@babylonjs/core 5.32.0 → 5.32.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/abstractActionManager.d.ts +1 -1
- package/Actions/abstractActionManager.js +1 -1
- package/Actions/abstractActionManager.js.map +1 -1
- package/Actions/action.d.ts +1 -1
- package/Actions/action.js +1 -1
- package/Actions/action.js.map +1 -1
- package/Actions/actionManager.d.ts +18 -18
- package/Actions/actionManager.js +18 -18
- package/Actions/actionManager.js.map +1 -1
- package/Actions/directActions.d.ts +10 -10
- package/Actions/directActions.js +10 -10
- package/Actions/directActions.js.map +1 -1
- package/Actions/interpolateValueAction.d.ts +1 -1
- package/Actions/interpolateValueAction.js +1 -1
- package/Actions/interpolateValueAction.js.map +1 -1
- package/Animations/animatable.d.ts +2 -2
- package/Animations/animatable.js +2 -2
- package/Animations/animatable.js.map +1 -1
- package/Animations/animationGroup.d.ts +3 -3
- package/Animations/animationGroup.js +3 -3
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/easing.d.ts +14 -14
- package/Animations/easing.js +13 -13
- package/Animations/easing.js.map +1 -1
- package/Audio/Interfaces/IAudioEngine.d.ts +2 -2
- package/Audio/Interfaces/IAudioEngine.js.map +1 -1
- package/Audio/Interfaces/ISoundOptions.d.ts +3 -3
- package/Audio/Interfaces/ISoundOptions.js.map +1 -1
- package/Audio/analyser.d.ts +1 -1
- package/Audio/analyser.js +1 -1
- package/Audio/analyser.js.map +1 -1
- package/Audio/audioEngine.d.ts +2 -2
- package/Audio/audioEngine.js +2 -2
- package/Audio/audioEngine.js.map +1 -1
- package/Audio/audioSceneComponent.d.ts +4 -4
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.d.ts +13 -13
- package/Audio/sound.js +13 -13
- package/Audio/sound.js.map +1 -1
- package/Audio/soundTrack.d.ts +5 -5
- package/Audio/soundTrack.js +5 -5
- package/Audio/soundTrack.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.d.ts +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
- package/Behaviors/Cameras/bouncingBehavior.d.ts +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
- package/Behaviors/Cameras/framingBehavior.js +1 -1
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.d.ts +8 -0
- package/Behaviors/Meshes/pointerDragBehavior.js +9 -3
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/bone.d.ts +1 -1
- package/Bones/bone.js +1 -1
- package/Bones/bone.js.map +1 -1
- package/Bones/boneIKController.d.ts +1 -1
- package/Bones/boneIKController.js +1 -1
- package/Bones/boneIKController.js.map +1 -1
- package/Bones/boneLookController.d.ts +1 -1
- package/Bones/boneLookController.js +1 -1
- package/Bones/boneLookController.js.map +1 -1
- package/Bones/skeleton.d.ts +3 -3
- package/Bones/skeleton.js +2 -2
- package/Bones/skeleton.js.map +1 -1
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js +2 -2
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +2 -2
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraGamepadInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraGamepadInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +3 -3
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraPointersInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.d.ts +2 -2
- package/Cameras/Inputs/flyCameraMouseInput.js +4 -4
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.d.ts +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.d.ts +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js +3 -3
- package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/followCameraPointersInput.d.ts +1 -1
- package/Cameras/Inputs/followCameraPointersInput.js +1 -1
- package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +2 -2
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +2 -2
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.js +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.d.ts +3 -2
- package/Cameras/Inputs/freeCameraMouseInput.js +10 -7
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.js +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraTouchInput.d.ts +2 -2
- package/Cameras/Inputs/freeCameraTouchInput.js +4 -4
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.js +1 -1
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.js +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.js +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.js +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
- package/Cameras/VR/vrCameraMetrics.js +1 -1
- package/Cameras/VR/vrCameraMetrics.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.js +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.js +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.d.ts +2 -2
- package/Cameras/VR/vrExperienceHelper.js +2 -2
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/VR/webVRCamera.d.ts +2 -2
- package/Cameras/VR/webVRCamera.js +2 -2
- package/Cameras/VR/webVRCamera.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +9 -9
- package/Cameras/arcRotateCamera.js +9 -9
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/arcRotateCameraInputsManager.d.ts +1 -1
- package/Cameras/arcRotateCameraInputsManager.js +1 -1
- package/Cameras/arcRotateCameraInputsManager.js.map +1 -1
- package/Cameras/camera.d.ts +4 -4
- package/Cameras/camera.js +4 -4
- package/Cameras/camera.js.map +1 -1
- package/Cameras/cameraInputsManager.d.ts +1 -1
- package/Cameras/cameraInputsManager.js +1 -1
- package/Cameras/cameraInputsManager.js.map +1 -1
- package/Cameras/flyCamera.d.ts +1 -1
- package/Cameras/flyCamera.js +1 -1
- package/Cameras/flyCamera.js.map +1 -1
- package/Cameras/flyCameraInputsManager.d.ts +1 -1
- package/Cameras/flyCameraInputsManager.js +1 -1
- package/Cameras/flyCameraInputsManager.js.map +1 -1
- package/Cameras/followCamera.d.ts +4 -4
- package/Cameras/followCamera.js +4 -4
- package/Cameras/followCamera.js.map +1 -1
- package/Cameras/followCameraInputsManager.d.ts +1 -1
- package/Cameras/followCameraInputsManager.js +1 -1
- package/Cameras/followCameraInputsManager.js.map +1 -1
- package/Cameras/freeCamera.d.ts +3 -3
- package/Cameras/freeCamera.js +3 -3
- package/Cameras/freeCamera.js.map +1 -1
- package/Cameras/freeCameraInputsManager.d.ts +1 -1
- package/Cameras/freeCameraInputsManager.js +1 -1
- package/Cameras/freeCameraInputsManager.js.map +1 -1
- package/Cameras/gamepadCamera.d.ts +2 -2
- package/Cameras/gamepadCamera.js +2 -2
- package/Cameras/gamepadCamera.js.map +1 -1
- package/Cameras/targetCamera.d.ts +2 -2
- package/Cameras/targetCamera.js +2 -2
- package/Cameras/targetCamera.js.map +1 -1
- package/Cameras/touchCamera.d.ts +2 -2
- package/Cameras/touchCamera.js +2 -2
- package/Cameras/touchCamera.js.map +1 -1
- package/Cameras/universalCamera.d.ts +2 -2
- package/Cameras/universalCamera.js +2 -2
- package/Cameras/universalCamera.js.map +1 -1
- package/Cameras/virtualJoysticksCamera.d.ts +2 -2
- package/Cameras/virtualJoysticksCamera.js +2 -2
- package/Cameras/virtualJoysticksCamera.js.map +1 -1
- package/Collisions/pickingInfo.d.ts +1 -1
- package/Collisions/pickingInfo.js +1 -1
- package/Collisions/pickingInfo.js.map +1 -1
- package/Culling/Octrees/octree.d.ts +2 -2
- package/Culling/Octrees/octree.js +2 -2
- package/Culling/Octrees/octree.js.map +1 -1
- package/Culling/Octrees/octreeBlock.d.ts +1 -1
- package/Culling/Octrees/octreeBlock.js +1 -1
- package/Culling/Octrees/octreeBlock.js.map +1 -1
- package/Culling/Octrees/octreeSceneComponent.d.ts +3 -3
- package/Culling/Octrees/octreeSceneComponent.js +1 -1
- package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
- package/Culling/boundingInfo.d.ts +3 -3
- package/Culling/boundingInfo.js +2 -2
- package/Culling/boundingInfo.js.map +1 -1
- package/Debug/debugLayer.d.ts +1 -1
- package/Debug/debugLayer.js.map +1 -1
- package/Debug/rayHelper.d.ts +2 -2
- package/Debug/rayHelper.js +2 -2
- package/Debug/rayHelper.js.map +1 -1
- package/Engines/Extensions/engine.alpha.d.ts +2 -2
- package/Engines/Extensions/engine.alpha.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.d.ts +2 -2
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.query.d.ts +8 -8
- package/Engines/Extensions/engine.query.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.d.ts +1 -1
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Extensions/engine.uniformBuffer.d.ts +3 -3
- package/Engines/Extensions/engine.uniformBuffer.js.map +1 -1
- package/Engines/Extensions/engine.views.d.ts +2 -2
- package/Engines/Extensions/engine.views.js +1 -1
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Extensions/engine.webVR.d.ts +1 -1
- package/Engines/Extensions/engine.webVR.js.map +1 -1
- package/Engines/Processors/shaderProcessor.d.ts +2 -2
- package/Engines/Processors/shaderProcessor.js +2 -2
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js +11 -9
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/constants.d.ts +17 -17
- package/Engines/constants.js +17 -17
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +12 -12
- package/Engines/engine.js +11 -11
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.d.ts +2 -2
- package/Engines/nativeEngine.js +23 -2
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.d.ts +5 -5
- package/Engines/nullEngine.js +5 -5
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +8 -8
- package/Engines/thinEngine.js +6 -6
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +4 -4
- package/Engines/webgpuEngine.js +1 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/Gamepads/gamepadSceneComponent.d.ts +1 -1
- package/Gamepads/gamepadSceneComponent.js.map +1 -1
- package/Gizmos/gizmo.d.ts +6 -7
- package/Gizmos/gizmo.js +43 -36
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js +17 -7
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.d.ts +4 -0
- package/Gizmos/positionGizmo.js +21 -0
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.d.ts +4 -0
- package/Gizmos/rotationGizmo.js +20 -0
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.d.ts +2 -0
- package/Gizmos/scaleGizmo.js +10 -0
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Helpers/sceneHelpers.d.ts +7 -7
- package/Helpers/sceneHelpers.js.map +1 -1
- package/Inputs/scene.inputManager.js +34 -25
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Instrumentation/engineInstrumentation.d.ts +2 -2
- package/Instrumentation/engineInstrumentation.js +2 -2
- package/Instrumentation/engineInstrumentation.js.map +1 -1
- package/Instrumentation/sceneInstrumentation.d.ts +2 -2
- package/Instrumentation/sceneInstrumentation.js +2 -2
- package/Instrumentation/sceneInstrumentation.js.map +1 -1
- package/Layers/effectLayerSceneComponent.d.ts +2 -2
- package/Layers/effectLayerSceneComponent.js.map +1 -1
- package/Layers/glowLayer.d.ts +1 -1
- package/Layers/glowLayer.js +1 -1
- package/Layers/glowLayer.js.map +1 -1
- package/LensFlares/lensFlare.d.ts +3 -3
- package/LensFlares/lensFlare.js +3 -3
- package/LensFlares/lensFlare.js.map +1 -1
- package/LensFlares/lensFlareSystem.d.ts +2 -2
- package/LensFlares/lensFlareSystem.js +2 -2
- package/LensFlares/lensFlareSystem.js.map +1 -1
- package/LensFlares/lensFlareSystemSceneComponent.d.ts +1 -1
- package/LensFlares/lensFlareSystemSceneComponent.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +2 -2
- package/Lights/Shadows/shadowGenerator.js +2 -2
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/directionalLight.d.ts +2 -2
- package/Lights/directionalLight.js +2 -2
- package/Lights/directionalLight.js.map +1 -1
- package/Lights/hemisphericLight.d.ts +1 -1
- package/Lights/hemisphericLight.js +1 -1
- package/Lights/hemisphericLight.js.map +1 -1
- package/Lights/light.d.ts +1 -1
- package/Lights/light.js +1 -1
- package/Lights/light.js.map +1 -1
- package/Lights/pointLight.d.ts +2 -2
- package/Lights/pointLight.js +2 -2
- package/Lights/pointLight.js.map +1 -1
- package/Lights/spotLight.d.ts +2 -2
- package/Lights/spotLight.js +2 -2
- package/Lights/spotLight.js.map +1 -1
- package/Loading/loadingScreen.d.ts +2 -2
- package/Loading/loadingScreen.js +1 -1
- package/Loading/loadingScreen.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.d.ts +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
- package/Materials/Node/Blocks/reciprocalBlock.js +6 -2
- package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +1 -1
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrMaterial.d.ts +1 -1
- package/Materials/PBR/pbrMaterial.js +1 -1
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/Textures/Packer/packer.d.ts +1 -1
- package/Materials/Textures/Packer/packer.js +1 -1
- package/Materials/Textures/Packer/packer.js.map +1 -1
- package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +2 -2
- package/Materials/Textures/Procedurals/customProceduralTexture.js +2 -2
- package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.d.ts +2 -2
- package/Materials/Textures/Procedurals/proceduralTexture.js +2 -2
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.d.ts +1 -1
- package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.js.map +1 -1
- package/Materials/Textures/cubeTexture.d.ts +2 -2
- package/Materials/Textures/cubeTexture.js +2 -2
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/dynamicTexture.d.ts +1 -1
- package/Materials/Textures/dynamicTexture.js +1 -1
- package/Materials/Textures/dynamicTexture.js.map +1 -1
- package/Materials/Textures/mirrorTexture.d.ts +3 -3
- package/Materials/Textures/mirrorTexture.js +3 -3
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/Textures/refractionTexture.d.ts +3 -3
- package/Materials/Textures/refractionTexture.js +3 -3
- package/Materials/Textures/refractionTexture.js.map +1 -1
- package/Materials/Textures/texture.d.ts +10 -10
- package/Materials/Textures/texture.js +10 -10
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/videoTexture.d.ts +2 -2
- package/Materials/Textures/videoTexture.js +2 -2
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/effect.d.ts +20 -2
- package/Materials/effect.js +28 -4
- package/Materials/effect.js.map +1 -1
- package/Materials/effectRenderer.js +1 -0
- package/Materials/effectRenderer.js.map +1 -1
- package/Materials/fresnelParameters.d.ts +1 -1
- package/Materials/fresnelParameters.js +1 -1
- package/Materials/fresnelParameters.js.map +1 -1
- package/Materials/material.d.ts +1 -1
- package/Materials/material.js.map +1 -1
- package/Materials/multiMaterial.d.ts +2 -2
- package/Materials/multiMaterial.js +2 -2
- package/Materials/multiMaterial.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +2 -2
- package/Materials/shaderMaterial.js +2 -2
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/shadowDepthWrapper.d.ts +1 -1
- package/Materials/shadowDepthWrapper.js +2 -2
- package/Materials/shadowDepthWrapper.js.map +1 -1
- package/Materials/standardMaterial.d.ts +18 -18
- package/Materials/standardMaterial.js +6 -6
- package/Materials/standardMaterial.js.map +1 -1
- package/Maths/math.path.d.ts +7 -7
- package/Maths/math.path.js +7 -7
- package/Maths/math.path.js.map +1 -1
- package/Maths/math.vector.d.ts +4 -4
- package/Maths/math.vector.js +4 -4
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/boxBuilder.d.ts +3 -3
- package/Meshes/Builders/boxBuilder.js +3 -3
- package/Meshes/Builders/boxBuilder.js.map +1 -1
- package/Meshes/Builders/capsuleBuilder.d.ts +1 -1
- package/Meshes/Builders/capsuleBuilder.js +1 -1
- package/Meshes/Builders/capsuleBuilder.js.map +1 -1
- package/Meshes/Builders/cylinderBuilder.d.ts +2 -2
- package/Meshes/Builders/cylinderBuilder.js +2 -2
- package/Meshes/Builders/cylinderBuilder.js.map +1 -1
- package/Meshes/Builders/decalBuilder.d.ts +1 -1
- package/Meshes/Builders/decalBuilder.js +1 -1
- package/Meshes/Builders/decalBuilder.js.map +1 -1
- package/Meshes/Builders/discBuilder.d.ts +2 -2
- package/Meshes/Builders/discBuilder.js +2 -2
- package/Meshes/Builders/discBuilder.js.map +1 -1
- package/Meshes/Builders/geodesicBuilder.d.ts +1 -1
- package/Meshes/Builders/geodesicBuilder.js +1 -1
- package/Meshes/Builders/geodesicBuilder.js.map +1 -1
- package/Meshes/Builders/goldbergBuilder.d.ts +1 -1
- package/Meshes/Builders/goldbergBuilder.js +1 -1
- package/Meshes/Builders/goldbergBuilder.js.map +1 -1
- package/Meshes/Builders/groundBuilder.d.ts +4 -4
- package/Meshes/Builders/groundBuilder.js +4 -4
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/Builders/icoSphereBuilder.d.ts +2 -2
- package/Meshes/Builders/icoSphereBuilder.js +2 -2
- package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
- package/Meshes/Builders/latheBuilder.d.ts +2 -2
- package/Meshes/Builders/latheBuilder.js +2 -2
- package/Meshes/Builders/latheBuilder.js.map +1 -1
- package/Meshes/Builders/linesBuilder.d.ts +6 -6
- package/Meshes/Builders/linesBuilder.js +6 -6
- package/Meshes/Builders/linesBuilder.js.map +1 -1
- package/Meshes/Builders/planeBuilder.d.ts +2 -2
- package/Meshes/Builders/planeBuilder.js +2 -2
- package/Meshes/Builders/planeBuilder.js.map +1 -1
- package/Meshes/Builders/polygonBuilder.d.ts +1 -1
- package/Meshes/Builders/polygonBuilder.js +1 -1
- package/Meshes/Builders/polygonBuilder.js.map +1 -1
- package/Meshes/Builders/polyhedronBuilder.d.ts +3 -3
- package/Meshes/Builders/polyhedronBuilder.js +3 -3
- package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
- package/Meshes/Builders/ribbonBuilder.d.ts +4 -4
- package/Meshes/Builders/ribbonBuilder.js +4 -4
- package/Meshes/Builders/ribbonBuilder.js.map +1 -1
- package/Meshes/Builders/shapeBuilder.d.ts +9 -9
- package/Meshes/Builders/shapeBuilder.js +9 -9
- package/Meshes/Builders/shapeBuilder.js.map +1 -1
- package/Meshes/Builders/sphereBuilder.d.ts +2 -2
- package/Meshes/Builders/sphereBuilder.js +2 -2
- package/Meshes/Builders/sphereBuilder.js.map +1 -1
- package/Meshes/Builders/tiledBoxBuilder.d.ts +2 -2
- package/Meshes/Builders/tiledBoxBuilder.js +2 -2
- package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
- package/Meshes/Builders/tiledPlaneBuilder.d.ts +2 -2
- package/Meshes/Builders/tiledPlaneBuilder.js +2 -2
- package/Meshes/Builders/tiledPlaneBuilder.js.map +1 -1
