@babylonjs/core 5.27.0 → 5.28.0
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/Animations/animatable.js +2 -1
- package/Animations/animatable.js.map +1 -1
- package/Animations/runtimeAnimation.js +1 -1
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/audioSceneComponent.js +2 -1
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.js +70 -45
- package/Audio/sound.js.map +1 -1
- package/Audio/soundTrack.js +12 -6
- package/Audio/soundTrack.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +2 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
- package/Behaviors/Meshes/followBehavior.js +2 -1
- package/Behaviors/Meshes/followBehavior.js.map +1 -1
- package/Behaviors/Meshes/handConstraintBehavior.js +6 -6
- package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
- package/Bones/bone.js +2 -1
- package/Bones/bone.js.map +1 -1
- package/Bones/skeleton.js +3 -2
- package/Bones/skeleton.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +2 -2
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +5 -3
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +2 -2
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/arcRotateCamera.js +2 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.js +6 -4
- package/Cameras/camera.js.map +1 -1
- package/Compute/computeEffect.js +8 -5
- package/Compute/computeEffect.js.map +1 -1
- package/Compute/computeShader.js +12 -11
- package/Compute/computeShader.js.map +1 -1
- package/Culling/Octrees/octreeSceneComponent.js +2 -1
- package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
- package/Culling/boundingBox.js +3 -2
- package/Culling/boundingBox.js.map +1 -1
- package/Culling/ray.js +2 -1
- package/Culling/ray.js.map +1 -1
- package/Debug/directionalLightFrustumViewer.js +9 -7
- package/Debug/directionalLightFrustumViewer.js.map +1 -1
- package/Debug/rayHelper.js +2 -1
- package/Debug/rayHelper.js.map +1 -1
- package/Debug/skeletonViewer.js +29 -24
- package/Debug/skeletonViewer.js.map +1 -1
- package/DeviceInput/InputDevices/deviceSourceManager.js +5 -3
- package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
- package/DeviceInput/internalDeviceSourceManager.js +2 -1
- package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.js +12 -9
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.rawTexture.js +4 -4
- package/Engines/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/Extensions/engine.readTexture.js +3 -2
- package/Engines/Extensions/engine.readTexture.js.map +1 -1
- package/Engines/Extensions/engine.views.js +2 -1
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Processors/shaderProcessor.js +11 -6
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js +1 -1
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +2 -1
- package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.js +2 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.query.js +4 -2
- package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.js +4 -4
- package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.storageBuffer.js +3 -2
- package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.textureSampler.js +2 -1
- package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.videoTexture.js +2 -1
- package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +7 -6
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +18 -14
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js +4 -3
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js +3 -2
- package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
- package/Engines/WebGPU/webgpuComputePipelineContext.js +2 -1
- package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuDepthCullingState.js +2 -2
- package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
- package/Engines/WebGPU/webgpuDrawContext.js +2 -1
- package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js +4 -3
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuMaterialContext.js +5 -4
- package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js +5 -3
- package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuPipelineContext.js +4 -2
- package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessingContext.js +4 -2
- package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.js +3 -2
- package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
- package/Engines/WebGPU/webgpuStencilStateComposer.js +2 -1
- package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +40 -38
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/engine.d.ts +898 -273
- package/Engines/engine.js +5 -3
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.js +7 -5
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.d.ts +7 -0
- package/Engines/nullEngine.js +42 -0
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.js +14 -9
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.js +25 -16
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +87 -61
- package/Engines/webgpuEngine.js.map +1 -1
- package/Gamepads/gamepadManager.js +1 -1
- package/Gamepads/gamepadManager.js.map +1 -1
- package/Gizmos/axisDragGizmo.js +4 -2
- package/Gizmos/axisDragGizmo.js.map +1 -1
- package/Gizmos/axisScaleGizmo.js +6 -4
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/gizmo.js +21 -6
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/gizmoManager.js +3 -2
- package/Gizmos/gizmoManager.js.map +1 -1
- package/Gizmos/planeDragGizmo.js +4 -2
- package/Gizmos/planeDragGizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js +4 -2
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Helpers/videoDome.js +2 -1
- package/Helpers/videoDome.js.map +1 -1
- package/Layers/effectLayer.js +5 -3
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/glowLayer.js +4 -3
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.js +2 -1
- package/Layers/highlightLayer.js.map +1 -1
- package/LensFlares/lensFlareSystem.js +2 -1
- package/LensFlares/lensFlareSystem.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +25 -21
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +13 -8
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +2 -1
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Loading/sceneLoader.d.ts +1 -1
- package/Loading/sceneLoader.js +3 -3
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +2 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +2 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +10 -6
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/TBNBlock.js +3 -2
- package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +2 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +2 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +2 -1
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +26 -24
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js +3 -3
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +48 -44
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +2 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js +2 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.js +13 -13
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +27 -26
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js +2 -2
- package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +6 -6
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.js +3 -2
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorMergerBlock.js +5 -4
- package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.js +4 -3
- package/Materials/Node/Blocks/customBlock.js.map +1 -1
- package/Materials/Node/Blocks/vectorMergerBlock.js +5 -4
- package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +7 -6
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.js +4 -3
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialDecorator.js +1 -1
- package/Materials/Node/nodeMaterialDecorator.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +25 -19
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrClearCoatConfiguration.js +9 -6
- package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
- package/Materials/PBR/pbrIridescenceConfiguration.js +7 -4
- package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSheenConfiguration.js +7 -4
- package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
- package/Materials/Textures/Loaders/envTextureLoader.js +2 -2
- package/Materials/Textures/Loaders/envTextureLoader.js.map +1 -1
- package/Materials/Textures/Packer/packer.js +14 -13
- package/Materials/Textures/Packer/packer.js.map +1 -1
- package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +2 -1
- package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
- package/Materials/Textures/Procedurals/noiseProceduralTexture.js +2 -1
- package/Materials/Textures/Procedurals/noiseProceduralTexture.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js +7 -4
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/baseTexture.d.ts +5 -4
- package/Materials/Textures/baseTexture.js +1 -0
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.js +8 -4
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.js +4 -2
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/internalTexture.js +4 -2
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/mirrorTexture.js +6 -3
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/Textures/multiRenderTarget.js +6 -4
- package/Materials/Textures/multiRenderTarget.js.map +1 -1
- package/Materials/Textures/rawTexture.js +1 -1
- package/Materials/Textures/rawTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +26 -15
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/texture.js +16 -13
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/thinRenderTargetTexture.js +4 -2
- package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
- package/Materials/Textures/thinTexture.d.ts +3 -3
- package/Materials/Textures/thinTexture.js.map +1 -1
- package/Materials/Textures/videoTexture.js +3 -3
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/drawWrapper.js +4 -2
- package/Materials/drawWrapper.js.map +1 -1
- package/Materials/effect.js +15 -10
- package/Materials/effect.js.map +1 -1
- package/Materials/material.d.ts +14 -0
- package/Materials/material.detailMapConfiguration.js +2 -1
- package/Materials/material.detailMapConfiguration.js.map +1 -1
- package/Materials/material.js +35 -3
- package/Materials/material.js.map +1 -1
- package/Materials/materialDefines.js +6 -5
- package/Materials/materialDefines.js.map +1 -1
- package/Materials/materialHelper.js +1 -1
- package/Materials/materialHelper.js.map +1 -1
- package/Materials/materialPluginManager.js +3 -2
- package/Materials/materialPluginManager.js.map +1 -1
- package/Materials/multiMaterial.js +2 -1
- package/Materials/multiMaterial.js.map +1 -1
- package/Materials/shaderMaterial.js +12 -9
