@babylonjs/core 5.24.0 → 5.26.0
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.
- package/Actions/action.d.ts +12 -21
- package/Actions/action.js +8 -17
- package/Actions/action.js.map +1 -1
- package/Actions/actionManager.d.ts +2 -5
- package/Actions/actionManager.js +2 -5
- package/Actions/actionManager.js.map +1 -1
- package/Actions/condition.d.ts +9 -50
- package/Actions/condition.js +3 -26
- package/Actions/condition.js.map +1 -1
- package/Actions/directActions.d.ts +7 -7
- package/Actions/directActions.js +7 -7
- package/Actions/directActions.js.map +1 -1
- package/Actions/directAudioActions.d.ts +2 -2
- package/Actions/directAudioActions.js +2 -2
- package/Actions/directAudioActions.js.map +1 -1
- package/Actions/interpolateValueAction.d.ts +1 -1
- package/Actions/interpolateValueAction.js +1 -1
- package/Actions/interpolateValueAction.js.map +1 -1
- package/Animations/animatable.d.ts +5 -6
- package/Animations/animatable.js +1 -2
- package/Animations/animatable.js.map +1 -1
- package/Animations/animation.d.ts +6 -20
- package/Animations/animation.js +6 -20
- package/Animations/animation.js.map +1 -1
- package/Animations/animationEvent.d.ts +1 -1
- package/Animations/animationEvent.js +1 -1
- package/Animations/animationEvent.js.map +1 -1
- package/Animations/animationGroup.d.ts +1 -1
- package/Animations/animationGroup.js +1 -1
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/easing.d.ts +13 -26
- package/Animations/easing.js +13 -26
- package/Animations/easing.js.map +1 -1
- package/Animations/runtimeAnimation.d.ts +3 -4
- package/Animations/runtimeAnimation.js +1 -2
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/audioEngine.js +1 -2
- package/Audio/audioEngine.js.map +1 -1
- package/Audio/audioSceneComponent.d.ts +1 -1
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.d.ts +3 -4
- package/Audio/sound.js +2 -3
- package/Audio/sound.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.js +5 -5
- package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/followBehavior.d.ts +1 -1
- package/Behaviors/Meshes/followBehavior.js +1 -1
- package/Behaviors/Meshes/followBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/bone.d.ts +7 -9
- package/Bones/bone.js +7 -9
- package/Bones/bone.js.map +1 -1
- package/Bones/skeleton.d.ts +6 -8
- package/Bones/skeleton.js +6 -8
- package/Bones/skeleton.js.map +1 -1
- package/Buffers/buffer.d.ts +6 -6
- package/Buffers/buffer.js +14 -16
- package/Buffers/buffer.js.map +1 -1
- package/Buffers/storageBuffer.d.ts +1 -1
- package/Buffers/storageBuffer.js +1 -1
- package/Buffers/storageBuffer.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -2
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -2
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +6 -3
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +18 -5
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -2
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +1 -2
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
- package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -2
- package/Cameras/RigModes/stereoscopicRigMode.js +1 -2
- package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
- package/Cameras/RigModes/vrRigMode.d.ts +1 -3
- package/Cameras/RigModes/vrRigMode.js +1 -3
- package/Cameras/RigModes/vrRigMode.js.map +1 -1
- package/Cameras/RigModes/webVRRigMode.d.ts +1 -3
- package/Cameras/RigModes/webVRRigMode.js +1 -3
- package/Cameras/RigModes/webVRRigMode.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +2 -3
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +2 -3
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrCameraMetrics.d.ts +4 -4
- package/Cameras/VR/vrCameraMetrics.js +4 -4
- package/Cameras/VR/vrCameraMetrics.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.js +20 -48
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/VR/webVRCamera.d.ts +9 -9
- package/Cameras/VR/webVRCamera.js +9 -9
- package/Cameras/VR/webVRCamera.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +11 -12
- package/Cameras/arcRotateCamera.js +8 -9
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.d.ts +29 -38
- package/Cameras/camera.js +27 -36
- package/Cameras/camera.js.map +1 -1
- package/Cameras/deviceOrientationCamera.d.ts +1 -1
- package/Cameras/deviceOrientationCamera.js +1 -1
- package/Cameras/deviceOrientationCamera.js.map +1 -1
- package/Cameras/flyCamera.d.ts +8 -12
- package/Cameras/flyCamera.js +6 -10
- package/Cameras/flyCamera.js.map +1 -1
- package/Cameras/followCamera.d.ts +2 -2
- package/Cameras/followCamera.js +2 -2
- package/Cameras/followCamera.js.map +1 -1
- package/Cameras/freeCamera.d.ts +6 -7
- package/Cameras/freeCamera.js +4 -5
- package/Cameras/freeCamera.js.map +1 -1
- package/Cameras/freeCameraInputsManager.d.ts +2 -2
- package/Cameras/freeCameraInputsManager.js +2 -2
- package/Cameras/freeCameraInputsManager.js.map +1 -1
- package/Cameras/targetCamera.d.ts +21 -24
- package/Cameras/targetCamera.js +20 -23
- package/Cameras/targetCamera.js.map +1 -1
- package/Cameras/touchCamera.d.ts +1 -1
- package/Cameras/touchCamera.js +1 -1
- package/Cameras/touchCamera.js.map +1 -1
- package/Collisions/collider.d.ts +13 -44
- package/Collisions/collider.js +10 -41
- package/Collisions/collider.js.map +1 -1
- package/Collisions/collisionCoordinator.d.ts +2 -2
- package/Collisions/collisionCoordinator.js +1 -1
- package/Collisions/collisionCoordinator.js.map +1 -1
- package/Collisions/intersectionInfo.d.ts +1 -1
- package/Collisions/intersectionInfo.js +1 -1
- package/Collisions/intersectionInfo.js.map +1 -1
- package/Collisions/meshCollisionData.d.ts +1 -1
- package/Collisions/meshCollisionData.js +1 -1
- package/Collisions/meshCollisionData.js.map +1 -1
- package/Collisions/pickingInfo.d.ts +1 -1
- package/Collisions/pickingInfo.js +1 -1
- package/Collisions/pickingInfo.js.map +1 -1
- package/Compute/IComputeContext.d.ts +1 -1
- package/Compute/IComputeContext.js.map +1 -1
- package/Compute/IComputePipelineContext.d.ts +2 -2
- package/Compute/IComputePipelineContext.js.map +1 -1
- package/Compute/computeEffect.d.ts +5 -5
- package/Compute/computeEffect.js +5 -5
- package/Compute/computeEffect.js.map +1 -1
- package/Culling/Octrees/octreeBlock.d.ts +1 -9
- package/Culling/Octrees/octreeBlock.js +1 -9
- package/Culling/Octrees/octreeBlock.js.map +1 -1
- package/Culling/Octrees/octreeSceneComponent.d.ts +2 -2
- package/Culling/Octrees/octreeSceneComponent.js +1 -5
- package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
- package/Culling/boundingBox.d.ts +4 -5
- package/Culling/boundingBox.js +3 -4
- package/Culling/boundingBox.js.map +1 -1
- package/Culling/boundingInfo.d.ts +1 -2
- package/Culling/boundingInfo.js +1 -2
- package/Culling/boundingInfo.js.map +1 -1
- package/Culling/boundingSphere.d.ts +1 -2
- package/Culling/boundingSphere.js +1 -2
- package/Culling/boundingSphere.js.map +1 -1
- package/Culling/ray.d.ts +6 -6
- package/Culling/ray.js.map +1 -1
- package/Debug/debugLayer.d.ts +1 -1
- package/Debug/debugLayer.js.map +1 -1
- package/Debug/physicsViewer.d.ts +6 -6
- package/Debug/physicsViewer.js +4 -4
- package/Debug/physicsViewer.js.map +1 -1
- package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -1
- package/DeviceInput/InputDevices/deviceEnums.js +1 -1
- package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
- package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -3
- package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
- package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
- package/DeviceInput/internalDeviceSourceManager.d.ts +3 -3
- package/DeviceInput/internalDeviceSourceManager.js +1 -1
- package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
- package/DeviceInput/nativeDeviceInputSystem.d.ts +1 -1
- package/DeviceInput/nativeDeviceInputSystem.js +1 -1
- package/DeviceInput/nativeDeviceInputSystem.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.d.ts +1 -1
- package/DeviceInput/webDeviceInputSystem.js +1 -19
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.computeShader.d.ts +7 -7
- package/Engines/Extensions/engine.computeShader.js +1 -1
- package/Engines/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/Extensions/engine.cubeTexture.d.ts +6 -6
- package/Engines/Extensions/engine.cubeTexture.js +3 -2
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.debugging.d.ts +4 -4
- package/Engines/Extensions/engine.debugging.js.map +1 -1
- package/Engines/Extensions/engine.multiview.d.ts +9 -9
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/Extensions/engine.query.d.ts +22 -22
- package/Engines/Extensions/engine.query.js +8 -8
- package/Engines/Extensions/engine.query.js.map +1 -1
- package/Engines/Extensions/engine.rawTexture.js +3 -7
- package/Engines/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/Extensions/engine.readTexture.d.ts +2 -2
- package/Engines/Extensions/engine.readTexture.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.d.ts +2 -2
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
- package/Engines/Extensions/engine.textureSelector.js.map +1 -1
- package/Engines/Extensions/engine.transformFeedback.d.ts +1 -1
- package/Engines/Extensions/engine.transformFeedback.js +1 -1
- package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
- package/Engines/Extensions/engine.views.d.ts +2 -2
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Extensions/engine.webVR.d.ts +13 -13
- package/Engines/Extensions/engine.webVR.js.map +1 -1
- package/Engines/IDrawContext.d.ts +1 -1
- package/Engines/IDrawContext.js.map +1 -1
- package/Engines/IMaterialContext.d.ts +1 -1
- package/Engines/IMaterialContext.js.map +1 -1
- package/Engines/IPipelineContext.d.ts +5 -5
- package/Engines/IPipelineContext.js.map +1 -1
- package/Engines/Native/nativeDataStream.d.ts +2 -2
- package/Engines/Native/nativeDataStream.js +1 -1
- package/Engines/Native/nativeDataStream.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +10 -10
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
- package/Engines/Processors/iShaderProcessor.d.ts +1 -1
- package/Engines/Processors/iShaderProcessor.js.map +1 -1
- package/Engines/Processors/shaderCodeConditionNode.d.ts +1 -1
- package/Engines/Processors/shaderCodeConditionNode.js +1 -1
- package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
- package/Engines/Processors/shaderCodeCursor.d.ts +1 -1
- package/Engines/Processors/shaderCodeCursor.js +1 -1
- package/Engines/Processors/shaderCodeCursor.js.map +1 -1
- package/Engines/Processors/shaderCodeNode.d.ts +1 -1
- package/Engines/Processors/shaderCodeNode.js +1 -1
- package/Engines/Processors/shaderCodeNode.js.map +1 -1
- package/Engines/Processors/shaderCodeTestNode.d.ts +1 -1
- package/Engines/Processors/shaderCodeTestNode.js +1 -1
- package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
- package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
- package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
- package/Engines/Processors/shaderProcessor.d.ts +2 -2
- package/Engines/Processors/shaderProcessor.js +2 -2
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGL/webGL2ShaderProcessors.d.ts +1 -1
- package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
