.highlightLayers.push(this);
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-
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- // Warn on stencil.
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- if (!this._engine.isStencilEnable) {
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- Tools.Warn("Rendering the Highlight Layer requires the stencil to be active on the canvas. var engine = new BABYLON.Engine(canvas, antialias, { stencil: true }");
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- }
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-
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- // Adapt options
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- this._options = options || {
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- mainTextureRatio: 0.5,
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- blurTextureSizeRatio: 0.5,
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- blurHorizontalSize: 1.0,
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- blurVerticalSize: 1.0,
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- alphaBlendingMode: Engine.ALPHA_COMBINE,
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- camera: null
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- };
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- this._options.mainTextureRatio = this._options.mainTextureRatio || 0.5;
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- this._options.blurTextureSizeRatio = this._options.blurTextureSizeRatio || 1.0;
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- this._options.blurHorizontalSize = this._options.blurHorizontalSize || 1;
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- this._options.blurVerticalSize = this._options.blurVerticalSize || 1;
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- this._options.alphaBlendingMode = this._options.alphaBlendingMode || Engine.ALPHA_COMBINE;
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-
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- // VBO
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- var vertices = [];
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- vertices.push(1, 1);
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- vertices.push(-1, 1);
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- vertices.push(-1, -1);
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- vertices.push(1, -1);
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-
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- var vertexBuffer = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);
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- this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;
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-
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- this._createIndexBuffer();
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-
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- // Effect
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- this._glowMapMergeEffect = engine.createEffect("glowMapMerge",
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- [VertexBuffer.PositionKind],
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- ["offset"],
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- ["textureSampler"],
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- this._options.isStroke ? "#define STROKE \n" : undefined);
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-
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- // Render target
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- this.setMainTextureSize();
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-
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- // Create Textures and post processes
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- this.createTextureAndPostProcesses();
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- }
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-
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- private _createIndexBuffer(): void {
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- var engine = this._scene.getEngine();
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-
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- // Indices
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- var indices = [];
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- indices.push(0);
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- indices.push(1);
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- indices.push(2);
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-
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- indices.push(0);
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- indices.push(2);
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- indices.push(3);
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-
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- this._indexBuffer = engine.createIndexBuffer(indices);
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- }
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-
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- public _rebuild(): void {
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- let vb = this._vertexBuffers[VertexBuffer.PositionKind];
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-
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- if (vb) {
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- vb._rebuild();
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- }
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-
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- this._createIndexBuffer();
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- }
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-
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- /**
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- * Creates the render target textures and post processes used in the highlight layer.
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- */
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- private createTextureAndPostProcesses(): void {
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- var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
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- var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