- package/Meshes/Builders/torusBuilder.d.ts +2 -2
- package/Meshes/Builders/torusBuilder.js +2 -2
- package/Meshes/Builders/torusBuilder.js.map +1 -1
- package/Meshes/Builders/torusKnotBuilder.d.ts +2 -2
- package/Meshes/Builders/torusKnotBuilder.js +2 -2
- package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
- package/Meshes/Builders/tubeBuilder.d.ts +4 -4
- package/Meshes/Builders/tubeBuilder.js +4 -4
- package/Meshes/Builders/tubeBuilder.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +35 -35
- package/Meshes/abstractMesh.js +34 -34
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/instancedMesh.d.ts +3 -3
- package/Meshes/instancedMesh.js +1 -1
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/linesMesh.d.ts +2 -2
- package/Meshes/linesMesh.js +2 -2
- package/Meshes/linesMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +36 -36
- package/Meshes/mesh.js +9 -17
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/meshLODLevel.d.ts +1 -1
- package/Meshes/meshLODLevel.js +1 -1
- package/Meshes/meshLODLevel.js.map +1 -1
- package/Meshes/meshSimplification.d.ts +6 -6
- package/Meshes/meshSimplification.js +4 -4
- package/Meshes/meshSimplification.js.map +1 -1
- package/Meshes/meshSimplificationSceneComponent.d.ts +1 -1
- package/Meshes/meshSimplificationSceneComponent.js.map +1 -1
- package/Meshes/polygonMesh.d.ts +2 -2
- package/Meshes/polygonMesh.js +2 -2
- package/Meshes/polygonMesh.js.map +1 -1
- package/Meshes/transformNode.d.ts +1 -1
- package/Meshes/transformNode.js +1 -1
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/assetsManager.d.ts +2 -2
- package/Misc/assetsManager.js +2 -2
- package/Misc/assetsManager.js.map +1 -1
- package/Misc/iInspectable.d.ts +1 -1
- package/Misc/iInspectable.js.map +1 -1
- package/Misc/sceneOptimizer.d.ts +12 -12
- package/Misc/sceneOptimizer.js +12 -12
- package/Misc/sceneOptimizer.js.map +1 -1
- package/Misc/screenshotTools.d.ts +10 -10
- package/Misc/screenshotTools.js +10 -10
- package/Misc/screenshotTools.js.map +1 -1
- package/Misc/tools.d.ts +4 -4
- package/Misc/tools.js +4 -4
- package/Misc/tools.js.map +1 -1
- package/Misc/videoRecorder.d.ts +1 -1
- package/Misc/videoRecorder.js +1 -1
- package/Misc/videoRecorder.js.map +1 -1
- package/Morph/morphTarget.d.ts +1 -1
- package/Morph/morphTarget.js +1 -1
- package/Morph/morphTarget.js.map +1 -1
- package/Morph/morphTargetManager.d.ts +1 -1
- package/Morph/morphTargetManager.js +1 -1
- package/Morph/morphTargetManager.js.map +1 -1
- package/Offline/IOfflineProvider.d.ts +1 -1
- package/Offline/IOfflineProvider.js.map +1 -1
- package/Offline/database.d.ts +1 -1
- package/Offline/database.js +1 -1
- package/Offline/database.js.map +1 -1
- package/Particles/IParticleSystem.d.ts +1 -1
- package/Particles/IParticleSystem.js.map +1 -1
- package/Particles/baseParticleSystem.d.ts +1 -1
- package/Particles/baseParticleSystem.js +1 -1
- package/Particles/baseParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +1 -1
- package/Particles/gpuParticleSystem.js +1 -1
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.d.ts +2 -2
- package/Particles/particleSystem.js +2 -2
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/solidParticleSystem.d.ts +15 -15
- package/Particles/solidParticleSystem.js +13 -13
- package/Particles/solidParticleSystem.js.map +1 -1
- package/Physics/IPhysicsEngine.d.ts +1 -1
- package/Physics/IPhysicsEngine.js.map +1 -1
- package/Physics/Plugins/ammoJSPlugin.d.ts +1 -1
- package/Physics/Plugins/ammoJSPlugin.js +1 -1
- package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
- package/Physics/physicsEngine.d.ts +1 -1
- package/Physics/physicsEngine.js +1 -1
- package/Physics/physicsEngine.js.map +1 -1
- package/Physics/physicsEngineComponent.d.ts +3 -3
- package/Physics/physicsEngineComponent.js +2 -2
- package/Physics/physicsEngineComponent.js.map +1 -1
- package/Physics/physicsHelper.d.ts +12 -12
- package/Physics/physicsHelper.js +6 -6
- package/Physics/physicsHelper.js.map +1 -1
- package/Physics/physicsImpostor.d.ts +3 -3
- package/Physics/physicsImpostor.js +1 -1
- package/Physics/physicsImpostor.js.map +1 -1
- package/Physics/physicsJoint.d.ts +9 -9
- package/Physics/physicsJoint.js +5 -5
- package/Physics/physicsJoint.js.map +1 -1
- package/Physics/physicsRaycastResult.d.ts +1 -1
- package/Physics/physicsRaycastResult.js +1 -1
- package/Physics/physicsRaycastResult.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.d.ts +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.d.ts +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderEffect.d.ts +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderEffect.js +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderEffect.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.d.ts +2 -2
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.d.ts +2 -2
- package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.js +2 -2
- package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent.d.ts +2 -2
- package/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent.js.map +1 -1
- package/PostProcesses/blackAndWhitePostProcess.d.ts +1 -1
- package/PostProcesses/blackAndWhitePostProcess.js +1 -1
- package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
- package/PostProcesses/fxaaPostProcess.d.ts +1 -1
- package/PostProcesses/fxaaPostProcess.js +1 -1
- package/PostProcesses/fxaaPostProcess.js.map +1 -1
- package/PostProcesses/highlightsPostProcess.d.ts +2 -2
- package/PostProcesses/highlightsPostProcess.js +2 -2
- package/PostProcesses/highlightsPostProcess.js.map +1 -1
- package/PostProcesses/imageProcessingPostProcess.d.ts +1 -1
- package/PostProcesses/imageProcessingPostProcess.js +1 -1
- package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +2 -2
- package/PostProcesses/postProcess.js +1 -1
- package/PostProcesses/postProcess.js.map +1 -1
- package/PostProcesses/postProcessManager.d.ts +1 -1
- package/PostProcesses/postProcessManager.js +1 -1
- package/PostProcesses/postProcessManager.js.map +1 -1
- package/PostProcesses/refractionPostProcess.d.ts +2 -2
- package/PostProcesses/refractionPostProcess.js +2 -2
- package/PostProcesses/refractionPostProcess.js.map +1 -1
- package/Probes/reflectionProbe.d.ts +2 -2
- package/Probes/reflectionProbe.js +1 -1
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +2 -2
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Sprites/sprite.d.ts +1 -1
- package/Sprites/sprite.js +1 -1
- package/Sprites/sprite.js.map +1 -1
- package/Sprites/spriteManager.d.ts +2 -2
- package/Sprites/spriteManager.js +1 -1
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spritePackedManager.d.ts +1 -1
- package/Sprites/spritePackedManager.js +1 -1
- package/Sprites/spritePackedManager.js.map +1 -1
- package/Sprites/spriteSceneComponent.d.ts +1 -1
- package/Sprites/spriteSceneComponent.js.map +1 -1
- package/Sprites/thinSprite.d.ts +1 -1
- package/Sprites/thinSprite.js +1 -1
- package/Sprites/thinSprite.js.map +1 -1
- package/XR/webXRCamera.d.ts +1 -1
- package/XR/webXRCamera.js +1 -1
- package/XR/webXRCamera.js.map +1 -1
- package/XR/webXRExperienceHelper.d.ts +1 -1
- package/XR/webXRExperienceHelper.js +1 -1
- package/XR/webXRExperienceHelper.js.map +1 -1
- package/XR/webXRInputSource.d.ts +1 -1
- package/XR/webXRInputSource.js +1 -1
- package/XR/webXRInputSource.js.map +1 -1
- package/XR/webXRSessionManager.d.ts +1 -1
- package/XR/webXRSessionManager.js +1 -1
- package/XR/webXRSessionManager.js.map +1 -1
- package/abstractScene.d.ts +9 -9
- package/abstractScene.js +9 -9
- package/abstractScene.js.map +1 -1
- package/node.d.ts +6 -6
- package/node.js +5 -5
- package/node.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +29 -24
- package/scene.js +24 -18
- package/scene.js.map +1 -1
package/Materials/effect.d.ts
CHANGED
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@@ -185,6 +185,10 @@ export declare class Effect implements IDisposable {
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185
185
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/** @internal */
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_fragmentSourceCode: string;
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/** @internal */
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private _vertexSourceCodeBeforeMigration;
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/** @internal */
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private _fragmentSourceCodeBeforeMigration;
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/** @internal */
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private _rawVertexSourceCode;
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189
193
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/** @internal */
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190
194
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private _rawFragmentSourceCode;
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@@ -301,18 +305,32 @@ export declare class Effect implements IDisposable {
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301
305
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private _loadShader;
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/**
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307
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* Gets the vertex shader source code of this effect
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* This is the final source code that will be compiled, after all the processing has been done (pre-processing applied, code injection/replacement, etc)
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*/
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get vertexSourceCode(): string;
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/**
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* Gets the fragment shader source code of this effect
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* This is the final source code that will be compiled, after all the processing has been done (pre-processing applied, code injection/replacement, etc)
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*/
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get fragmentSourceCode(): string;
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/**
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-
* Gets the vertex shader source code before
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+
* Gets the vertex shader source code before migration.
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+
* This is the source code after the include directives have been replaced by their contents but before the code is migrated, i.e. before ShaderProcess._ProcessShaderConversion is executed.
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+
* This method is, among other things, responsible for parsing #if/#define directives as well as converting GLES2 syntax to GLES3 (in the case of WebGL).
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+
*/
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get vertexSourceCodeBeforeMigration(): string;
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/**
|
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* Gets the fragment shader source code before migration.
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* This is the source code after the include directives have been replaced by their contents but before the code is migrated, i.e. before ShaderProcess._ProcessShaderConversion is executed.
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* This method is, among other things, responsible for parsing #if/#define directives as well as converting GLES2 syntax to GLES3 (in the case of WebGL).
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*/
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get fragmentSourceCodeBeforeMigration(): string;
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/**
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* Gets the vertex shader source code before it has been modified by any processing
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*/
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331
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get rawVertexSourceCode(): string;
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/**
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|
-
* Gets the fragment shader source code before it has been
|
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|
+
* Gets the fragment shader source code before it has been modified by any processing
|
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*/
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335
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get rawFragmentSourceCode(): string;
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/**
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package/Materials/effect.js
CHANGED
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@@ -103,6 +103,10 @@ export class Effect {
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103
103
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/** @internal */
|
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104
104
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this._fragmentSourceCode = "";
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105
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/** @internal */
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+
this._vertexSourceCodeBeforeMigration = "";
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/** @internal */
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108
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+
this._fragmentSourceCodeBeforeMigration = "";
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/** @internal */
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110
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this._rawVertexSourceCode = "";
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/** @internal */
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112
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this._rawFragmentSourceCode = "";
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@@ -197,7 +201,8 @@ export class Effect {
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197
201
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if (shaderCodes[0] && shaderCodes[1]) {
|
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202
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processorOptions.isFragment = true;
|
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203
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const [migratedVertexCode, fragmentCode] = shaderCodes;
|
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-
ShaderProcessor.Process(fragmentCode, processorOptions, (migratedFragmentCode) => {
|
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|
+
ShaderProcessor.Process(fragmentCode, processorOptions, (migratedFragmentCode, codeBeforeMigration) => {
|
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|
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this._fragmentSourceCodeBeforeMigration = codeBeforeMigration;
|
|
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206
|
if (processFinalCode) {
|
|
202
207
|
migratedFragmentCode = processFinalCode("fragment", migratedFragmentCode);
|
|
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208
|
}
|
|
@@ -208,8 +213,9 @@ export class Effect {
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|
|
208
213
|
};
|
|
209
214
|
this._loadShader(vertexSource, "Vertex", "", (vertexCode) => {
|
|
210
215
|
ShaderProcessor.Initialize(processorOptions);
|
|
211
|
-
ShaderProcessor.Process(vertexCode, processorOptions, (migratedVertexCode) => {
|
|
216
|
+
ShaderProcessor.Process(vertexCode, processorOptions, (migratedVertexCode, codeBeforeMigration) => {
|
|
212
217
|
this._rawVertexSourceCode = vertexCode;
|
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|
+
this._vertexSourceCodeBeforeMigration = codeBeforeMigration;
|
|
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219
|
if (processFinalCode) {
|
|
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220
|
migratedVertexCode = processFinalCode("vertex", migratedVertexCode);
|
|
215
221
|
}
|
|
@@ -481,6 +487,7 @@ export class Effect {
|
|
|
481
487
|
}
|
|
482
488
|
/**
|
|
483
489
|
* Gets the vertex shader source code of this effect
|
|
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|
+
* This is the final source code that will be compiled, after all the processing has been done (pre-processing applied, code injection/replacement, etc)
|
|
484
491
|
*/
|
|
485
492
|
get vertexSourceCode() {
|
|
486
493
|
var _a, _b;
|
|
@@ -490,6 +497,7 @@ export class Effect {
|
|
|
490
497
|
}
|
|
491
498
|
/**
|
|
492
499
|
* Gets the fragment shader source code of this effect
|
|
500
|
+
* This is the final source code that will be compiled, after all the processing has been done (pre-processing applied, code injection/replacement, etc)
|
|
493
501
|
*/
|
|
494
502
|
get fragmentSourceCode() {
|
|
495
503
|
var _a, _b;
|
|
@@ -498,13 +506,29 @@ export class Effect {
|
|
|
498
506
|
: (_b = (_a = this._pipelineContext) === null || _a === void 0 ? void 0 : _a._getFragmentShaderCode()) !== null && _b !== void 0 ? _b : this._fragmentSourceCode;
|
|
499
507
|
}
|
|
500
508
|
/**
|
|
501
|
-
* Gets the vertex shader source code before
|
|
509
|
+
* Gets the vertex shader source code before migration.
|
|
510
|
+
* This is the source code after the include directives have been replaced by their contents but before the code is migrated, i.e. before ShaderProcess._ProcessShaderConversion is executed.
|
|
511
|
+
* This method is, among other things, responsible for parsing #if/#define directives as well as converting GLES2 syntax to GLES3 (in the case of WebGL).