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/shadowDepthWrapper.js +13 -8
- package/Materials/shadowDepthWrapper.js.map +1 -1
- package/Materials/standardMaterial.js +12 -10
- package/Materials/standardMaterial.js.map +1 -1
- package/Materials/uniformBuffer.js +1 -1
- package/Materials/uniformBuffer.js.map +1 -1
- package/Maths/math.vector.d.ts +7 -6
- package/Maths/math.vector.js +10 -8
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/groundBuilder.js +1 -1
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/abstractMesh.js +8 -5
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/csg.js +2 -1
- package/Meshes/csg.js.map +1 -1
- package/Meshes/instancedMesh.js +2 -1
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +1 -1
- package/Meshes/mesh.js +23 -13
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.js +4 -3
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Meshes/subMesh.js +14 -8
- package/Meshes/subMesh.js.map +1 -1
- package/Meshes/thinInstanceMesh.js +18 -12
- package/Meshes/thinInstanceMesh.js.map +1 -1
- package/Meshes/transformNode.d.ts +7 -1
- package/Meshes/transformNode.js +15 -4
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +2 -1
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
- package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js +12 -8
- package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js.map +1 -1
- package/Misc/PerformanceViewer/performanceViewerCollector.js +3 -2
- package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
- package/Misc/arrayTools.js +1 -1
- package/Misc/arrayTools.js.map +1 -1
- package/Misc/assetsManager.d.ts +22 -4
- package/Misc/assetsManager.js +20 -8
- package/Misc/assetsManager.js.map +1 -1
- package/Misc/computePressure.js +9 -6
- package/Misc/computePressure.js.map +1 -1
- package/Misc/dataStorage.js +1 -1
- package/Misc/dataStorage.js.map +1 -1
- package/Misc/dds.js +1 -1
- package/Misc/dds.js.map +1 -1
- package/Misc/environmentTextureTools.js +3 -2
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/fileTools.js +31 -8
- package/Misc/fileTools.js.map +1 -1
- package/Misc/logger.js +2 -1
- package/Misc/logger.js.map +1 -1
- package/Misc/minMaxReducer.js +3 -2
- package/Misc/minMaxReducer.js.map +1 -1
- package/Misc/sceneRecorder.js +1 -1
- package/Misc/sceneRecorder.js.map +1 -1
- package/Misc/textureTools.js +3 -3
- package/Misc/textureTools.js.map +1 -1
- package/Misc/timer.js +5 -3
- package/Misc/timer.js.map +1 -1
- package/Misc/tools.js +4 -4
- package/Misc/tools.js.map +1 -1
- package/Misc/trajectoryClassifier.js +3 -3
- package/Misc/trajectoryClassifier.js.map +1 -1
- package/Particles/EmitterTypes/meshParticleEmitter.js +2 -1
- package/Particles/EmitterTypes/meshParticleEmitter.js.map +1 -1
- package/Particles/computeShaderParticleSystem.js +6 -3
- package/Particles/computeShaderParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.js +13 -8
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.js +22 -14
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/particleSystemComponent.js +2 -1
- package/Particles/particleSystemComponent.js.map +1 -1
- package/Particles/pointsCloudSystem.js +7 -4
- package/Particles/pointsCloudSystem.js.map +1 -1
- package/Particles/solidParticleSystem.js +2 -2
- package/Particles/solidParticleSystem.js.map +1 -1
- package/Particles/webgl2ParticleSystem.js +2 -1
- package/Particles/webgl2ParticleSystem.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +5 -4
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.d.ts +4 -2
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
- package/PostProcesses/colorCorrectionPostProcess.js +1 -1
- package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
- package/PostProcesses/postProcess.js +8 -5
- package/PostProcesses/postProcess.js.map +1 -1
- package/PostProcesses/postProcessManager.js +6 -4
- package/PostProcesses/postProcessManager.js.map +1 -1
- package/PostProcesses/screenSpaceReflectionPostProcess.js +1 -1
- package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js +7 -4
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/PostProcesses/vrMultiviewToSingleviewPostProcess.js +1 -1
- package/PostProcesses/vrMultiviewToSingleviewPostProcess.js.map +1 -1
- package/Probes/reflectionProbe.js +4 -2
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/boundingBoxRenderer.js +3 -2
- package/Rendering/boundingBoxRenderer.js.map +1 -1
- package/Rendering/depthPeelingRenderer.d.ts +12 -0
- package/Rendering/depthPeelingRenderer.js +30 -6
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/depthPeelingSceneComponent.js +4 -2
- package/Rendering/depthPeelingSceneComponent.js.map +1 -1
- package/Rendering/depthRenderer.js +10 -6
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/edgesRenderer.js +11 -8
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Rendering/outlineRenderer.js +2 -2
- package/Rendering/outlineRenderer.js.map +1 -1
- package/Rendering/prePassRenderer.js +4 -2
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +3 -3
- package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
- package/Shaders/pbr.fragment.js +4 -1
- package/Shaders/pbr.fragment.js.map +1 -1
- package/Sprites/spriteManager.js +2 -1
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spriteRenderer.js +2 -1
- package/Sprites/spriteRenderer.js.map +1 -1
- package/States/stencilStateComposer.js +4 -2
- package/States/stencilStateComposer.js.map +1 -1
- package/XR/features/WebXRAnchorSystem.js +2 -1
- package/XR/features/WebXRAnchorSystem.js.map +1 -1
- package/XR/features/WebXRControllerMovement.js +7 -6
- package/XR/features/WebXRControllerMovement.js.map +1 -1
- package/XR/features/WebXRControllerPhysics.js +6 -4
- package/XR/features/WebXRControllerPhysics.js.map +1 -1
- package/XR/features/WebXRControllerPointerSelection.js +2 -1
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- package/XR/features/WebXRHitTest.js.map +1 -1
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- package/XR/features/WebXRNearInteraction.js +7 -4
- package/XR/features/WebXRNearInteraction.js.map +1 -1
- package/XR/features/WebXRPlaneDetector.js +2 -1
- package/XR/features/WebXRPlaneDetector.js.map +1 -1
- package/XR/native/nativeXRFrame.js +2 -1
- package/XR/native/nativeXRFrame.js.map +1 -1
- package/XR/webXRCamera.js +2 -1
- package/XR/webXRCamera.js.map +1 -1
- package/XR/webXRExperienceHelper.js +7 -5
- package/XR/webXRExperienceHelper.js.map +1 -1
- package/XR/webXRInput.js.map +1 -1
- package/XR/webXRInputSource.js +2 -1
- package/XR/webXRInputSource.js.map +1 -1
- package/XR/webXRManagedOutputCanvas.js +0 -1
- package/XR/webXRManagedOutputCanvas.js.map +1 -1
- package/XR/webXRSessionManager.js +27 -14
- package/XR/webXRSessionManager.js.map +1 -1
- package/XR/webXRWebGLLayer.js +3 -0
- package/XR/webXRWebGLLayer.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +17 -11
- package/scene.js.map +1 -1
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { ShaderCodeNode } from \"./shaderCodeNode\";\r\nimport { ShaderCodeCursor } from \"./shaderCodeCursor\";\r\nimport { ShaderCodeConditionNode } from \"./shaderCodeConditionNode\";\r\nimport { ShaderCodeTestNode } from \"./shaderCodeTestNode\";\r\nimport { ShaderDefineIsDefinedOperator } from \"./Expressions/Operators/shaderDefineIsDefinedOperator\";\r\nimport { ShaderDefineOrOperator } from \"./Expressions/Operators/shaderDefineOrOperator\";\r\nimport { ShaderDefineAndOperator } from \"./Expressions/Operators/shaderDefineAndOperator\";\r\nimport { ShaderDefineExpression } from \"./Expressions/shaderDefineExpression\";\r\nimport { ShaderDefineArithmeticOperator } from \"./Expressions/Operators/shaderDefineArithmeticOperator\";\r\nimport type { ProcessingOptions } from \"./shaderProcessingOptions\";\r\nimport { _WarnImport } from \"../../Misc/devTools\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\n\r\ndeclare type WebRequest = import(\"../../Misc/webRequest\").WebRequest;\r\ndeclare type LoadFileError = import(\"../../Misc/fileTools\").LoadFileError;\r\ndeclare type IOfflineProvider = import(\"../../Offline/IOfflineProvider\").IOfflineProvider;\r\ndeclare type IFileRequest = import(\"../../Misc/fileRequest\").IFileRequest;\r\ndeclare type ThinEngine = import(\"../thinEngine\").ThinEngine;\r\n\r\nconst regexSE = /defined\\s*?\\((.+?)\\)/g;\r\nconst regexSERevert = /defined\\s*?\\[(.+?)\\]/g;\r\nconst regexShaderInclude = /#include\\s?<(.+)>(\\((.*)\\))*(\\[(.*)\\])*/g;\r\n\r\n/** @internal */\r\nexport class ShaderProcessor {\r\n public static Initialize(options: ProcessingOptions): void {\r\n if (options.processor && options.processor.initializeShaders) {\r\n options.processor.initializeShaders(options.processingContext);\r\n }\r\n }\r\n\r\n public static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void, engine: ThinEngine) {\r\n if (options.processor?.preProcessShaderCode) {\r\n sourceCode = options.processor.preProcessShaderCode(sourceCode, options.isFragment);\r\n }\r\n this._ProcessIncludes(sourceCode, options, (codeWithIncludes) => {\r\n if (options.processCodeAfterIncludes) {\r\n codeWithIncludes = options.processCodeAfterIncludes(options.isFragment ? \"fragment\" : \"vertex\", codeWithIncludes);\r\n }\r\n const migratedCode = this._ProcessShaderConversion(codeWithIncludes, options, engine);\r\n callback(migratedCode);\r\n });\r\n }\r\n\r\n public static PreProcess(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void, engine: ThinEngine) {\r\n if (options.processor?.preProcessShaderCode) {\r\n sourceCode = options.processor.preProcessShaderCode(sourceCode, options.isFragment);\r\n }\r\n this._ProcessIncludes(sourceCode, options, (codeWithIncludes) => {\r\n if (options.processCodeAfterIncludes) {\r\n codeWithIncludes = options.processCodeAfterIncludes(options.isFragment ? \"fragment\" : \"vertex\", codeWithIncludes);\r\n }\r\n const migratedCode = this._ApplyPreProcessing(codeWithIncludes, options, engine);\r\n callback(migratedCode);\r\n });\r\n }\r\n\r\n public static Finalize(vertexCode: string, fragmentCode: string, options: ProcessingOptions): { vertexCode: string; fragmentCode: string } {\r\n if (!options.processor || !options.processor.finalizeShaders) {\r\n return { vertexCode, fragmentCode };\r\n }\r\n\r\n return options.processor.finalizeShaders(vertexCode, fragmentCode, options.processingContext);\r\n }\r\n\r\n private static _ProcessPrecision(source: string, options: ProcessingOptions): string {\r\n if (options.processor?.noPrecision) {\r\n return source;\r\n }\r\n\r\n const shouldUseHighPrecisionShader = options.shouldUseHighPrecisionShader;\r\n\r\n if (source.indexOf(\"precision highp float\") === -1) {\r\n if (!shouldUseHighPrecisionShader) {\r\n source = \"precision mediump float;\\n\" + source;\r\n } else {\r\n source = \"precision highp float;\\n\" + source;\r\n }\r\n } else {\r\n if (!shouldUseHighPrecisionShader) {\r\n // Moving highp to mediump\r\n source = source.replace(\"precision highp float\", \"precision mediump float\");\r\n }\r\n }\r\n\r\n return source;\r\n }\r\n\r\n private static _ExtractOperation(expression: string) {\r\n const regex = /defined\\((.