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- blurTextureWidth = this._engine.needPOTTextures ? Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
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- blurTextureHeight = this._engine.needPOTTextures ? Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
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-
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- this._mainTexture = new RenderTargetTexture("HighlightLayerMainRTT",
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- {
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- width: this._mainTextureDesiredSize.width,
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- height: this._mainTextureDesiredSize.height
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- },
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- this._scene,
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- false,
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- true,
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- Engine.TEXTURETYPE_UNSIGNED_INT);
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- this._mainTexture.activeCamera = this._options.camera;
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- this._mainTexture.wrapU = Texture.CLAMP_ADDRESSMODE;
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- this._mainTexture.wrapV = Texture.CLAMP_ADDRESSMODE;
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- this._mainTexture.anisotropicFilteringLevel = 1;
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- this._mainTexture.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);
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- this._mainTexture.renderParticles = false;
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- this._mainTexture.renderList = null;
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- this._mainTexture.ignoreCameraViewport = true;
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-
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- this._blurTexture = new RenderTargetTexture("HighlightLayerBlurRTT",
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- {
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- width: blurTextureWidth,
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- height: blurTextureHeight
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- },
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- this._scene,
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- false,
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- true,
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- Engine.TEXTURETYPE_UNSIGNED_INT);
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- this._blurTexture.wrapU = Texture.CLAMP_ADDRESSMODE;
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- this._blurTexture.wrapV = Texture.CLAMP_ADDRESSMODE;
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- this._blurTexture.anisotropicFilteringLevel = 16;
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- this._blurTexture.updateSamplingMode(Texture.TRILINEAR_SAMPLINGMODE);
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- this._blurTexture.renderParticles = false;
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- this._blurTexture.ignoreCameraViewport = true;
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-
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- this._downSamplePostprocess = new PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio,
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- null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
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- this._downSamplePostprocess.onApplyObservable.add(effect => {
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- effect.setTexture("textureSampler", this._mainTexture);
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- });
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-
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- if (this._options.alphaBlendingMode === Engine.ALPHA_COMBINE) {
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- this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new Vector2(1.0, 0), this._options.blurHorizontalSize, 1,
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- null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
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- this._horizontalBlurPostprocess.onApplyObservable.add(effect => {
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- effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
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- });
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-
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- this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new Vector2(0, 1.0), this._options.blurVerticalSize, 1,
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- null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
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- this._verticalBlurPostprocess.onApplyObservable.add(effect => {
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- effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
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- });
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- }
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- else {
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- this._horizontalBlurPostprocess = new BlurPostProcess("HighlightLayerHBP", new Vector2(1.0, 0), this._options.blurHorizontalSize, 1,
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- null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
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- this._horizontalBlurPostprocess.onApplyObservable.add(effect => {
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- effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
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- });
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-
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- this._verticalBlurPostprocess = new BlurPostProcess("HighlightLayerVBP", new Vector2(0, 1.0), this._options.blurVerticalSize, 1,
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- null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