- package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
- package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -1
- package/Engines/WebGL/webGLHardwareTexture.js +1 -1
- package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
- package/Engines/WebGL/webGLPipelineContext.d.ts +6 -25
- package/Engines/WebGL/webGLPipelineContext.js +6 -25
- package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -2
- package/Engines/WebGL/webGLRenderTargetWrapper.js +2 -2
- package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -1
- package/Engines/WebGL/webGLShaderProcessors.js +1 -1
- package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -5
- package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/WebGPU/webgpuBundleList.d.ts +8 -8
- package/Engines/WebGPU/webgpuBundleList.js +7 -7
- package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineString.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
- package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
- package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +2 -2
- package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -1
- package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuConstants.d.ts +38 -38
- package/Engines/WebGPU/webgpuConstants.js +38 -38
- package/Engines/WebGPU/webgpuConstants.js.map +1 -1
- package/Engines/WebGPU/webgpuDepthCullingState.d.ts +1 -1
- package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
- package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
- package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
- package/Engines/WebGPU/webgpuDrawContext.js +1 -1
- package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
- package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
- package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
- package/Engines/WebGPU/webgpuExternalTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.d.ts +9 -9
- package/Engines/WebGPU/webgpuHardwareTexture.js +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuMaterialContext.d.ts +3 -3
- package/Engines/WebGPU/webgpuMaterialContext.js +1 -1
- package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.d.ts +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuPipelineContext.d.ts +4 -4
- package/Engines/WebGPU/webgpuPipelineContext.js +2 -2
- package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuQuerySet.d.ts +1 -1
- package/Engines/WebGPU/webgpuQuerySet.js +1 -1
- package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
- package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +1 -1
- package/Engines/WebGPU/webgpuRenderPassWrapper.js +1 -1
- package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +1 -1
- package/Engines/WebGPU/webgpuRenderTargetWrapper.d.ts +2 -2
- package/Engines/WebGPU/webgpuRenderTargetWrapper.js +1 -1
- package/Engines/WebGPU/webgpuRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessingContext.d.ts +7 -7
- package/Engines/WebGPU/webgpuShaderProcessingContext.js +2 -2
- package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.d.ts +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.js +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
- package/Engines/WebGPU/webgpuStencilStateComposer.d.ts +1 -1
- package/Engines/WebGPU/webgpuStencilStateComposer.js +1 -1
- package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTimestampQuery.d.ts +2 -2
- package/Engines/WebGPU/webgpuTimestampQuery.js +2 -2
- package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuTintWASM.d.ts +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
- package/Engines/constants.d.ts +1 -1
- package/Engines/constants.js +1 -1
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +16 -35
- package/Engines/engine.js +19 -69
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- package/ShadersWGSL/gpuUpdateParticles.compute.js +1 -1
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- package/Sprites/spriteManager.js +2 -0
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- package/Sprites/spriteSceneComponent.d.ts +6 -6
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- package/Sprites/thinSprite.js +1 -2
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- package/States/IStencilState.js.map +1 -1
- package/States/alphaCullingState.d.ts +1 -1
- package/States/alphaCullingState.js +1 -1
- package/States/alphaCullingState.js.map +1 -1
- package/States/depthCullingState.d.ts +1 -1
- package/States/depthCullingState.js +1 -1
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- package/States/stencilState.js +1 -1
- package/States/stencilState.js.map +1 -1
- package/States/stencilStateComposer.d.ts +1 -1
- package/States/stencilStateComposer.js +1 -1
- package/States/stencilStateComposer.js.map +1 -1
- package/XR/features/WebXRControllerPhysics.d.ts +1 -1
- package/XR/features/WebXRControllerPhysics.js +1 -1
- package/XR/features/WebXRControllerPhysics.js.map +1 -1
- package/XR/features/WebXRControllerPointerSelection.d.ts +3 -6
- package/XR/features/WebXRControllerPointerSelection.js +3 -6
- package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
- package/XR/features/WebXRLayers.d.ts +2 -2
- package/XR/features/WebXRLayers.js +4 -4
- package/XR/features/WebXRLayers.js.map +1 -1
- package/XR/features/WebXRNearInteraction.js +2 -2
- package/XR/features/WebXRNearInteraction.js.map +1 -1
- package/XR/motionController/webXRAbstractMotionController.d.ts +3 -4
- package/XR/motionController/webXRAbstractMotionController.js +2 -3
- package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
- package/XR/native/nativeXRFrame.d.ts +2 -2
- package/XR/native/nativeXRFrame.js +1 -1
- package/XR/native/nativeXRFrame.js.map +1 -1
- package/XR/native/nativeXRRenderTarget.d.ts +3 -3
- package/XR/native/nativeXRRenderTarget.js +3 -3
- package/XR/native/nativeXRRenderTarget.js.map +1 -1
- package/XR/webXRCamera.d.ts +2 -2
- package/XR/webXRCamera.js +1 -1
- package/XR/webXRCamera.js.map +1 -1
- package/XR/webXRDefaultExperience.d.ts +6 -6
- package/XR/webXRDefaultExperience.js.map +1 -1
- package/XR/webXRExperienceHelper.d.ts +21 -1
- package/XR/webXRExperienceHelper.js +37 -7
- package/XR/webXRExperienceHelper.js.map +1 -1
- package/XR/webXRInputSource.d.ts +1 -1
- package/XR/webXRInputSource.js.map +1 -1
- package/XR/webXRLayerWrapper.d.ts +1 -1
- package/XR/webXRLayerWrapper.js +1 -1
- package/XR/webXRLayerWrapper.js.map +1 -1
- package/XR/webXRRenderTargetTextureProvider.d.ts +1 -1
- package/XR/webXRRenderTargetTextureProvider.js +1 -1
- package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
- package/XR/webXRSessionManager.d.ts +1 -2
- package/XR/webXRSessionManager.js +1 -2
- package/XR/webXRSessionManager.js.map +1 -1
- package/XR/webXRWebGLLayer.d.ts +2 -2
- package/XR/webXRWebGLLayer.js +2 -2
- package/XR/webXRWebGLLayer.js.map +1 -1
- package/abstractScene.d.ts +1 -1
- package/abstractScene.js +1 -1
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- package/node.d.ts +40 -52
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- package/scene.d.ts +83 -107
- package/scene.js +94 -108
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- package/sceneComponent.d.ts +4 -2
- package/sceneComponent.js +4 -2
- package/sceneComponent.js.map +1 -1
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- package/types.js +1 -1
- package/types.js.map +1 -1
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type { IPipelineContext } from \"../IPipelineContext\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Effect } from \"../../Materials/effect\";\r\nimport type { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like, IQuaternionLike } from \"../../Maths/math.like\";\r\nimport type { ThinEngine } from \"../thinEngine\";\r\n\r\nconst floatNCache: string[] = [\r\n \"Int2\",\r\n \"Int\",\r\n \"Int3\",\r\n \"Int4\",\r\n \"Vector2\",\r\n \"Vector3\",\r\n \"Vector4\",\r\n \"Float2\",\r\n \"Float\",\r\n \"Float3\",\r\n \"Float4\",\r\n \"Quaternion\",\r\n \"Color3\",\r\n \"Color4\",\r\n \"DirectColor4\",\r\n];\r\n\r\n/** @hidden */\r\nexport class WebGLPipelineContext implements IPipelineContext {\r\n private _valueCache: { [key: string]: any } = {};\r\n private _uniforms: { [key: string]: Nullable<WebGLUniformLocation> };\r\n\r\n public engine: ThinEngine;\r\n public program: Nullable<WebGLProgram>;\r\n public context?: WebGLRenderingContext;\r\n public vertexShader?: WebGLShader;\r\n public fragmentShader?: WebGLShader;\r\n public isParallelCompiled: boolean;\r\n public onCompiled?: () => void;\r\n public transformFeedback?: WebGLTransformFeedback | null;\r\n\r\n public vertexCompilationError: Nullable<string> = null;\r\n public fragmentCompilationError: Nullable<string> = null;\r\n public programLinkError: Nullable<string> = null;\r\n public programValidationError: Nullable<string> = null;\r\n\r\n constructor() {\r\n const args: any[] = [];\r\n const prepareArray = function (this: WebGLPipelineContext) {\r\n args.length = 0;\r\n Array.prototype.push.apply(args, arguments);\r\n args[0] = this._uniforms[args[0]];\r\n };\r\n const proxyFunction: (functionName: string) => ((/*uniformName: string, ...payload: any[]*/) => void) | undefined = (functionName: string) => {\r\n const cacheFunction = floatNCache.includes(functionName.substring(3)) && \"FloatN\";\r\n if (cacheFunction) {\r\n const cacheFunc = this[`_cache${cacheFunction}` as Partial<keyof WebGLPipelineContext>];\r\n return function (this: WebGLPipelineContext /*uniformName: string, ...payload: any[]*/) {\r\n const func = this.engine[functionName as keyof ThinEngine];\r\n prepareArray.apply(this, arguments);\r\n if ((cacheFunc as Function).apply(this, arguments)) {\r\n if (!func.apply(this.engine, args)) {\r\n this._valueCache[arguments[0]] = null;\r\n }\r\n }\r\n };\r\n } else {\r\n return function (this: WebGLPipelineContext /*uniformName: string, ...payload: any[]*/) {\r\n const func = this.engine[functionName as keyof ThinEngine];\r\n prepareArray.apply(this, arguments);\r\n if (arguments[1] !== undefined) {\r\n this._valueCache[arguments[0]] = null;\r\n func.apply(this.engine, args);\r\n }\r\n };\r\n }\r\n };\r\n [\"Int?\", \"IntArray?\", \"Array?\", \"Float?\", \"Matrices\", \"Matrix3x3\", \"Matrix2x2\"].forEach((functionName) => {\r\n const name = `set${functionName}`;\r\n if (this[name as keyof this]) {\r\n return;\r\n }\r\n if (name.endsWith(\"?