+)\\)/;\r\n\r\n const match = regex.exec(expression);\r\n\r\n if (match && match.length) {\r\n return new ShaderDefineIsDefinedOperator(match[1].trim(), expression[0] === \"!\");\r\n }\r\n\r\n const operators = [\"==\", \">=\", \"<=\", \"<\", \">\"];\r\n let operator = \"\";\r\n let indexOperator = 0;\r\n\r\n for (operator of operators) {\r\n indexOperator = expression.indexOf(operator);\r\n\r\n if (indexOperator > -1) {\r\n break;\r\n }\r\n }\r\n\r\n if (indexOperator === -1) {\r\n return new ShaderDefineIsDefinedOperator(expression);\r\n }\r\n\r\n const define = expression.substring(0, indexOperator).trim();\r\n const value = expression.substring(indexOperator + operator.length).trim();\r\n\r\n return new ShaderDefineArithmeticOperator(define, operator, value);\r\n }\r\n\r\n private static _BuildSubExpression(expression: string): ShaderDefineExpression {\r\n expression = expression.replace(regexSE, \"defined[$1]\");\r\n\r\n const postfix = ShaderDefineExpression.infixToPostfix(expression);\r\n\r\n const stack: (string | ShaderDefineExpression)[] = [];\r\n\r\n for (const c of postfix) {\r\n if (c !== \"||\" && c !== \"&&\") {\r\n stack.push(c);\r\n } else if (stack.length >= 2) {\r\n let v1 = stack[stack.length - 1],\r\n v2 = stack[stack.length - 2];\r\n\r\n stack.length -= 2;\r\n\r\n const operator = c == \"&&\" ? new ShaderDefineAndOperator() : new ShaderDefineOrOperator();\r\n\r\n if (typeof v1 === \"string\") {\r\n v1 = v1.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n if (typeof v2 === \"string\") {\r\n v2 = v2.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n operator.leftOperand = typeof v2 === \"string\" ? this._ExtractOperation(v2) : v2;\r\n operator.rightOperand = typeof v1 === \"string\" ? this._ExtractOperation(v1) : v1;\r\n\r\n stack.push(operator);\r\n }\r\n }\r\n\r\n let result = stack[stack.length - 1];\r\n\r\n if (typeof result === \"string\") {\r\n result = result.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n // note: stack.length !== 1 if there was an error in the parsing\r\n\r\n return typeof result === \"string\" ? this._ExtractOperation(result) : result;\r\n }\r\n\r\n private static _BuildExpression(line: string, start: number): ShaderCodeTestNode {\r\n const node = new ShaderCodeTestNode();\r\n const command = line.substring(0, start);\r\n let expression = line.substring(start);\r\n\r\n expression = expression.substring(0, (expression.indexOf(\"//\") + 1 || expression.length + 1) - 1).trim();\r\n\r\n if (command === \"#ifdef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression);\r\n } else if (command === \"#ifndef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression, true);\r\n } else {\r\n node.testExpression = this._BuildSubExpression(expression);\r\n }\r\n\r\n return node;\r\n }\r\n\r\n private static _MoveCursorWithinIf(cursor: ShaderCodeCursor, rootNode: ShaderCodeConditionNode, ifNode: ShaderCodeNode) {\r\n let line = cursor.currentLine;\r\n while (this._MoveCursor(cursor, ifNode)) {\r\n line = cursor.currentLine;\r\n const first5 = line.substring(0, 5).toLowerCase();\r\n\r\n if (first5 === \"#else\") {\r\n const elseNode = new ShaderCodeNode();\r\n rootNode.children.push(elseNode);\r\n this._MoveCursor(cursor, elseNode);\r\n return;\r\n } else if (first5 === \"#elif\") {\r\n const elifNode = this._BuildExpression(line, 5);\r\n\r\n rootNode.children.push(elifNode);\r\n ifNode = elifNode;\r\n }\r\n }\r\n }\r\n\r\n private static _MoveCursor(cursor: ShaderCodeCursor, rootNode: ShaderCodeNode): boolean {\r\n while (cursor.canRead) {\r\n cursor.lineIndex++;\r\n const line = cursor.currentLine;\r\n const keywords = /(#ifdef)|(#else)|(#elif)|(#endif)|(#ifndef)|(#if)/;\r\n const matches = keywords.exec(line);\r\n\r\n if (matches && matches.length) {\r\n const keyword = matches[0];\r\n\r\n switch (keyword) {\r\n case \"#ifdef\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n\r\n const ifNode = this._BuildExpression(line, 6);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n case \"#else\":\r\n case \"#elif\":\r\n return true;\r\n case \"#endif\":\r\n return false;\r\n case \"#ifndef\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n\r\n const ifNode = this._BuildExpression(line, 7);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n case \"#if\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n const ifNode = this._BuildExpression(line, 3);\r\n rootNode.children.push(newRootNode);\r\n\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n }\r\n } else {\r\n const newNode = new ShaderCodeNode();\r\n newNode.line = line;\r\n rootNode.children.push(newNode);\r\n\r\n // Detect additional defines\r\n if (line[0] === \"#\" && line[1] === \"d\") {\r\n const split = line.replace(\";\", \"\").split(\" \");\r\n newNode.additionalDefineKey = split[1];\r\n\r\n if (split.length === 3) {\r\n newNode.additionalDefineValue = split[2];\r\n }\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n private static _EvaluatePreProcessors(sourceCode: string, preprocessors: { [key: string]: string }, options: ProcessingOptions): string {\r\n const rootNode = new ShaderCodeNode();\r\n const cursor = new ShaderCodeCursor();\r\n\r\n cursor.lineIndex = -1;\r\n cursor.lines = sourceCode.split(\"\\n\");\r\n\r\n // Decompose (We keep it in 2 steps so it is easier to maintain and perf hit is insignificant)\r\n this._MoveCursor(cursor, rootNode);\r\n\r\n // Recompose\r\n return rootNode.process(preprocessors, options);\r\n }\r\n\r\n private static _PreparePreProcessors(options: ProcessingOptions, engine: ThinEngine): { [key: string]: string } {\r\n const defines = options.defines;\r\n const preprocessors: { [key: string]: string } = {};\r\n\r\n for (const define of defines) {\r\n const keyValue = define.replace(\"#define\", \"\").replace(\";\", \"\").trim();\r\n const split = keyValue.split(\" \");\r\n preprocessors[split[0]] = split.length > 1 ? split[1] : \"\";\r\n }\r\n\r\n if (options.processor?.shaderLanguage === ShaderLanguage.GLSL) {\r\n preprocessors[\"GL_ES\"] = \"true\";\r\n }\r\n preprocessors[\"__VERSION__\"] = options.version;\r\n preprocessors[options.platformName] = \"true\";\r\n\r\n engine._getGlobalDefines(preprocessors);\r\n\r\n return preprocessors;\r\n }\r\n\r\n private static _ProcessShaderConversion(sourceCode: string, options: ProcessingOptions, engine: ThinEngine): string {\r\n let preparedSourceCode = this._ProcessPrecision(sourceCode, options);\r\n\r\n if (!options.processor) {\r\n return preparedSourceCode;\r\n }\r\n\r\n // Already converted\r\n if (options.processor.shaderLanguage === ShaderLanguage.GLSL && preparedSourceCode.indexOf(\"#version 3\") !== -1) {\r\n return preparedSourceCode.replace(\"#version 300 es\", \"\");\r\n }\r\n\r\n const defines = options.defines;\r\n\r\n const preprocessors = this._PreparePreProcessors(options, engine);\r\n\r\n // General pre processing\r\n if (options.processor.preProcessor) {\r\n preparedSourceCode = options.processor.preProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext);\r\n }\r\n\r\n preparedSourceCode = this._EvaluatePreProcessors(preparedSourceCode, preprocessors, options);\r\n\r\n // Post processing\r\n if (options.processor.postProcessor) {\r\n preparedSourceCode = options.processor.postProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext, engine);\r\n }\r\n\r\n // Inline functions tagged with #define inline\r\n if (engine._features.needShaderCodeInlining) {\r\n preparedSourceCode = engine.inlineShaderCode(preparedSourceCode);\r\n }\r\n\r\n return preparedSourceCode;\r\n }\r\n\r\n private static _ApplyPreProcessing(sourceCode: string, options: ProcessingOptions, engine: ThinEngine): string {\r\n let preparedSourceCode = sourceCode;\r\n\r\n const defines = options.defines;\r\n\r\n const preprocessors = this._PreparePreProcessors(options, engine);\r\n\r\n // General pre processing\r\n if (options.processor?.preProcessor) {\r\n preparedSourceCode = options.processor.preProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext);\r\n }\r\n\r\n preparedSourceCode = this._EvaluatePreProcessors(preparedSourceCode, preprocessors, options);\r\n\r\n // Post processing\r\n if (options.processor?.postProcessor) {\r\n preparedSourceCode = options.processor.postProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext, engine);\r\n }\r\n\r\n // Inline functions tagged with #define inline\r\n if (engine._features.needShaderCodeInlining) {\r\n preparedSourceCode = engine.inlineShaderCode(preparedSourceCode);\r\n }\r\n\r\n return preparedSourceCode;\r\n }\r\n\r\n private static _ProcessIncludes(sourceCode: string, options: ProcessingOptions, callback: (data: any) => void): void {\r\n let match = regexShaderInclude.exec(sourceCode);\r\n\r\n let returnValue = new String(sourceCode);\r\n let keepProcessing = false;\r\n\r\n while (match != null) {\r\n let includeFile = match[1];\r\n\r\n // Uniform declaration\r\n if (includeFile.indexOf(\"__decl__\") !== -1) {\r\n includeFile = includeFile.replace(/__decl__/, \"\");\r\n if (options.supportsUniformBuffers) {\r\n includeFile = includeFile.replace(/Vertex/, \"Ubo\");\r\n includeFile = includeFile.replace(/Fragment/, \"Ubo\");\r\n }\r\n includeFile = includeFile + \"Declaration\";\r\n }\r\n\r\n if (options.includesShadersStore[includeFile]) {\r\n // Substitution\r\n let includeContent = options.includesShadersStore[includeFile];\r\n if (match[2]) {\r\n const splits = match[3].split(\",\");\r\n\r\n for (let index = 0; index < splits.length; index += 2) {\r\n const source = new RegExp(splits[index], \"g\");\r\n const dest = splits[index + 1];\r\n\r\n includeContent = includeContent.replace(source, dest);\r\n }\r\n }\r\n\r\n if (match[4]) {\r\n const indexString = match[5];\r\n\r\n if (indexString.indexOf(\"..\") !== -1) {\r\n const indexSplits = indexString.split(\"..\");\r\n const minIndex = parseInt(indexSplits[0]);\r\n let maxIndex = parseInt(indexSplits[1]);\r\n let sourceIncludeContent = includeContent.slice(0);\r\n includeContent = \"\";\r\n\r\n if (isNaN(maxIndex)) {\r\n maxIndex = options.indexParameters[indexSplits[1]];\r\n }\r\n\r\n for (let i = minIndex; i < maxIndex; i++) {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n sourceIncludeContent = sourceIncludeContent.replace(/light\\{X\\}.