///
///
module BABYLON {
/**
* Special Glow Blur post process only blurring the alpha channel
* It enforces keeping the most luminous color in the color channel.
*/
class GlowBlurPostProcess extends PostProcess {
constructor(name: string, public direction: Vector2, public kernel: number, options: number | PostProcessOptions, camera: Nullable, samplingMode: number = Texture.BILINEAR_SAMPLINGMODE, engine?: Engine, reusable?: boolean) {
super(name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable);
this.onApplyObservable.add((effect: Effect) => {
effect.setFloat2("screenSize", this.width, this.height);
effect.setVector2("direction", this.direction);
effect.setFloat("blurWidth", this.kernel);
});
}
}
/**
* Highlight layer options. This helps customizing the behaviour
* of the highlight layer.
*/
export interface IHighlightLayerOptions {
/**
* Multiplication factor apply to the canvas size to compute the render target size
* used to generated the glowing objects (the smaller the faster).
*/
mainTextureRatio: number;
/**
* Enforces a fixed size texture to ensure resize independant blur.
*/
mainTextureFixedSize?: number;
/**
* Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
* of the picture to blur (the smaller the faster).
*/
blurTextureSizeRatio: number;
/**
* How big in texel of the blur texture is the vertical blur.
*/
blurVerticalSize: number;
/**
* How big in texel of the blur texture is the horizontal blur.
*/
blurHorizontalSize: number;
/**
* Alpha blending mode used to apply the blur. Default is combine.
*/
alphaBlendingMode: number
/**
* The camera attached to the layer.
*/
camera: Nullable;
}
/**
* Storage interface grouping all the information required for glowing a mesh.
*/
interface IHighlightLayerMesh {
/**
* The glowy mesh
*/
mesh: Mesh;
/**
* The color of the glow
*/
color: Color3;
/**
* The mesh render callback use to insert stencil information
*/
observerHighlight: Nullable>;
/**
* The mesh render callback use to come to the default behavior
*/
observerDefault: Nullable>;
/**
* If it exists, the emissive color of the material will be used to generate the glow.
* Else it falls back to the current color.
*/
glowEmissiveOnly: boolean;
}
/**
* Storage interface grouping all the information required for an excluded mesh.
*/
interface IHighlightLayerExcludedMesh {
/**
* The glowy mesh
*/
mesh: Mesh;
/**
* The mesh render callback use to prevent stencil use
*/
beforeRender: Nullable>;
/**
* The mesh render callback use to restore previous stencil use
*/
afterRender: Nullable>;
}
/**
* The highlight layer Helps adding a glow effect around a mesh.
*
* Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
* glowy meshes to your scene.
*
* !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
*/
export class HighlightLayer {
/**
* The neutral color used during the preparation of the glow effect.
* This is black by default as the blend operation is a blend operation.
*/
public static neutralColor: Color4 = new Color4(0, 0, 0, 0);
/**
* Stencil value used for glowing meshes.
*/
public static glowingMeshStencilReference = 0x02;
/**
* Stencil value used for the other meshes in the scene.
*/
public static normalMeshStencilReference = 0x01;
private _scene: Scene;
private _engine: Engine;
private _options: IHighlightLayerOptions;
private _vertexBuffers: { [key: string]: Nullable } = {};
private _indexBuffer: Nullable;
private _downSamplePostprocess: PassPostProcess;
private _horizontalBlurPostprocess: GlowBlurPostProcess;
private _verticalBlurPostprocess: GlowBlurPostProcess;
private _cachedDefines: string;
private _glowMapGenerationEffect: Effect;
private _glowMapMergeEffect: Effect;
private _blurTexture: RenderTargetTexture;
private _mainTexture: RenderTargetTexture;
private _mainTextureDesiredSize: ISize = { width: 0, height: 0 };
private _meshes: Nullable<{ [id: string]: Nullable }> = {};
private _maxSize: number = 0;
private _shouldRender = false;
private _instanceGlowingMeshStencilReference = HighlightLayer.glowingMeshStencilReference++;
private _excludedMeshes: Nullable<{ [id: string]: Nullable }> = {};
/**
* Specifies whether or not the inner glow is ACTIVE in the layer.