\")) {\r\n [\"\", 2, 3, 4].forEach((n) => {\r\n this[(name.slice(0, -1) + n) as keyof this] = this[(name.slice(0, -1) + n) as keyof this] || proxyFunction(name.slice(0, -1) + n)!.bind(this);\r\n });\r\n } else {\r\n this[name as keyof this] = this[name as keyof this] || proxyFunction(name)!.bind(this);\r\n }\r\n });\r\n }\r\n\r\n public get isAsync() {\r\n return this.isParallelCompiled;\r\n }\r\n\r\n public get isReady(): boolean {\r\n if (this.program) {\r\n if (this.isParallelCompiled) {\r\n return this.engine._isRenderingStateCompiled(this);\r\n }\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void {\r\n if (onCompiled && this.program) {\r\n onCompiled(this.program);\r\n }\r\n }\r\n\r\n public _fillEffectInformation(\r\n effect: Effect,\r\n uniformBuffersNames: { [key: string]: number },\r\n uniformsNames: string[],\r\n uniforms: { [key: string]: Nullable<WebGLUniformLocation> },\r\n samplerList: string[],\r\n samplers: { [key: string]: number },\r\n attributesNames: string[],\r\n attributes: number[]\r\n ) {\r\n const engine = this.engine;\r\n if (engine.supportsUniformBuffers) {\r\n for (const name in uniformBuffersNames) {\r\n effect.bindUniformBlock(name, uniformBuffersNames[name]);\r\n }\r\n }\r\n\r\n const effectAvailableUniforms = this.engine.getUniforms(this, uniformsNames);\r\n effectAvailableUniforms.forEach((uniform, index) => {\r\n uniforms[uniformsNames[index]] = uniform;\r\n });\r\n this._uniforms = uniforms;\r\n\r\n let index: number;\r\n for (index = 0; index < samplerList.length; index++) {\r\n const sampler = effect.getUniform(samplerList[index]);\r\n if (sampler == null) {\r\n samplerList.splice(index, 1);\r\n index--;\r\n }\r\n }\r\n\r\n samplerList.forEach((name, index) => {\r\n samplers[name] = index;\r\n });\r\n\r\n for (const attr of engine.getAttributes(this, attributesNames)) {\r\n attributes.push(attr);\r\n }\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n this._uniforms = {};\r\n }\r\n\r\n /**\r\n * @param uniformName\r\n * @param matrix\r\n * @hidden\r\n */\r\n public _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean {\r\n const cache = this._valueCache[uniformName];\r\n const flag = matrix.updateFlag;\r\n if (cache !== undefined && cache === flag) {\r\n return false;\r\n }\r\n\r\n this._valueCache[uniformName] = flag;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @param _uniformName\r\n * @param _x\r\n * @param _y\r\n * @param _z\r\n * @param _w\r\n * @hidden\r\n */\r\n public _cacheFloatN(_uniformName: string, _x: number, _y?: number, _z?: number, _w?: number): boolean {\r\n /**\r\n * arguments will be used to abstract the cache function.\r\n * arguments[0] is the uniform name. the rest are numbers.\r\n */\r\n let cache: number[] = this._valueCache[arguments[0]];\r\n if (!cache || cache.length !== arguments.length - 1) {\r\n cache = Array.prototype.slice.call(arguments, 1);\r\n this._valueCache[arguments[0]] = cache;\r\n return true;\r\n }\r\n\r\n let changed = false;\r\n for (let i = 0; i < cache.length; ++i) {\r\n if (cache[i] !== arguments[i + 1]) {\r\n cache[i] = arguments[i + 1];\r\n changed = true;\r\n }\r\n }\r\n return changed;\r\n }\r\n\r\n /**\r\n * @param uniformName\r\n * @param x\r\n * @param y\r\n * @hidden\r\n */\r\n public _cacheFloat2(uniformName: string, x: number, y: number): boolean {\r\n return this._cacheFloatN(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * @param uniformName\r\n * @param x\r\n * @param y\r\n * @param z\r\n * @hidden\r\n */\r\n public _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean {\r\n return this._cacheFloatN(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * @param uniformName\r\n * @param x\r\n * @param y\r\n * @param z\r\n * @param w\r\n * @hidden\r\n */\r\n public _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean {\r\n return this._cacheFloatN(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets an integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setInt: (uniformName: string, value: number) => void;\r\n\r\n /**\r\n * Sets a int2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int2.\r\n * @param y Second int in int2.\r\n */\r\n public setInt2: (uniformName: string, x: number, y: number) => void;\r\n\r\n /**\r\n * Sets a int3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int3.\r\n * @param y Second int in int3.\r\n * @param z Third int in int3.\r\n */\r\n public setInt3: (uniformName: string, x: number, y: number, z: number) => void;\r\n\r\n /**\r\n * Sets a int4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int4.\r\n * @param y Second int in int4.\r\n * @param z Third int in int4.\r\n * @param w Fourth int in int4.\r\n */\r\n public setInt4: (uniformName: string, x: number, y: number, z: number, w: number) => void;\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray: (uniformName: string, array: Int32Array) => void;\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray2: (uniformName: string, array: Int32Array) => void;\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray3: (uniformName: string, array: Int32Array) => void;\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray4: (uniformName: string, array: Int32Array) => void;\r\n\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray: (uniformName: string, array: number[]) => void;\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray2: (uniformName: string, array: number[]) => void;\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray3: (uniformName: string, array: number[]) => void;\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray4: (uniformName: string, array: number[]) => void;\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n */\r\n public setMatrices: (uniformName: string, matrices: Float32Array) => void;\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix(uniformName: string, matrix: IMatrixLike): void {\r\n if (this._cacheMatrix(uniformName, matrix)) {\r\n if (!this.engine.setMatrices(this._uniforms[uniformName], matrix.toArray() as Float32Array)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix3x3: (uniformName: string, matrix: Float32Array) => void;\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix2x2: (uniformName: string, matrix: Float32Array) => void;\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n * @returns this effect.\r\n */\r\n public setFloat: (uniformName: string, value: number) => void;\r\n\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n */\r\n public setVector2(uniformName: string, vector2: IVector2Like): void {\r\n this.setFloat2(uniformName, vector2.x, vector2.y);\r\n }\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n */\r\n public setFloat2: (uniformName: string, x: number, y: number) => void;\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n */\r\n public setVector3(uniformName: string, vector3: IVector3Like): void {\r\n this.setFloat3(uniformName, vector3.x, vector3.y, vector3.z);\r\n }\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n */\r\n public setFloat3: (uniformName: string, x: number, y: number, z: number) => void;\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n */\r\n public setVector4(uniformName: string, vector4: IVector4Like): void {\r\n this.setFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w);\r\n }\r\n\r\n /**\r\n * Sets a Quaternion on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param quaternion Value to be set.\r\n */\r\n public setQuaternion(uniformName: string, quaternion: IQuaternionLike): void {\r\n this.setFloat4(uniformName, quaternion.x, quaternion.y, quaternion.z, quaternion.w);\r\n }\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n * @returns this effect.\r\n */\r\n public setFloat4: (uniformName: string, x: number, y: number, z: number, w: number) => void;\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n */\r\n public setColor3(uniformName: string, color3: IColor3Like): void {\r\n this.setFloat3(uniformName, color3.r, color3.g, color3.b);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n */\r\n public setColor4(uniformName: string, color3: IColor3Like, alpha: number): void {\r\n this.setFloat4(uniformName, color3.r, color3.g, color3.b, alpha);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n */\r\n public setDirectColor4(uniformName: string, color4: IColor4Like): void {\r\n this.setFloat4(uniformName, color4.r, color4.g, color4.b, color4.a);\r\n }\r\n\r\n public _getVertexShaderCode(): string | null {\r\n return this.vertexShader ? this.engine._getShaderSource(this.vertexShader) : null;\r\n }\r\n\r\n public _getFragmentShaderCode(): string | null {\r\n return this.fragmentShader ? this.engine._getShaderSource(this.fragmentShader) : null;\r\n }\r\n}\r\n"]}
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type { IPipelineContext } from \"../IPipelineContext\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Effect } from \"../../Materials/effect\";\r\nimport type { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like, IQuaternionLike } from \"../../Maths/math.like\";\r\nimport type { ThinEngine } from \"../thinEngine\";\r\n\r\nconst floatNCache: string[] = [\r\n \"Int2\",\r\n \"Int\",\r\n \"Int3\",\r\n \"Int4\",\r\n \"Vector2\",\r\n \"Vector3\",\r\n \"Vector4\",\r\n \"Float2\",\r\n \"Float\",\r\n \"Float3\",\r\n \"Float4\",\r\n \"Quaternion\",\r\n \"Color3\",\r\n \"Color4\",\r\n \"DirectColor4\",\r\n];\r\n\r\n/** @internal */\r\nexport class WebGLPipelineContext implements IPipelineContext {\r\n private _valueCache: { [key: string]: any } = {};\r\n private _uniforms: { [key: string]: Nullable<WebGLUniformLocation> };\r\n\r\n public engine: ThinEngine;\r\n public program: Nullable<WebGLProgram>;\r\n public context?: WebGLRenderingContext;\r\n public vertexShader?: WebGLShader;\r\n public fragmentShader?: WebGLShader;\r\n public isParallelCompiled: boolean;\r\n public onCompiled?: () => void;\r\n public transformFeedback?: WebGLTransformFeedback | null;\r\n\r\n public vertexCompilationError: Nullable<string> = null;\r\n public fragmentCompilationError: Nullable<string> = null;\r\n public programLinkError: Nullable<string> = null;\r\n public programValidationError: Nullable<string> = null;\r\n\r\n constructor() {\r\n const args: any[] = [];\r\n const prepareArray = function (this: WebGLPipelineContext) {\r\n args.length = 0;\r\n Array.prototype.push.apply(args, arguments);\r\n args[0] = this._uniforms[args[0]];\r\n };\r\n const proxyFunction: (functionName: string) => ((/*uniformName: string, ...payload: any[]*/) => void) | undefined = (functionName: string) => {\r\n const cacheFunction = floatNCache.includes(functionName.substring(3)) && \"FloatN\";\r\n if (cacheFunction) {\r\n const cacheFunc = this[`_cache${cacheFunction}` as Partial<keyof WebGLPipelineContext>];\r\n return function (this: WebGLPipelineContext /*uniformName: string, ...payload: any[]*/) {\r\n const func = this.engine[functionName as keyof ThinEngine];\r\n prepareArray.apply(this, arguments);\r\n if ((cacheFunc as Function).apply(this, arguments)) {\r\n if (!func.apply(this.engine, args)) {\r\n this._valueCache[arguments[0]] = null;\r\n }\r\n }\r\n };\r\n } else {\r\n return function (this: WebGLPipelineContext /*uniformName: string, ...payload: any[]*/) {\r\n const func = this.engine[functionName as keyof ThinEngine];\r\n prepareArray.apply(this, arguments);\r\n if (arguments[1] !== undefined) {\r\n this._valueCache[arguments[0]] = null;\r\n func.apply(this.engine, args);\r\n }\r\n };\r\n }\r\n };\r\n [\"Int?\", \"IntArray?\", \"Array?\", \"Float?\", \"Matrices\", \"Matrix3x3\", \"Matrix2x2\"].forEach((functionName) => {\r\n const name = `set${functionName}`;\r\n if (this[name as keyof this]) {\r\n return;\r\n }\r\n if (name.endsWith(\"?