(\\w*)/g, (str: string, p1: string) => {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent += sourceIncludeContent.replace(/\\{X\\}/g, i.toString()) + \"\\n\";\r\n }\r\n } else {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n includeContent = includeContent.replace(/light\\{X\\}.(\\w*)/g, (str: string, p1: string) => {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent = includeContent.replace(/\\{X\\}/g, indexString);\r\n }\r\n }\r\n\r\n // Replace\r\n returnValue = returnValue.replace(match[0], includeContent);\r\n\r\n keepProcessing = keepProcessing || includeContent.indexOf(\"#include<\") >= 0 || includeContent.indexOf(\"#include <\") >= 0;\r\n } else {\r\n const includeShaderUrl = options.shadersRepository + \"ShadersInclude/\" + includeFile + \".fx\";\r\n\r\n ShaderProcessor._FileToolsLoadFile(includeShaderUrl, (fileContent) => {\r\n options.includesShadersStore[includeFile] = fileContent as string;\r\n this._ProcessIncludes(<string>returnValue, options, callback);\r\n });\r\n return;\r\n }\r\n\r\n match = regexShaderInclude.exec(sourceCode);\r\n }\r\n\r\n if (keepProcessing) {\r\n this._ProcessIncludes(returnValue.toString(), options, callback);\r\n } else {\r\n callback(returnValue);\r\n }\r\n }\r\n\r\n /**\r\n * Loads a file from a url\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @returns a file request object\r\n * @internal\r\n */\r\n public static _FileToolsLoadFile(\r\n url: string,\r\n onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void,\r\n onProgress?: (ev: ProgressEvent) => void,\r\n offlineProvider?: IOfflineProvider,\r\n useArrayBuffer?: boolean,\r\n onError?: (request?: WebRequest, exception?: LoadFileError) => void\r\n ): IFileRequest {\r\n throw _WarnImport(\"FileTools\");\r\n }\r\n}\r\n"]}
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1
|
+
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { ShaderCodeNode } from \"./shaderCodeNode\";\r\nimport { ShaderCodeCursor } from \"./shaderCodeCursor\";\r\nimport { ShaderCodeConditionNode } from \"./shaderCodeConditionNode\";\r\nimport { ShaderCodeTestNode } from \"./shaderCodeTestNode\";\r\nimport { ShaderDefineIsDefinedOperator } from \"./Expressions/Operators/shaderDefineIsDefinedOperator\";\r\nimport { ShaderDefineOrOperator } from \"./Expressions/Operators/shaderDefineOrOperator\";\r\nimport { ShaderDefineAndOperator } from \"./Expressions/Operators/shaderDefineAndOperator\";\r\nimport { ShaderDefineExpression } from \"./Expressions/shaderDefineExpression\";\r\nimport { ShaderDefineArithmeticOperator } from \"./Expressions/Operators/shaderDefineArithmeticOperator\";\r\nimport type { ProcessingOptions } from \"./shaderProcessingOptions\";\r\nimport { _WarnImport } from \"../../Misc/devTools\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\n\r\ndeclare type WebRequest = import(\"../../Misc/webRequest\").WebRequest;\r\ndeclare type LoadFileError = import(\"../../Misc/fileTools\").LoadFileError;\r\ndeclare type IOfflineProvider = import(\"../../Offline/IOfflineProvider\").IOfflineProvider;\r\ndeclare type IFileRequest = import(\"../../Misc/fileRequest\").IFileRequest;\r\ndeclare type ThinEngine = import(\"../thinEngine\").ThinEngine;\r\n\r\nconst regexSE = /defined\\s*?\\((.+?)\\)/g;\r\nconst regexSERevert = /defined\\s*?\\[(.+?)\\]/g;\r\nconst regexShaderInclude = /#include\\s?<(.+)>(\\((.*)\\))*(\\[(.*)\\])*/g;\r\n\r\n/** @internal */\r\nexport class ShaderProcessor {\r\n public static Initialize(options: ProcessingOptions): void {\r\n if (options.processor && options.processor.initializeShaders) {\r\n options.processor.initializeShaders(options.processingContext);\r\n }\r\n }\r\n\r\n public static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void, engine: ThinEngine) {\r\n if (options.processor?.preProcessShaderCode) {\r\n sourceCode = options.processor.preProcessShaderCode(sourceCode, options.isFragment);\r\n }\r\n this._ProcessIncludes(sourceCode, options, (codeWithIncludes) => {\r\n if (options.processCodeAfterIncludes) {\r\n codeWithIncludes = options.processCodeAfterIncludes(options.isFragment ? \"fragment\" : \"vertex\", codeWithIncludes);\r\n }\r\n const migratedCode = this._ProcessShaderConversion(codeWithIncludes, options, engine);\r\n callback(migratedCode);\r\n });\r\n }\r\n\r\n public static PreProcess(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void, engine: ThinEngine) {\r\n if (options.processor?.preProcessShaderCode) {\r\n sourceCode = options.processor.preProcessShaderCode(sourceCode, options.isFragment);\r\n }\r\n this._ProcessIncludes(sourceCode, options, (codeWithIncludes) => {\r\n if (options.processCodeAfterIncludes) {\r\n codeWithIncludes = options.processCodeAfterIncludes(options.isFragment ? \"fragment\" : \"vertex\", codeWithIncludes);\r\n }\r\n const migratedCode = this._ApplyPreProcessing(codeWithIncludes, options, engine);\r\n callback(migratedCode);\r\n });\r\n }\r\n\r\n public static Finalize(vertexCode: string, fragmentCode: string, options: ProcessingOptions): { vertexCode: string; fragmentCode: string } {\r\n if (!options.processor || !options.processor.finalizeShaders) {\r\n return { vertexCode, fragmentCode };\r\n }\r\n\r\n return options.processor.finalizeShaders(vertexCode, fragmentCode, options.processingContext);\r\n }\r\n\r\n private static _ProcessPrecision(source: string, options: ProcessingOptions): string {\r\n if (options.processor?.noPrecision) {\r\n return source;\r\n }\r\n\r\n const shouldUseHighPrecisionShader = options.shouldUseHighPrecisionShader;\r\n\r\n if (source.indexOf(\"precision highp float\") === -1) {\r\n if (!shouldUseHighPrecisionShader) {\r\n source = \"precision mediump float;\\n\" + source;\r\n } else {\r\n source = \"precision highp float;\\n\" + source;\r\n }\r\n } else {\r\n if (!shouldUseHighPrecisionShader) {\r\n // Moving highp to mediump\r\n source = source.replace(\"precision highp float\", \"precision mediump float\");\r\n }\r\n }\r\n\r\n return source;\r\n }\r\n\r\n private static _ExtractOperation(expression: string) {\r\n const regex = /defined\\((.+)\\)/;\r\n\r\n const match = regex.exec(expression);\r\n\r\n if (match && match.length) {\r\n return new ShaderDefineIsDefinedOperator(match[1].trim(), expression[0] === \"!\");\r\n }\r\n\r\n const operators = [\"==\", \">=\", \"<=\", \"<\", \">\"];\r\n let operator = \"\";\r\n let indexOperator = 0;\r\n\r\n for (operator of operators) {\r\n indexOperator = expression.indexOf(operator);\r\n\r\n if (indexOperator > -1) {\r\n break;\r\n }\r\n }\r\n\r\n if (indexOperator === -1) {\r\n return new ShaderDefineIsDefinedOperator(expression);\r\n }\r\n\r\n const define = expression.substring(0, indexOperator).trim();\r\n const value = expression.substring(indexOperator + operator.length).trim();\r\n\r\n return new ShaderDefineArithmeticOperator(define, operator, value);\r\n }\r\n\r\n private static _BuildSubExpression(expression: string): ShaderDefineExpression {\r\n expression = expression.replace(regexSE, \"defined[$1]\");\r\n\r\n const postfix = ShaderDefineExpression.infixToPostfix(expression);\r\n\r\n const stack: (string | ShaderDefineExpression)[] = [];\r\n\r\n for (const c of postfix) {\r\n if (c !== \"||\" && c !== \"&&\") {\r\n stack.push(c);\r\n } else if (stack.length >= 2) {\r\n let v1 = stack[stack.length - 1],\r\n v2 = stack[stack.length - 2];\r\n\r\n stack.length -= 2;\r\n\r\n const operator = c == \"&&\" ? new ShaderDefineAndOperator() : new ShaderDefineOrOperator();\r\n\r\n if (typeof v1 === \"string\") {\r\n v1 = v1.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n if (typeof v2 === \"string\") {\r\n v2 = v2.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n operator.leftOperand = typeof v2 === \"string\" ? this._ExtractOperation(v2) : v2;\r\n operator.rightOperand = typeof v1 === \"string\" ? this._ExtractOperation(v1) : v1;\r\n\r\n stack.push(operator);\r\n }\r\n }\r\n\r\n let result = stack[stack.length - 1];\r\n\r\n if (typeof result === \"string\") {\r\n result = result.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n // note: stack.length !== 1 if there was an error in the parsing\r\n\r\n return typeof result === \"string\" ? this._ExtractOperation(result) : result;\r\n }\r\n\r\n private static _BuildExpression(line: string, start: number): ShaderCodeTestNode {\r\n const node = new ShaderCodeTestNode();\r\n const command = line.substring(0, start);\r\n let expression = line.substring(start);\r\n\r\n expression = expression.substring(0, (expression.indexOf(\"//\") + 1 || expression.length + 1) - 1).trim();\r\n\r\n if (command === \"#ifdef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression);\r\n } else if (command === \"#ifndef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression, true);\r\n } else {\r\n node.testExpression = this._BuildSubExpression(expression);\r\n }\r\n\r\n return node;\r\n }\r\n\r\n private static _MoveCursorWithinIf(cursor: ShaderCodeCursor, rootNode: ShaderCodeConditionNode, ifNode: ShaderCodeNode) {\r\n let line = cursor.currentLine;\r\n while (this._MoveCursor(cursor, ifNode)) {\r\n line = cursor.currentLine;\r\n const first5 = line.substring(0, 5).toLowerCase();\r\n\r\n if (first5 === \"#else\") {\r\n const elseNode = new ShaderCodeNode();\r\n rootNode.children.push(elseNode);\r\n this._MoveCursor(cursor, elseNode);\r\n return;\r\n } else if (first5 === \"#elif\") {\r\n const elifNode = this._BuildExpression(line, 5);\r\n\r\n rootNode.children.push(elifNode);\r\n ifNode = elifNode;\r\n }\r\n }\r\n }\r\n\r\n private static _MoveCursor(cursor: ShaderCodeCursor, rootNode: ShaderCodeNode): boolean {\r\n while (cursor.canRead) {\r\n cursor.lineIndex++;\r\n const line = cursor.currentLine;\r\n const keywords = /(#ifdef)|(#else)|(#elif)|(#endif)|(#ifndef)|(#if)/;\r\n const matches = keywords.exec(line);\r\n\r\n if (matches && matches.length) {\r\n const keyword = matches[0];\r\n\r\n switch (keyword) {\r\n case \"#ifdef\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n\r\n const ifNode = this._BuildExpression(line, 6);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n case \"#else\":\r\n case \"#elif\":\r\n return true;\r\n case \"#endif\":\r\n return false;\r\n case \"#ifndef\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n\r\n const ifNode = this._BuildExpression(line, 7);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n case \"#if\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n const ifNode = this._BuildExpression(line, 3);\r\n rootNode.children.push(newRootNode);\r\n\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n }\r\n } else {\r\n const newNode = new ShaderCodeNode();\r\n newNode.line = line;\r\n rootNode.children.push(newNode);\r\n\r\n // Detect additional defines\r\n if (line[0] === \"#\" && line[1] === \"d\") {\r\n