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- this._verticalBlurPostprocess.onApplyObservable.add(effect => {
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- effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
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- });
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- }
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-
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- this._mainTexture.onAfterUnbindObservable.add(() => {
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|
|
- this.onBeforeBlurObservable.notifyObservers(this);
|
|
|
-
|
|
|
- let internalTexture = this._blurTexture.getInternalTexture();
|
|
|
-
|
|
|
- if (internalTexture) {
|
|
|
- this._scene.postProcessManager.directRender(
|
|
|
- [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess],
|
|
|
- internalTexture, true);
|
|
|
- }
|
|
|
-
|
|
|
- this.onAfterBlurObservable.notifyObservers(this);
|
|
|
- });
|
|
|
-
|
|
|
- // Custom render function
|
|
|
- var renderSubMesh = (subMesh: SubMesh): void => {
|
|
|
- if (!this._meshes) {
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- var material = subMesh.getMaterial();
|
|
|
- var mesh = subMesh.getRenderingMesh();
|
|
|
- var scene = this._scene;
|
|
|
- var engine = scene.getEngine();
|
|
|
-
|
|
|
- if (!material) {
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- // Do not block in blend mode.
|
|
|
- if (material.needAlphaBlendingForMesh(mesh)) {
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- // Culling
|
|
|
- engine.setState(material.backFaceCulling);
|
|
|
-
|
|
|
- // Managing instances
|
|
|
- var batch = mesh._getInstancesRenderList(subMesh._id);
|
|
|
- if (batch.mustReturn) {
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- // Excluded Mesh
|
|
|
- if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
|
|
|
- return;
|
|
|
- };
|
|
|
-
|
|
|
- var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
|
|
|
-
|
|
|
- var highlightLayerMesh = this._meshes[mesh.uniqueId];
|
|
|
- var emissiveTexture: Nullable<Texture> = null;
|
|
|
- if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
|
|
|
- emissiveTexture = (<any>material).emissiveTexture;
|
|
|
- }
|
|
|
-
|
|
|
- if (this._isReady(subMesh, hardwareInstancedRendering, emissiveTexture)) {
|
|
|
- engine.enableEffect(this._glowMapGenerationEffect);
|
|
|
- mesh._bind(subMesh, this._glowMapGenerationEffect, Material.TriangleFillMode);
|
|
|
-
|
|
|
- this._glowMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
|
|
|
- if (highlightLayerMesh) {
|
|
|
- this._glowMapGenerationEffect.setFloat4("color",
|
|
|
- highlightLayerMesh.color.r,
|
|
|
- highlightLayerMesh.color.g,
|
|
|
- highlightLayerMesh.color.b,
|
|
|
- 1.0);
|
|
|
- }
|
|
|
- else {
|
|
|
- this._glowMapGenerationEffect.setFloat4("color",
|
|
|
- HighlightLayer.neutralColor.r,
|
|
|
- HighlightLayer.neutralColor.g,
|
|
|
- HighlightLayer.neutralColor.b,
|
|
|
- HighlightLayer.neutralColor.a);
|
|
|
- }
|
|
|
-
|
|
|
- // Alpha test
|
|
|
- if (material && material.needAlphaTesting()) {
|
|
|
- var alphaTexture = material.getAlphaTestTexture();
|
|
|
- if (alphaTexture) {
|
|
|
- this._glowMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
|
|
|
- let textureMatrix = alphaTexture.getTextureMatrix();
|
|
|
-
|
|
|
- if (textureMatrix) {
|
|
|
- this._glowMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Glow emissive only
|
|
|
- if (emissiveTexture) {
|
|
|
- this._glowMapGenerationEffect.setTexture("emissiveSampler", emissiveTexture);
|
|
|
- this._glowMapGenerationEffect.setMatrix("emissiveMatrix", emissiveTexture.getTextureMatrix());
|
|
|
- }
|
|
|
-
|
|
|
- // Bones
|
|
|
- if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
|
|
|
- this._glowMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
|
|
|
- }
|
|
|
-
|
|
|
- // Draw
|
|
|
- mesh._processRendering(subMesh, this._glowMapGenerationEffect, Material.TriangleFillMode, batch, hardwareInstancedRendering,
|
|
|
- (isInstance, world) => this._glowMapGenerationEffect.setMatrix("world", world));
|
|
|
- } else {
|
|
|
- // Need to reset refresh rate of the shadowMap
|
|
|
- this._mainTexture.resetRefreshCounter();
|
|
|
- }
|
|
|
- };
|
|
|
-
|
|
|
- this._mainTexture.customRenderFunction = (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>): void => {
|
|
|
- this.onBeforeRenderMainTextureObservable.notifyObservers(this);
|
|
|
-
|
|
|
- var index: number;
|
|
|
-
|
|
|
- let engine = this._scene.getEngine();
|
|
|
-
|
|
|
- if (depthOnlySubMeshes.length) {
|
|
|
- engine.setColorWrite(false);
|
|
|
- for (index = 0; index < depthOnlySubMeshes.length; index++) {
|
|
|
- renderSubMesh(depthOnlySubMeshes.data[index]);
|
|
|
- }
|
|
|
- engine.setColorWrite(true);
|
|
|
- }
|
|
|
-
|
|
|
- for (index = 0; index < opaqueSubMeshes.length; index++) {
|
|
|
- renderSubMesh(opaqueSubMeshes.data[index]);
|
|
|
- }
|
|
|
-
|
|
|
- for (index = 0; index < alphaTestSubMeshes.length; index++) {
|
|
|
- renderSubMesh(alphaTestSubMeshes.data[index]);
|
|
|
- }
|
|
|
-
|
|
|
- for (index = 0; index < transparentSubMeshes.length; index++) {
|
|
|
- renderSubMesh(transparentSubMeshes.data[index]);
|
|
|
- }
|
|
|
- };
|
|
|
-
|
|
|
- this._mainTexture.onClearObservable.add((engine: Engine) => {
|
|
|
- engine.clear(HighlightLayer.neutralColor, true, true, true);
|
|
|
- });
|
|
|
- }
|
|
|
-
|
|
|
- /**
|
|
|
- * Checks for the readiness of the element composing the layer.
|
|
|
- * @param subMesh the mesh to check for
|
|
|
- * @param useInstances specify wether or not to use instances to render the mesh
|
|
|
- * @param emissiveTexture the associated emissive texture used to generate the glow
|
|
|
- * @return true if ready otherwise, false
|
|
|
- */
|
|
|
- public isReady(subMesh: SubMesh, useInstances: boolean): boolean {
|
|
|
- let material = subMesh.getMaterial();
|
|
|
- let mesh = subMesh.getRenderingMesh();
|
|
|
-
|
|
|
- if (!material || !mesh || !this._meshes) {
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- let emissiveTexture: Nullable<Texture> = null;
|
|
|
- let highlightLayerMesh = this._meshes[mesh.uniqueId];
|
|
|
-
|
|
|
- if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
|
|
|
- emissiveTexture = (<any>material).emissiveTexture;
|
|
|
- }
|
|
|
- return this._isReady(subMesh, useInstances, emissiveTexture);
|
|
|
- }
|
|
|
-
|
|
|
- /**
|
|
|
- * Checks for the readiness of the element composing the layer.