\")) {\r\n [\"\", 2, 3, 4].forEach((n) => {\r\n this[(name.slice(0, -1) + n) as keyof this] = this[(name.slice(0, -1) + n) as keyof this] || proxyFunction(name.slice(0, -1) + n)!.bind(this);\r\n });\r\n } else {\r\n this[name as keyof this] = this[name as keyof this] || proxyFunction(name)!.bind(this);\r\n }\r\n });\r\n }\r\n\r\n public get isAsync() {\r\n return this.isParallelCompiled;\r\n }\r\n\r\n public get isReady(): boolean {\r\n if (this.program) {\r\n if (this.isParallelCompiled) {\r\n return this.engine._isRenderingStateCompiled(this);\r\n }\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void {\r\n if (onCompiled && this.program) {\r\n onCompiled(this.program);\r\n }\r\n }\r\n\r\n public _fillEffectInformation(\r\n effect: Effect,\r\n uniformBuffersNames: { [key: string]: number },\r\n uniformsNames: string[],\r\n uniforms: { [key: string]: Nullable<WebGLUniformLocation> },\r\n samplerList: string[],\r\n samplers: { [key: string]: number },\r\n attributesNames: string[],\r\n attributes: number[]\r\n ) {\r\n const engine = this.engine;\r\n if (engine.supportsUniformBuffers) {\r\n for (const name in uniformBuffersNames) {\r\n effect.bindUniformBlock(name, uniformBuffersNames[name]);\r\n }\r\n }\r\n\r\n const effectAvailableUniforms = this.engine.getUniforms(this, uniformsNames);\r\n effectAvailableUniforms.forEach((uniform, index) => {\r\n uniforms[uniformsNames[index]] = uniform;\r\n });\r\n this._uniforms = uniforms;\r\n\r\n let index: number;\r\n for (index = 0; index < samplerList.length; index++) {\r\n const sampler = effect.getUniform(samplerList[index]);\r\n if (sampler == null) {\r\n samplerList.splice(index, 1);\r\n index--;\r\n }\r\n }\r\n\r\n samplerList.forEach((name, index) => {\r\n samplers[name] = index;\r\n });\r\n\r\n for (const attr of engine.getAttributes(this, attributesNames)) {\r\n attributes.push(attr);\r\n }\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n this._uniforms = {};\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean {\r\n const cache = this._valueCache[uniformName];\r\n const flag = matrix.updateFlag;\r\n if (cache !== undefined && cache === flag) {\r\n return false;\r\n }\r\n\r\n this._valueCache[uniformName] = flag;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheFloatN(_uniformName: string, _x: number, _y?: number, _z?: number, _w?: number): boolean {\r\n /**\r\n * arguments will be used to abstract the cache function.\r\n * arguments[0] is the uniform name. the rest are numbers.\r\n */\r\n let cache: number[] = this._valueCache[arguments[0]];\r\n if (!cache || cache.length !== arguments.length - 1) {\r\n cache = Array.prototype.slice.call(arguments, 1);\r\n this._valueCache[arguments[0]] = cache;\r\n return true;\r\n }\r\n\r\n let changed = false;\r\n for (let i = 0; i < cache.length; ++i) {\r\n if (cache[i] !== arguments[i + 1]) {\r\n cache[i] = arguments[i + 1];\r\n changed = true;\r\n }\r\n }\r\n return changed;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheFloat2(uniformName: string, x: number, y: number): boolean {\r\n return this._cacheFloatN(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean {\r\n return this._cacheFloatN(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean {\r\n return this._cacheFloatN(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets an integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setInt: (uniformName: string, value: number) => void;\r\n\r\n /**\r\n * Sets a int2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int2.\r\n * @param y Second int in int2.\r\n */\r\n public setInt2: (uniformName: string, x: number, y: number) => void;\r\n\r\n /**\r\n * Sets a int3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int3.\r\n * @param y Second int in int3.\r\n * @param z Third int in int3.\r\n */\r\n public setInt3: (uniformName: string, x: number, y: number, z: number) => void;\r\n\r\n /**\r\n * Sets a int4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int4.\r\n * @param y Second int in int4.\r\n * @param z Third int in int4.\r\n * @param w Fourth int in int4.\r\n */\r\n public setInt4: (uniformName: string, x: number, y: number, z: number, w: number) => void;\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray: (uniformName: string, array: Int32Array) => void;\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray2: (uniformName: string, array: Int32Array) => void;\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray3: (uniformName: string, array: Int32Array) => void;\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray4: (uniformName: string, array: Int32Array) => void;\r\n\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray: (uniformName: string, array: number[]) => void;\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray2: (uniformName: string, array: number[]) => void;\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray3: (uniformName: string, array: number[]) => void;\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray4: (uniformName: string, array: number[]) => void;\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n */\r\n public setMatrices: (uniformName: string, matrices: Float32Array) => void;\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix(uniformName: string, matrix: IMatrixLike): void {\r\n if (this._cacheMatrix(uniformName, matrix)) {\r\n if (!this.engine.setMatrices(this._uniforms[uniformName], matrix.toArray() as Float32Array)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix3x3: (uniformName: string, matrix: Float32Array) => void;\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix2x2: (uniformName: string, matrix: Float32Array) => void;\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n * @returns this effect.\r\n */\r\n public setFloat: (uniformName: string, value: number) => void;\r\n\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n */\r\n public setVector2(uniformName: string, vector2: IVector2Like): void {\r\n this.setFloat2(uniformName, vector2.x, vector2.y);\r\n }\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n */\r\n public setFloat2: (uniformName: string, x: number, y: number) => void;\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n */\r\n public setVector3(uniformName: string, vector3: IVector3Like): void {\r\n this.setFloat3(uniformName, vector3.x, vector3.y, vector3.z);\r\n }\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n */\r\n public setFloat3: (uniformName: string, x: number, y: number, z: number) => void;\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n */\r\n public setVector4(uniformName: string, vector4: IVector4Like): void {\r\n this.setFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w);\r\n }\r\n\r\n /**\r\n * Sets a Quaternion on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param quaternion Value to be set.\r\n */\r\n public setQuaternion(uniformName: string, quaternion: IQuaternionLike): void {\r\n this.setFloat4(uniformName, quaternion.x, quaternion.y, quaternion.z, quaternion.w);\r\n }\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n * @returns this effect.\r\n */\r\n public setFloat4: (uniformName: string, x: number, y: number, z: number, w: number) => void;\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n */\r\n public setColor3(uniformName: string, color3: IColor3Like): void {\r\n this.setFloat3(uniformName, color3.r, color3.g, color3.b);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n */\r\n public setColor4(uniformName: string, color3: IColor3Like, alpha: number): void {\r\n this.setFloat4(uniformName, color3.r, color3.g, color3.b, alpha);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n */\r\n public setDirectColor4(uniformName: string, color4: IColor4Like): void {\r\n this.setFloat4(uniformName, color4.r, color4.g, color4.b, color4.a);\r\n }\r\n\r\n public _getVertexShaderCode(): string | null {\r\n return this.vertexShader ? this.engine._getShaderSource(this.vertexShader) : null;\r\n }\r\n\r\n public _getFragmentShaderCode(): string | null {\r\n return this.fragmentShader ? this.engine._getShaderSource(this.fragmentShader) : null;\r\n }\r\n}\r\n"]}
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@@ -3,7 +3,7 @@ import type { TextureSize } from "../../Materials/Textures/textureCreationOption
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import type { Nullable } from "../../types";
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import { RenderTargetWrapper } from "../renderTargetWrapper";
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/** @
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export declare class WebGLRenderTargetWrapper extends RenderTargetWrapper {
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import { RenderTargetWrapper } from "../renderTargetWrapper.js";
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/** @
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/** @internal */
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export class WebGLRenderTargetWrapper extends RenderTargetWrapper {
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constructor(isMulti, isCube, size, engine, context) {
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super(isMulti, isCube, size, engine);
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@@ -34,7 +34,7 @@ export class WebGLRenderTargetWrapper extends RenderTargetWrapper {
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_shareDepth(renderTarget) {
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@@ -1 +1 @@
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1
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+
{"version":3,"file":"webGLRenderTargetWrapper.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/WebGL/webGLRenderTargetWrapper.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,mBAAmB,EAAE,MAAM,wBAAwB,CAAC;AAG7D,gBAAgB;AAChB,MAAM,OAAO,wBAAyB,SAAQ,mBAAmB;IAY7D,YAAY,OAAgB,EAAE,MAAe,EAAE,IAAiB,EAAE,MAAkB,EAAE,OAA8B;QAChH,KAAK,CAAC,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,CAAC,CAAC;QAVlC,iBAAY,GAA+B,IAAI,CAAC;QAChD,wBAAmB,GAAgC,IAAI,CAAC;QAC/D,gEAAgE;QACzD,qBAAgB,GAA+B,IAAI,CAAC;QAE3D,YAAY;QACL,uBAAkB,GAA2B,IAAI,CAAC;QAClD,8BAAyB,GAA2B,IAAI,CAAC;QAK5D,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;IAC5B,CAAC;IAES,yBAAyB;QAC/B,IAAI,GAAG,GAAkC,IAAI,CAAC;QAE9C,IAAI,IAAI,CAAC,kBAAkB,IAAI,IAAI,CAAC,yBAAyB,EAAE;YAC3D,GAAG,GAAI,IAAI,CAAC,OAAkB,CAAC,kCAAkC,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;YAC3F,GAAG,CAAC,OAAQ,CAAC,OAAO,GAAG,IAAI,CAAC;SAC/B;aAAM;YACH,GAAG,GAAG,KAAK,CAAC,yBAAyB,EAAE,CAAC;SAC3C;QAED,OAAO,GAAG,CAAC;IACf,CAAC;IAES,wBAAwB,CAAC,MAAgC;QAC/D,KAAK,CAAC,wBAAwB,CAAC,MAAM,CAAC,CAAC;QAEvC,MAAM,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;QACxC,MAAM,CAAC,mBAAmB,GAAG,IAAI,CAAC,mBAAmB,CAAC;QACtD,MAAM,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAChD,MAAM,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;QACpD,MAAM,CAAC,yBAAyB,GAAG,IAAI,CAAC,yBAAyB,CAAC;QAElE,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,yBAAyB,GAAG,IAAI,CAAC;IAC3I,CAAC;IAED;;;;OAIG;IACI,WAAW,CAAC,YAAsC;QACrD,KAAK,CAAC,WAAW,CAAC,YAAY,CAAC,CAAC;QAEhC,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;QACzB,MAAM,WAAW,GAAG,IAAI,CAAC,mBAAmB,CAAC;QAC7C,MAAM,WAAW,GAAG,YAAY,CAAC,gBAAgB,IAAI,YAAY,CAAC,YAAY,CAAC;QAE/E,IAAI,YAAY,CAAC,mBAAmB,EAAE;YAClC,EAAE,CAAC,kBAAkB,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;SAC3D;QACD,YAAY,CAAC,mBAAmB,GAAG,IAAI,CAAC,mBAAmB,CAAC;QAE5D,IAAI,CAAC,OAAO,CAAC,uBAAuB,CAAC,WAAW,CAAC,CAAC;QAClD,EAAE,CAAC,uBAAuB,CAAC,EAAE,CAAC,WAAW,EAAE,EAAE,CAAC,gBAAgB,EAAE,EAAE,CAAC,YAAY,EAAE,WAAW,CAAC,CAAC;QAC9F,IAAI,CAAC,OAAO,CAAC,uBAAuB,CAAC,IAAI,CAAC,CAAC;IAC/C,CAAC;IAED;;;;;;OAMG;IACK,wBAAwB,CAAC,OAAwB,EAAE,kBAA0B,CAAC,EAAE,YAAoB,CAAC,CAAC,EAAE,WAAmB,CAAC;QAChI,IAAI,CAAC,OAAO,CAAC,gBAAgB,EAAE;YAC3B,OAAO;SACV;QAED,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;QACzB,MAAM,WAAW,GAAG,IAAI,CAAC,YAAY,CAAC;QAEtC,MAAM,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC;QACnD,IAAI,CAAC,OAAO,CAAC,uBAAuB,CAAC,WAAW,CAAC,CAAC;QAClD,MAAM,UAAU,GAAS,EAAG,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC,CAAC,kBAAkB,GAAG,eAAe,CAAC,CAAC,CAAC,kBAAkB,GAAG,eAAe,GAAG,QAAQ,CAAC,CAAC;QACrJ,MAAM,MAAM,GAAG,SAAS,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,2BAA2B,GAAG,SAAS,CAAC,CAAC,CAAC,EAAE,CAAC,UAAU,CAAC;QAE7F,EAAE,CAAC,oBAAoB,CAAC,EAAE,CAAC,WAAW,EAAE,UAAU,EAAE,MAAM,EAAE,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,QAAQ,CAAC,CAAC;QACnH,IAAI,CAAC,OAAO,CAAC,uBAAuB,CAAC,SAAS,CAAC,CAAC;IACpD,CAAC;IAED;;;;;OAKG;IACI,UAAU,CAAC,OAAwB,EAAE,QAAgB,CAAC,EAAE,kBAA2B,IAAI;QAC1F,KAAK,CAAC,UAAU,CAAC,OAAO,EAAE,KAAK,EAAE,eAAe,CAAC,CAAC;QAClD,IAAI,CAAC,wBAAwB,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;IAClD,CAAC;IAEM,OAAO,CAAC,uBAAuB,GAAG,KAAK;QAC1C,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;QAEzB,IAAI,CAAC,uBAAuB,EAAE;YAC1B,IAAI,IAAI,CAAC,kBAAkB,EAAE;gBACzB,IAAI,CAAC,QAAQ,CAAC,aAAa,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;gBACrD,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;aAClC;YACD,IAAI,IAAI,CAAC,yBAAyB,EAAE;gBAChC,IAAI,CAAC,QAAQ,CAAC,aAAa,CAAC,IAAI,CAAC,yBAAyB,CAAC,CAAC;gBAC5D,IAAI,CAAC,yBAAyB,GAAG,IAAI,CAAC;aACzC;SACJ;QAED,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,EAAE,CAAC,iBAAiB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YACxC,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;SAC5B;QAED,IAAI,IAAI,CAAC,mBAAmB,EAAE;YAC1B,EAAE,CAAC,kBAAkB,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAChD,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC;SACnC;QAED,IAAI,IAAI,CAAC,gBAAgB,EAAE;YACvB,EAAE,CAAC,iBAAiB,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;YAC5C,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;SAChC;QAED,KAAK,CAAC,OAAO,CAAC,uBAAuB,CAAC,CAAC;IAC3C,CAAC;CACJ","sourcesContent":["import type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Engine } from \"../engine\";\r\nimport { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { ThinEngine } from \"../thinEngine\";\r\n\r\n/** @internal */\r\nexport class WebGLRenderTargetWrapper extends RenderTargetWrapper {\r\n private _context: WebGLRenderingContext;\r\n\r\n public _framebuffer: Nullable<WebGLFramebuffer> = null;\r\n public _depthStencilBuffer: Nullable<WebGLRenderbuffer> = null;\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public _MSAAFramebuffer: Nullable<WebGLFramebuffer> = null;\r\n\r\n // Multiview\r\n public _colorTextureArray: Nullable<WebGLTexture> = null;\r\n public _depthStencilTextureArray: Nullable<WebGLTexture> = null;\r\n\r\n constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinEngine, context: WebGLRenderingContext) {\r\n super(isMulti, isCube, size, engine);\r\n\r\n this._context = context;\r\n }\r\n\r\n protected _cloneRenderTargetWrapper(): Nullable<RenderTargetWrapper> {\r\n let rtw: Nullable<RenderTargetWrapper> = null;\r\n\r\n if (this._colorTextureArray && this._depthStencilTextureArray) {\r\n rtw = (this._engine as Engine).createMultiviewRenderTargetTexture(this.width, this.height);\r\n rtw.texture!.isReady = true;\r\n } else {\r\n rtw = super._cloneRenderTargetWrapper();\r\n }\r\n\r\n return rtw;\r\n }\r\n\r\n protected _swapRenderTargetWrapper(target: WebGLRenderTargetWrapper): void {\r\n super._swapRenderTargetWrapper(target);\r\n\r\n target._framebuffer = this._framebuffer;\r\n target._depthStencilBuffer = this._depthStencilBuffer;\r\n target._MSAAFramebuffer = this._MSAAFramebuffer;\r\n target._colorTextureArray = this._colorTextureArray;\r\n target._depthStencilTextureArray = this._depthStencilTextureArray;\r\n\r\n this._framebuffer = this._depthStencilBuffer = this._MSAAFramebuffer = this._colorTextureArray = this._depthStencilTextureArray = null;\r\n }\r\n\r\n /**\r\n * Shares the depth buffer of this render target with another render target.\r\n * @internal\r\n * @param renderTarget Destination renderTarget\r\n */\r\n public _shareDepth(renderTarget: WebGLRenderTargetWrapper): void {\r\n super._shareDepth(renderTarget);\r\n\r\n const gl = this._context;\r\n const depthbuffer = this._depthStencilBuffer;\r\n const framebuffer = renderTarget._MSAAFramebuffer || renderTarget._framebuffer;\r\n\r\n if (renderTarget._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(renderTarget._depthStencilBuffer);\r\n }\r\n renderTarget._depthStencilBuffer = this._depthStencilBuffer;\r\n\r\n this._engine._bindUnboundFramebuffer(framebuffer);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthbuffer);\r\n this._engine._bindUnboundFramebuffer(null);\r\n }\r\n\r\n /**\r\n * Binds a texture to this render target on a specific attachment\r\n * @param texture The texture to bind to the framebuffer\r\n * @param attachmentIndex Index of the attachment\r\n * @param faceIndex The face of the texture to render to in case of cube texture\r\n * @param lodLevel defines the lod level to bind to the frame buffer\r\n */\r\n private _bindTextureRenderTarget(texture: InternalTexture, attachmentIndex: number = 0, faceIndex: number = -1, lodLevel: number = 0) {\r\n if (!texture._hardwareTexture) {\r\n return;\r\n }\r\n\r\n const gl = this._context;\r\n const framebuffer = this._framebuffer;\r\n\r\n const currentFB = this._engine._currentFramebuffer;\r\n this._engine._bindUnboundFramebuffer(framebuffer);\r\n const attachment = (<any>gl)[this._engine.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + attachmentIndex : \"COLOR_ATTACHMENT\" + attachmentIndex + \"_WEBGL\"];\r\n const target = faceIndex !== -1 ? gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex : gl.TEXTURE_2D;\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, target, texture._hardwareTexture.underlyingResource, lodLevel);\r\n this._engine._bindUnboundFramebuffer(currentFB);\r\n }\r\n\r\n /**\r\n * Set a texture in the textures array\r\n * @param texture the texture to set\r\n * @param index the index in the textures array to set\r\n * @param disposePrevious If this function should dispose the previous texture\r\n */\r\n public setTexture(texture: InternalTexture, index: number = 0, disposePrevious: boolean = true) {\r\n super.setTexture(texture, index, disposePrevious);\r\n this._bindTextureRenderTarget(texture, index);\r\n }\r\n\r\n public dispose(disposeOnlyFramebuffers = false): void {\r\n const gl = this._context;\r\n\r\n if (!disposeOnlyFramebuffers) {\r\n if (this._colorTextureArray) {\r\n this._context.deleteTexture(this._colorTextureArray);\r\n this._colorTextureArray = null;\r\n }\r\n if (this._depthStencilTextureArray) {\r\n this._context.deleteTexture(this._depthStencilTextureArray);\r\n this._depthStencilTextureArray = null;\r\n }\r\n }\r\n\r\n if (this._framebuffer) {\r\n gl.deleteFramebuffer(this._framebuffer);\r\n this._framebuffer = null;\r\n }\r\n\r\n if (this._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(this._depthStencilBuffer);\r\n this._depthStencilBuffer = null;\r\n }\r\n\r\n if (this._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(this._MSAAFramebuffer);\r\n this._MSAAFramebuffer = null;\r\n }\r\n\r\n super.dispose(disposeOnlyFramebuffers);\r\n }\r\n}\r\n"]}
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@@ -3,7 +3,7 @@ import type { Nullable } from "../../types";
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import type { IShaderProcessor } from "../Processors/iShaderProcessor";
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import type { ShaderProcessingContext } from "../Processors/shaderProcessingOptions";
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declare type ThinEngine = import("../thinEngine").ThinEngine;
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/** @
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/** @internal */
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7
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export declare class WebGLShaderProcessor implements IShaderProcessor {
|
|
8
8
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shaderLanguage: ShaderLanguage;
|
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9
9
|
postProcessor(code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>, engine: ThinEngine): string;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"webGLShaderProcessors.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/WebGL/webGLShaderProcessors.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,gCAAgC,CAAC;AAOhE,
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1
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+
{"version":3,"file":"webGLShaderProcessors.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/WebGL/webGLShaderProcessors.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,gCAAgC,CAAC;AAOhE,gBAAgB;AAChB,MAAM,OAAO,oBAAoB;IAAjC;QACW,mBAAc,GAAG,cAAc,CAAC,IAAI,CAAC;IAYhD,CAAC;IAVU,aAAa,CAAC,IAAY,EAAE,OAAiB,EAAE,UAAmB,EAAE,iBAAoD,EAAE,MAAkB;QAC/I,oBAAoB;QACpB,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC,oBAAoB,EAAE;YACxC,iHAAiH;YACjH,MAAM,KAAK,GAAG,oDAAoD,CAAC;YACnE,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC;SAClC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ","sourcesContent":["import { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IShaderProcessor } from \"../Processors/iShaderProcessor\";\r\nimport type { ShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\n\r\ndeclare type ThinEngine = import(\"../thinEngine\").ThinEngine;\r\n\r\n/** @internal */\r\nexport class WebGLShaderProcessor implements IShaderProcessor {\r\n public shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n public postProcessor(code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>, engine: ThinEngine) {\r\n // Remove extensions\r\n if (!engine.getCaps().drawBuffersExtension) {\r\n // even if enclosed in #if/#endif, IE11 does parse the #extension declaration, so we need to remove it altogether\r\n const regex = /#extension.+GL_EXT_draw_buffers.+(enable|require)/g;\r\n code = code.replace(regex, \"\");\r\n }\r\n\r\n return code;\r\n }\r\n}\r\n"]}
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@@ -1,7 +1,7 @@
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1
1
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import type { Nullable } from "../../../types";
|
|
2
2
|
declare module "../../webgpuEngine" {
|
|
3
3
|
interface WebGPUEngine {
|
|
4
|
-
/** @
|
|
4
|
+
/** @internal */
|
|
5
5
|
_createComputePipelineStageDescriptor(computeShader: string, defines: Nullable<string>, entryPoint: string): GPUProgrammableStage;
|
|
6
6
|
}
|
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7
7
|
}
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@@ -1 +1 @@
|
|
|
1
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-