*/
public innerGlow: boolean = true;
/**
* Specifies whether or not the outer glow is ACTIVE in the layer.
*/
public outerGlow: boolean = true;
/**
* Specifies wether the highlight layer is enabled or not.
*/
public isEnabled: boolean = true;
/**
* Specifies the horizontal size of the blur.
*/
public set blurHorizontalSize(value: number) {
this._horizontalBlurPostprocess.kernel = value;
}
/**
* Specifies the vertical size of the blur.
*/
public set blurVerticalSize(value: number) {
this._verticalBlurPostprocess.kernel = value;
}
/**
* Gets the horizontal size of the blur.
*/
public get blurHorizontalSize(): number {
return this._horizontalBlurPostprocess.kernel
}
/**
* Gets the vertical size of the blur.
*/
public get blurVerticalSize(): number {
return this._verticalBlurPostprocess.kernel;
}
/**
* Gets the camera attached to the layer.
*/
public get camera(): Nullable {
return this._options.camera;
}
/**
* An event triggered when the highlight layer has been disposed.
* @type {BABYLON.Observable}
*/
public onDisposeObservable = new Observable();
/**
* An event triggered when the highlight layer is about rendering the main texture with the glowy parts.
* @type {BABYLON.Observable}
*/
public onBeforeRenderMainTextureObservable = new Observable();
/**
* An event triggered when the highlight layer is being blurred.
* @type {BABYLON.Observable}
*/
public onBeforeBlurObservable = new Observable();
/**
* An event triggered when the highlight layer has been blurred.
* @type {BABYLON.Observable}
*/
public onAfterBlurObservable = new Observable();
/**
* An event triggered when the glowing blurred texture is being merged in the scene.
* @type {BABYLON.Observable}
*/
public onBeforeComposeObservable = new Observable();
/**
* An event triggered when the glowing blurred texture has been merged in the scene.
* @type {BABYLON.Observable}
*/
public onAfterComposeObservable = new Observable();
/**
* An event triggered when the highlight layer changes its size.
* @type {BABYLON.Observable}
*/
public onSizeChangedObservable = new Observable();
/**
* Instantiates a new highlight Layer and references it to the scene..
* @param name The name of the layer
* @param scene The scene to use the layer in
* @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
*/
constructor(public name: string, scene: Scene, options?: IHighlightLayerOptions) {
this._scene = scene || Engine.LastCreatedScene;
var engine = scene.getEngine();
this._engine = engine;
this._maxSize = this._engine.getCaps().maxTextureSize;
this._scene.highlightLayers.push(this);
// Warn on stencil.
if (!this._engine.isStencilEnable) {
Tools.Warn("Rendering the Highlight Layer requires the stencil to be active on the canvas. var engine = new BABYLON.Engine(canvas, antialias, { stencil: true }");
}
// Adapt options
this._options = options || {
mainTextureRatio: 0.5,
blurTextureSizeRatio: 0.5,
blurHorizontalSize: 1.0,
blurVerticalSize: 1.0,
alphaBlendingMode: Engine.ALPHA_COMBINE,
camera: null
};
this._options.mainTextureRatio = this._options.mainTextureRatio || 0.5;
this._options.blurTextureSizeRatio = this._options.blurTextureSizeRatio || 1.0;
this._options.blurHorizontalSize = this._options.blurHorizontalSize || 1;
this._options.blurVerticalSize = this._options.blurVerticalSize || 1;
this._options.alphaBlendingMode = this._options.alphaBlendingMode || Engine.ALPHA_COMBINE;
// VBO
var vertices = [];
vertices.push(1, 1);
vertices.push(-1, 1);
vertices.push(-1, -1);
vertices.push(1, -1);
var vertexBuffer = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);
this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;
this._createIndexBuffer();
// Effect
this._glowMapMergeEffect = engine.createEffect("glowMapMerge",
[VertexBuffer.PositionKind],
["offset"],
["textureSampler"], "");
// Render target
this.setMainTextureSize();
// Create Textures and post processes
this.createTextureAndPostProcesses();
}
private _createIndexBuffer(): void {
var engine = this._scene.getEngine();
// Indices
var indices = [];
indices.push(0);
indices.push(1);
indices.push(2);
indices.push(0);
indices.push(2);
indices.push(3);
this._indexBuffer = engine.createIndexBuffer(indices);
}
public _rebuild(): void {
let vb = this._vertexBuffers[VertexBuffer.PositionKind];
if (vb) {
vb._rebuild();
}
this._createIndexBuffer();
}
/**
* Creates the render target textures and post processes used in the highlight layer.