|
|
512
|
+
*/
|
|
513
|
+
get vertexSourceCodeBeforeMigration() {
|
|
514
|
+
return this._vertexSourceCodeBeforeMigration;
|
|
515
|
+
}
|
|
516
|
+
/**
|
|
517
|
+
* Gets the fragment shader source code before migration.
|
|
518
|
+
* This is the source code after the include directives have been replaced by their contents but before the code is migrated, i.e. before ShaderProcess._ProcessShaderConversion is executed.
|
|
519
|
+
* This method is, among other things, responsible for parsing #if/#define directives as well as converting GLES2 syntax to GLES3 (in the case of WebGL).
|
|
520
|
+
*/
|
|
521
|
+
get fragmentSourceCodeBeforeMigration() {
|
|
522
|
+
return this._fragmentSourceCodeBeforeMigration;
|
|
523
|
+
}
|
|
524
|
+
/**
|
|
525
|
+
* Gets the vertex shader source code before it has been modified by any processing
|
|
502
526
|
*/
|
|
503
527
|
get rawVertexSourceCode() {
|
|
504
528
|
return this._rawVertexSourceCode;
|
|
505
529
|
}
|
|
506
530
|
/**
|
|
507
|
-
* Gets the fragment shader source code before it has been
|
|
531
|
+
* Gets the fragment shader source code before it has been modified by any processing
|
|
508
532
|
*/
|
|
509
533
|
get rawFragmentSourceCode() {
|
|
510
534
|
return this._rawFragmentSourceCode;
|
package/Materials/effect.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ Observable } from \"../Misc/observable\";\r\nimport type { FloatArray, Nullable } from \"../types\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { GetDOMTextContent, IsWindowObjectExist } from \"../Misc/domManagement\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { IDisposable } from \"../scene\";\r\nimport type { IPipelineContext } from \"../Engines/IPipelineContext\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { ShaderProcessor } from \"../Engines/Processors/shaderProcessor\";\r\nimport type { ProcessingOptions, ShaderCustomProcessingFunction, ShaderProcessingContext } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport type { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like, IQuaternionLike } from \"../Maths/math.like\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport type { IEffectFallbacks } from \"./iEffectFallbacks\";\r\nimport { ShaderStore as EngineShaderStore } from \"../Engines/shaderStore\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\ndeclare type InternalTexture = import(\"../Materials/Textures/internalTexture\").InternalTexture;\r\ndeclare type ThinTexture = import(\"../Materials/Textures/thinTexture\").ThinTexture;\r\ndeclare type RenderTargetTexture = import(\"../Materials/Textures/renderTargetTexture\").RenderTargetTexture;\r\ndeclare type PostProcess = import(\"../PostProcesses/postProcess\").PostProcess;\r\n\r\n/**\r\n * Options to be used when creating an effect.\r\n */\r\nexport interface IEffectCreationOptions {\r\n /**\r\n * Attributes that will be used in the shader.\r\n */\r\n attributes: string[];\r\n /**\r\n * Uniform variable names that will be set in the shader.\r\n */\r\n uniformsNames: string[];\r\n /**\r\n * Uniform buffer variable names that will be set in the shader.\r\n */\r\n uniformBuffersNames: string[];\r\n /**\r\n * Sampler texture variable names that will be set in the shader.\r\n */\r\n samplers: string[];\r\n /**\r\n * Define statements that will be set in the shader.\r\n */\r\n defines: any;\r\n /**\r\n * Possible fallbacks for this effect to improve performance when needed.\r\n */\r\n fallbacks: Nullable<IEffectFallbacks>;\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n onCompiled: Nullable<(effect: Effect) => void>;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n onError: Nullable<(effect: Effect, errors: string) => void>;\r\n /**\r\n * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})\r\n */\r\n indexParameters?: any;\r\n /**\r\n * Max number of lights that can be used in the shader.\r\n */\r\n maxSimultaneousLights?: number;\r\n /**\r\n * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings\r\n */\r\n transformFeedbackVaryings?: Nullable<string[]>;\r\n /**\r\n * If provided, will be called two times with the vertex and fragment code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<ShaderCustomProcessingFunction>;\r\n /**\r\n * If provided, will be called two times with the vertex and fragment code so that this code can be updated after the #include have been processed\r\n */\r\n processCodeAfterIncludes?: Nullable<ShaderCustomProcessingFunction>;\r\n /**\r\n * Is this effect rendering to several color attachments ?\r\n */\r\n multiTarget?: boolean;\r\n /**\r\n * The language the shader is written in (default: GLSL)\r\n */\r\n shaderLanguage?: ShaderLanguage;\r\n}\r\n\r\n/**\r\n * Effect containing vertex and fragment shader that can be executed on an object.\r\n */\r\nexport class Effect implements IDisposable {\r\n /**\r\n * Gets or sets the relative url used to load shaders if using the engine in non-minified mode\r\n */\r\n public static get ShadersRepository(): string {\r\n return EngineShaderStore.ShadersRepository;\r\n }\r\n public static set ShadersRepository(repo: string) {\r\n EngineShaderStore.ShadersRepository = repo;\r\n }\r\n /**\r\n * Enable logging of the shader code when a compilation error occurs\r\n */\r\n public static LogShaderCodeOnCompilationError = true;\r\n /**\r\n * Name of the effect.\r\n */\r\n public name: any = null;\r\n /**\r\n * String container all the define statements that should be set on the shader.\r\n */\r\n public defines: string = \"\";\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n public onCompiled: Nullable<(effect: Effect) => void> = null;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n public onError: Nullable<(effect: Effect, errors: string) => void> = null;\r\n /**\r\n * Callback that will be called when effect is bound.\r\n */\r\n public onBind: Nullable<(effect: Effect) => void> = null;\r\n /**\r\n * Unique ID of the effect.\r\n */\r\n public uniqueId = 0;\r\n /**\r\n * Observable that will be called when the shader is compiled.\r\n * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.\r\n */\r\n public onCompileObservable = new Observable<Effect>();\r\n /**\r\n * Observable that will be called if an error occurs during shader compilation.\r\n */\r\n public onErrorObservable = new Observable<Effect>();\r\n\r\n /** @internal */\r\n public _onBindObservable: Nullable<Observable<Effect>> = null;\r\n\r\n /**\r\n * @internal\r\n * Specifies if the effect was previously ready\r\n */\r\n public _wasPreviouslyReady = false;\r\n\r\n /**\r\n * @internal\r\n * Specifies if the effect was previously using instances\r\n */\r\n public _wasPreviouslyUsingInstances: Nullable<boolean> = null;\r\n\r\n private _isDisposed = false;\r\n\r\n /**\r\n * Observable that will be called when effect is bound.\r\n */\r\n public get onBindObservable(): Observable<Effect> {\r\n if (!this._onBindObservable) {\r\n this._onBindObservable = new Observable<Effect>();\r\n }\r\n\r\n return this._onBindObservable;\r\n }\r\n\r\n /** @internal */\r\n public _bonesComputationForcedToCPU = false;\r\n /** @internal */\r\n public _uniformBuffersNames: { [key: string]: number } = {};\r\n /** @internal */\r\n public _samplerList: string[];\r\n /** @internal */\r\n public _multiTarget: boolean = false;\r\n\r\n private static _UniqueIdSeed = 0;\r\n /** @internal */\r\n public _engine: Engine;\r\n private _uniformBuffersNamesList: string[];\r\n private _uniformsNames: string[];\r\n private _samplers: { [key: string]: number } = {};\r\n private _isReady = false;\r\n private _compilationError = \"\";\r\n private _allFallbacksProcessed = false;\r\n private _attributesNames: string[];\r\n private _attributes: number[];\r\n private _attributeLocationByName: { [name: string]: number };\r\n private _uniforms: { [key: string]: Nullable<WebGLUniformLocation> } = {};\r\n /**\r\n * Key for the effect.\r\n * @internal\r\n */\r\n public _key: string = \"\";\r\n private _indexParameters: any;\r\n private _fallbacks: Nullable<IEffectFallbacks> = null;\r\n private _vertexSourceCodeOverride: string = \"\";\r\n private _fragmentSourceCodeOverride: string = \"\";\r\n private _transformFeedbackVaryings: Nullable<string[]> = null;\r\n private _shaderLanguage: ShaderLanguage;\r\n /**\r\n * Compiled shader to webGL program.\r\n * @internal\r\n */\r\n public _pipelineContext: Nullable<IPipelineContext> = null;\r\n /** @internal */\r\n public _vertexSourceCode: string = \"\";\r\n /** @internal */\r\n public _fragmentSourceCode: string = \"\";\r\n\r\n /** @internal */\r\n private _rawVertexSourceCode: string = \"\";\r\n /** @internal */\r\n private _rawFragmentSourceCode: string = \"\";\r\n\r\n private static _BaseCache: { [key: number]: DataBuffer } = {};\r\n private _processingContext: Nullable<ShaderProcessingContext>;\r\n\r\n /**\r\n * Instantiates an effect.\r\n * An effect can be used to create/manage/execute vertex and fragment shaders.\r\n * @param baseName Name of the effect.\r\n * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.\r\n * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.\r\n * @param samplers List of sampler variables that will be passed to the shader.\r\n * @param engine Engine to be used to render the effect\r\n * @param defines Define statements to be added to the shader.\r\n * @param fallbacks Possible fallbacks for this effect to improve performance when needed.\r\n * @param onCompiled Callback that will be called when the shader is compiled.\r\n * @param onError Callback that will be called if an error occurs during shader compilation.\r\n * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})\r\n * @param key Effect Key identifying uniquely compiled shader variants\r\n * @param shaderLanguage the language the shader is written in (default: GLSL)\r\n */\r\n constructor(\r\n baseName: any,\r\n attributesNamesOrOptions: string[] | IEffectCreationOptions,\r\n uniformsNamesOrEngine: string[] | ThinEngine,\r\n samplers: Nullable<string[]> = null,\r\n engine?: ThinEngine,\r\n defines: Nullable<string> = null,\r\n fallbacks: Nullable<IEffectFallbacks> = null,\r\n onCompiled: Nullable<(effect: Effect) => void> = null,\r\n onError: Nullable<(effect: Effect, errors: string) => void> = null,\r\n indexParameters?: any,\r\n key: string = \"\",\r\n shaderLanguage = ShaderLanguage.GLSL\r\n ) {\r\n this.name = baseName;\r\n this._key = key;\r\n\r\n let processCodeAfterIncludes: ShaderCustomProcessingFunction | undefined = undefined;\r\n let processFinalCode: Nullable<ShaderCustomProcessingFunction> = null;\r\n\r\n if ((<IEffectCreationOptions>attributesNamesOrOptions).attributes) {\r\n const options = <IEffectCreationOptions>attributesNamesOrOptions;\r\n this._engine = <Engine>uniformsNamesOrEngine;\r\n\r\n this._attributesNames = options.attributes;\r\n this._uniformsNames = options.uniformsNames.concat(options.samplers);\r\n this._samplerList = options.samplers.slice();\r\n this.defines = options.defines;\r\n this.onError = options.onError;\r\n this.onCompiled = options.onCompiled;\r\n this._fallbacks = options.fallbacks;\r\n this._indexParameters = options.indexParameters;\r\n this._transformFeedbackVaryings = options.transformFeedbackVaryings || null;\r\n this._multiTarget = !!options.multiTarget;\r\n this._shaderLanguage = options.shaderLanguage ?? ShaderLanguage.GLSL;\r\n\r\n if (options.uniformBuffersNames) {\r\n this._uniformBuffersNamesList = options.uniformBuffersNames.slice();\r\n for (let i = 0; i < options.uniformBuffersNames.length; i++) {\r\n this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;\r\n }\r\n }\r\n\r\n processFinalCode = options.processFinalCode ?? null;\r\n processCodeAfterIncludes = options.processCodeAfterIncludes ?? undefined;\r\n } else {\r\n this._engine = <Engine>engine;\r\n this.defines = defines == null ? \"\" : defines;\r\n this._uniformsNames = (<string[]>uniformsNamesOrEngine).concat(<string[]>samplers);\r\n this._samplerList = samplers ? <string[]>samplers.slice() : [];\r\n this._attributesNames = <string[]>attributesNamesOrOptions;\r\n this._uniformBuffersNamesList = [];\r\n this._shaderLanguage = shaderLanguage;\r\n\r\n this.onError = onError;\r\n this.onCompiled = onCompiled;\r\n\r\n this._indexParameters = indexParameters;\r\n this._fallbacks = fallbacks;\r\n }\r\n\r\n this._attributeLocationByName = {};\r\n\r\n this.uniqueId = Effect._UniqueIdSeed++;\r\n\r\n let vertexSource: any;\r\n let fragmentSource: any;\r\n\r\n const hostDocument = IsWindowObjectExist() ? this._engine.getHostDocument() : null;\r\n\r\n if (baseName.vertexSource) {\r\n vertexSource = \"source:\" + baseName.vertexSource;\r\n } else if (baseName.vertexElement) {\r\n vertexSource = hostDocument ? hostDocument.getElementById(baseName.vertexElement) : null;\r\n\r\n if (!vertexSource) {\r\n vertexSource = baseName.vertexElement;\r\n }\r\n } else {\r\n vertexSource = baseName.vertex || baseName;\r\n }\r\n\r\n if (baseName.fragmentSource) {\r\n fragmentSource = \"source:\" + baseName.fragmentSource;\r\n } else if (baseName.fragmentElement) {\r\n fragmentSource = hostDocument ? hostDocument.getElementById(baseName.fragmentElement) : null;\r\n\r\n if (!fragmentSource) {\r\n fragmentSource = baseName.fragmentElement;\r\n }\r\n } else {\r\n fragmentSource = baseName.fragment || baseName;\r\n }\r\n\r\n this._processingContext = this._engine._getShaderProcessingContext(this._shaderLanguage);\r\n\r\n const processorOptions: ProcessingOptions = {\r\n defines: this.defines.split(\"\\n\"),\r\n indexParameters: this._indexParameters,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: this._engine._shouldUseHighPrecisionShader,\r\n processor: this._engine._getShaderProcessor(this._shaderLanguage),\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: EngineShaderStore.GetShadersRepository(this._shaderLanguage),\r\n includesShadersStore: EngineShaderStore.GetIncludesShadersStore(this._shaderLanguage),\r\n version: (this._engine.version * 100).toString(),\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: this._processingContext,\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n processCodeAfterIncludes,\r\n };\r\n\r\n const shaderCodes: [string | undefined, string | undefined] = [undefined, undefined];\r\n const shadersLoaded = () => {\r\n if (shaderCodes[0] && shaderCodes[1]) {\r\n processorOptions.isFragment = true;\r\n const [migratedVertexCode, fragmentCode] = shaderCodes;\r\n ShaderProcessor.Process(\r\n fragmentCode,\r\n processorOptions,\r\n (migratedFragmentCode) => {\r\n if (processFinalCode) {\r\n migratedFragmentCode = processFinalCode(\"fragment\", migratedFragmentCode);\r\n }\r\n const finalShaders = ShaderProcessor.Finalize(migratedVertexCode, migratedFragmentCode, processorOptions);\r\n this._useFinalCode(finalShaders.vertexCode, finalShaders.fragmentCode, baseName);\r\n },\r\n this._engine\r\n );\r\n }\r\n };\r\n this._loadShader(vertexSource, \"Vertex\", \"\", (vertexCode) => {\r\n ShaderProcessor.Initialize(processorOptions);\r\n ShaderProcessor.Process(\r\n vertexCode,\r\n processorOptions,\r\n (migratedVertexCode) => {\r\n this._rawVertexSourceCode = vertexCode;\r\n if (processFinalCode) {\r\n migratedVertexCode = processFinalCode(\"vertex\", migratedVertexCode);\r\n }\r\n shaderCodes[0] = migratedVertexCode;\r\n shadersLoaded();\r\n },\r\n this._engine\r\n );\r\n });\r\n this._loadShader(fragmentSource, \"Fragment\", \"Pixel\", (fragmentCode) => {\r\n this._rawFragmentSourceCode = fragmentCode;\r\n shaderCodes[1] = fragmentCode;\r\n shadersLoaded();\r\n });\r\n const proxyFunction = function (functionName: string) {\r\n // check if the function exists in the pipelineContext\r\n return function (this: Effect) {\r\n if (this._pipelineContext) {\r\n const func = this._pipelineContext[functionName as keyof IPipelineContext];\r\n (func as (uniformName: string, ...payload: any) => void).apply(this._pipelineContext, arguments);\r\n }\r\n return this;\r\n };\r\n };\r\n [\"Int?\", \"IntArray?\", \"Array?\", \"Color?\", \"Vector?\", \"Float?\", \"Matrices\", \"Matrix\", \"Matrix3x3\", \"Matrix2x2\", \"Quaternion\", \"DirectColor4\"].forEach((functionName) => {\r\n const name = `set${functionName}`;\r\n if (name.endsWith(\"?