{"version":3,"file":"engine.computeShader.js","sourceRoot":"","sources":["../../../../../../../lts/core/generated/Engines/WebGPU/Extensions/engine.computeShader.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,aAAa,EAAE,MAAM,gCAAgC,CAAC;AAK/D,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAClD,OAAO,EAAE,oBAAoB,EAAE,MAAM,yBAAyB,CAAC;AAC/D,OAAO,EAAE,4BAA4B,EAAE,MAAM,iCAAiC,CAAC;AAC/E,OAAO,KAAK,eAAe,MAAM,oBAAoB,CAAC;AAStD,YAAY,CAAC,SAAS,CAAC,oBAAoB,GAAG;IAC1C,OAAO,IAAI,oBAAoB,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;AACtE,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,mBAAmB,GAAG,UAAU,QAAa,EAAE,OAAsC;IACxG,MAAM,OAAO,GAAG,QAAQ,CAAC,cAAc,IAAI,QAAQ,CAAC,OAAO,IAAI,QAAQ,CAAC,YAAY,IAAI,QAAQ,CAAC,aAAa,IAAI,QAAQ,CAAC;IAE3H,MAAM,IAAI,GAAG,OAAO,GAAG,GAAG,GAAG,OAAO,CAAC,OAAO,CAAC;IAC7C,IAAI,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,EAAE;QACpC,MAAM,cAAc,GAAkB,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,CAAC;QACzE,IAAI,OAAO,CAAC,UAAU,IAAI,cAAc,CAAC,OAAO,EAAE,EAAE;YAChD,OAAO,CAAC,UAAU,CAAC,cAAc,CAAC,CAAC;SACtC;QAED,OAAO,cAAc,CAAC;KACzB;IACD,MAAM,MAAM,GAAG,IAAI,aAAa,CAAC,QAAQ,EAAE,OAAO,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;IAChE,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;IAE5C,OAAO,MAAM,CAAC;AAClB,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,4BAA4B,GAAG;IAClD,OAAO,IAAI,4BAA4B,CAAC,IAAI,CAAC,CAAC;AAClD,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,yBAAyB,GAAG;IAC/C,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,uBAAuB,EAAE;QAC5C,MAAM,MAAM,GAAG,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,CAAC;QAEjD,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,EAAE;YACnB,OAAO,KAAK,CAAC;SAChB;KACJ;IAED,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,eAAe,GAAG,UACrC,MAAqB,EACrB,OAAwB,EACxB,QAA4B,EAC5B,CAAS,EACT,CAAU,EACV,CAAU,EACV,eAAuC;IAEvC,IAAI,IAAI,CAAC,oBAAoB,EAAE;QAC3B,qKAAqK;QACrK,4LAA4L;QAC5L,IAAI,CAAC,mCAAmC,CAAC,OAAO,CAAC,GAAG,EAAE;YAClD,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,OAAO,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,eAAe,CAAC,CAAC;QAC9E,CAAC,CAAC,CAAC;QACH,OAAO;KACV;IAED,MAAM,eAAe,GAAG,MAAM,CAAC,gBAAgD,CAAC;IAChF,MAAM,cAAc,GAAG,OAA+B,CAAC;IAEvD,IAAI,CAAC,eAAe,CAAC,eAAe,EAAE;QAClC,eAAe,CAAC,eAAe,GAAG,IAAI,CAAC,OAAO,CAAC,qBAAqB,CAAC;YACjE,MAAM,EAAE,eAAe,CAAC,cAAc,CAAC,IAAI;YAC3C,OAAO,EAAE,eAAe,CAAC,KAAM;SAClC,CAAC,CAAC;KACN;IAED,MAAM,cAAc,GAAG,IAAI,CAAC,oBAAoB,CAAC;IACjD,MAAM,WAAW,GAAG,cAAc,CAAC,gBAAgB,EAAE,CAAC;IAEtD,WAAW,CAAC,WAAW,CAAC,eAAe,CAAC,eAAe,CAAC,CAAC;IAEzD,MAAM,UAAU,GAAG,cAAc,CAAC,aAAa,CAAC,QAAQ,EAAE,eAAe,CAAC,eAAe,EAAE,eAAe,CAAC,CAAC;IAC5G,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,UAAU,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE;QACxC,MAAM,SAAS,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC;QAChC,IAAI,CAAC,SAAS,EAAE;YACZ,SAAS;SACZ;QACD,WAAW,CAAC,YAAY,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC;KAC1C;IAED,WAAW,CAAC,kBAAkB,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACxC,WAAW,CAAC,GAAG,EAAE,CAAC;AACtB,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,qBAAqB,GAAG;IAC3C,KAAK,MAAM,IAAI,IAAI,IAAI,CAAC,uBAAuB,EAAE;QAC7C,MAAM,4BAA4B,GAAG,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,CAAC,kBAAkB,EAAkC,CAAC;QAC7H,IAAI,CAAC,6BAA6B,CAAC,4BAA4B,CAAC,CAAC;KACpE;IAED,IAAI,CAAC,uBAAuB,GAAG,EAAE,CAAC;AACtC,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,8BAA8B,GAAG,UACpD,eAAwC,EACxC,iBAAyB,EACzB,oBAA4B,EAC5B,OAAyB,EACzB,UAAkB;IAElB,MAAM,aAAa,GAAG,eAA+C,CAAC;IAEtE,IAAI,IAAI,CAAC,iBAAiB,EAAE;QACxB,OAAO,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC;QACrB,OAAO,CAAC,GAAG,CAAC,iBAAiB,CAAC,CAAC;KAClC;IAED,aAAa,CAAC,OAAO,GAAG;QACpB,OAAO,EAAE,iBAAiB;QAC1B,UAAU,EAAE,oBAAoB;KACnC,CAAC;IAEF,aAAa,CAAC,KAAK,GAAG,IAAI,CAAC,qCAAqC,CAAC,iBAAiB,EAAE,OAAO,EAAE,UAAU,CAAC,CAAC;AAC7G,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,qBAAqB,GAAG,UAAU,MAAqB;IAC1E,IAAI,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC,IAAI,CAAC,EAAE;QAC3C,OAAO,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QAEjD,IAAI,CAAC,6BAA6B,CAAC,MAAM,CAAC,kBAAkB,EAAkC,CAAC,CAAC;KACnG;AACL,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,sBAAsB,GAAG;IAC5C,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,uBAAuB,EAAE;QAC5C,MAAM,MAAM,GAAG,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,CAAC;QAEjD,MAAM,CAAC,gBAAgB,GAAG,IAAI,CAAC;QAC/B,MAAM,CAAC,mBAAmB,GAAG,KAAK,CAAC;QACnC,MAAM,CAAC,cAAc,EAAE,CAAC;KAC3B;AACL,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,6BAA6B,GAAG,UAAU,eAAwC;IACrG,MAAM,qBAAqB,GAAG,eAA+C,CAAC;IAC9E,IAAI,qBAAqB,EAAE;QACvB,eAAe,CAAC,OAAO,EAAE,CAAC;KAC7B;AACL,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,qCAAqC,GAAG,UAAU,aAAqB,EAAE,OAAyB,EAAE,UAAkB;IACzI,IAAI,OAAO,EAAE;QACT,OAAO,GAAG,IAAI,GAAG,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,GAAG,IAAI,CAAC;KAC5D;SAAM;QACH,OAAO,GAAG,EAAE,CAAC;KAChB;IACD,OAAO;QACH,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC;YACpC,IAAI,EAAE,OAAO,GAAG,aAAa;SAChC,CAAC;QACF,UAAU;KACb,CAAC;AACN,CAAC,CAAC","sourcesContent":["import type { IComputeEffectCreationOptions } from \"../../../Compute/computeEffect\";\r\nimport { ComputeEffect } from \"../../../Compute/computeEffect\";\r\nimport type { IComputeContext } from \"../../../Compute/IComputeContext\";\r\nimport type { IComputePipelineContext } from \"../../../Compute/IComputePipelineContext\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport type { ComputeBindingList, ComputeBindingMapping } from \"../../Extensions/engine.computeShader\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport { WebGPUComputeContext } from \"../webgpuComputeContext\";\r\nimport { WebGPUComputePipelineContext } from \"../webgpuComputePipelineContext\";\r\nimport * as WebGPUConstants from \"../webgpuConstants\";\r\n\r\ndeclare module \"../../webgpuEngine\" {\r\n export interface WebGPUEngine {\r\n /** @hidden */\r\n _createComputePipelineStageDescriptor(computeShader: string, defines: Nullable<string>, entryPoint: string): GPUProgrammableStage;\r\n }\r\n}\r\n\r\nWebGPUEngine.prototype.createComputeContext = function (): IComputeContext | undefined {\r\n return new WebGPUComputeContext(this._device, this._cacheSampler);\r\n};\r\n\r\nWebGPUEngine.prototype.createComputeEffect = function (baseName: any, options: IComputeEffectCreationOptions): ComputeEffect {\r\n const compute = baseName.computeElement || baseName.compute || baseName.computeToken || baseName.computeSource || baseName;\r\n\r\n const name = compute + \"@\" + options.defines;\r\n if (this._compiledComputeEffects[name]) {\r\n const compiledEffect = <ComputeEffect>this._compiledComputeEffects[name];\r\n if (options.onCompiled && compiledEffect.isReady()) {\r\n options.onCompiled(compiledEffect);\r\n }\r\n\r\n return compiledEffect;\r\n }\r\n const effect = new ComputeEffect(baseName, options, this, name);\r\n this._compiledComputeEffects[name] = effect;\r\n\r\n return effect;\r\n};\r\n\r\nWebGPUEngine.prototype.createComputePipelineContext = function (): IComputePipelineContext {\r\n return new WebGPUComputePipelineContext(this);\r\n};\r\n\r\nWebGPUEngine.prototype.areAllComputeEffectsReady = function (): boolean {\r\n for (const key in this._compiledComputeEffects) {\r\n const effect = this._compiledComputeEffects[key];\r\n\r\n if (!effect.isReady()) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n};\r\n\r\nWebGPUEngine.prototype.computeDispatch = function (\r\n effect: ComputeEffect,\r\n context: IComputeContext,\r\n bindings: ComputeBindingList,\r\n x: number,\r\n y?: number,\r\n z?: number,\r\n bindingsMapping?: ComputeBindingMapping\r\n): void {\r\n if (this._currentRenderTarget) {\r\n // A render target pass is currently in effect (meaning beingRenderPass has been called on the command encoder this._renderTargetEncoder): we are not allowed to open\r\n // another pass on this command encoder (even if it's a compute pass) until endPass has been called, so we need to defer the compute pass for after the current render target pass is closed\r\n this._onAfterUnbindFrameBufferObservable.addOnce(() => {\r\n this.computeDispatch(effect, context, bindings, x, y, z, bindingsMapping);\r\n });\r\n return;\r\n }\r\n\r\n const contextPipeline = effect._pipelineContext as WebGPUComputePipelineContext;\r\n const computeContext = context as WebGPUComputeContext;\r\n\r\n if (!contextPipeline.computePipeline) {\r\n contextPipeline.computePipeline = this._device.createComputePipeline({\r\n layout: WebGPUConstants.AutoLayoutMode.Auto,\r\n compute: contextPipeline.stage!,\r\n });\r\n }\r\n\r\n const commandEncoder = this._renderTargetEncoder;\r\n const computePass = commandEncoder.beginComputePass();\r\n\r\n computePass.setPipeline(contextPipeline.computePipeline);\r\n\r\n const bindGroups = computeContext.getBindGroups(bindings, contextPipeline.computePipeline, bindingsMapping);\r\n for (let i = 0; i < bindGroups.length; ++i) {\r\n const bindGroup = bindGroups[i];\r\n if (!bindGroup) {\r\n continue;\r\n }\r\n computePass.setBindGroup(i, bindGroup);\r\n }\r\n\r\n computePass.dispatchWorkgroups(x, y, z);\r\n computePass.end();\r\n};\r\n\r\nWebGPUEngine.prototype.releaseComputeEffects = function () {\r\n for (const name in this._compiledComputeEffects) {\r\n const webGPUPipelineContextCompute = this._compiledComputeEffects[name].getPipelineContext() as WebGPUComputePipelineContext;\r\n this._deleteComputePipelineContext(webGPUPipelineContextCompute);\r\n }\r\n\r\n this._compiledComputeEffects = {};\r\n};\r\n\r\nWebGPUEngine.prototype._prepareComputePipelineContext = function (\r\n pipelineContext: IComputePipelineContext,\r\n computeSourceCode: string,\r\n rawComputeSourceCode: string,\r\n defines: Nullable<string>,\r\n entryPoint: string\r\n): void {\r\n const webGpuContext = pipelineContext as WebGPUComputePipelineContext;\r\n\r\n if (this.dbgShowShaderCode) {\r\n console.log(defines);\r\n console.log(computeSourceCode);\r\n }\r\n\r\n webGpuContext.sources = {\r\n compute: computeSourceCode,\r\n rawCompute: rawComputeSourceCode,\r\n };\r\n\r\n webGpuContext.stage = this._createComputePipelineStageDescriptor(computeSourceCode, defines, entryPoint);\r\n};\r\n\r\nWebGPUEngine.prototype._releaseComputeEffect = function (effect: ComputeEffect): void {\r\n if (this._compiledComputeEffects[effect._key]) {\r\n delete this._compiledComputeEffects[effect._key];\r\n\r\n this._deleteComputePipelineContext(effect.getPipelineContext() as WebGPUComputePipelineContext);\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._rebuildComputeEffects = function (): void {\r\n for (const key in this._compiledComputeEffects) {\r\n const effect = this._compiledComputeEffects[key];\r\n\r\n effect._pipelineContext = null;\r\n effect._wasPreviouslyReady = false;\r\n effect._prepareEffect();\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._deleteComputePipelineContext = function (pipelineContext: IComputePipelineContext): void {\r\n const webgpuPipelineContext = pipelineContext as WebGPUComputePipelineContext;\r\n if (webgpuPipelineContext) {\r\n pipelineContext.dispose();\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._createComputePipelineStageDescriptor = function (computeShader: string, defines: Nullable<string>, entryPoint: string): GPUProgrammableStage {\r\n if (defines) {\r\n defines = \"//\" + defines.split(\"\\n\").join(\"\\n//\") + \"\\n\";\r\n } else {\r\n defines = \"\";\r\n }\r\n return {\r\n module: this._device.createShaderModule({\r\n code: defines + computeShader,\r\n }),\r\n entryPoint,\r\n };\r\n};\r\n"]}