const split = line.replace(\";\", \"\").split(\" \");\r\n newNode.additionalDefineKey = split[1];\r\n\r\n if (split.length === 3) {\r\n newNode.additionalDefineValue = split[2];\r\n }\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n private static _EvaluatePreProcessors(sourceCode: string, preprocessors: { [key: string]: string }, options: ProcessingOptions): string {\r\n const rootNode = new ShaderCodeNode();\r\n const cursor = new ShaderCodeCursor();\r\n\r\n cursor.lineIndex = -1;\r\n cursor.lines = sourceCode.split(\"\\n\");\r\n\r\n // Decompose (We keep it in 2 steps so it is easier to maintain and perf hit is insignificant)\r\n this._MoveCursor(cursor, rootNode);\r\n\r\n // Recompose\r\n return rootNode.process(preprocessors, options);\r\n }\r\n\r\n private static _PreparePreProcessors(options: ProcessingOptions, engine: ThinEngine): { [key: string]: string } {\r\n const defines = options.defines;\r\n const preprocessors: { [key: string]: string } = {};\r\n\r\n for (const define of defines) {\r\n const keyValue = define.replace(\"#define\", \"\").replace(\";\", \"\").trim();\r\n const split = keyValue.split(\" \");\r\n preprocessors[split[0]] = split.length > 1 ? split[1] : \"\";\r\n }\r\n\r\n if (options.processor?.shaderLanguage === ShaderLanguage.GLSL) {\r\n preprocessors[\"GL_ES\"] = \"true\";\r\n }\r\n preprocessors[\"__VERSION__\"] = options.version;\r\n preprocessors[options.platformName] = \"true\";\r\n\r\n engine._getGlobalDefines(preprocessors);\r\n\r\n return preprocessors;\r\n }\r\n\r\n private static _ProcessShaderConversion(sourceCode: string, options: ProcessingOptions, engine: ThinEngine): string {\r\n let preparedSourceCode = this._ProcessPrecision(sourceCode, options);\r\n\r\n if (!options.processor) {\r\n return preparedSourceCode;\r\n }\r\n\r\n // Already converted\r\n if (options.processor.shaderLanguage === ShaderLanguage.GLSL && preparedSourceCode.indexOf(\"#version 3\") !== -1) {\r\n return preparedSourceCode.replace(\"#version 300 es\", \"\");\r\n }\r\n\r\n const defines = options.defines;\r\n\r\n const preprocessors = this._PreparePreProcessors(options, engine);\r\n\r\n // General pre processing\r\n if (options.processor.preProcessor) {\r\n preparedSourceCode = options.processor.preProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext);\r\n }\r\n\r\n preparedSourceCode = this._EvaluatePreProcessors(preparedSourceCode, preprocessors, options);\r\n\r\n // Post processing\r\n if (options.processor.postProcessor) {\r\n preparedSourceCode = options.processor.postProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext, engine);\r\n }\r\n\r\n // Inline functions tagged with #define inline\r\n if (engine._features.needShaderCodeInlining) {\r\n preparedSourceCode = engine.inlineShaderCode(preparedSourceCode);\r\n }\r\n\r\n return preparedSourceCode;\r\n }\r\n\r\n private static _ApplyPreProcessing(sourceCode: string, options: ProcessingOptions, engine: ThinEngine): string {\r\n let preparedSourceCode = sourceCode;\r\n\r\n const defines = options.defines;\r\n\r\n const preprocessors = this._PreparePreProcessors(options, engine);\r\n\r\n // General pre processing\r\n if (options.processor?.preProcessor) {\r\n preparedSourceCode = options.processor.preProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext);\r\n }\r\n\r\n preparedSourceCode = this._EvaluatePreProcessors(preparedSourceCode, preprocessors, options);\r\n\r\n // Post processing\r\n if (options.processor?.postProcessor) {\r\n preparedSourceCode = options.processor.postProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext, engine);\r\n }\r\n\r\n // Inline functions tagged with #define inline\r\n if (engine._features.needShaderCodeInlining) {\r\n preparedSourceCode = engine.inlineShaderCode(preparedSourceCode);\r\n }\r\n\r\n return preparedSourceCode;\r\n }\r\n\r\n private static _ProcessIncludes(sourceCode: string, options: ProcessingOptions, callback: (data: any) => void): void {\r\n let match = regexShaderInclude.exec(sourceCode);\r\n\r\n let returnValue = new String(sourceCode);\r\n let keepProcessing = false;\r\n\r\n while (match != null) {\r\n let includeFile = match[1];\r\n\r\n // Uniform declaration\r\n if (includeFile.indexOf(\"__decl__\") !== -1) {\r\n includeFile = includeFile.replace(/__decl__/, \"\");\r\n if (options.supportsUniformBuffers) {\r\n includeFile = includeFile.replace(/Vertex/, \"Ubo\");\r\n includeFile = includeFile.replace(/Fragment/, \"Ubo\");\r\n }\r\n includeFile = includeFile + \"Declaration\";\r\n }\r\n\r\n if (options.includesShadersStore[includeFile]) {\r\n // Substitution\r\n let includeContent = options.includesShadersStore[includeFile];\r\n if (match[2]) {\r\n const splits = match[3].split(\",\");\r\n\r\n for (let index = 0; index < splits.length; index += 2) {\r\n const source = new RegExp(splits[index], \"g\");\r\n const dest = splits[index + 1];\r\n\r\n includeContent = includeContent.replace(source, dest);\r\n }\r\n }\r\n\r\n if (match[4]) {\r\n const indexString = match[5];\r\n\r\n if (indexString.indexOf(\"..\") !== -1) {\r\n const indexSplits = indexString.split(\"..\");\r\n const minIndex = parseInt(indexSplits[0]);\r\n let maxIndex = parseInt(indexSplits[1]);\r\n let sourceIncludeContent = includeContent.slice(0);\r\n includeContent = \"\";\r\n\r\n if (isNaN(maxIndex)) {\r\n maxIndex = options.indexParameters[indexSplits[1]];\r\n }\r\n\r\n for (let i = minIndex; i < maxIndex; i++) {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n sourceIncludeContent = sourceIncludeContent.replace(/light\\{X\\}.(\\w*)/g, (str: string, p1: string) => {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent += sourceIncludeContent.replace(/\\{X\\}/g, i.toString()) + \"\\n\";\r\n }\r\n } else {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n includeContent = includeContent.replace(/light\\{X\\}.(\\w*)/g, (str: string, p1: string) => {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent = includeContent.replace(/\\{X\\}/g, indexString);\r\n }\r\n }\r\n\r\n // Replace\r\n returnValue = returnValue.replace(match[0], includeContent);\r\n\r\n keepProcessing = keepProcessing || includeContent.indexOf(\"#include<\") >= 0 || includeContent.indexOf(\"#include <\") >= 0;\r\n } else {\r\n const includeShaderUrl = options.shadersRepository + \"ShadersInclude/\" + includeFile + \".fx\";\r\n\r\n ShaderProcessor._FileToolsLoadFile(includeShaderUrl, (fileContent) => {\r\n options.includesShadersStore[includeFile] = fileContent as string;\r\n this._ProcessIncludes(<string>returnValue, options, callback);\r\n });\r\n return;\r\n }\r\n\r\n match = regexShaderInclude.exec(sourceCode);\r\n }\r\n\r\n if (keepProcessing) {\r\n this._ProcessIncludes(returnValue.toString(), options, callback);\r\n } else {\r\n callback(returnValue);\r\n }\r\n }\r\n\r\n /**\r\n * Loads a file from a url\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @returns a file request object\r\n * @internal\r\n */\r\n public static _FileToolsLoadFile(\r\n url: string,\r\n onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void,\r\n onProgress?: (ev: ProgressEvent) => void,\r\n offlineProvider?: IOfflineProvider,\r\n useArrayBuffer?: boolean,\r\n onError?: (request?: WebRequest, exception?: LoadFileError) => void\r\n ): IFileRequest {\r\n throw _WarnImport(\"FileTools\");\r\n }\r\n}\r\n"]}
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@@ -24,7 +24,7 @@ WebGPUEngine.prototype.createCubeTexture = function (rootUrl, scene, files, noMi
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24
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const width = imageBitmaps[0].width;
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25
25
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const height = width;
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26
26
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this._setCubeMapTextureParams(texture, !noMipmap);
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27
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-
texture.format = format
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27
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+
texture.format = format !== null && format !== void 0 ? format : -1;
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28
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const gpuTextureWrapper = this._textureHelper.createGPUTextureForInternalTexture(texture, width, height);
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29
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this._textureHelper.updateCubeTextures(imageBitmaps, gpuTextureWrapper.underlyingResource, width, height, gpuTextureWrapper.format, false, false, 0, 0);
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30
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if (!noMipmap) {
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@@ -1 +1 @@
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1
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-
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1
|
+
{"version":3,"file":"engine.cubeTexture.js","sourceRoot":"","sources":["../../../../../../../lts/core/generated/Engines/WebGPU/Extensions/engine.cubeTexture.