\")) {\r\n [\"\", 2, 3, 4].forEach((n) => {\r\n this[(name.slice(0, -1) + n) as keyof this] = this[(name.slice(0, -1) + n) as keyof this] || proxyFunction(name.slice(0, -1) + n).bind(this);\r\n });\r\n } else {\r\n this[name as keyof this] = this[name as keyof this] || proxyFunction(name).bind(this);\r\n }\r\n });\r\n }\r\n\r\n private _useFinalCode(migratedVertexCode: string, migratedFragmentCode: string, baseName: any) {\r\n if (baseName) {\r\n const vertex = baseName.vertexElement || baseName.vertex || baseName.spectorName || baseName;\r\n const fragment = baseName.fragmentElement || baseName.fragment || baseName.spectorName || baseName;\r\n\r\n this._vertexSourceCode = (this._shaderLanguage === ShaderLanguage.WGSL ? \"//\" : \"\") + \"#define SHADER_NAME vertex:\" + vertex + \"\\n\" + migratedVertexCode;\r\n this._fragmentSourceCode = (this._shaderLanguage === ShaderLanguage.WGSL ? \"//\" : \"\") + \"#define SHADER_NAME fragment:\" + fragment + \"\\n\" + migratedFragmentCode;\r\n } else {\r\n this._vertexSourceCode = migratedVertexCode;\r\n this._fragmentSourceCode = migratedFragmentCode;\r\n }\r\n this._prepareEffect();\r\n }\r\n\r\n /**\r\n * Unique key for this effect\r\n */\r\n public get key(): string {\r\n return this._key;\r\n }\r\n\r\n /**\r\n * If the effect has been compiled and prepared.\r\n * @returns if the effect is compiled and prepared.\r\n */\r\n public isReady(): boolean {\r\n try {\r\n return this._isReadyInternal();\r\n } catch {\r\n return false;\r\n }\r\n }\r\n\r\n private _isReadyInternal(): boolean {\r\n if (this._isReady) {\r\n return true;\r\n }\r\n if (this._pipelineContext) {\r\n return this._pipelineContext.isReady;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * The engine the effect was initialized with.\r\n * @returns the engine.\r\n */\r\n public getEngine(): Engine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * The pipeline context for this effect\r\n * @returns the associated pipeline context\r\n */\r\n public getPipelineContext(): Nullable<IPipelineContext> {\r\n return this._pipelineContext;\r\n }\r\n\r\n /**\r\n * The set of names of attribute variables for the shader.\r\n * @returns An array of attribute names.\r\n */\r\n public getAttributesNames(): string[] {\r\n return this._attributesNames;\r\n }\r\n\r\n /**\r\n * Returns the attribute at the given index.\r\n * @param index The index of the attribute.\r\n * @returns The location of the attribute.\r\n */\r\n public getAttributeLocation(index: number): number {\r\n return this._attributes[index];\r\n }\r\n\r\n /**\r\n * Returns the attribute based on the name of the variable.\r\n * @param name of the attribute to look up.\r\n * @returns the attribute location.\r\n */\r\n public getAttributeLocationByName(name: string): number {\r\n return this._attributeLocationByName[name];\r\n }\r\n\r\n /**\r\n * The number of attributes.\r\n * @returns the number of attributes.\r\n */\r\n public getAttributesCount(): number {\r\n return this._attributes.length;\r\n }\r\n\r\n /**\r\n * Gets the index of a uniform variable.\r\n * @param uniformName of the uniform to look up.\r\n * @returns the index.\r\n */\r\n public getUniformIndex(uniformName: string): number {\r\n return this._uniformsNames.indexOf(uniformName);\r\n }\r\n\r\n /**\r\n * Returns the attribute based on the name of the variable.\r\n * @param uniformName of the uniform to look up.\r\n * @returns the location of the uniform.\r\n */\r\n public getUniform(uniformName: string): Nullable<WebGLUniformLocation> {\r\n return this._uniforms[uniformName];\r\n }\r\n\r\n /**\r\n * Returns an array of sampler variable names\r\n * @returns The array of sampler variable names.\r\n */\r\n public getSamplers(): string[] {\r\n return this._samplerList;\r\n }\r\n\r\n /**\r\n * Returns an array of uniform variable names\r\n * @returns The array of uniform variable names.\r\n */\r\n public getUniformNames(): string[] {\r\n return this._uniformsNames;\r\n }\r\n\r\n /**\r\n * Returns an array of uniform buffer variable names\r\n * @returns The array of uniform buffer variable names.\r\n */\r\n public getUniformBuffersNames(): string[] {\r\n return this._uniformBuffersNamesList;\r\n }\r\n\r\n /**\r\n * Returns the index parameters used to create the effect\r\n * @returns The index parameters object\r\n */\r\n public getIndexParameters(): any {\r\n return this._indexParameters;\r\n }\r\n\r\n /**\r\n * The error from the last compilation.\r\n * @returns the error string.\r\n */\r\n public getCompilationError(): string {\r\n return this._compilationError;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that all fallbacks were used during compilation\r\n * @returns true if all fallbacks were used\r\n */\r\n public allFallbacksProcessed(): boolean {\r\n return this._allFallbacksProcessed;\r\n }\r\n\r\n /**\r\n * Adds a callback to the onCompiled observable and call the callback immediately if already ready.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenCompiled(func: (effect: Effect) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n this.onCompileObservable.add((effect) => {\r\n func(effect);\r\n });\r\n\r\n if (!this._pipelineContext || this._pipelineContext.isAsync) {\r\n setTimeout(() => {\r\n this._checkIsReady(null);\r\n }, 16);\r\n }\r\n }\r\n\r\n private _checkIsReady(previousPipelineContext: Nullable<IPipelineContext>) {\r\n try {\r\n if (this._isReadyInternal()) {\r\n return;\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n return;\r\n }\r\n\r\n if (this._isDisposed) {\r\n return;\r\n }\r\n\r\n setTimeout(() => {\r\n this._checkIsReady(previousPipelineContext);\r\n }, 16);\r\n }\r\n\r\n private _loadShader(shader: any, key: string, optionalKey: string, callback: (data: any) => void): void {\r\n if (typeof HTMLElement !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n const shaderCode = GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n\r\n // Direct source ?\r\n if (shader.substr(0, 7) === \"source:\") {\r\n callback(shader.substr(7));\r\n return;\r\n }\r\n\r\n // Base64 encoded ?\r\n if (shader.substr(0, 7) === \"base64:\") {\r\n const shaderBinary = window.atob(shader.substr(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n\r\n const shaderStore = EngineShaderStore.GetShadersStore(this._shaderLanguage);\r\n\r\n // Is in local store ?\r\n if (shaderStore[shader + key + \"Shader\"]) {\r\n callback(shaderStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n\r\n if (optionalKey && shaderStore[shader + optionalKey + \"Shader\"]) {\r\n callback(shaderStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n\r\n let shaderUrl;\r\n\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n } else {\r\n shaderUrl = EngineShaderStore.GetShadersRepository(this._shaderLanguage) + shader;\r\n }\r\n\r\n // Vertex shader\r\n this._engine._loadFile(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n }\r\n\r\n /**\r\n * Gets the vertex shader source code of this effect\r\n */\r\n public get vertexSourceCode(): string {\r\n return this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride\r\n ? this._vertexSourceCodeOverride\r\n : this._pipelineContext?._getVertexShaderCode() ?? this._vertexSourceCode;\r\n }\r\n\r\n /**\r\n * Gets the fragment shader source code of this effect\r\n */\r\n public get fragmentSourceCode(): string {\r\n return this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride\r\n ? this._fragmentSourceCodeOverride\r\n : this._pipelineContext?._getFragmentShaderCode() ?? this._fragmentSourceCode;\r\n }\r\n\r\n /**\r\n * Gets the vertex shader source code before it has been processed by the preprocessor\r\n */\r\n public get rawVertexSourceCode(): string {\r\n return this._rawVertexSourceCode;\r\n }\r\n\r\n /**\r\n * Gets the fragment shader source code before it has been processed by the preprocessor\r\n */\r\n public get rawFragmentSourceCode(): string {\r\n return this._rawFragmentSourceCode;\r\n }\r\n\r\n /**\r\n * Recompiles the webGL program\r\n * @param vertexSourceCode The source code for the vertex shader.\r\n * @param fragmentSourceCode The source code for the fragment shader.\r\n * @param onCompiled Callback called when completed.\r\n * @param onError Callback called on error.\r\n * @internal\r\n */\r\n public _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void) {\r\n this._isReady = false;\r\n\r\n this._vertexSourceCodeOverride = vertexSourceCode;\r\n this._fragmentSourceCodeOverride = fragmentSourceCode;\r\n this.onError = (effect, error) => {\r\n if (onError) {\r\n onError(error);\r\n }\r\n };\r\n this.onCompiled = () => {\r\n const scenes = this.getEngine().scenes;\r\n if (scenes) {\r\n for (let i = 0; i < scenes.length; i++) {\r\n scenes[i].markAllMaterialsAsDirty(Constants.MATERIAL_AllDirtyFlag);\r\n }\r\n }\r\n\r\n this._pipelineContext!._handlesSpectorRebuildCallback(onCompiled);\r\n };\r\n this._fallbacks = null;\r\n this._prepareEffect();\r\n }\r\n\r\n /**\r\n * Prepares the effect\r\n * @internal\r\n */\r\n public _prepareEffect() {\r\n const attributesNames = this._attributesNames;\r\n const defines = this.defines;\r\n\r\n const previousPipelineContext = this._pipelineContext;\r\n\r\n this._isReady = false;\r\n\r\n try {\r\n const engine = this._engine;\r\n\r\n this._pipelineContext = engine.createPipelineContext(this._processingContext);\r\n this._pipelineContext._name = this._key;\r\n\r\n const rebuildRebind = this._rebuildProgram.bind(this);\r\n if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {\r\n engine._preparePipelineContext(\r\n this._pipelineContext,\r\n this._vertexSourceCodeOverride,\r\n this._fragmentSourceCodeOverride,\r\n true,\r\n this._rawVertexSourceCode,\r\n this._rawFragmentSourceCode,\r\n rebuildRebind,\r\n null,\r\n this._transformFeedbackVaryings,\r\n this._key\r\n );\r\n } else {\r\n engine._preparePipelineContext(\r\n this._pipelineContext,\r\n this._vertexSourceCode,\r\n this._fragmentSourceCode,\r\n false,\r\n this._rawVertexSourceCode,\r\n this._rawFragmentSourceCode,\r\n rebuildRebind,\r\n defines,\r\n this._transformFeedbackVaryings,\r\n this._key\r\n );\r\n }\r\n\r\n engine._executeWhenRenderingStateIsCompiled(this._pipelineContext, () => {\r\n this._attributes = [];\r\n this._pipelineContext!._fillEffectInformation(\r\n this,\r\n this._uniformBuffersNames,\r\n this._uniformsNames,\r\n this._uniforms,\r\n this._samplerList,\r\n this._samplers,\r\n attributesNames,\r\n this._attributes\r\n );\r\n\r\n // Caches attribute locations.\r\n if (attributesNames) {\r\n for (let i = 0; i < attributesNames.length; i++) {\r\n const name = attributesNames[i];\r\n this._attributeLocationByName[name] = this._attributes[i];\r\n }\r\n }\r\n\r\n engine.bindSamplers(this);\r\n\r\n this._compilationError = \"\";\r\n this._isReady = true;\r\n if (this.onCompiled) {\r\n this.onCompiled(this);\r\n }\r\n this.onCompileObservable.notifyObservers(this);\r\n this.onCompileObservable.clear();\r\n\r\n // Unbind mesh reference in fallbacks\r\n if (this._fallbacks) {\r\n this._fallbacks.unBindMesh();\r\n }\r\n\r\n if (previousPipelineContext) {\r\n this.getEngine()._deletePipelineContext(previousPipelineContext);\r\n }\r\n });\r\n\r\n if (this._pipelineContext.isAsync) {\r\n this._checkIsReady(previousPipelineContext);\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n }\r\n }\r\n\r\n private _getShaderCodeAndErrorLine(code: Nullable<string>, error: Nullable<string>, isFragment: boolean): [Nullable<string>, Nullable<string>] {\r\n const regexp = isFragment ? /FRAGMENT SHADER ERROR: 0:(\\d+?):/ : /VERTEX SHADER ERROR: 0:(\\d+?):/;\r\n\r\n let errorLine = null;\r\n\r\n if (error && code) {\r\n const res = error.match(regexp);\r\n if (res && res.length === 2) {\r\n const lineNumber = parseInt(res[1]);\r\n const lines = code.split(\"\\n\", -1);\r\n if (lines.length >= lineNumber) {\r\n errorLine = `Offending line [${lineNumber}] in ${isFragment ? \"fragment\" : \"vertex\"} code: ${lines[lineNumber - 1]}`;\r\n }\r\n }\r\n }\r\n\r\n return [code, errorLine];\r\n }\r\n\r\n private _processCompilationErrors(e: any, previousPipelineContext: Nullable<IPipelineContext> = null) {\r\n this._compilationError = e.message;\r\n const attributesNames = this._attributesNames;\r\n const fallbacks = this._fallbacks;\r\n\r\n // Let's go through fallbacks then\r\n Logger.Error(\"Unable to compile effect:\");\r\n Logger.Error(\r\n \"Uniforms: \" +\r\n this._uniformsNames.map(function (uniform) {\r\n return \" \" + uniform;\r\n })\r\n );\r\n Logger.Error(\r\n \"Attributes: \" +\r\n attributesNames.map(function (attribute) {\r\n return \" \" + attribute;\r\n })\r\n );\r\n Logger.Error(\"Defines:\\r\\n\" + this.defines);\r\n if (Effect.LogShaderCodeOnCompilationError) {\r\n let lineErrorVertex = null,\r\n lineErrorFragment = null,\r\n code = null;\r\n if (this._pipelineContext?._getVertexShaderCode()) {\r\n [code, lineErrorVertex] = this._getShaderCodeAndErrorLine(this._pipelineContext._getVertexShaderCode(), this._compilationError, false);\r\n if (code) {\r\n Logger.Error(\"Vertex code:\");\r\n Logger.Error(code);\r\n }\r\n }\r\n if (this._pipelineContext?._getFragmentShaderCode()) {\r\n [code, lineErrorFragment] = this._getShaderCodeAndErrorLine(this._pipelineContext?._getFragmentShaderCode(), this._compilationError, true);\r\n if (code) {\r\n Logger.Error(\"Fragment code:\");\r\n Logger.Error(code);\r\n }\r\n }\r\n if (lineErrorVertex) {\r\n Logger.Error(lineErrorVertex);\r\n }\r\n if (lineErrorFragment) {\r\n Logger.Error(lineErrorFragment);\r\n }\r\n }\r\n Logger.Error(\"Error: \" + this._compilationError);\r\n\r\n const notifyErrors = () => {\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n };\r\n\r\n // In case a previous compilation was successful, we need to restore the previous pipeline context\r\n if (previousPipelineContext) {\r\n this._pipelineContext = previousPipelineContext;\r\n this._isReady = true;\r\n notifyErrors();\r\n }\r\n\r\n // Lets try to compile fallbacks as long as we have some.\r\n if (fallbacks) {\r\n this._pipelineContext = null;\r\n if (fallbacks.hasMoreFallbacks) {\r\n this._allFallbacksProcessed = false;\r\n Logger.Error(\"Trying next fallback.\");\r\n this.defines = fallbacks.reduce(this.defines, this);\r\n this._prepareEffect();\r\n } else {\r\n // Sorry we did everything we can\r\n this._allFallbacksProcessed = true;\r\n notifyErrors();\r\n this.onErrorObservable.clear();\r\n\r\n // Unbind mesh reference in fallbacks\r\n if (this._fallbacks) {\r\n this._fallbacks.unBindMesh();\r\n }\r\n }\r\n } else {\r\n this._allFallbacksProcessed = true;\r\n\r\n // In case of error, without any prior successful compilation, let s notify observers\r\n if (!previousPipelineContext) {\r\n notifyErrors();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Checks if the effect is supported. (Must be called after compilation)\r\n */\r\n public get isSupported(): boolean {\r\n return this._compilationError === \"\";\r\n }\r\n\r\n /**\r\n * Binds a texture to the engine to be used as output of the shader.\r\n * @param channel Name of the output variable.\r\n * @param texture Texture to bind.\r\n * @internal\r\n */\r\n public _bindTexture(channel: string, texture: Nullable<InternalTexture>): void {\r\n this._engine._bindTexture(this._samplers[channel], texture, channel);\r\n }\r\n\r\n /**\r\n * Sets a texture on the engine to be used in the shader.\r\n * @param channel Name of the sampler variable.\r\n * @param texture Texture to set.\r\n */\r\n public setTexture(channel: string, texture: Nullable<ThinTexture>): void {\r\n this._engine.setTexture(this._samplers[channel], this._uniforms[channel], texture, channel);\r\n }\r\n\r\n /**\r\n * Sets a depth stencil texture from a render target on the engine to be used in the shader.\r\n * @param channel Name of the sampler variable.\r\n * @param texture Texture to set.\r\n */\r\n public setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void {\r\n this._engine.setDepthStencilTexture(this._samplers[channel], this._uniforms[channel], texture, channel);\r\n }\r\n\r\n /**\r\n * Sets an array of textures on the engine to be used in the shader.\r\n * @param channel Name of the variable.\r\n * @param textures Textures to set.