*/
private createTextureAndPostProcesses(): void {
var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
blurTextureWidth = this._engine.needPOTTextures ? Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
blurTextureHeight = this._engine.needPOTTextures ? Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
this._mainTexture = new RenderTargetTexture("HighlightLayerMainRTT",
{
width: this._mainTextureDesiredSize.width,
height: this._mainTextureDesiredSize.height
},
this._scene,
false,
true,
Engine.TEXTURETYPE_UNSIGNED_INT);
this._mainTexture.activeCamera = this._options.camera;
this._mainTexture.wrapU = Texture.CLAMP_ADDRESSMODE;
this._mainTexture.wrapV = Texture.CLAMP_ADDRESSMODE;
this._mainTexture.anisotropicFilteringLevel = 1;
this._mainTexture.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);
this._mainTexture.renderParticles = false;
this._mainTexture.renderList = null;
this._mainTexture.ignoreCameraViewport = true;
this._blurTexture = new RenderTargetTexture("HighlightLayerBlurRTT",
{
width: blurTextureWidth,
height: blurTextureHeight
},
this._scene,
false,
true,
Engine.TEXTURETYPE_UNSIGNED_INT);
this._blurTexture.wrapU = Texture.CLAMP_ADDRESSMODE;
this._blurTexture.wrapV = Texture.CLAMP_ADDRESSMODE;
this._blurTexture.anisotropicFilteringLevel = 16;
this._blurTexture.updateSamplingMode(Texture.TRILINEAR_SAMPLINGMODE);
this._blurTexture.renderParticles = false;
this._blurTexture.ignoreCameraViewport = true;
this._downSamplePostprocess = new PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio,
null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
this._downSamplePostprocess.onApplyObservable.add(effect => {
effect.setTexture("textureSampler", this._mainTexture);
});
if (this._options.alphaBlendingMode === Engine.ALPHA_COMBINE) {
this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1,
null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
this._horizontalBlurPostprocess.onApplyObservable.add(effect => {
effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
});
this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1,
null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
this._verticalBlurPostprocess.onApplyObservable.add(effect => {
effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
});
}
else {
this._horizontalBlurPostprocess = new BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1,
null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
this._horizontalBlurPostprocess.onApplyObservable.add(effect => {
effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
});
this._verticalBlurPostprocess = new BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1,
null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
this._verticalBlurPostprocess.onApplyObservable.add(effect => {
effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
});
}
this._mainTexture.onAfterUnbindObservable.add(() => {
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;
}
// 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 = null;
if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
emissiveTexture = (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, alphaTestSubMeshes: SmartArray, transparentSubMeshes: SmartArray, depthOnlySubMeshes: SmartArray): 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
*/
private isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable): 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.draw(true, 0, 6);
}
if (this.innerGlow) {
currentEffect.setFloat("offset", 1);
engine.setStencilFunction(Engine.EQUAL);
engine.draw(true, 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);
(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;
}
/**
* Add a mesh in the highlight layer in order to make it glow with the chosen color.
* @param mesh The mesh to highlight
* @param color The color of the highlight
* @param glowEmissiveOnly Extract the glow from the emissive texture
*/
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);
}
}),
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);
}
}
this._meshes[mesh.uniqueId] = null;
this._shouldRender = false;
for (var meshHighlightToCheck in this._meshes) {
if (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();
}
}
}