|
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1
|
+
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type { IComputeEffectCreationOptions } from \"../../../Compute/computeEffect\";\r\nimport { ComputeEffect } from \"../../../Compute/computeEffect\";\r\nimport type { IComputeContext } from \"../../../Compute/IComputeContext\";\r\nimport type { IComputePipelineContext } from \"../../../Compute/IComputePipelineContext\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport type { ComputeBindingList, ComputeBindingMapping } from \"../../Extensions/engine.computeShader\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport { WebGPUComputeContext } from \"../webgpuComputeContext\";\r\nimport { WebGPUComputePipelineContext } from \"../webgpuComputePipelineContext\";\r\nimport * as WebGPUConstants from \"../webgpuConstants\";\r\n\r\ndeclare module \"../../webgpuEngine\" {\r\n export interface WebGPUEngine {\r\n /** @internal */\r\n _createComputePipelineStageDescriptor(computeShader: string, defines: Nullable<string>, entryPoint: string): GPUProgrammableStage;\r\n }\r\n}\r\n\r\nWebGPUEngine.prototype.createComputeContext = function (): IComputeContext | undefined {\r\n return new WebGPUComputeContext(this._device, this._cacheSampler);\r\n};\r\n\r\nWebGPUEngine.prototype.createComputeEffect = function (baseName: any, options: IComputeEffectCreationOptions): ComputeEffect {\r\n const compute = baseName.computeElement || baseName.compute || baseName.computeToken || baseName.computeSource || baseName;\r\n\r\n const name = compute + \"@\" + options.defines;\r\n if (this._compiledComputeEffects[name]) {\r\n const compiledEffect = <ComputeEffect>this._compiledComputeEffects[name];\r\n if (options.onCompiled && compiledEffect.isReady()) {\r\n options.onCompiled(compiledEffect);\r\n }\r\n\r\n return compiledEffect;\r\n }\r\n const effect = new ComputeEffect(baseName, options, this, name);\r\n this._compiledComputeEffects[name] = effect;\r\n\r\n return effect;\r\n};\r\n\r\nWebGPUEngine.prototype.createComputePipelineContext = function (): IComputePipelineContext {\r\n return new WebGPUComputePipelineContext(this);\r\n};\r\n\r\nWebGPUEngine.prototype.areAllComputeEffectsReady = function (): boolean {\r\n for (const key in this._compiledComputeEffects) {\r\n const effect = this._compiledComputeEffects[key];\r\n\r\n if (!effect.isReady()) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n};\r\n\r\nWebGPUEngine.prototype.computeDispatch = function (\r\n effect: ComputeEffect,\r\n context: IComputeContext,\r\n bindings: ComputeBindingList,\r\n x: number,\r\n y?: number,\r\n z?: number,\r\n bindingsMapping?: ComputeBindingMapping\r\n): void {\r\n if (this._currentRenderTarget) {\r\n // A render target pass is currently in effect (meaning beingRenderPass has been called on the command encoder this._renderTargetEncoder): we are not allowed to open\r\n // another pass on this command encoder (even if it's a compute pass) until endPass has been called, so we need to defer the compute pass for after the current render target pass is closed\r\n this._onAfterUnbindFrameBufferObservable.addOnce(() => {\r\n this.computeDispatch(effect, context, bindings, x, y, z, bindingsMapping);\r\n });\r\n return;\r\n }\r\n\r\n const contextPipeline = effect._pipelineContext as WebGPUComputePipelineContext;\r\n const computeContext = context as WebGPUComputeContext;\r\n\r\n if (!contextPipeline.computePipeline) {\r\n contextPipeline.computePipeline = this._device.createComputePipeline({\r\n layout: WebGPUConstants.AutoLayoutMode.Auto,\r\n compute: contextPipeline.stage!,\r\n });\r\n }\r\n\r\n const commandEncoder = this._renderTargetEncoder;\r\n const computePass = commandEncoder.beginComputePass();\r\n\r\n computePass.setPipeline(contextPipeline.computePipeline);\r\n\r\n const bindGroups = computeContext.getBindGroups(bindings, contextPipeline.computePipeline, bindingsMapping);\r\n for (let i = 0; i < bindGroups.length; ++i) {\r\n const bindGroup = bindGroups[i];\r\n if (!bindGroup) {\r\n continue;\r\n }\r\n computePass.setBindGroup(i, bindGroup);\r\n }\r\n\r\n computePass.dispatchWorkgroups(x, y, z);\r\n computePass.end();\r\n};\r\n\r\nWebGPUEngine.prototype.releaseComputeEffects = function () {\r\n for (const name in this._compiledComputeEffects) {\r\n const webGPUPipelineContextCompute = this._compiledComputeEffects[name].getPipelineContext() as WebGPUComputePipelineContext;\r\n this._deleteComputePipelineContext(webGPUPipelineContextCompute);\r\n }\r\n\r\n this._compiledComputeEffects = {};\r\n};\r\n\r\nWebGPUEngine.prototype._prepareComputePipelineContext = function (\r\n pipelineContext: IComputePipelineContext,\r\n computeSourceCode: string,\r\n rawComputeSourceCode: string,\r\n defines: Nullable<string>,\r\n entryPoint: string\r\n): void {\r\n const webGpuContext = pipelineContext as WebGPUComputePipelineContext;\r\n\r\n if (this.dbgShowShaderCode) {\r\n console.log(defines);\r\n console.log(computeSourceCode);\r\n }\r\n\r\n webGpuContext.sources = {\r\n compute: computeSourceCode,\r\n rawCompute: rawComputeSourceCode,\r\n };\r\n\r\n webGpuContext.stage = this._createComputePipelineStageDescriptor(computeSourceCode, defines, entryPoint);\r\n};\r\n\r\nWebGPUEngine.prototype._releaseComputeEffect = function (effect: ComputeEffect): void {\r\n if (this._compiledComputeEffects[effect._key]) {\r\n delete this._compiledComputeEffects[effect._key];\r\n\r\n this._deleteComputePipelineContext(effect.getPipelineContext() as WebGPUComputePipelineContext);\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._rebuildComputeEffects = function (): void {\r\n for (const key in this._compiledComputeEffects) {\r\n const effect = this._compiledComputeEffects[key];\r\n\r\n effect._pipelineContext = null;\r\n effect._wasPreviouslyReady = false;\r\n effect._prepareEffect();\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._deleteComputePipelineContext = function (pipelineContext: IComputePipelineContext): void {\r\n const webgpuPipelineContext = pipelineContext as WebGPUComputePipelineContext;\r\n if (webgpuPipelineContext) {\r\n pipelineContext.dispose();\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._createComputePipelineStageDescriptor = function (computeShader: string, defines: Nullable<string>, entryPoint: string): GPUProgrammableStage {\r\n if (defines) {\r\n defines = \"//\" + defines.split(\"\\n\").join(\"\\n//\") + \"\\n\";\r\n } else {\r\n defines = \"\";\r\n }\r\n return {\r\n module: this._device.createShaderModule({\r\n code: defines + computeShader,\r\n }),\r\n entryPoint,\r\n };\r\n};\r\n"]}
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@@ -246,11 +246,7 @@ WebGPUEngine.prototype.updateRawTexture2DArray = function (texture, bufferView,
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texture.isReady = true;
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* @hidden
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// eslint-disable-next-line @typescript-eslint/naming-convention
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function _convertRGBtoRGBATextureData(rgbData, width, height, textureType) {
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@@ -1 +1 @@
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-
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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IWebRequest } from \"../../../Misc/interfaces/iWebRequest\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\n\r\ndeclare type Scene = import(\"../../../scene\").Scene;\r\n\r\nWebGPUEngine.prototype.createRawTexture = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0,\r\n useSRGBBuffer: boolean = false\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.Raw);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.format = format;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture.type = type;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture(texture, data, format, invertY, compression, type, useSRGBBuffer);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture = function (\r\n texture: Nullable<InternalTexture>,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n useSRGBBuffer: boolean = false\r\n): void {\r\n if (!texture) {\r\n return;\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, type);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawCubeTexture = function (\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.CubeRaw);\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatRender) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to float textures is not supported. Mipmap generation forced to false.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.colorBufferFloat) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to half float textures is not supported. Mipmap generation forced to false.\");\r\n }\r\n\r\n texture.isCube = true;\r\n texture.format = format === Constants.TEXTUREFORMAT_RGB ? Constants.TEXTUREFORMAT_RGBA : format;\r\n texture.type = type;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.width = size;\r\n texture.height = size;\r\n texture.samplingMode = samplingMode;\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferViewArray = data;\r\n }\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n\r\n if (data) {\r\n this.updateRawCubeTexture(texture, data, format, type, invertY, compression);\r\n }\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawCubeTexture = function (\r\n texture: InternalTexture,\r\n bufferView: ArrayBufferView[],\r\n format: number,\r\n type: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null\r\n): void {\r\n texture._bufferViewArray = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n const data = [];\r\n for (let i = 0; i < bufferView.length; ++i) {\r\n let faceData = bufferView[i];\r\n if (needConversion) {\r\n faceData = _convertRGBtoRGBATextureData(bufferView[i], texture.width, texture.height, type);\r\n }\r\n data.push(new Uint8Array(faceData.buffer, faceData.byteOffset, faceData.byteLength));\r\n }\r\n\r\n this._textureHelper.updateCubeTextures(data, gpuTextureWrapper.underlyingResource!, texture.width, texture.height, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawCubeTextureFromUrl = function (\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n invertY: boolean = false\r\n): InternalTexture {\r\n const texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode, null);\r\n scene?.addPendingData(texture);\r\n texture.url = url;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n scene?.removePendingData(texture);\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n const internalCallback = (data: any) => {\r\n const width = texture.width;\r\n const faceDataArrays = callback(data);\r\n\r\n if (!faceDataArrays) {\r\n return;\r\n }\r\n\r\n const faces = [0, 2, 4, 1, 3, 5];\r\n\r\n if (mipmapGenerator) {\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n const mipData = mipmapGenerator(faceDataArrays);\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const faces = [0, 1, 2, 3, 4, 5];\r\n for (let level = 0; level < mipData.length; level++) {\r\n const