\r\n */\r\n public setTextureArray(channel: string, textures: ThinTexture[]): void {\r\n const exName = channel + \"Ex\";\r\n if (this._samplerList.indexOf(exName + \"0\") === -1) {\r\n const initialPos = this._samplerList.indexOf(channel);\r\n for (let index = 1; index < textures.length; index++) {\r\n const currentExName = exName + (index - 1).toString();\r\n this._samplerList.splice(initialPos + index, 0, currentExName);\r\n }\r\n\r\n // Reset every channels\r\n let channelIndex = 0;\r\n for (const key of this._samplerList) {\r\n this._samplers[key] = channelIndex;\r\n channelIndex += 1;\r\n }\r\n }\r\n\r\n this._engine.setTextureArray(this._samplers[channel], this._uniforms[channel], textures, channel);\r\n }\r\n\r\n /**\r\n * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)\r\n * @param channel Name of the sampler variable.\r\n * @param postProcess Post process to get the input texture from.\r\n */\r\n public setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void {\r\n this._engine.setTextureFromPostProcess(this._samplers[channel], postProcess, channel);\r\n }\r\n\r\n /**\r\n * (Warning! setTextureFromPostProcessOutput may be desired instead)\r\n * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)\r\n * @param channel Name of the sampler variable.\r\n * @param postProcess Post process to get the output texture from.\r\n */\r\n public setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void {\r\n this._engine.setTextureFromPostProcessOutput(this._samplers[channel], postProcess, channel);\r\n }\r\n\r\n /**\r\n * Binds a buffer to a uniform.\r\n * @param buffer Buffer to bind.\r\n * @param name Name of the uniform variable to bind to.\r\n */\r\n public bindUniformBuffer(buffer: DataBuffer, name: string): void {\r\n const bufferName = this._uniformBuffersNames[name];\r\n if (bufferName === undefined || (Effect._BaseCache[bufferName] === buffer && this._engine._features.useUBOBindingCache)) {\r\n return;\r\n }\r\n Effect._BaseCache[bufferName] = buffer;\r\n this._engine.bindUniformBufferBase(buffer, bufferName, name);\r\n }\r\n\r\n /**\r\n * Binds block to a uniform.\r\n * @param blockName Name of the block to bind.\r\n * @param index Index to bind.\r\n */\r\n public bindUniformBlock(blockName: string, index: number): void {\r\n this._engine.bindUniformBlock(this._pipelineContext!, blockName, index);\r\n }\r\n\r\n /**\r\n * Sets an integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n * @returns this effect.\r\n */\r\n public setInt: (uniformName: string, value: number) => Effect;\r\n\r\n /**\r\n * Sets an int2 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int2.\r\n * @param y Second int in int2.\r\n * @returns this effect.\r\n */\r\n public setInt2: (uniformName: string, x: number, y: number) => Effect;\r\n\r\n /**\r\n * Sets an int3 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int3.\r\n * @param y Second int in int3.\r\n * @param z Third int in int3.\r\n * @returns this effect.\r\n */\r\n public setInt3: (uniformName: string, x: number, y: number, z: number) => Effect;\r\n\r\n /**\r\n * Sets an int4 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int4.\r\n * @param y Second int in int4.\r\n * @param z Third int in int4.\r\n * @param w Fourth int in int4.\r\n * @returns this effect.\r\n */\r\n public setInt4: (uniformName: string, x: number, y: number, z: number, w: number) => Effect;\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setIntArray: (uniformName: string, array: Int32Array) => Effect;\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setIntArray2: (uniformName: string, array: Int32Array) => Effect;\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setIntArray3: (uniformName: string, array: Int32Array) => Effect;\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setIntArray4: (uniformName: string, array: Int32Array) => Effect;\r\n\r\n /**\r\n * Sets an float array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setFloatArray(uniformName: string, array: FloatArray): Effect {\r\n this._pipelineContext!.setArray(uniformName, array);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setFloatArray2(uniformName: string, array: FloatArray): Effect {\r\n this._pipelineContext!.setArray2(uniformName, array);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setFloatArray3(uniformName: string, array: FloatArray): Effect {\r\n this._pipelineContext!.setArray3(uniformName, array);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setFloatArray4(uniformName: string, array: FloatArray): Effect {\r\n this._pipelineContext!.setArray4(uniformName, array);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray: (uniformName: string, array: number[]) => Effect;\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray2: (uniformName: string, array: number[]) => Effect;\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray3: (uniformName: string, array: number[]) => Effect;\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray4: (uniformName: string, array: number[]) => Effect;\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n * @returns this effect.\r\n */\r\n public setMatrices: (uniformName: string, matrices: Float32Array | Array<number>) => Effect;\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n * @returns this effect.\r\n */\r\n public setMatrix: (uniformName: string, matrix: IMatrixLike) => Effect;\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n * @returns this effect.\r\n */\r\n public setMatrix3x3: (uniformName: string, matrix: Float32Array | Array<number>) => Effect;\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n * @returns this effect.\r\n */\r\n public setMatrix2x2: (uniformName: string, matrix: Float32Array | Array<number>) => Effect;\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n * @returns this effect.\r\n */\r\n public setFloat: (uniformName: string, value: number) => Effect;\r\n\r\n /**\r\n * Sets a boolean on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param bool value to be set.\r\n * @returns this effect.\r\n */\r\n public setBool(uniformName: string, bool: boolean): Effect {\r\n this._pipelineContext!.setInt(uniformName, bool ? 1 : 0);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n * @returns this effect.\r\n */\r\n public setVector2: (uniformName: string, vector2: IVector2Like) => Effect;\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n * @returns this effect.\r\n */\r\n public setFloat2: (uniformName: string, x: number, y: number) => Effect;\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n * @returns this effect.\r\n */\r\n public setVector3: (uniformName: string, vector3: IVector3Like) => Effect;\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n * @returns this effect.\r\n */\r\n public setFloat3: (uniformName: string, x: number, y: number, z: number) => Effect;\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n * @returns this effect.\r\n */\r\n public setVector4: (uniformName: string, vector4: IVector4Like) => Effect;\r\n\r\n /**\r\n * Sets a Quaternion on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param quaternion Value to be set.\r\n * @returns this effect.\r\n */\r\n public setQuaternion: (uniformName: string, quaternion: IQuaternionLike) => Effect;\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n * @returns this effect.\r\n */\r\n public setFloat4: (uniformName: string, x: number, y: number, z: number, w: number) => Effect;\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @returns this effect.\r\n */\r\n public setColor3: (uniformName: string, color3: IColor3Like) => Effect;\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n * @returns this effect.\r\n */\r\n public setColor4: (uniformName: string, color3: IColor3Like, alpha: number) => Effect;\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n * @returns this effect.\r\n */\r\n public setDirectColor4: (uniformName: string, color4: IColor4Like) => Effect;\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n this._pipelineContext?.dispose();\r\n this._engine._releaseEffect(this);\r\n this._isDisposed = true;\r\n }\r\n\r\n /**\r\n * This function will add a new shader to the shader store\r\n * @param name the name of the shader\r\n * @param pixelShader optional pixel shader content\r\n * @param vertexShader optional vertex shader content\r\n * @param shaderLanguage the language the shader is written in (default: GLSL)\r\n */\r\n public static RegisterShader(name: string, pixelShader?: string, vertexShader?: string, shaderLanguage = ShaderLanguage.GLSL) {\r\n if (pixelShader) {\r\n EngineShaderStore.GetShadersStore(shaderLanguage)[`${name}PixelShader`] = pixelShader;\r\n }\r\n\r\n if (vertexShader) {\r\n EngineShaderStore.GetShadersStore(shaderLanguage)[`${name}VertexShader`] = vertexShader;\r\n }\r\n }\r\n\r\n /**\r\n * Store of each shader (The can be looked up using effect.key)\r\n */\r\n public static ShadersStore: { [key: string]: string } = EngineShaderStore.ShadersStore;\r\n /**\r\n * Store of each included file for a shader (The can be looked up using effect.key)\r\n */\r\n public static IncludesShadersStore: { [key: string]: string } = EngineShaderStore.IncludesShadersStore;\r\n\r\n /**\r\n * Resets the cache of effects.\r\n */\r\n public static ResetCache() {\r\n Effect._BaseCache = {};\r\n }\r\n}\r\n"]}
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+
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{ Observable } from \"../Misc/observable\";\r\nimport type { FloatArray, Nullable } from \"../types\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { GetDOMTextContent, IsWindowObjectExist } from \"../Misc/domManagement\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { IDisposable } from \"../scene\";\r\nimport type { IPipelineContext } from \"../Engines/IPipelineContext\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { ShaderProcessor } from \"../Engines/Processors/shaderProcessor\";\r\nimport type { ProcessingOptions, ShaderCustomProcessingFunction, ShaderProcessingContext } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport type { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like, IQuaternionLike } from \"../Maths/math.like\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport type { IEffectFallbacks } from \"./iEffectFallbacks\";\r\nimport { ShaderStore as EngineShaderStore } from \"../Engines/shaderStore\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\ndeclare type InternalTexture = import(\"../Materials/Textures/internalTexture\").InternalTexture;\r\ndeclare type ThinTexture = import(\"../Materials/Textures/thinTexture\").ThinTexture;\r\ndeclare type RenderTargetTexture = import(\"../Materials/Textures/renderTargetTexture\").RenderTargetTexture;\r\ndeclare type PostProcess = import(\"../PostProcesses/postProcess\").PostProcess;\r\n\r\n/**\r\n * Options to be used when creating an effect.\r\n */\r\nexport interface IEffectCreationOptions {\r\n /**\r\n * Attributes that will be used in the shader.\r\n */\r\n attributes: string[];\r\n /**\r\n * Uniform variable names that will be set in the shader.\r\n */\r\n uniformsNames: string[];\r\n /**\r\n * Uniform buffer variable names that will be set in the shader.\r\n */\r\n uniformBuffersNames: string[];\r\n /**\r\n * Sampler texture variable names that will be set in the shader.\r\n */\r\n samplers: string[];\r\n /**\r\n * Define statements that will be set in the shader.\r\n */\r\n defines: any;\r\n /**\r\n * Possible fallbacks for this effect to improve performance when needed.\r\n */\r\n fallbacks: Nullable<IEffectFallbacks>;\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n onCompiled: Nullable<(effect: Effect) => void>;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n onError: Nullable<(effect: Effect, errors: string) => void>;\r\n /**\r\n * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})\r\n */\r\n indexParameters?: any;\r\n /**\r\n * Max number of lights that can be used in the shader.\r\n */\r\n maxSimultaneousLights?: number;\r\n /**\r\n * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings\r\n */\r\n transformFeedbackVaryings?: Nullable<string[]>;\r\n /**\r\n * If provided, will be called two times with the vertex and fragment code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<ShaderCustomProcessingFunction>;\r\n /**\r\n * If provided, will be called two times with the vertex and fragment code so that this code can be updated after the #include have been processed\r\n */\r\n processCodeAfterIncludes?: Nullable<ShaderCustomProcessingFunction>;\r\n /**\r\n * Is this effect rendering to several color attachments ?\r\n */\r\n multiTarget?: boolean;\r\n /**\r\n * The language the shader is written in (default: GLSL)\r\n */\r\n shaderLanguage?: ShaderLanguage;\r\n}\r\n\r\n/**\r\n * Effect containing vertex and fragment shader that can be executed on an object.\r\n */\r\nexport class Effect implements IDisposable {\r\n /**\r\n * Gets or sets the relative url used to load shaders if using the engine in non-minified mode\r\n */\r\n public static get ShadersRepository(): string {\r\n return EngineShaderStore.ShadersRepository;\r\n }\r\n public static set ShadersRepository(repo: string) {\r\n EngineShaderStore.ShadersRepository = repo;\r\n }\r\n /**\r\n * Enable logging of the shader code when a compilation error occurs\r\n */\r\n public static LogShaderCodeOnCompilationError = true;\r\n /**\r\n * Name of the effect.\r\n */\r\n public name: any = null;\r\n /**\r\n * String container all the define statements that should be set on the shader.\r\n */\r\n public defines: string = \"\";\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n public onCompiled: Nullable<(effect: Effect) => void> = null;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n public onError: Nullable<(effect: Effect, errors: string) => void> = null;\r\n /**\r\n * Callback that will be called when effect is bound.\r\n */\r\n public onBind: Nullable<(effect: Effect) => void> = null;\r\n /**\r\n * Unique ID of the effect.\r\n */\r\n public uniqueId = 0;\r\n /**\r\n * Observable that will be called when the shader is compiled.\r\n * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.\r\n */\r\n public onCompileObservable = new Observable<Effect>();\r\n /**\r\n * Observable that will be called if an error occurs during shader compilation.\r\n */\r\n public onErrorObservable = new Observable<Effect>();\r\n\r\n /** @internal */\r\n public _onBindObservable: Nullable<Observable<Effect>> = null;\r\n\r\n /**\r\n * @internal\r\n * Specifies if the effect was previously ready\r\n */\r\n public _wasPreviouslyReady = false;\r\n\r\n /**\r\n * @internal\r\n * Specifies if the effect was previously using instances\r\n */\r\n public _wasPreviouslyUsingInstances: Nullable<boolean> = null;\r\n\r\n private _isDisposed = false;\r\n\r\n /**\r\n * Observable that will be called when effect is bound.\r\n */\r\n public get onBindObservable(): Observable<Effect> {\r\n if (!this._onBindObservable) {\r\n this._onBindObservable = new Observable<Effect>();\r\n }\r\n\r\n return this._onBindObservable;\r\n }\r\n\r\n /** @internal */\r\n public _bonesComputationForcedToCPU = false;\r\n /** @internal */\r\n public _uniformBuffersNames: { [key: string]: number } = {};\r\n /** @internal */\r\n public _samplerList: string[];\r\n /** @internal */\r\n public _multiTarget: boolean = false;\r\n\r\n private static _UniqueIdSeed = 0;\r\n /** @internal */\r\n public _engine: Engine;\r\n private _uniformBuffersNamesList: string[];\r\n private _uniformsNames: string[];\r\n private _samplers: { [key: string]: number } = {};\r\n private _isReady = false;\r\n private _compilationError = \"\";\r\n private _allFallbacksProcessed = false;\r\n private _attributesNames: string[];\r\n private _attributes: number[];\r\n private _attributeLocationByName: { [name: string]: number };\r\n private _uniforms: { [key: string]: Nullable<WebGLUniformLocation> } = {};\r\n /**\r\n * Key for the effect.\r\n * @internal\r\n */\r\n public _key: string = \"\";\r\n private _indexParameters: any;\r\n private _fallbacks: Nullable<IEffectFallbacks> = null;\r\n private _vertexSourceCodeOverride: string = \"\";\r\n private _fragmentSourceCodeOverride: string = \"\";\r\n private _transformFeedbackVaryings: Nullable<string[]> = null;\r\n private _shaderLanguage: ShaderLanguage;\r\n /**\r\n * Compiled shader to webGL program.\r\n * @internal\r\n */\r\n public _pipelineContext: Nullable<IPipelineContext> = null;\r\n /** @internal */\r\n public _vertexSourceCode: string = \"\";\r\n /** @internal */\r\n public _fragmentSourceCode: string = \"\";\r\n\r\n /** @internal */\r\n private _vertexSourceCodeBeforeMigration: string = \"\";\r\n /** @internal */\r\n private _fragmentSourceCodeBeforeMigration: string = \"\";\r\n\r\n /** @internal */\r\n private _rawVertexSourceCode: string = \"\";\r\n /** @internal */\r\n private _rawFragmentSourceCode: string = \"\";\r\n\r\n private static _BaseCache: { [key: number]: DataBuffer } = {};\r\n private _processingContext: Nullable<ShaderProcessingContext>;\r\n\r\n /**\r\n * Instantiates an effect.