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,6CAA6C,CAAC;AAErG,OAAO,EAAE,SAAS,EAAE,MAAM,iBAAiB,CAAC;AAE5C,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAIlD,YAAY,CAAC,SAAS,CAAC,8BAA8B,GAAG,UAAU,IAAY,EAAE,OAAoC;IAChH,MAAM,eAAe,GAAG,IAAI,eAAe,CAAC,IAAI,EAAE,qBAAqB,CAAC,YAAY,CAAC,CAAC;IAEtF,eAAe,CAAC,MAAM,GAAG,IAAI,CAAC;IAE9B,MAAM,eAAe,GAAG;QACpB,iBAAiB,EAAE,KAAK;QACxB,kBAAkB,EAAE,CAAC;QACrB,eAAe,EAAE,KAAK;QACtB,OAAO,EAAE,CAAC;QACV,GAAG,OAAO;KACb,CAAC;IAEF,0CAA0C;IAC1C,eAAe,CAAC,MAAM,GAAG,eAAe,CAAC,eAAe,CAAC,CAAC,CAAC,SAAS,CAAC,8BAA8B,CAAC,CAAC,CAAC,SAAS,CAAC,2BAA2B,CAAC;IAE5I,IAAI,CAAC,yBAAyB,CAC1B,eAAe,EACf,IAAI,EACJ,eAAe,CAAC,eAAe,EAC/B,eAAe,CAAC,iBAAiB,EACjC,eAAe,CAAC,kBAAkB,EAClC,eAAe,CAAC,OAAO,CAC1B,CAAC;IAEF,IAAI,CAAC,cAAc,CAAC,kCAAkC,CAAC,eAAe,CAAC,CAAC;IAExE,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;IAElD,OAAO,eAAe,CAAC;AAC3B,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,iBAAiB,GAAG,UACvC,OAAe,EACf,KAAsB,EACtB,KAAyB,EACzB,QAAkB,EAClB,SAAyC,IAAI,EAC7C,UAAiE,IAAI,EACrE,MAAe,EACf,kBAAuB,IAAI,EAC3B,oBAA6B,KAAK,EAClC,WAAmB,CAAC,EACpB,YAAoB,CAAC,EACrB,WAAsC,IAAI,EAC1C,aAAa,GAAG,KAAK;IAErB,OAAO,IAAI,CAAC,qBAAqB,CAC7B,OAAO,EACP,KAAK,EACL,KAAK,EACL,CAAC,CAAC,QAAQ,EACV,MAAM,EACN,OAAO,EACP,MAAM,EACN,eAAe,EACf,iBAAiB,EACjB,QAAQ,EACR,SAAS,EACT,QAAQ,EACR,IAAI,EACJ,CAAC,OAAwB,EAAE,IAAwC,EAAE,EAAE;QACnE,MAAM,YAAY,GAAG,IAAqB,CAAC,CAAC,oDAAoD;QAChG,MAAM,KAAK,GAAG,YAAY,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC;QACpC,MAAM,MAAM,GAAG,KAAK,CAAC;QAErB,IAAI,CAAC,wBAAwB,CAAC,OAAO,EAAE,CAAC,QAAQ,CAAC,CAAC;QAClD,OAAO,CAAC,MAAM,GAAG,MAAM,aAAN,MAAM,cAAN,MAAM,GAAI,CAAC,CAAC,CAAC;QAE9B,MAAM,iBAAiB,GAAG,IAAI,CAAC,cAAc,CAAC,kCAAkC,CAAC,OAAO,EAAE,KAAK,EAAE,MAAM,CAAC,CAAC;QAEzG,IAAI,CAAC,cAAc,CAAC,kBAAkB,CAAC,YAAY,EAAE,iBAAiB,CAAC,kBAAmB,EAAE,KAAK,EAAE,MAAM,EAAE,iBAAiB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEzJ,IAAI,CAAC,QAAQ,EAAE;YACX,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;SACvD;QAED,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;QAEvB,OAAO,CAAC,kBAAkB,CAAC,eAAe,CAAC,OAAO,CAAC,CAAC;QACpD,OAAO,CAAC,kBAAkB,CAAC,KAAK,EAAE,CAAC;QAEnC,IAAI,MAAM,EAAE;YACR,MAAM,EAAE,CAAC;SACZ;IACL,CAAC,EACD,CAAC,CAAC,aAAa,CAClB,CAAC;AACN,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,wBAAwB,GAAG,UAAU,OAAwB,EAAE,UAAmB,EAAE,QAAiB;IACxH,OAAO,CAAC,YAAY,GAAG,UAAU,CAAC,CAAC,CAAC,SAAS,CAAC,8BAA8B,CAAC,CAAC,CAAC,SAAS,CAAC,6BAA6B,CAAC;IACvH,OAAO,CAAC,YAAY,GAAG,SAAS,CAAC,yBAAyB,CAAC;IAC3D,OAAO,CAAC,YAAY,GAAG,SAAS,CAAC,yBAAyB,CAAC;IAC3D,IAAI,QAAQ,EAAE;QACV,OAAO,CAAC,YAAY,GAAG,QAAQ,CAAC;KACnC;AACL,CAAC,CAAC","sourcesContent":["import { InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { DepthTextureCreationOptions } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\n\r\ndeclare type Scene = import(\"../../../scene\").Scene;\r\n\r\nWebGPUEngine.prototype._createDepthStencilCubeTexture = function (size: number, options: DepthTextureCreationOptions): InternalTexture {\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n\r\n internalTexture.isCube = true;\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n samples: 1,\r\n ...options,\r\n };\r\n\r\n // TODO WEBGPU allow to choose the format?\r\n internalTexture.format = internalOptions.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT;\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction,\r\n internalOptions.samples\r\n );\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(internalTexture);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nWebGPUEngine.prototype.createCubeTexture = function (\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap?: boolean,\r\n onLoad: Nullable<(data?: any) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = 0,\r\n lodOffset: number = 0,\r\n fallback: Nullable<InternalTexture> = null,\r\n useSRGBBuffer = false\r\n): InternalTexture {\r\n return this.createCubeTextureBase(\r\n rootUrl,\r\n scene,\r\n files,\r\n !!noMipmap,\r\n onLoad,\r\n onError,\r\n format,\r\n forcedExtension,\r\n createPolynomials,\r\n lodScale,\r\n lodOffset,\r\n fallback,\r\n null,\r\n (texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => {\r\n const imageBitmaps = imgs as ImageBitmap[]; // we will always get an ImageBitmap array in WebGPU\r\n const width = imageBitmaps[0].width;\r\n const height = width;\r\n\r\n this._setCubeMapTextureParams(texture, !noMipmap);\r\n texture.format = format ?? -1;\r\n\r\n const gpuTextureWrapper = this._textureHelper.createGPUTextureForInternalTexture(texture, width, height);\r\n\r\n this._textureHelper.updateCubeTextures(imageBitmaps, gpuTextureWrapper.underlyingResource!, width, height, gpuTextureWrapper.format, false, false, 0, 0);\r\n\r\n if (!noMipmap) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n\r\n texture.isReady = true;\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n },\r\n !!useSRGBBuffer\r\n );\r\n};\r\n\r\nWebGPUEngine.prototype._setCubeMapTextureParams = function (texture: InternalTexture, loadMipmap: boolean, maxLevel?: number) {\r\n texture.samplingMode = loadMipmap ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n if (maxLevel) {\r\n texture._maxLodLevel = maxLevel;\r\n }\r\n};\r\n"]}
|
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@@ -1,11 +1,12 @@
|
|
|
1
1
|
import { WebGPUEngine } from "../../webgpuEngine.js";
|
|
2
2
|
WebGPUEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha = false, format, forceBindTexture, allowGPUOptimization) {
|
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3
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+
var _a;
|
|
3
4
|
if (!texture) {
|
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5
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return;
|
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5
6
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}
|
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7
|
const width = canvas.width, height = canvas.height;
|
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7
8
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let gpuTextureWrapper = texture._hardwareTexture;
|
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8
|
-
if (!texture._hardwareTexture
|
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9
|
+
if (!((_a = texture._hardwareTexture) === null || _a === void 0 ? void 0 : _a.underlyingResource)) {
|
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9
10
|
gpuTextureWrapper = this._textureHelper.createGPUTextureForInternalTexture(texture, width, height);
|
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10
11
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}
|
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11
12
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this._textureHelper.updateTexture(canvas, texture, width, height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, premulAlpha, 0, 0, allowGPUOptimization);
|
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"engine.dynamicTexture.js","sourceRoot":"","sources":["../../../../../../../lts/core/generated/Engines/WebGPU/Extensions/engine.dynamicTexture.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAGlD,YAAY,CAAC,SAAS,CAAC,oBAAoB,GAAG,UAC1C,OAAkC,EAClC,MAA2C,EAC3C,OAAgB,EAChB,cAAuB,KAAK,EAC5B,MAAe,EACf,gBAA0B,EAC1B,oBAA8B
|
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1
|
+
{"version":3,"file":"engine.dynamicTexture.js","sourceRoot":"","sources":["../../../../../../../lts/core/generated/Engines/WebGPU/Extensions/engine.dynamicTexture.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAGlD,YAAY,CAAC,SAAS,CAAC,oBAAoB,GAAG,UAC1C,OAAkC,EAClC,MAA2C,EAC3C,OAAgB,EAChB,cAAuB,KAAK,EAC5B,MAAe,EACf,gBAA0B,EAC1B,oBAA8B;;IAE9B,IAAI,CAAC,OAAO,EAAE;QACV,OAAO;KACV;IAED,MAAM,KAAK,GAAG,MAAM,CAAC,KAAK,EACtB,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;IAE3B,IAAI,iBAAiB,GAAG,OAAO,CAAC,gBAAyC,CAAC;IAE1E,IAAI,CAAC,CAAA,MAAA,OAAO,CAAC,gBAAgB,0CAAE,kBAAkB,CAAA,EAAE;QAC/C,iBAAiB,GAAG,IAAI,CAAC,cAAc,CAAC,kCAAkC,CAAC,OAAO,EAAE,KAAK,EAAE,MAAM,CAAC,CAAC;KACtG;IAED,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,CAAC,KAAK,EAAE,iBAAiB,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,OAAO,EAAE,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,oBAAoB,CAAC,CAAC;IACnK,IAAI,OAAO,CAAC,eAAe,EAAE;QACzB,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;KACvD;IAED,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;AAC3B,CAAC,CAAC","sourcesContent":["import type { InternalTexture } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\n\r\nWebGPUEngine.prototype.updateDynamicTexture = function (\r\n texture: Nullable<InternalTexture>,\r\n canvas: HTMLCanvasElement | OffscreenCanvas,\r\n invertY: boolean,\r\n premulAlpha: boolean = false,\r\n format?: number,\r\n forceBindTexture?: boolean,\r\n allowGPUOptimization?: boolean\r\n): void {\r\n if (!texture) {\r\n return;\r\n }\r\n\r\n const width = canvas.width,\r\n height = canvas.height;\r\n\r\n let gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n if (!texture._hardwareTexture?.underlyingResource) {\r\n gpuTextureWrapper = this._textureHelper.createGPUTextureForInternalTexture(texture, width, height);\r\n }\r\n\r\n this._textureHelper.updateTexture(canvas, texture, width, height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, premulAlpha, 0, 0, allowGPUOptimization);\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"]}
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@@ -26,6 +26,7 @@ WebGPUEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (rtWrapp
|
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26
26
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this._setColorFormat(this._mainRenderPassWrapper);
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27
27
|
};
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28
28
|
WebGPUEngine.prototype.createMultipleRenderTarget = function (size, options, initializeBuffers) {
|
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29
|
+
var _a;
|
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29
30
|
let generateMipMaps = false;
|
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30
31
|
let generateDepthBuffer = true;
|
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32
|
let generateStencilBuffer = false;
|
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@@ -45,7 +46,7 @@ WebGPUEngine.prototype.createMultipleRenderTarget = function (size, options, ini
|
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45
46
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generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
|
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46
47
|
generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
|
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47
48
|
textureCount = options.textureCount || 1;
|
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48
|
-
depthTextureFormat = options.depthTextureFormat
|
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49
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+
depthTextureFormat = (_a = options.depthTextureFormat) !== null && _a !== void 0 ? _a : 15;
|
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49
50
|
if (options.types) {
|
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50
51
|
types = options.types;
|
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51
52
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}
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@@ -1 +1 @@
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1
|
-