|
|
|
- * @param subMesh the mesh to check for
|
|
|
- * @param useInstances specify wether or not to use instances to render the mesh
|
|
|
- * @param emissiveTexture the associated emissive texture used to generate the glow
|
|
|
- * @return true if ready otherwise, false
|
|
|
- */
|
|
|
- private _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<Texture>): boolean {
|
|
|
- let material = subMesh.getMaterial();
|
|
|
-
|
|
|
- if (!material) {
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- if (!material.isReady(subMesh.getMesh(), useInstances)) {
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- var defines = [];
|
|
|
-
|
|
|
- var attribs = [VertexBuffer.PositionKind];
|
|
|
-
|
|
|
- var mesh = subMesh.getMesh();
|
|
|
- var uv1 = false;
|
|
|
- var uv2 = false;
|
|
|
-
|
|
|
- // Alpha test
|
|
|
- if (material && material.needAlphaTesting()) {
|
|
|
- var alphaTexture = material.getAlphaTestTexture();
|
|
|
- if (alphaTexture) {
|
|
|
- defines.push("#define ALPHATEST");
|
|
|
- if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) &&
|
|
|
- alphaTexture.coordinatesIndex === 1) {
|
|
|
- defines.push("#define DIFFUSEUV2");
|
|
|
- uv2 = true;
|
|
|
- }
|
|
|
- else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {
|
|
|
- defines.push("#define DIFFUSEUV1");
|
|
|
- uv1 = true;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Emissive
|
|
|
- if (emissiveTexture) {
|
|
|
- defines.push("#define EMISSIVE");
|
|
|
- if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) &&
|
|
|
- emissiveTexture.coordinatesIndex === 1) {
|
|
|
- defines.push("#define EMISSIVEUV2");
|
|
|
- uv2 = true;
|
|
|
- }
|
|
|
- else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {
|
|
|
- defines.push("#define EMISSIVEUV1");
|
|
|
- uv1 = true;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if (uv1) {
|
|
|
- attribs.push(VertexBuffer.UVKind);
|
|
|
- defines.push("#define UV1");
|
|
|
- }
|
|
|
- if (uv2) {
|
|
|
- attribs.push(VertexBuffer.UV2Kind);
|
|
|
- defines.push("#define UV2");
|
|
|
- }
|
|
|
-
|
|
|
- // Bones
|
|
|
- if (mesh.useBones && mesh.computeBonesUsingShaders) {
|
|
|
- attribs.push(VertexBuffer.MatricesIndicesKind);
|
|
|
- attribs.push(VertexBuffer.MatricesWeightsKind);
|
|
|
- if (mesh.numBoneInfluencers > 4) {
|
|
|
- attribs.push(VertexBuffer.MatricesIndicesExtraKind);
|
|
|
- attribs.push(VertexBuffer.MatricesWeightsExtraKind);
|
|
|
- }
|
|
|
- defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
|
|
|
- defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
|
|
|
- } else {
|
|
|
- defines.push("#define NUM_BONE_INFLUENCERS 0");
|
|
|
- }
|
|
|
-
|
|
|
- // Instances
|
|
|
- if (useInstances) {
|
|
|
- defines.push("#define INSTANCES");
|
|
|
- attribs.push("world0");
|
|
|
- attribs.push("world1");
|
|
|
- attribs.push("world2");
|
|
|
- attribs.push("world3");
|
|
|
- }
|
|
|
-
|
|
|
- // Get correct effect
|
|
|
- var join = defines.join("\n");
|
|
|
- if (this._cachedDefines !== join) {
|
|
|
- this._cachedDefines = join;
|
|
|
- this._glowMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration",