\r\n * An effect can be used to create/manage/execute vertex and fragment shaders.\r\n * @param baseName Name of the effect.\r\n * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.\r\n * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.\r\n * @param samplers List of sampler variables that will be passed to the shader.\r\n * @param engine Engine to be used to render the effect\r\n * @param defines Define statements to be added to the shader.\r\n * @param fallbacks Possible fallbacks for this effect to improve performance when needed.\r\n * @param onCompiled Callback that will be called when the shader is compiled.\r\n * @param onError Callback that will be called if an error occurs during shader compilation.\r\n * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})\r\n * @param key Effect Key identifying uniquely compiled shader variants\r\n * @param shaderLanguage the language the shader is written in (default: GLSL)\r\n */\r\n constructor(\r\n baseName: any,\r\n attributesNamesOrOptions: string[] | IEffectCreationOptions,\r\n uniformsNamesOrEngine: string[] | ThinEngine,\r\n samplers: Nullable<string[]> = null,\r\n engine?: ThinEngine,\r\n defines: Nullable<string> = null,\r\n fallbacks: Nullable<IEffectFallbacks> = null,\r\n onCompiled: Nullable<(effect: Effect) => void> = null,\r\n onError: Nullable<(effect: Effect, errors: string) => void> = null,\r\n indexParameters?: any,\r\n key: string = \"\",\r\n shaderLanguage = ShaderLanguage.GLSL\r\n ) {\r\n this.name = baseName;\r\n this._key = key;\r\n\r\n let processCodeAfterIncludes: ShaderCustomProcessingFunction | undefined = undefined;\r\n let processFinalCode: Nullable<ShaderCustomProcessingFunction> = null;\r\n\r\n if ((<IEffectCreationOptions>attributesNamesOrOptions).attributes) {\r\n const options = <IEffectCreationOptions>attributesNamesOrOptions;\r\n this._engine = <Engine>uniformsNamesOrEngine;\r\n\r\n this._attributesNames = options.attributes;\r\n this._uniformsNames = options.uniformsNames.concat(options.samplers);\r\n this._samplerList = options.samplers.slice();\r\n this.defines = options.defines;\r\n this.onError = options.onError;\r\n this.onCompiled = options.onCompiled;\r\n this._fallbacks = options.fallbacks;\r\n this._indexParameters = options.indexParameters;\r\n this._transformFeedbackVaryings = options.transformFeedbackVaryings || null;\r\n this._multiTarget = !!options.multiTarget;\r\n this._shaderLanguage = options.shaderLanguage ?? ShaderLanguage.GLSL;\r\n\r\n if (options.uniformBuffersNames) {\r\n this._uniformBuffersNamesList = options.uniformBuffersNames.slice();\r\n for (let i = 0; i < options.uniformBuffersNames.length; i++) {\r\n this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;\r\n }\r\n }\r\n\r\n processFinalCode = options.processFinalCode ?? null;\r\n processCodeAfterIncludes = options.processCodeAfterIncludes ?? undefined;\r\n } else {\r\n this._engine = <Engine>engine;\r\n this.defines = defines == null ? \"\" : defines;\r\n this._uniformsNames = (<string[]>uniformsNamesOrEngine).concat(<string[]>samplers);\r\n this._samplerList = samplers ? <string[]>samplers.slice() : [];\r\n this._attributesNames = <string[]>attributesNamesOrOptions;\r\n this._uniformBuffersNamesList = [];\r\n this._shaderLanguage = shaderLanguage;\r\n\r\n this.onError = onError;\r\n this.onCompiled = onCompiled;\r\n\r\n this._indexParameters = indexParameters;\r\n this._fallbacks = fallbacks;\r\n }\r\n\r\n this._attributeLocationByName = {};\r\n\r\n this.uniqueId = Effect._UniqueIdSeed++;\r\n\r\n let vertexSource: any;\r\n let fragmentSource: any;\r\n\r\n const hostDocument = IsWindowObjectExist() ? this._engine.getHostDocument() : null;\r\n\r\n if (baseName.vertexSource) {\r\n vertexSource = \"source:\" + baseName.vertexSource;\r\n } else if (baseName.vertexElement) {\r\n vertexSource = hostDocument ? hostDocument.getElementById(baseName.vertexElement) : null;\r\n\r\n if (!vertexSource) {\r\n vertexSource = baseName.vertexElement;\r\n }\r\n } else {\r\n vertexSource = baseName.vertex || baseName;\r\n }\r\n\r\n if (baseName.fragmentSource) {\r\n fragmentSource = \"source:\" + baseName.fragmentSource;\r\n } else if (baseName.fragmentElement) {\r\n fragmentSource = hostDocument ? hostDocument.getElementById(baseName.fragmentElement) : null;\r\n\r\n if (!fragmentSource) {\r\n fragmentSource = baseName.fragmentElement;\r\n }\r\n } else {\r\n fragmentSource = baseName.fragment || baseName;\r\n }\r\n\r\n this._processingContext = this._engine._getShaderProcessingContext(this._shaderLanguage);\r\n\r\n const processorOptions: ProcessingOptions = {\r\n defines: this.defines.split(\"\\n\"),\r\n indexParameters: this._indexParameters,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: this._engine._shouldUseHighPrecisionShader,\r\n processor: this._engine._getShaderProcessor(this._shaderLanguage),\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: EngineShaderStore.GetShadersRepository(this._shaderLanguage),\r\n includesShadersStore: EngineShaderStore.GetIncludesShadersStore(this._shaderLanguage),\r\n version: (this._engine.version * 100).toString(),\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: this._processingContext,\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n processCodeAfterIncludes,\r\n };\r\n\r\n const shaderCodes: [string | undefined, string | undefined] = [undefined, undefined];\r\n const shadersLoaded = () => {\r\n if (shaderCodes[0] && shaderCodes[1]) {\r\n processorOptions.isFragment = true;\r\n const [migratedVertexCode, fragmentCode] = shaderCodes;\r\n ShaderProcessor.Process(\r\n fragmentCode,\r\n processorOptions,\r\n (migratedFragmentCode, codeBeforeMigration) => {\r\n this._fragmentSourceCodeBeforeMigration = codeBeforeMigration;\r\n if (processFinalCode) {\r\n migratedFragmentCode = processFinalCode(\"fragment\", migratedFragmentCode);\r\n }\r\n const finalShaders = ShaderProcessor.Finalize(migratedVertexCode, migratedFragmentCode, processorOptions);\r\n this._useFinalCode(finalShaders.vertexCode, finalShaders.fragmentCode, baseName);\r\n },\r\n this._engine\r\n );\r\n }\r\n };\r\n this._loadShader(vertexSource, \"Vertex\", \"\", (vertexCode) => {\r\n ShaderProcessor.Initialize(processorOptions);\r\n ShaderProcessor.Process(\r\n vertexCode,\r\n processorOptions,\r\n (migratedVertexCode, codeBeforeMigration) => {\r\n this._rawVertexSourceCode = vertexCode;\r\n this._vertexSourceCodeBeforeMigration = codeBeforeMigration;\r\n if (processFinalCode) {\r\n migratedVertexCode = processFinalCode(\"vertex\", migratedVertexCode);\r\n }\r\n shaderCodes[0] = migratedVertexCode;\r\n shadersLoaded();\r\n },\r\n this._engine\r\n );\r\n });\r\n this._loadShader(fragmentSource, \"Fragment\", \"Pixel\", (fragmentCode) => {\r\n this._rawFragmentSourceCode = fragmentCode;\r\n shaderCodes[1] = fragmentCode;\r\n shadersLoaded();\r\n });\r\n const proxyFunction = function (functionName: string) {\r\n // check if the function exists in the pipelineContext\r\n return function (this: Effect) {\r\n if (this._pipelineContext) {\r\n const func = this._pipelineContext[functionName as keyof IPipelineContext];\r\n (func as (uniformName: string, ...payload: any) => void).apply(this._pipelineContext, arguments);\r\n }\r\n return this;\r\n };\r\n };\r\n [\"Int?\", \"IntArray?\", \"Array?\", \"Color?\", \"Vector?\", \"Float?\", \"Matrices\", \"Matrix\", \"Matrix3x3\", \"Matrix2x2\", \"Quaternion\", \"DirectColor4\"].forEach((functionName) => {\r\n const name = `set${functionName}`;\r\n if (name.endsWith(\"?\")) {\r\n [\"\", 2, 3, 4].forEach((n) => {\r\n this[(name.slice(0, -1) + n) as keyof this] = this[(name.slice(0, -1) + n) as keyof this] || proxyFunction(name.slice(0, -1) + n).bind(this);\r\n });\r\n } else {\r\n this[name as keyof this] = this[name as keyof this] || proxyFunction(name).bind(this);\r\n }\r\n });\r\n }\r\n\r\n private _useFinalCode(migratedVertexCode: string, migratedFragmentCode: string, baseName: any) {\r\n if (baseName) {\r\n const vertex = baseName.vertexElement || baseName.vertex || baseName.spectorName || baseName;\r\n const fragment = baseName.fragmentElement || baseName.fragment || baseName.spectorName || baseName;\r\n\r\n this._vertexSourceCode = (this._shaderLanguage === ShaderLanguage.WGSL ? \"//\" : \"\") + \"#define SHADER_NAME vertex:\" + vertex + \"\\n\" + migratedVertexCode;\r\n this._fragmentSourceCode = (this._shaderLanguage === ShaderLanguage.WGSL ? \"//\" : \"\") + \"#define SHADER_NAME fragment:\" + fragment + \"\\n\" + migratedFragmentCode;\r\n } else {\r\n this._vertexSourceCode = migratedVertexCode;\r\n this._fragmentSourceCode = migratedFragmentCode;\r\n }\r\n this._prepareEffect();\r\n }\r\n\r\n /**\r\n * Unique key for this effect\r\n */\r\n public get key(): string {\r\n return this._key;\r\n }\r\n\r\n /**\r\n * If the effect has been compiled and prepared.\r\n * @returns if the effect is compiled and prepared.\r\n */\r\n public isReady(): boolean {\r\n try {\r\n return this._isReadyInternal();\r\n } catch {\r\n return false;\r\n }\r\n }\r\n\r\n private _isReadyInternal(): boolean {\r\n if (this._isReady) {\r\n return true;\r\n }\r\n if (this._pipelineContext) {\r\n return this._pipelineContext.isReady;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * The engine the effect was initialized with.\r\n * @returns the engine.\r\n */\r\n public getEngine(): Engine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * The pipeline context for this effect\r\n * @returns the associated pipeline context\r\n */\r\n public getPipelineContext(): Nullable<IPipelineContext> {\r\n return this._pipelineContext;\r\n }\r\n\r\n /**\r\n * The set of names of attribute variables for the shader.\r\n * @returns An array of attribute names.\r\n */\r\n public getAttributesNames(): string[] {\r\n return this._attributesNames;\r\n }\r\n\r\n /**\r\n * Returns the attribute at the given index.\r\n * @param index The index of the attribute.\r\n * @returns The location of the attribute.\r\n */\r\n public getAttributeLocation(index: number): number {\r\n return this._attributes[index];\r\n }\r\n\r\n /**\r\n * Returns the attribute based on the name of the variable.\r\n * @param name of the attribute to look up.\r\n * @returns the attribute location.\r\n */\r\n public getAttributeLocationByName(name: string): number {\r\n return this._attributeLocationByName[name];\r\n }\r\n\r\n /**\r\n * The number of attributes.\r\n * @returns the number of attributes.\r\n */\r\n public getAttributesCount(): number {\r\n return this._attributes.length;\r\n }\r\n\r\n /**\r\n * Gets the index of a uniform variable.\r\n * @param uniformName of the uniform to look up.\r\n * @returns the index.\r\n */\r\n public getUniformIndex(uniformName: string): number {\r\n return this._uniformsNames.indexOf(uniformName);\r\n }\r\n\r\n /**\r\n * Returns the attribute based on the name of the variable.\r\n * @param uniformName of the uniform to look up.\r\n * @returns the location of the uniform.\r\n */\r\n public getUniform(uniformName: string): Nullable<WebGLUniformLocation> {\r\n return this._uniforms[uniformName];\r\n }\r\n\r\n /**\r\n * Returns an array of sampler variable names\r\n * @returns The array of sampler variable names.\r\n */\r\n public getSamplers(): string[] {\r\n return this._samplerList;\r\n }\r\n\r\n /**\r\n * Returns an array of uniform variable names\r\n * @returns The array of uniform variable names.\r\n */\r\n public getUniformNames(): string[] {\r\n return this._uniformsNames;\r\n }\r\n\r\n /**\r\n * Returns an array of uniform buffer variable names\r\n * @returns The array of uniform buffer variable names.\r\n */\r\n public getUniformBuffersNames(): string[] {\r\n return this._uniformBuffersNamesList;\r\n }\r\n\r\n /**\r\n * Returns the index parameters used to create the effect\r\n * @returns The index parameters object\r\n */\r\n public getIndexParameters(): any {\r\n return this._indexParameters;\r\n }\r\n\r\n /**\r\n * The error from the last compilation.\r\n * @returns the error string.\r\n */\r\n public getCompilationError(): string {\r\n return this._compilationError;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that all fallbacks were used during compilation\r\n * @returns true if all fallbacks were used\r\n */\r\n public allFallbacksProcessed(): boolean {\r\n return this._allFallbacksProcessed;\r\n }\r\n\r\n /**\r\n * Adds a callback to the onCompiled observable and call the callback immediately if already ready.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenCompiled(func: (effect: Effect) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n this.onCompileObservable.add((effect) => {\r\n func(effect);\r\n });\r\n\r\n if (!this._pipelineContext || this._pipelineContext.isAsync) {\r\n setTimeout(() => {\r\n this._checkIsReady(null);\r\n }, 16);\r\n }\r\n }\r\n\r\n private _checkIsReady(previousPipelineContext: Nullable<IPipelineContext>) {\r\n try {\r\n if (this._isReadyInternal()) {\r\n return;\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n return;\r\n }\r\n\r\n if (this._isDisposed) {\r\n return;\r\n }\r\n\r\n setTimeout(() => {\r\n this._checkIsReady(previousPipelineContext);\r\n }, 16);\r\n }\r\n\r\n private _loadShader(shader: any, key: string, optionalKey: string, callback: (data: any) => void): void {\r\n if (typeof HTMLElement !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n const shaderCode = GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n\r\n // Direct source ?\r\n if (shader.substr(0, 7) === \"source:\") {\r\n callback(shader.substr(7));\r\n return;\r\n }\r\n\r\n // Base64 encoded ?\r\n if (shader.substr(0, 7) === \"base64:\") {\r\n const shaderBinary = window.atob(shader.substr(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n\r\n const shaderStore = EngineShaderStore.GetShadersStore(this._shaderLanguage);\r\n\r\n // Is in local store ?\r\n if (shaderStore[shader + key + \"Shader\"]) {\r\n callback(shaderStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n\r\n if (optionalKey && shaderStore[shader + optionalKey + \"Shader\"]) {\r\n callback(shaderStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n\r\n let shaderUrl;\r\n\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n } else {\r\n shaderUrl = EngineShaderStore.GetShadersRepository(this._shaderLanguage) + shader;\r\n }\r\n\r\n // Vertex shader\r\n this._engine._loadFile(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n }\r\n\r\n /**\r\n * Gets the vertex shader source code of this effect\r\n * This is the final source code that will be compiled, after all the processing has been done (pre-processing applied, code injection/replacement, etc)\r\n */\r\n public get vertexSourceCode(): string {\r\n return this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride\r\n ? this._vertexSourceCodeOverride\r\n : this._pipelineContext?._getVertexShaderCode() ?? this._vertexSourceCode;\r\n }\r\n\r\n /**\r\n * Gets the fragment shader source code of this effect\r\n * This is the final source code that will be compiled, after all the processing has been done (pre-processing applied, code injection/replacement, etc)\r\n */\r\n public get fragmentSourceCode(): string {\r\n return this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride\r\n ? this._fragmentSourceCodeOverride\r\n : this._pipelineContext?._getFragmentShaderCode() ?? this._fragmentSourceCode;\r\n }\r\n\r\n /**\r\n * Gets the vertex shader source code before migration.\r\n * This is the source code after the include directives have been replaced by their contents but before the code is migrated, i.e. before ShaderProcess._ProcessShaderConversion is executed.\r\n * This method is, among other things, responsible for parsing #if/#define directives as well as converting GLES2 syntax to GLES3 (in the case of WebGL).\r\n */\r\n public get vertexSourceCodeBeforeMigration(): string {\r\n return this._vertexSourceCodeBeforeMigration;\r\n }\r\n\r\n /**\r\n * Gets the fragment shader source code before migration.