mipSize = width >> level;\r\n const allFaces = [];\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n let mipFaceData = mipData[level][faces[faceIndex]];\r\n if (needConversion) {\r\n mipFaceData = _convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);\r\n }\r\n allFaces.push(new Uint8Array(mipFaceData.buffer, mipFaceData.byteOffset, mipFaceData.byteLength));\r\n }\r\n this._textureHelper.updateCubeTextures(allFaces, gpuTextureWrapper.underlyingResource!, mipSize, mipSize, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n }\r\n } else {\r\n const allFaces = [];\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n allFaces.push(faceDataArrays[faces[faceIndex]]);\r\n }\r\n this.updateRawCubeTexture(texture, allFaces, format, type, invertY);\r\n }\r\n\r\n texture.isReady = true;\r\n scene?.removePendingData(texture);\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._loadFile(\r\n url,\r\n (data) => {\r\n internalCallback(data);\r\n },\r\n undefined,\r\n scene?.offlineProvider,\r\n true,\r\n onerror\r\n );\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawTexture3D = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw3D;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is3D = true;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture3D = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawTexture2DArray = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw2DArray;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is2DArray = true;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, depth, creationFlags);\r\n\r\n this.updateRawTexture2DArray(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture2DArray = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\n/**\r\n * @param rgbData\r\n * @param width\r\n * @param height\r\n * @param textureType\r\n * @hidden\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView {\r\n // Create new RGBA data container.\r\n let rgbaData: any;\r\n let val1 = 1;\r\n if (textureType === Constants.TEXTURETYPE_FLOAT) {\r\n rgbaData = new Float32Array(width * height * 4);\r\n } else if (textureType === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n rgbaData = new Uint16Array(width * height * 4);\r\n val1 = 15360; // 15360 is the encoding of 1 in half float\r\n } else if (textureType === Constants.TEXTURETYPE_UNSIGNED_INTEGER) {\r\n rgbaData = new Uint32Array(width * height * 4);\r\n } else {\r\n rgbaData = new Uint8Array(width * height * 4);\r\n }\r\n\r\n // Convert each pixel.\r\n for (let x = 0; x < width; x++) {\r\n for (let y = 0; y < height; y++) {\r\n const index = (y * width + x) * 3;\r\n const newIndex = (y * width + x) * 4;\r\n\r\n // Map Old Value to new value.\r\n rgbaData[newIndex + 0] = rgbData[index + 0];\r\n rgbaData[newIndex + 1] = rgbData[index + 1];\r\n rgbaData[newIndex + 2] = rgbData[index + 2];\r\n\r\n // Add fully opaque alpha channel.\r\n rgbaData[newIndex + 3] = val1;\r\n }\r\n }\r\n\r\n return rgbaData;\r\n}\r\n"]}
|
|
1
|
+
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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IWebRequest } from \"../../../Misc/interfaces/iWebRequest\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\n\r\ndeclare type Scene = import(\"../../../scene\").Scene;\r\n\r\nWebGPUEngine.prototype.createRawTexture = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0,\r\n useSRGBBuffer: boolean = false\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.Raw);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.format = format;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture.type = type;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture(texture, data, format, invertY, compression, type, useSRGBBuffer);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture = function (\r\n texture: Nullable<InternalTexture>,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n useSRGBBuffer: boolean = false\r\n): void {\r\n if (!texture) {\r\n return;\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, type);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawCubeTexture = function (\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.CubeRaw);\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatRender) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to float textures is not supported. Mipmap generation forced to false.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.colorBufferFloat) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to half float textures is not supported. Mipmap generation forced to false.\");\r\n }\r\n\r\n texture.isCube = true;\r\n texture.format = format === Constants.TEXTUREFORMAT_RGB ? Constants.TEXTUREFORMAT_RGBA : format;\r\n texture.type = type;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.width = size;\r\n texture.height = size;\r\n texture.samplingMode = samplingMode;\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferViewArray = data;\r\n }\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n\r\n if (data) {\r\n this.updateRawCubeTexture(texture, data, format, type, invertY, compression);\r\n }\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawCubeTexture = function (\r\n texture: InternalTexture,\r\n bufferView: ArrayBufferView[],\r\n format: number,\r\n type: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null\r\n): void {\r\n texture._bufferViewArray = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n const data = [];\r\n for (let i = 0; i < bufferView.length; ++i) {\r\n let faceData = bufferView[i];\r\n if (needConversion) {\r\n faceData = _convertRGBtoRGBATextureData(bufferView[i], texture.width, texture.height, type);\r\n }\r\n data.push(new Uint8Array(faceData.buffer, faceData.byteOffset, faceData.byteLength));\r\n }\r\n\r\n this._textureHelper.updateCubeTextures(data, gpuTextureWrapper.underlyingResource!, texture.width, texture.height, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawCubeTextureFromUrl = function (\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n invertY: boolean = false\r\n): InternalTexture {\r\n const texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode, null);\r\n scene?.addPendingData(texture);\r\n texture.url = url;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n scene?.removePendingData(texture);\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n const internalCallback = (data: any) => {\r\n const width = texture.width;\r\n const faceDataArrays = callback(data);\r\n\r\n if (!faceDataArrays) {\r\n return;\r\n }\r\n\r\n const faces = [0, 2, 4, 1, 3, 5];\r\n\r\n if (mipmapGenerator) {\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n const mipData = mipmapGenerator(faceDataArrays);\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const faces = [0, 1, 2, 3, 4, 5];\r\n for (let level = 0; level < mipData.length; level++) {\r\n const mipSize = width >> level;\r\n const allFaces = [];\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n let mipFaceData = mipData[level][faces[faceIndex]];\r\n if (needConversion) {\r\n mipFaceData = _convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);\r\n }\r\n allFaces.push(new Uint8Array(mipFaceData.buffer, mipFaceData.byteOffset, mipFaceData.byteLength));\r\n }\r\n this._textureHelper.updateCubeTextures(allFaces, gpuTextureWrapper.underlyingResource!, mipSize, mipSize, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n }\r\n } else {\r\n const allFaces = [];\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n allFaces.push(faceDataArrays[faces[faceIndex]]);\r\n }\r\n this.updateRawCubeTexture(texture, allFaces, format, type, invertY);\r\n }\r\n\r\n texture.isReady = true;\r\n scene?.removePendingData(texture);\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._loadFile(\r\n url,\r\n (data) => {\r\n internalCallback(data);\r\n },\r\n undefined,\r\n scene?.offlineProvider,\r\n true,\r\n onerror\r\n );\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawTexture3D = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw3D;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is3D = true;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture3D = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawTexture2DArray = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw2DArray;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is2DArray = true;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, depth, creationFlags);\r\n\r\n this.updateRawTexture2DArray(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture2DArray = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView {\r\n // Create new RGBA data container.\r\n let rgbaData: any;\r\n let val1 = 1;\r\n if (textureType === Constants.TEXTURETYPE_FLOAT) {\r\n rgbaData = new Float32Array(width * height * 4);\r\n } else if (textureType === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n rgbaData = new Uint16Array(width * height * 4);\r\n val1 = 15360; // 15360 is the encoding of 1 in half float\r\n } else if (textureType === Constants.TEXTURETYPE_UNSIGNED_INTEGER) {\r\n rgbaData = new Uint32Array(width * height * 4);\r\n } else {\r\n rgbaData = new Uint8Array(width * height * 4);\r\n }\r\n\r\n // Convert each pixel.\r\n for (let x = 0; x < width; x++) {\r\n for (let y = 0; y < height; y++) {\r\n const index = (y * width + x) * 3;\r\n const newIndex = (y * width + x) * 4;\r\n\r\n // Map Old Value to new value.\r\n rgbaData[newIndex + 0] = rgbData[index + 0];\r\n rgbaData[newIndex + 1] = rgbData[index + 1];\r\n rgbaData[newIndex + 2] = rgbData[index + 2];\r\n\r\n // Add fully opaque alpha channel.\r\n rgbaData[newIndex + 3] = val1;\r\n }\r\n }\r\n\r\n return rgbaData;\r\n}\r\n"]}
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@@ -1,7 +1,7 @@
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import type { DataBuffer } from "../../Buffers/dataBuffer";
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import { WebGPUDataBuffer } from "../../Meshes/WebGPU/webgpuDataBuffer";
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import type { Nullable } from "../../types";
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/** @
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/** @internal */
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export declare class WebGPUBufferManager {
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private _device;
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private _deferredReleaseBuffers;
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@@ -3,7 +3,7 @@ import { FromHalfFloat } from "../../Misc/textureTools.js";
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import { allocateAndCopyTypedBuffer } from "../Extensions/engine.readTexture.js";
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import * as WebGPUConstants from "./webgpuConstants.js";
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/** @
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/** @internal */
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export class WebGPUBufferManager {
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constructor(device) {
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this._deferredReleaseBuffers = [];
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