|
|
|
- attribs,
|
|
|
- ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix"],
|
|
|
- ["diffuseSampler", "emissiveSampler"], join);
|
|
|
- }
|
|
|
-
|
|
|
- return this._glowMapGenerationEffect.isReady();
|
|
|
- }
|
|
|
-
|
|
|
- /**
|
|
|
- * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
|
|
|
- */
|
|
|
- public render(): void {
|
|
|
- var currentEffect = this._glowMapMergeEffect;
|
|
|
-
|
|
|
- // Check
|
|
|
- if (!currentEffect.isReady() || !this._blurTexture.isReady())
|
|
|
- return;
|
|
|
-
|
|
|
- var engine = this._scene.getEngine();
|
|
|
-
|
|
|
- this.onBeforeComposeObservable.notifyObservers(this);
|
|
|
-
|
|
|
- // Render
|
|
|
- engine.enableEffect(currentEffect);
|
|
|
- engine.setState(false);
|
|
|
-
|
|
|
- // Cache
|
|
|
- var previousStencilBuffer = engine.getStencilBuffer();
|
|
|
- var previousStencilFunction = engine.getStencilFunction();
|
|
|
- var previousStencilMask = engine.getStencilMask();
|
|
|
- var previousStencilOperationPass = engine.getStencilOperationPass();
|
|
|
- var previousStencilOperationFail = engine.getStencilOperationFail();
|
|
|
- var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
|
|
|
- var previousAlphaMode = engine.getAlphaMode();
|
|
|
-
|
|
|
- // Texture
|
|
|
- currentEffect.setTexture("textureSampler", this._blurTexture);
|
|
|
-
|
|
|
- // VBOs
|
|
|
- engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
|
|
|
-
|
|
|
- // Stencil operations
|
|
|
- engine.setStencilOperationPass(Engine.REPLACE);
|
|
|
- engine.setStencilOperationFail(Engine.KEEP);
|
|
|
- engine.setStencilOperationDepthFail(Engine.KEEP);
|
|
|
-
|
|
|
- // Draw order
|
|
|
- engine.setAlphaMode(this._options.alphaBlendingMode);
|
|
|
- engine.setStencilMask(0x00);
|
|
|
- engine.setStencilBuffer(true);
|
|
|
- engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
|
|
|
-
|
|
|
- if (this.outerGlow) {
|
|
|
- currentEffect.setFloat("offset", 0);
|
|
|
- engine.setStencilFunction(Engine.NOTEQUAL);
|
|
|
- engine.drawElementsType(Material.TriangleFillMode, 0, 6);
|
|
|
- }
|
|
|
- if (this.innerGlow) {
|
|
|
- currentEffect.setFloat("offset", 1);
|
|
|
- engine.setStencilFunction(Engine.EQUAL);
|
|
|
- engine.drawElementsType(Material.TriangleFillMode, 0, 6);
|
|
|
- }
|
|
|
-
|
|
|
- // Restore Cache
|
|
|
- engine.setStencilFunction(previousStencilFunction);
|
|
|
- engine.setStencilMask(previousStencilMask);
|
|
|
- engine.setAlphaMode(previousAlphaMode);
|
|
|
- engine.setStencilBuffer(previousStencilBuffer);
|
|
|
- engine.setStencilOperationPass(previousStencilOperationPass);
|
|
|
- engine.setStencilOperationFail(previousStencilOperationFail);
|
|
|
- engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
|
|
|
-
|
|
|
- (<any>engine)._stencilState.reset();
|
|
|
-
|
|
|
- this.onAfterComposeObservable.notifyObservers(this);
|
|
|
-
|
|
|
- // Handle size changes.
|
|
|
- var size = this._mainTexture.getSize();
|
|
|
- this.setMainTextureSize();
|
|
|
- if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
|
|
|
- // Recreate RTT and post processes on size change.