\r\n * This is the source code after the include directives have been replaced by their contents but before the code is migrated, i.e. before ShaderProcess._ProcessShaderConversion is executed.\r\n * This method is, among other things, responsible for parsing #if/#define directives as well as converting GLES2 syntax to GLES3 (in the case of WebGL).\r\n */\r\n public get fragmentSourceCodeBeforeMigration(): string {\r\n return this._fragmentSourceCodeBeforeMigration;\r\n }\r\n\r\n /**\r\n * Gets the vertex shader source code before it has been modified by any processing\r\n */\r\n public get rawVertexSourceCode(): string {\r\n return this._rawVertexSourceCode;\r\n }\r\n\r\n /**\r\n * Gets the fragment shader source code before it has been modified by any processing\r\n */\r\n public get rawFragmentSourceCode(): string {\r\n return this._rawFragmentSourceCode;\r\n }\r\n\r\n /**\r\n * Recompiles the webGL program\r\n * @param vertexSourceCode The source code for the vertex shader.\r\n * @param fragmentSourceCode The source code for the fragment shader.\r\n * @param onCompiled Callback called when completed.\r\n * @param onError Callback called on error.\r\n * @internal\r\n */\r\n public _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void) {\r\n this._isReady = false;\r\n\r\n this._vertexSourceCodeOverride = vertexSourceCode;\r\n this._fragmentSourceCodeOverride = fragmentSourceCode;\r\n this.onError = (effect, error) => {\r\n if (onError) {\r\n onError(error);\r\n }\r\n };\r\n this.onCompiled = () => {\r\n const scenes = this.getEngine().scenes;\r\n if (scenes) {\r\n for (let i = 0; i < scenes.length; i++) {\r\n scenes[i].markAllMaterialsAsDirty(Constants.MATERIAL_AllDirtyFlag);\r\n }\r\n }\r\n\r\n this._pipelineContext!._handlesSpectorRebuildCallback(onCompiled);\r\n };\r\n this._fallbacks = null;\r\n this._prepareEffect();\r\n }\r\n\r\n /**\r\n * Prepares the effect\r\n * @internal\r\n */\r\n public _prepareEffect() {\r\n const attributesNames = this._attributesNames;\r\n const defines = this.defines;\r\n\r\n const previousPipelineContext = this._pipelineContext;\r\n\r\n this._isReady = false;\r\n\r\n try {\r\n const engine = this._engine;\r\n\r\n this._pipelineContext = engine.createPipelineContext(this._processingContext);\r\n this._pipelineContext._name = this._key;\r\n\r\n const rebuildRebind = this._rebuildProgram.bind(this);\r\n if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {\r\n engine._preparePipelineContext(\r\n this._pipelineContext,\r\n this._vertexSourceCodeOverride,\r\n this._fragmentSourceCodeOverride,\r\n true,\r\n this._rawVertexSourceCode,\r\n this._rawFragmentSourceCode,\r\n rebuildRebind,\r\n null,\r\n this._transformFeedbackVaryings,\r\n this._key\r\n );\r\n } else {\r\n engine._preparePipelineContext(\r\n this._pipelineContext,\r\n this._vertexSourceCode,\r\n this._fragmentSourceCode,\r\n false,\r\n this._rawVertexSourceCode,\r\n this._rawFragmentSourceCode,\r\n rebuildRebind,\r\n defines,\r\n this._transformFeedbackVaryings,\r\n this._key\r\n );\r\n }\r\n\r\n engine._executeWhenRenderingStateIsCompiled(this._pipelineContext, () => {\r\n this._attributes = [];\r\n this._pipelineContext!._fillEffectInformation(\r\n this,\r\n this._uniformBuffersNames,\r\n this._uniformsNames,\r\n this._uniforms,\r\n this._samplerList,\r\n this._samplers,\r\n attributesNames,\r\n this._attributes\r\n );\r\n\r\n // Caches attribute locations.\r\n if (attributesNames) {\r\n for (let i = 0; i < attributesNames.length; i++) {\r\n const name = attributesNames[i];\r\n this._attributeLocationByName[name] = this._attributes[i];\r\n }\r\n }\r\n\r\n engine.bindSamplers(this);\r\n\r\n this._compilationError = \"\";\r\n this._isReady = true;\r\n if (this.onCompiled) {\r\n this.onCompiled(this);\r\n }\r\n this.onCompileObservable.notifyObservers(this);\r\n this.onCompileObservable.clear();\r\n\r\n // Unbind mesh reference in fallbacks\r\n if (this._fallbacks) {\r\n this._fallbacks.unBindMesh();\r\n }\r\n\r\n if (previousPipelineContext) {\r\n this.getEngine()._deletePipelineContext(previousPipelineContext);\r\n }\r\n });\r\n\r\n if (this._pipelineContext.isAsync) {\r\n this._checkIsReady(previousPipelineContext);\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n }\r\n }\r\n\r\n private _getShaderCodeAndErrorLine(code: Nullable<string>, error: Nullable<string>, isFragment: boolean): [Nullable<string>, Nullable<string>] {\r\n const regexp = isFragment ? /FRAGMENT SHADER ERROR: 0:(\\d+?):/ : /VERTEX SHADER ERROR: 0:(\\d+?):/;\r\n\r\n let errorLine = null;\r\n\r\n if (error && code) {\r\n const res = error.match(regexp);\r\n if (res && res.length === 2) {\r\n const lineNumber = parseInt(res[1]);\r\n const lines = code.split(\"\\n\", -1);\r\n if (lines.length >= lineNumber) {\r\n errorLine = `Offending line [${lineNumber}] in ${isFragment ? \"fragment\" : \"vertex\"} code: ${lines[lineNumber - 1]}`;\r\n }\r\n }\r\n }\r\n\r\n return [code, errorLine];\r\n }\r\n\r\n private _processCompilationErrors(e: any, previousPipelineContext: Nullable<IPipelineContext> = null) {\r\n this._compilationError = e.message;\r\n const attributesNames = this._attributesNames;\r\n const fallbacks = this._fallbacks;\r\n\r\n // Let's go through fallbacks then\r\n Logger.Error(\"Unable to compile effect:\");\r\n Logger.Error(\r\n \"Uniforms: \" +\r\n this._uniformsNames.map(function (uniform) {\r\n return \" \" + uniform;\r\n })\r\n );\r\n Logger.Error(\r\n \"Attributes: \" +\r\n attributesNames.map(function (attribute) {\r\n return \" \" + attribute;\r\n })\r\n );\r\n Logger.Error(\"Defines:\\r\\n\" + this.defines);\r\n if (Effect.LogShaderCodeOnCompilationError) {\r\n let lineErrorVertex = null,\r\n lineErrorFragment = null,\r\n code = null;\r\n if (this._pipelineContext?._getVertexShaderCode()) {\r\n [code, lineErrorVertex] = this._getShaderCodeAndErrorLine(this._pipelineContext._getVertexShaderCode(), this._compilationError, false);\r\n if (code) {\r\n Logger.Error(\"Vertex code:\");\r\n Logger.Error(code);\r\n }\r\n }\r\n if (this._pipelineContext?._getFragmentShaderCode()) {\r\n [code, lineErrorFragment] = this._getShaderCodeAndErrorLine(this._pipelineContext?._getFragmentShaderCode(), this._compilationError, true);\r\n if (code) {\r\n Logger.Error(\"Fragment code:\");\r\n Logger.Error(code);\r\n }\r\n }\r\n if (lineErrorVertex) {\r\n Logger.Error(lineErrorVertex);\r\n }\r\n if (lineErrorFragment) {\r\n Logger.Error(lineErrorFragment);\r\n }\r\n }\r\n Logger.Error(\"Error: \" + this._compilationError);\r\n\r\n const notifyErrors = () => {\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n };\r\n\r\n // In case a previous compilation was successful, we need to restore the previous pipeline context\r\n if (previousPipelineContext) {\r\n this._pipelineContext = previousPipelineContext;\r\n this._isReady = true;\r\n notifyErrors();\r\n }\r\n\r\n // Lets try to compile fallbacks as long as we have some.\r\n if (fallbacks) {\r\n this._pipelineContext = null;\r\n if (fallbacks.hasMoreFallbacks) {\r\n this._allFallbacksProcessed = false;\r\n Logger.Error(\"Trying next fallback.\");\r\n this.defines = fallbacks.reduce(this.defines, this);\r\n this._prepareEffect();\r\n } else {\r\n // Sorry we did everything we can\r\n this._allFallbacksProcessed = true;\r\n notifyErrors();\r\n this.onErrorObservable.clear();\r\n\r\n // Unbind mesh reference in fallbacks\r\n if (this._fallbacks) {\r\n this._fallbacks.unBindMesh();\r\n }\r\n }\r\n } else {\r\n this._allFallbacksProcessed = true;\r\n\r\n // In case of error, without any prior successful compilation, let s notify observers\r\n if (!previousPipelineContext) {\r\n notifyErrors();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Checks if the effect is supported. (Must be called after compilation)\r\n */\r\n public get isSupported(): boolean {\r\n return this._compilationError === \"\";\r\n }\r\n\r\n /**\r\n * Binds a texture to the engine to be used as output of the shader.\r\n * @param channel Name of the output variable.\r\n * @param texture Texture to bind.\r\n * @internal\r\n */\r\n public _bindTexture(channel: string, texture: Nullable<InternalTexture>): void {\r\n this._engine._bindTexture(this._samplers[channel], texture, channel);\r\n }\r\n\r\n /**\r\n * Sets a texture on the engine to be used in the shader.\r\n * @param channel Name of the sampler variable.\r\n * @param texture Texture to set.\r\n */\r\n public setTexture(channel: string, texture: Nullable<ThinTexture>): void {\r\n this._engine.setTexture(this._samplers[channel], this._uniforms[channel], texture, channel);\r\n }\r\n\r\n /**\r\n * Sets a depth stencil texture from a render target on the engine to be used in the shader.\r\n * @param channel Name of the sampler variable.\r\n * @param texture Texture to set.\r\n */\r\n public setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void {\r\n this._engine.setDepthStencilTexture(this._samplers[channel], this._uniforms[channel], texture, channel);\r\n }\r\n\r\n /**\r\n * Sets an array of textures on the engine to be used in the shader.\r\n * @param channel Name of the variable.\r\n * @param textures Textures to set.\r\n */\r\n public setTextureArray(channel: string, textures: ThinTexture[]): void {\r\n const exName = channel + \"Ex\";\r\n if (this._samplerList.indexOf(exName + \"0\") === -1) {\r\n const initialPos = this._samplerList.indexOf(channel);\r\n for (let index = 1; index < textures.length; index++) {\r\n const currentExName = exName + (index - 1).toString();\r\n this._samplerList.splice(initialPos + index, 0, currentExName);\r\n }\r\n\r\n // Reset every channels\r\n let channelIndex = 0;\r\n for (const key of this._samplerList) {\r\n this._samplers[key] = channelIndex;\r\n channelIndex += 1;\r\n }\r\n }\r\n\r\n this._engine.setTextureArray(this._samplers[channel], this._uniforms[channel], textures, channel);\r\n }\r\n\r\n /**\r\n * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)\r\n * @param channel Name of the sampler variable.\r\n * @param postProcess Post process to get the input texture from.\r\n */\r\n public setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void {\r\n this._engine.setTextureFromPostProcess(this._samplers[channel], postProcess, channel);\r\n }\r\n\r\n /**\r\n * (Warning! setTextureFromPostProcessOutput may be desired instead)\r\n * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)\r\n * @param channel Name of the sampler variable.\r\n * @param postProcess Post process to get the output texture from.\r\n */\r\n public setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void {\r\n this._engine.setTextureFromPostProcessOutput(this._samplers[channel], postProcess, channel);\r\n }\r\n\r\n /**\r\n * Binds a buffer to a uniform.\r\n * @param buffer Buffer to bind.\r\n * @param name Name of the uniform variable to bind to.\r\n */\r\n public bindUniformBuffer(buffer: DataBuffer, name: string): void {\r\n const bufferName = this._uniformBuffersNames[name];\r\n if (bufferName === undefined || (Effect._BaseCache[bufferName] === buffer && this._engine._features.useUBOBindingCache)) {\r\n return;\r\n }\r\n Effect._BaseCache[bufferName] = buffer;\r\n this._engine.bindUniformBufferBase(buffer, bufferName, name);\r\n }\r\n\r\n /**\r\n * Binds block to a uniform.\r\n * @param blockName Name of the block to bind.\r\n * @param index Index to bind.\r\n */\r\n public bindUniformBlock(blockName: string, index: number): void {\r\n this._engine.bindUniformBlock(this._pipelineContext!, blockName, index);\r\n }\r\n\r\n /**\r\n * Sets an integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n * @returns this effect.\r\n */\r\n public setInt: (uniformName: string, value: number) => Effect;\r\n\r\n /**\r\n * Sets an int2 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int2.\r\n * @param y Second int in int2.\r\n * @returns this effect.\r\n */\r\n public setInt2: (uniformName: string, x: number, y: number) => Effect;\r\n\r\n /**\r\n * Sets an int3 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int3.\r\n * @param y Second int in int3.\r\n * @param z Third int in int3.\r\n * @returns this effect.\r\n */\r\n public setInt3: (uniformName: string, x: number, y: number, z: number) => Effect;\r\n\r\n /**\r\n * Sets an int4 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int4.\r\n * @param y Second int in int4.\r\n * @param z Third int in int4.\r\n * @param w Fourth int in int4.\r\n * @returns this effect.\r\n */\r\n public setInt4: (uniformName: string, x: number, y: number, z: number, w: number) => Effect;\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setIntArray: (uniformName: string, array: Int32Array) => Effect;\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setIntArray2: (uniformName: string, array: Int32Array) => Effect;\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setIntArray3: (uniformName: string, array: Int32Array) => Effect;\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setIntArray4: (uniformName: string, array: Int32Array) => Effect;\r\n\r\n /**\r\n * Sets an float array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setFloatArray(uniformName: string, array: FloatArray): Effect {\r\n this._pipelineContext!.setArray(uniformName, array);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setFloatArray2(uniformName: string, array: FloatArray): Effect {\r\n this._pipelineContext!.setArray2(uniformName, array);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setFloatArray3(uniformName: string, array: FloatArray): Effect {\r\n this._pipelineContext!.setArray3(uniformName, array);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setFloatArray4(uniformName: string, array: FloatArray): Effect {\r\n this._pipelineContext!.setArray4(uniformName, array);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray: (uniformName: string, array: number[]) => Effect;\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray2: (uniformName: string, array: number[]) => Effect;\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray3: (uniformName: string, array: number[]) => Effect;\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray4: (uniformName: string, array: number[]) => Effect;\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n * @returns this effect.\r\n */\r\n public setMatrices: (uniformName: string, matrices: Float32Array | Array<number>) => Effect;\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n * @returns this effect.\r\n */\r\n public setMatrix: (uniformName: string, matrix: IMatrixLike) => Effect;\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n * @returns this effect.\r\n */\r\n public setMatrix3x3: (uniformName: string, matrix: Float32Array | Array<number>) => Effect;\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n * @returns this effect.\r\n */\r\n public setMatrix2x2: (uniformName: string, matrix: Float32Array | Array<number>) => Effect;\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n * @returns this effect.\r\n */\r\n public setFloat: (uniformName: string, value: number) => Effect;\r\n\r\n /**\r\n * Sets a boolean on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param bool value to be set.\r\n * @returns this effect.\r\n */\r\n public setBool(uniformName: string, bool: boolean): Effect {\r\n this._pipelineContext!.setInt(uniformName, bool ? 1 : 0);\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n * @returns this effect.\r\n */\r\n public setVector2: (uniformName: string, vector2: IVector2Like) => Effect;\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n * @returns this effect.\r\n */\r\n public setFloat2: (uniformName: string, x: number, y: number) => Effect;\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n * @returns this effect.\r\n */\r\n public setVector3: (uniformName: string, vector3: IVector3Like) => Effect;\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n * @returns this effect.\r\n */\r\n public setFloat3: (uniformName: string, x: number, y: number, z: number) => Effect;\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n * @returns this effect.\r\n */\r\n public setVector4: (uniformName: string, vector4: IVector4Like) => Effect;\r\n\r\n /**\r\n * Sets a Quaternion on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param quaternion Value to be set.\r\n * @returns this effect.\r\n */\r\n public setQuaternion: (uniformName: string, quaternion: IQuaternionLike) => Effect;\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n * @returns this effect.\r\n */\r\n public setFloat4: (uniformName: string, x: number, y: number, z: number, w: number) => Effect;\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @returns this effect.\r\n */\r\n public setColor3: (uniformName: string, color3: IColor3Like) => Effect;\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n * @returns this effect.\r\n */\r\n public setColor4: (uniformName: string, color3: IColor3Like, alpha: number) => Effect;\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n * @returns this effect.\r\n */\r\n public setDirectColor4: (uniformName: string, color4: IColor4Like) => Effect;\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n this._pipelineContext?.dispose();\r\n this._engine._releaseEffect(this);\r\n this._isDisposed = true;\r\n }\r\n\r\n /**\r\n * This function will add a new shader to the shader store\r\n * @param name the name of the shader\r\n * @param pixelShader optional pixel shader content\r\n * @param vertexShader optional vertex shader content\r\n * @param shaderLanguage the language the shader is written in (default: GLSL)\r\n */\r\n public static RegisterShader(name: string, pixelShader?: string, vertexShader?: string, shaderLanguage = ShaderLanguage.GLSL) {\r\n if (pixelShader) {\r\n EngineShaderStore.GetShadersStore(shaderLanguage)[`${name}PixelShader`] = pixelShader;\r\n }\r\n\r\n if (vertexShader) {\r\n EngineShaderStore.GetShadersStore(shaderLanguage)[`${name}VertexShader`] = vertexShader;\r\n }\r\n }\r\n\r\n /**\r\n * Store of each shader (The can be looked up using effect.key)\r\n */\r\n public static ShadersStore: { [key: string]: string } = EngineShaderStore.ShadersStore;\r\n /**\r\n * Store of each included file for a shader (The can be looked up using effect.key)\r\n */\r\n public static IncludesShadersStore: { [key: string]: string } = EngineShaderStore.IncludesShadersStore;\r\n\r\n /**\r\n * Resets the cache of effects.\r\n */\r\n public static ResetCache() {\r\n Effect._BaseCache = {};\r\n }\r\n}\r\n"]}