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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\n\r\nWebGPUEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: RenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n if (onBeforeUnbind) {\r\n onBeforeUnbind();\r\n }\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n if (this._currentRenderPass && this._currentRenderPass !== this._mainRenderPassWrapper.renderPass) {\r\n this._endRenderTargetRenderPass();\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {\r\n this._generateMipmaps(texture);\r\n }\r\n }\r\n\r\n this._currentRenderTarget = null;\r\n\r\n this._mrtAttachments = [];\r\n this._cacheRenderPipeline.setMRT([]);\r\n this._cacheRenderPipeline.setMRTAttachments(this._mrtAttachments);\r\n this._currentRenderPass = this._mainRenderPassWrapper.renderPass;\r\n this._setDepthTextureFormat(this._mainRenderPassWrapper);\r\n this._setColorFormat(this._mainRenderPassWrapper);\r\n};\r\n\r\nWebGPUEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH16;\r\n let textureCount = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n\r\n let types = new Array<number>();\r\n let samplingModes = new Array<number>();\r\n let useSRGBBuffers = new Array<boolean>();\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGPURenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;\r\n generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;\r\n textureCount = options.textureCount || 1;\r\n depthTextureFormat = options.depthTextureFormat ?? Constants.TEXTUREFORMAT_DEPTH16;\r\n\r\n if (options.types) {\r\n types = options.types;\r\n }\r\n if (options.samplingModes) {\r\n samplingModes = options.samplingModes;\r\n }\r\n if (options.useSRGBBuffers) {\r\n useSRGBBuffers = options.useSRGBBuffers;\r\n }\r\n }\r\n\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number }>size).height || <number>size;\r\n\r\n let depthStencilTexture = null;\r\n if (generateDepthBuffer || generateStencilBuffer || generateDepthTexture) {\r\n depthStencilTexture = rtWrapper.createDepthStencilTexture(0, false, generateStencilBuffer, 1, depthTextureFormat);\r\n }\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n const defaultAttachments: number[] = [];\r\n\r\n rtWrapper._generateDepthBuffer = generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateStencilBuffer;\r\n rtWrapper._attachments = attachments;\r\n rtWrapper._defaultAttachments = defaultAttachments;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n const useSRGBBuffer = useSRGBBuffers[i] || defaultUseSRGBBuffer;\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n\r\n textures.push(texture);\r\n attachments.push(i + 1);\r\n defaultAttachments.push(initializeBuffers ? i + 1 : i === 0 ? 1 : 0);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n }\r\n\r\n if (depthStencilTexture) {\r\n depthStencilTexture.incrementReferences();\r\n textures.push(depthStencilTexture);\r\n this._internalTexturesCache.push(depthStencilTexture);\r\n }\r\n\r\n rtWrapper.setTextures(textures);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.textures || rtWrapper.textures[0].samples === samples) {\r\n return samples;\r\n }\r\n\r\n const count = rtWrapper.textures.length;\r\n\r\n if (count === 0) {\r\n return 1;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n for (let i = 0; i < count; ++i) {\r\n const texture = rtWrapper.textures[i];\r\n this._textureHelper.createMSAATexture(texture, samples);\r\n texture.samples = samples;\r\n }\r\n\r\n // Note that the last texture of textures is the depth texture if the depth texture has been generated by the MRT class and so the MSAA texture\r\n // will be recreated for this texture by the loop above: in that case, there's no need to create the MSAA texture for rtWrapper._depthStencilTexture\r\n // because rtWrapper._depthStencilTexture is the same texture than the depth texture\r\n if (rtWrapper._depthStencilTexture && rtWrapper._depthStencilTexture !== rtWrapper.textures[rtWrapper.textures.length - 1]) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n return samples;\r\n};\r\n\r\nWebGPUEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n if (attachments.length === 0 || !this._currentRenderTarget) {\r\n return;\r\n }\r\n\r\n this._mrtAttachments = attachments;\r\n if (this._currentRenderPass) {\r\n // the render pass has already been created, we need to call setMRTAttachments to update the state of the attachments\r\n this._cacheRenderPipeline.setMRTAttachments(attachments);\r\n } else {\r\n // the render pass is not created yet so we don't need to call setMRTAttachments: it will be called as part of the render pass creation (see WebGPUEngine._startRenderTargetRenderPass)\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype.buildTextureLayout = function (textureStatus: boolean[]): number[] {\r\n const result = [];\r\n\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push(i + 1);\r\n } else {\r\n result.push(0);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachment = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachmentForRenderTarget are not called in Babylon.js so it's hard to know the use case\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachment are not called in Babylon.js so it's hard to know the use case\r\n};\r\n"]}
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1
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+
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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\n\r\nWebGPUEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: RenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n if (onBeforeUnbind) {\r\n onBeforeUnbind();\r\n }\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n if (this._currentRenderPass && this._currentRenderPass !== this._mainRenderPassWrapper.renderPass) {\r\n this._endRenderTargetRenderPass();\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {\r\n this._generateMipmaps(texture);\r\n }\r\n }\r\n\r\n this._currentRenderTarget = null;\r\n\r\n this._mrtAttachments = [];\r\n this._cacheRenderPipeline.setMRT([]);\r\n this._cacheRenderPipeline.setMRTAttachments(this._mrtAttachments);\r\n this._currentRenderPass = this._mainRenderPassWrapper.renderPass;\r\n this._setDepthTextureFormat(this._mainRenderPassWrapper);\r\n this._setColorFormat(this._mainRenderPassWrapper);\r\n};\r\n\r\nWebGPUEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH16;\r\n let textureCount = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n\r\n let types = new Array<number>();\r\n let samplingModes = new Array<number>();\r\n let useSRGBBuffers = new Array<boolean>();\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGPURenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;\r\n generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;\r\n textureCount = options.textureCount || 1;\r\n depthTextureFormat = options.depthTextureFormat ?? Constants.TEXTUREFORMAT_DEPTH16;\r\n\r\n if (options.types) {\r\n types = options.types;\r\n }\r\n if (options.samplingModes) {\r\n samplingModes = options.samplingModes;\r\n }\r\n if (options.useSRGBBuffers) {\r\n useSRGBBuffers = options.useSRGBBuffers;\r\n }\r\n }\r\n\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number }>size).height || <number>size;\r\n\r\n let depthStencilTexture = null;\r\n if (generateDepthBuffer || generateStencilBuffer || generateDepthTexture) {\r\n depthStencilTexture = rtWrapper.createDepthStencilTexture(0, false, generateStencilBuffer, 1, depthTextureFormat);\r\n }\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n const defaultAttachments: number[] = [];\r\n\r\n rtWrapper._generateDepthBuffer = generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateStencilBuffer;\r\n rtWrapper._attachments = attachments;\r\n rtWrapper._defaultAttachments = defaultAttachments;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n const useSRGBBuffer = useSRGBBuffers[i] || defaultUseSRGBBuffer;\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n\r\n textures.push(texture);\r\n attachments.push(i + 1);\r\n defaultAttachments.push(initializeBuffers ? i + 1 : i === 0 ? 1 : 0);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n }\r\n\r\n if (depthStencilTexture) {\r\n depthStencilTexture.incrementReferences();\r\n textures.push(depthStencilTexture);\r\n this._internalTexturesCache.push(depthStencilTexture);\r\n }\r\n\r\n rtWrapper.setTextures(textures);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.textures || rtWrapper.textures[0].samples === samples) {\r\n return samples;\r\n }\r\n\r\n const count = rtWrapper.textures.length;\r\n\r\n if (count === 0) {\r\n return 1;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n for (let i = 0; i < count; ++i) {\r\n const texture = rtWrapper.textures[i];\r\n this._textureHelper.createMSAATexture(texture, samples);\r\n texture.samples = samples;\r\n }\r\n\r\n // Note that the last texture of textures is the depth texture if the depth texture has been generated by the MRT class and so the MSAA texture\r\n // will be recreated for this texture by the loop above: in that case, there's no need to create the MSAA texture for rtWrapper._depthStencilTexture\r\n // because rtWrapper._depthStencilTexture is the same texture than the depth texture\r\n if (rtWrapper._depthStencilTexture && rtWrapper._depthStencilTexture !== rtWrapper.textures[rtWrapper.textures.length - 1]) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n return samples;\r\n};\r\n\r\nWebGPUEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n if (attachments.length === 0 || !this._currentRenderTarget) {\r\n return;\r\n }\r\n\r\n this._mrtAttachments = attachments;\r\n if (this._currentRenderPass) {\r\n // the render pass has already been created, we need to call setMRTAttachments to update the state of the attachments\r\n this._cacheRenderPipeline.setMRTAttachments(attachments);\r\n } else {\r\n // the render pass is not created yet so we don't need to call setMRTAttachments: it will be called as part of the render pass creation (see WebGPUEngine._startRenderTargetRenderPass)\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype.buildTextureLayout = function (textureStatus: boolean[]): number[] {\r\n const result = [];\r\n\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push(i + 1);\r\n } else {\r\n result.push(0);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachment = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachmentForRenderTarget are not called in Babylon.js so it's hard to know the use case\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachment are not called in Babylon.js so it's hard to know the use case\r\n};\r\n"]}
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@@ -20,9 +20,10 @@ WebGPUEngine.prototype.getQueryResult = function (query) {
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return this._occlusionQuery.getQueryResult(query);
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};
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WebGPUEngine.prototype.beginOcclusionQuery = function (algorithmType, query) {
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+
var _a;
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if (this.compatibilityMode) {
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if (this._occlusionQuery.canBeginQuery) {
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-