|
|
|
- this.onSizeChangedObservable.notifyObservers(this);
|
|
|
- this.disposeTextureAndPostProcesses();
|
|
|
- this.createTextureAndPostProcesses();
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- /**
|
|
|
- * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
|
|
|
- * @param mesh The mesh to exclude from the highlight layer
|
|
|
- */
|
|
|
- public addExcludedMesh(mesh: Mesh) {
|
|
|
- if (!this._excludedMeshes) {
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- var meshExcluded = this._excludedMeshes[mesh.uniqueId];
|
|
|
- if (!meshExcluded) {
|
|
|
- this._excludedMeshes[mesh.uniqueId] = {
|
|
|
- mesh: mesh,
|
|
|
- beforeRender: mesh.onBeforeRenderObservable.add((mesh: Mesh) => {
|
|
|
- mesh.getEngine().setStencilBuffer(false);
|
|
|
- }),
|
|
|
- afterRender: mesh.onAfterRenderObservable.add((mesh: Mesh) => {
|
|
|
- mesh.getEngine().setStencilBuffer(true);
|
|
|
- }),
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- /**
|
|
|
- * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
|
|
|
- * @param mesh The mesh to highlight
|
|
|
- */
|
|
|
- public removeExcludedMesh(mesh: Mesh) {
|
|
|
- if (!this._excludedMeshes) {
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- var meshExcluded = this._excludedMeshes[mesh.uniqueId];
|
|
|
- if (meshExcluded) {
|
|
|
- if (meshExcluded.beforeRender) {
|
|
|
- mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
|
|
|
- }
|
|
|
-
|
|
|
- if (meshExcluded.afterRender) {
|
|
|
- mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- this._excludedMeshes[mesh.uniqueId] = null;
|
|
|
- }
|
|
|
-
|
|
|
- /**
|
|
|
- * Determine if a given mesh will be highlighted by the current HighlightLayer
|
|
|
- * @param mesh mesh to test
|
|
|
- * @returns true if the mesh will be highlighted by the current HighlightLayer
|
|
|
- */
|
|
|
- public hasMesh(mesh: AbstractMesh): boolean {
|
|
|
- if (!this._meshes) {
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
|
|
|
- }
|
|
|
-
|
|
|
- /**
|
|
|
- * Add a mesh in the highlight layer in order to make it glow with the chosen color.
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|
|
- * @param mesh The mesh to highlight
|
|
|
- * @param color The color of the highlight
|
|
|
- * @param glowEmissiveOnly Extract the glow from the emissive texture
|
|
|
- */
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|
|
- public addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly = false) {
|
|
|
- if (!this._meshes) {
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- var meshHighlight = this._meshes[mesh.uniqueId];
|
|
|
- if (meshHighlight) {
|
|
|
- meshHighlight.color = color;
|
|
|
- }
|
|
|
- else {
|
|
|
- this._meshes[mesh.uniqueId] = {
|
|
|
- mesh: mesh,
|
|
|
- color: color,
|
|
|
- // Lambda required for capture due to Observable this context
|
|
|
- observerHighlight: mesh.onBeforeRenderObservable.add((mesh: Mesh) => {
|
|
|
- if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
|
|
|
- this.defaultStencilReference(mesh);
|
|
|
- }
|
|
|
- else {
|
|
|
- mesh.getScene().getEngine().setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
|
|
|
- }
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|
|
- }),
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|
|
- observerDefault: mesh.onAfterRenderObservable.add(this.defaultStencilReference),
|
|
|
- glowEmissiveOnly: glowEmissiveOnly
|
|
|
- };
|
|
|
- }
|
|
|
-
|
|
|
- this._shouldRender = true;
|
|
|
- }
|
|
|
-
|
|
|
- /**
|
|
|
- * Remove a mesh from the highlight layer in order to make it stop glowing.
|
|
|
- * @param mesh The mesh to highlight
|
|
|
- */
|
|
|
- public removeMesh(mesh: Mesh) {
|
|
|
- if (!this._meshes) {
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- var meshHighlight = this._meshes[mesh.uniqueId];
|
|
|
- if (meshHighlight) {
|
|
|
-
|
|
|
- if (meshHighlight.observerHighlight) {
|
|
|
- mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
|
|
|
- }
|
|
|
-
|
|
|
- if (meshHighlight.observerDefault) {
|
|
|
- mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
|
|
|
- }
|
|
|
- delete this._meshes[mesh.uniqueId];
|
|
|
- }
|
|
|
-
|
|
|
- this._shouldRender = false;
|
|
|
- for (var meshHighlightToCheck in this._meshes) {
|
|
|
- if (this._meshes[meshHighlightToCheck]) {
|
|
|
- this._shouldRender = true;
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- /**
|
|
|
- * Returns true if the layer contains information to display, otherwise false.
|
|
|
- */
|
|
|
- public shouldRender(): boolean {
|
|
|
- return this.isEnabled && this._shouldRender;
|
|
|
- }
|
|
|
-
|
|
|
- /**
|
|
|
- * Sets the main texture desired size which is the closest power of two
|
|
|
- * of the engine canvas size.