this._currentRenderPass
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+
(_a = this._currentRenderPass) === null || _a === void 0 ? void 0 : _a.beginOcclusionQuery(query);
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return true;
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}
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}
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@@ -35,8 +36,9 @@ WebGPUEngine.prototype.beginOcclusionQuery = function (algorithmType, query) {
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return false;
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};
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WebGPUEngine.prototype.endOcclusionQuery = function () {
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+
var _a;
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if (this.compatibilityMode) {
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-
this._currentRenderPass
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(_a = this._currentRenderPass) === null || _a === void 0 ? void 0 : _a.endOcclusionQuery();
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}
|
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else {
|
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|
const renderPassIndex = this._getCurrentRenderPassIndex();
|
|
@@ -1 +1 @@
|
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|
1
|
-
{"version":3,"file":"engine.query.js","sourceRoot":"","sources":["../../../../../../../lts/core/generated/Engines/WebGPU/Extensions/engine.query.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAClD,OAAO,EAAE,mCAAmC,EAAE,iCAAiC,EAAE,MAAM,qBAAqB,CAAC;AAI7G,YAAY,CAAC,SAAS,CAAC,sBAAsB,GAAG;IAC5C,OAAO,IAAI,CAAC,eAAe,CAAC,mBAAmB,CAAC;AACpD,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,mBAAmB,GAAG,UAAU,KAAc;IACjE,IAAI,CAAC,eAAe,CAAC,MAAM,GAAG,KAAK,IAAI,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC;AACnE,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,WAAW,GAAG;IACjC,OAAO,IAAI,CAAC,eAAe,CAAC,WAAW,EAAE,CAAC;AAC9C,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,WAAW,GAAG,UAAU,KAAqB;IAChE,IAAI,CAAC,eAAe,CAAC,WAAW,CAAC,KAAe,CAAC,CAAC;IAElD,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,sBAAsB,GAAG,UAAU,KAAqB;IAC3E,OAAO,IAAI,CAAC,eAAe,CAAC,sBAAsB,CAAC,KAAe,CAAC,CAAC;AACxE,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,cAAc,GAAG,UAAU,KAAqB;IACnE,OAAO,IAAI,CAAC,eAAe,CAAC,cAAc,CAAC,KAAe,CAAC,CAAC;AAChE,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,mBAAmB,GAAG,UAAU,aAAqB,EAAE,KAAqB
|
|
1
|
+
{"version":3,"file":"engine.query.js","sourceRoot":"","sources":["../../../../../../../lts/core/generated/Engines/WebGPU/Extensions/engine.query.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAClD,OAAO,EAAE,mCAAmC,EAAE,iCAAiC,EAAE,MAAM,qBAAqB,CAAC;AAI7G,YAAY,CAAC,SAAS,CAAC,sBAAsB,GAAG;IAC5C,OAAO,IAAI,CAAC,eAAe,CAAC,mBAAmB,CAAC;AACpD,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,mBAAmB,GAAG,UAAU,KAAc;IACjE,IAAI,CAAC,eAAe,CAAC,MAAM,GAAG,KAAK,IAAI,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC;AACnE,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,WAAW,GAAG;IACjC,OAAO,IAAI,CAAC,eAAe,CAAC,WAAW,EAAE,CAAC;AAC9C,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,WAAW,GAAG,UAAU,KAAqB;IAChE,IAAI,CAAC,eAAe,CAAC,WAAW,CAAC,KAAe,CAAC,CAAC;IAElD,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,sBAAsB,GAAG,UAAU,KAAqB;IAC3E,OAAO,IAAI,CAAC,eAAe,CAAC,sBAAsB,CAAC,KAAe,CAAC,CAAC;AACxE,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,cAAc,GAAG,UAAU,KAAqB;IACnE,OAAO,IAAI,CAAC,eAAe,CAAC,cAAc,CAAC,KAAe,CAAC,CAAC;AAChE,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,mBAAmB,GAAG,UAAU,aAAqB,EAAE,KAAqB;;IAC/F,IAAI,IAAI,CAAC,iBAAiB,EAAE;QACxB,IAAI,IAAI,CAAC,eAAe,CAAC,aAAa,EAAE;YACpC,MAAA,IAAI,CAAC,kBAAkB,0CAAE,mBAAmB,CAAC,KAAe,CAAC,CAAC;YAC9D,OAAO,IAAI,CAAC;SACf;KACJ;SAAM;QACH,MAAM,eAAe,GAAG,IAAI,CAAC,0BAA0B,EAAE,CAAC;QAC1D,MAAM,UAAU,GAAG,eAAe,KAAK,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,uBAAuB,CAAC;QAC3F,UAAU,CAAC,OAAO,CAAC,IAAI,mCAAmC,CAAC,KAAe,CAAC,CAAC,CAAC;QAC7E,OAAO,IAAI,CAAC;KACf;IAED,OAAO,KAAK,CAAC;AACjB,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,iBAAiB,GAAG;;IACvC,IAAI,IAAI,CAAC,iBAAiB,EAAE;QACxB,MAAA,IAAI,CAAC,kBAAkB,0CAAE,iBAAiB,EAAE,CAAC;KAChD;SAAM;QACH,MAAM,eAAe,GAAG,IAAI,CAAC,0BAA0B,EAAE,CAAC;QAC1D,MAAM,UAAU,GAAG,eAAe,KAAK,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,uBAAuB,CAAC;QAC3F,UAAU,CAAC,OAAO,CAAC,IAAI,iCAAiC,EAAE,CAAC,CAAC;KAC/D;IACD,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC","sourcesContent":["import type { OcclusionQuery } from \"../../Extensions/engine.query\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport { WebGPURenderItemBeginOcclusionQuery, WebGPURenderItemEndOcclusionQuery } from \"../webgpuBundleList\";\r\n\r\ndeclare type PerfCounter = import(\"../../../Misc/perfCounter\").PerfCounter;\r\n\r\nWebGPUEngine.prototype.getGPUFrameTimeCounter = function (): PerfCounter {\r\n return this._timestampQuery.gpuFrameTimeCounter;\r\n};\r\n\r\nWebGPUEngine.prototype.captureGPUFrameTime = function (value: boolean) {\r\n this._timestampQuery.enable = value && !!this._caps.timerQuery;\r\n};\r\n\r\nWebGPUEngine.prototype.createQuery = function (): OcclusionQuery {\r\n return this._occlusionQuery.createQuery();\r\n};\r\n\r\nWebGPUEngine.prototype.deleteQuery = function (query: OcclusionQuery): WebGPUEngine {\r\n this._occlusionQuery.deleteQuery(query as number);\r\n\r\n return this;\r\n};\r\n\r\nWebGPUEngine.prototype.isQueryResultAvailable = function (query: OcclusionQuery): boolean {\r\n return this._occlusionQuery.isQueryResultAvailable(query as number);\r\n};\r\n\r\nWebGPUEngine.prototype.getQueryResult = function (query: OcclusionQuery): number {\r\n return this._occlusionQuery.getQueryResult(query as number);\r\n};\r\n\r\nWebGPUEngine.prototype.beginOcclusionQuery = function (algorithmType: number, query: OcclusionQuery): boolean {\r\n if (this.compatibilityMode) {\r\n if (this._occlusionQuery.canBeginQuery) {\r\n this._currentRenderPass?.beginOcclusionQuery(query as number);\r\n return true;\r\n }\r\n } else {\r\n const renderPassIndex = this._getCurrentRenderPassIndex();\r\n const bundleList = renderPassIndex === 0 ? this._bundleList : this._bundleListRenderTarget;\r\n bundleList.addItem(new WebGPURenderItemBeginOcclusionQuery(query as number));\r\n return true;\r\n }\r\n\r\n return false;\r\n};\r\n\r\nWebGPUEngine.prototype.endOcclusionQuery = function (): WebGPUEngine {\r\n if (this.compatibilityMode) {\r\n this._currentRenderPass?.endOcclusionQuery();\r\n } else {\r\n const renderPassIndex = this._getCurrentRenderPassIndex();\r\n const bundleList = renderPassIndex === 0 ? this._bundleList : this._bundleListRenderTarget;\r\n bundleList.addItem(new WebGPURenderItemEndOcclusionQuery());\r\n }\r\n return this;\r\n};\r\n"]}
|
|
@@ -107,11 +107,11 @@ WebGPUEngine.prototype.updateRawCubeTexture = function (texture, bufferView, for
|
|
|
107
107
|
};
|
|
108
108
|
WebGPUEngine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad = null, onError = null, samplingMode = 3, invertY = false) {
|
|
109
109
|
const texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode, null);
|
|
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|
-
scene
|
|
110
|
+
scene === null || scene === void 0 ? void 0 : scene.addPendingData(texture);
|
|
111
111
|
texture.url = url;
|
|
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112
|
this._internalTexturesCache.push(texture);
|
|
113
113
|
const onerror = (request, exception) => {
|
|
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|
-
scene
|
|
114
|
+
scene === null || scene === void 0 ? void 0 : scene.removePendingData(texture);
|
|
115
115
|
if (onError && request) {
|
|
116
116
|
onError(request.status + " " + request.statusText, exception);
|
|
117
117
|
}
|
|
@@ -149,14 +149,14 @@ WebGPUEngine.prototype.createRawCubeTextureFromUrl = function (url, scene, size,
|
|
|
149
149
|
this.updateRawCubeTexture(texture, allFaces, format, type, invertY);
|
|
150
150
|
}
|
|
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151
|
texture.isReady = true;
|
|
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|
-
scene
|
|
152
|
+
scene === null || scene === void 0 ? void 0 : scene.removePendingData(texture);
|
|
153
153
|
if (onLoad) {
|
|
154
154
|
onLoad();
|
|
155
155
|
}
|
|
156
156
|
};
|
|
157
157
|
this._loadFile(url, (data) => {
|
|
158
158
|
internalCallback(data);
|
|
159
|
-
}, undefined, scene
|
|
159
|
+
}, undefined, scene === null || scene === void 0 ? void 0 : scene.offlineProvider, true, onerror);
|
|
160
160
|
return texture;
|
|
161
161
|
};
|
|
162
162
|
WebGPUEngine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression = null, textureType = 0, creationFlags = 0) {
|
|
@@ -1 +1 @@
|
|
|
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"]}
|
|
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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@@ -8,6 +8,7 @@ WebGPUEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti, i
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return rtWrapper;
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};
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WebGPUEngine.prototype.createRenderTargetTexture = function (size, options) {
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+
var _a;
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const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size);
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const fullOptions = {};
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if (options !== undefined && typeof options === "object") {
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@@ -15,7 +16,7 @@ WebGPUEngine.prototype.createRenderTargetTexture = function (size, options) {
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fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
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fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
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fullOptions.samplingMode = options.samplingMode === undefined ? 3 : options.samplingMode;
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-
fullOptions.creationFlags = options.creationFlags
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+
fullOptions.creationFlags = (_a = options.creationFlags) !== null && _a !== void 0 ? _a : 0;
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fullOptions.noColorTarget = !!options.noColorTarget;
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}
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else {
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