|
|
|
- */
|
|
|
- private setMainTextureSize(): void {
|
|
|
- if (this._options.mainTextureFixedSize) {
|
|
|
- this._mainTextureDesiredSize.width = this._options.mainTextureFixedSize;
|
|
|
- this._mainTextureDesiredSize.height = this._options.mainTextureFixedSize;
|
|
|
- }
|
|
|
- else {
|
|
|
- this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._options.mainTextureRatio;
|
|
|
- this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._options.mainTextureRatio;
|
|
|
-
|
|
|
- this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
|
|
|
- this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- /**
|
|
|
- * Force the stencil to the normal expected value for none glowing parts
|
|
|
- */
|
|
|
- private defaultStencilReference(mesh: Mesh) {
|
|
|
- mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.normalMeshStencilReference);
|
|
|
- }
|
|
|
-
|
|
|
- /**
|
|
|
- * Dispose only the render target textures and post process.
|
|
|
- */
|
|
|
- private disposeTextureAndPostProcesses(): void {
|
|
|
- this._blurTexture.dispose();
|
|
|
- this._mainTexture.dispose();
|
|
|
-
|
|
|
- this._downSamplePostprocess.dispose();
|
|
|
- this._horizontalBlurPostprocess.dispose();
|
|
|
- this._verticalBlurPostprocess.dispose();
|
|
|
- }
|
|
|
-
|
|
|
- /**
|
|
|
- * Dispose the highlight layer and free resources.
|
|
|
- */
|
|
|
- public dispose(): void {
|
|
|
- var vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];
|
|
|
- if (vertexBuffer) {
|
|
|
- vertexBuffer.dispose();
|
|
|
- this._vertexBuffers[VertexBuffer.PositionKind] = null;
|
|
|
- }
|
|
|
-
|
|
|
- if (this._indexBuffer) {
|
|
|
- this._scene.getEngine()._releaseBuffer(this._indexBuffer);
|
|
|
- this._indexBuffer = null;
|
|
|
- }
|
|
|
-
|
|
|
- // Clean textures and post processes
|
|
|
- this.disposeTextureAndPostProcesses();
|
|
|
-
|
|
|
- if (this._meshes) {
|
|
|
- // Clean mesh references
|
|
|
- for (let id in this._meshes) {
|
|
|
- let meshHighlight = this._meshes[id];
|
|
|
- if (meshHighlight && meshHighlight.mesh) {
|
|
|
-
|
|
|
- if (meshHighlight.observerHighlight) {
|
|
|
- meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
|
|
|
- }
|
|
|
-
|
|
|
- if (meshHighlight.observerDefault) {
|
|
|
- meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- this._meshes = null;
|
|
|
- }
|
|
|
-
|
|
|
- if (this._excludedMeshes) {
|
|
|
- for (let id in this._excludedMeshes) {
|
|
|
- let meshHighlight = this._excludedMeshes[id];
|
|
|
- if (meshHighlight) {
|
|
|
-
|
|
|
- if (meshHighlight.beforeRender) {
|
|
|
- meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
|
|
|
- }
|
|
|
-
|
|
|
- if (meshHighlight.afterRender) {
|
|
|
- meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- this._excludedMeshes = null;
|
|
|
- }
|
|
|
-
|
|
|
- // Remove from scene
|
|
|
- var index = this._scene.highlightLayers.indexOf(this, 0);
|
|
|
- if (index > -1) {
|
|
|
- this._scene.highlightLayers.splice(index, 1);
|
|
|
- }
|
|
|
-
|
|
|
- // Callback
|
|
|
- this.onDisposeObservable.notifyObservers(this);
|
|
|
-
|
|
|
- this.onDisposeObservable.clear();
|
|
|
- this.onBeforeRenderMainTextureObservable.clear();
|
|
|
- this.onBeforeBlurObservable.clear();
|
|
|
- this.onBeforeComposeObservable.clear();
|
|
|
- this.onAfterComposeObservable.clear();
|
|
|
- this.onSizeChangedObservable.clear();
|
|
|
- }
|
|
|
- }
|
|
|
-}
|