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@@ -60,6 +60,7 @@ export class EffectRenderer {
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* @param effectWrapper Defines the effect to draw with
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*/
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applyEffectWrapper(effectWrapper) {
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+
this.engine.setState(true);
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this.engine.depthCullingState.depthTest = false;
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this.engine.stencilState.stencilTest = false;
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this.engine.enableEffect(effectWrapper._drawWrapper);
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@@ -1 +1 @@
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1
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-
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type { Nullable } from \"../types\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Viewport } from \"../Maths/math.viewport\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Effect } from \"./effect\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { DrawWrapper } from \"./drawWrapper\";\r\nimport type { IRenderTargetTexture, RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\nimport type { ShaderLanguage } from \"./shaderLanguage\";\r\n\r\n// Prevents ES6 Crash if not imported.\r\nimport \"../Shaders/postprocess.vertex\";\r\n\r\n/**\r\n * Effect Render Options\r\n */\r\nexport interface IEffectRendererOptions {\r\n /**\r\n * Defines the vertices positions.\r\n */\r\n positions?: number[];\r\n /**\r\n * Defines the indices.\r\n */\r\n indices?: number[];\r\n}\r\n\r\n// Fullscreen quad buffers by default.\r\nconst defaultOptions = {\r\n positions: [1, 1, -1, 1, -1, -1, 1, -1],\r\n indices: [0, 1, 2, 0, 2, 3],\r\n};\r\n\r\n/**\r\n * Helper class to render one or more effects.\r\n * You can access the previous rendering in your shader by declaring a sampler named textureSampler\r\n */\r\nexport class EffectRenderer {\r\n /**\r\n * The engine the effect renderer has been created for.\r\n */\r\n public readonly engine: ThinEngine;\r\n\r\n private _vertexBuffers: { [key: string]: VertexBuffer };\r\n private _indexBuffer: DataBuffer;\r\n\r\n private _fullscreenViewport = new Viewport(0, 0, 1, 1);\r\n private _onContextRestoredObserver: Nullable<Observer<ThinEngine>>;\r\n\r\n /**\r\n * Creates an effect renderer\r\n * @param engine the engine to use for rendering\r\n * @param options defines the options of the effect renderer\r\n */\r\n constructor(engine: ThinEngine, options: IEffectRendererOptions = defaultOptions) {\r\n const positions = options.positions ?? defaultOptions.positions;\r\n const indices = options.indices ?? defaultOptions.indices;\r\n\r\n this.engine = engine;\r\n this._vertexBuffers = {\r\n [VertexBuffer.PositionKind]: new VertexBuffer(engine, positions, VertexBuffer.PositionKind, false, false, 2),\r\n };\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n\r\n this._onContextRestoredObserver = engine.onContextRestoredObservable.add(() => {\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n\r\n for (const key in this._vertexBuffers) {\r\n const vertexBuffer = this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Sets the current viewport in normalized coordinates 0-1\r\n * @param viewport Defines the viewport to set (defaults to 0 0 1 1)\r\n */\r\n public setViewport(viewport = this._fullscreenViewport): void {\r\n this.engine.setViewport(viewport);\r\n }\r\n\r\n /**\r\n * Binds the embedded attributes buffer to the effect.\r\n * @param effect Defines the effect to bind the attributes for\r\n */\r\n public bindBuffers(effect: Effect): void {\r\n this.engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n\r\n /**\r\n * Sets the current effect wrapper to use during draw.\r\n * The effect needs to be ready before calling this api.\r\n * This also sets the default full screen position attribute.\r\n * @param effectWrapper Defines the effect to draw with\r\n */\r\n public applyEffectWrapper(effectWrapper: EffectWrapper): void {\r\n this.engine.depthCullingState.depthTest = false;\r\n this.engine.stencilState.stencilTest = false;\r\n this.engine.enableEffect(effectWrapper._drawWrapper);\r\n this.bindBuffers(effectWrapper.effect);\r\n effectWrapper.onApplyObservable.notifyObservers({});\r\n }\r\n\r\n /**\r\n * Restores engine states\r\n */\r\n public restoreStates(): void {\r\n this.engine.depthCullingState.depthTest = true;\r\n this.engine.stencilState.stencilTest = true;\r\n }\r\n\r\n /**\r\n * Draws a full screen quad.\r\n */\r\n public draw(): void {\r\n this.engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, 6);\r\n }\r\n\r\n private _isRenderTargetTexture(texture: RenderTargetWrapper | IRenderTargetTexture): texture is IRenderTargetTexture {\r\n return (texture as IRenderTargetTexture).renderTarget !== undefined;\r\n }\r\n\r\n /**\r\n * renders one or more effects to a specified texture\r\n * @param effectWrapper the effect to renderer\r\n * @param outputTexture texture to draw to, if null it will render to the screen.\r\n */\r\n public render(effectWrapper: EffectWrapper, outputTexture: Nullable<RenderTargetWrapper | IRenderTargetTexture> = null) {\r\n // Ensure effect is ready\r\n if (!effectWrapper.effect.isReady()) {\r\n return;\r\n }\r\n\r\n // Reset state\r\n this.setViewport();\r\n\r\n const out = outputTexture === null ? null : this._isRenderTargetTexture(outputTexture) ? outputTexture.renderTarget! : outputTexture;\r\n\r\n if (out) {\r\n this.engine.bindFramebuffer(out);\r\n }\r\n\r\n this.applyEffectWrapper(effectWrapper);\r\n\r\n this.draw();\r\n\r\n if (out) {\r\n this.engine.unBindFramebuffer(out);\r\n }\r\n\r\n this.restoreStates();\r\n }\r\n\r\n /**\r\n * Disposes of the effect renderer\r\n */\r\n dispose() {\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n delete this._vertexBuffers[VertexBuffer.PositionKind];\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this.engine._releaseBuffer(this._indexBuffer);\r\n }\r\n\r\n if (this._onContextRestoredObserver) {\r\n this.engine.onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Options to create an EffectWrapper\r\n */\r\ninterface EffectWrapperCreationOptions {\r\n /**\r\n * Engine to use to create the effect\r\n */\r\n engine: ThinEngine;\r\n /**\r\n * Fragment shader for the effect\r\n */\r\n fragmentShader: string;\r\n /**\r\n * Use the shader store instead of direct source code\r\n */\r\n useShaderStore?: boolean;\r\n /**\r\n * Vertex shader for the effect\r\n */\r\n vertexShader?: string;\r\n /**\r\n * Attributes to use in the shader\r\n */\r\n attributeNames?: Array<string>;\r\n /**\r\n * Uniforms to use in the shader\r\n */\r\n uniformNames?: Array<string>;\r\n /**\r\n * Texture sampler names to use in the shader\r\n */\r\n samplerNames?: Array<string>;\r\n /**\r\n * Defines to use in the shader\r\n */\r\n defines?: Array<string>;\r\n /**\r\n * Callback when effect is compiled\r\n */\r\n onCompiled?: Nullable<(effect: Effect) => void>;\r\n /**\r\n * The friendly name of the effect displayed in Spector.\r\n */\r\n name?: string;\r\n /**\r\n * The language the shader is written in (default: GLSL)\r\n */\r\n shaderLanguage?: ShaderLanguage;\r\n}\r\n\r\n/**\r\n * Wraps an effect to be used for rendering\r\n */\r\nexport class EffectWrapper {\r\n /**\r\n * Event that is fired right before the effect is drawn (should be used to update uniforms)\r\n */\r\n public onApplyObservable = new Observable<{}>();\r\n /**\r\n * The underlying effect\r\n */\r\n public get effect(): Effect {\r\n return this._drawWrapper.effect!;\r\n }\r\n\r\n public set effect(effect: Effect) {\r\n this._drawWrapper.effect = effect;\r\n }\r\n\r\n /** @internal */\r\n public _drawWrapper: DrawWrapper;\r\n\r\n private _onContextRestoredObserver: Nullable<Observer<ThinEngine>>;\r\n\r\n /**\r\n * Creates an effect to be renderer\r\n * @param creationOptions options to create the effect\r\n */\r\n constructor(creationOptions: EffectWrapperCreationOptions) {\r\n let effectCreationOptions: any;\r\n const uniformNames = creationOptions.uniformNames || [];\r\n\r\n if (creationOptions.vertexShader) {\r\n effectCreationOptions = {\r\n fragmentSource: creationOptions.fragmentShader,\r\n vertexSource: creationOptions.vertexShader,\r\n spectorName: creationOptions.name || \"effectWrapper\",\r\n };\r\n } else {\r\n // Default scale to use in post process vertex shader.\r\n uniformNames.push(\"scale\");\r\n\r\n effectCreationOptions = {\r\n fragmentSource: creationOptions.fragmentShader,\r\n vertex: \"postprocess\",\r\n spectorName: creationOptions.name || \"effectWrapper\",\r\n };\r\n\r\n // Sets the default scale to identity for the post process vertex shader.\r\n this.onApplyObservable.add(() => {\r\n this.effect.setFloat2(\"scale\", 1, 1);\r\n });\r\n }\r\n\r\n const defines = creationOptions.defines ? creationOptions.defines.join(\"\\n\") : \"\";\r\n this._drawWrapper = new DrawWrapper(creationOptions.engine);\r\n\r\n if (creationOptions.useShaderStore) {\r\n effectCreationOptions.fragment = effectCreationOptions.fragmentSource;\r\n if (!effectCreationOptions.vertex) {\r\n effectCreationOptions.vertex = effectCreationOptions.vertexSource;\r\n }\r\n\r\n delete effectCreationOptions.fragmentSource;\r\n delete effectCreationOptions.vertexSource;\r\n\r\n this.effect = creationOptions.engine.createEffect(\r\n effectCreationOptions,\r\n creationOptions.attributeNames || [\"position\"],\r\n uniformNames,\r\n creationOptions.samplerNames,\r\n defines,\r\n undefined,\r\n creationOptions.onCompiled,\r\n undefined,\r\n undefined,\r\n creationOptions.shaderLanguage\r\n );\r\n } else {\r\n this.effect = new Effect(\r\n effectCreationOptions,\r\n creationOptions.attributeNames || [\"position\"],\r\n uniformNames,\r\n creationOptions.samplerNames,\r\n creationOptions.engine,\r\n defines,\r\n undefined,\r\n creationOptions.onCompiled,\r\n undefined,\r\n undefined,\r\n undefined,\r\n creationOptions.shaderLanguage\r\n );\r\n\r\n this._onContextRestoredObserver = creationOptions.engine.onContextRestoredObservable.add(() => {\r\n this.effect._pipelineContext = null; // because _prepareEffect will try to dispose this pipeline before recreating it and that would lead to webgl errors\r\n this.effect._wasPreviouslyReady = false;\r\n this.effect._prepareEffect();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the effect wrapper\r\n */\r\n public dispose() {\r\n if (this._onContextRestoredObserver) {\r\n this.effect.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n this.effect.dispose();\r\n }\r\n}\r\n"]}
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1
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type { Nullable } from \"../types\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Viewport } from \"../Maths/math.viewport\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Effect } from \"./effect\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { DrawWrapper } from \"./drawWrapper\";\r\nimport type { IRenderTargetTexture, RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\nimport type { ShaderLanguage } from \"./shaderLanguage\";\r\n\r\n// Prevents ES6 Crash if not imported.\r\nimport \"../Shaders/postprocess.vertex\";\r\n\r\n/**\r\n * Effect Render Options\r\n */\r\nexport interface IEffectRendererOptions {\r\n /**\r\n * Defines the vertices positions.\r\n */\r\n positions?: number[];\r\n /**\r\n * Defines the indices.\r\n */\r\n indices?: number[];\r\n}\r\n\r\n// Fullscreen quad buffers by default.\r\nconst defaultOptions = {\r\n positions: [1, 1, -1, 1, -1, -1, 1, -1],\r\n indices: [0, 1, 2, 0, 2, 3],\r\n};\r\n\r\n/**\r\n * Helper class to render one or more effects.\r\n * You can access the previous rendering in your shader by declaring a sampler named textureSampler\r\n */\r\nexport class EffectRenderer {\r\n /**\r\n * The engine the effect renderer has been created for.\r\n */\r\n public readonly engine: ThinEngine;\r\n\r\n private _vertexBuffers: { [key: string]: VertexBuffer };\r\n private _indexBuffer: DataBuffer;\r\n\r\n private _fullscreenViewport = new Viewport(0, 0, 1, 1);\r\n private _onContextRestoredObserver: Nullable<Observer<ThinEngine>>;\r\n\r\n /**\r\n * Creates an effect renderer\r\n * @param engine the engine to use for rendering\r\n * @param options defines the options of the effect renderer\r\n */\r\n constructor(engine: ThinEngine, options: IEffectRendererOptions = defaultOptions) {\r\n const positions = options.positions ?? defaultOptions.positions;\r\n const indices = options.indices ?? defaultOptions.indices;\r\n\r\n this.engine = engine;\r\n this._vertexBuffers = {\r\n [VertexBuffer.PositionKind]: new VertexBuffer(engine, positions, VertexBuffer.PositionKind, false, false, 2),\r\n };\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n\r\n this._onContextRestoredObserver = engine.onContextRestoredObservable.add(() => {\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n\r\n for (const key in this._vertexBuffers) {\r\n const vertexBuffer = this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Sets the current viewport in normalized coordinates 0-1\r\n * @param viewport Defines the viewport to set (defaults to 0 0 1 1)\r\n */\r\n public setViewport(viewport = this._fullscreenViewport): void {\r\n this.engine.setViewport(viewport);\r\n }\r\n\r\n /**\r\n * Binds the embedded attributes buffer to the effect.\r\n * @param effect Defines the effect to bind the attributes for\r\n */\r\n public bindBuffers(effect: Effect): void {\r\n this.engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n\r\n /**\r\n * Sets the current effect wrapper to use during draw.\r\n * The effect needs to be ready before calling this api.\r\n * This also sets the default full screen position attribute.\r\n * @param effectWrapper Defines the effect to draw with\r\n */\r\n public applyEffectWrapper(effectWrapper: EffectWrapper): void {\r\n this.engine.setState(true);\r\n this.engine.depthCullingState.depthTest = false;\r\n this.engine.stencilState.stencilTest = false;\r\n this.engine.enableEffect(effectWrapper._drawWrapper);\r\n this.bindBuffers(effectWrapper.effect);\r\n effectWrapper.onApplyObservable.notifyObservers({});\r\n }\r\n\r\n /**\r\n * Restores engine states\r\n */\r\n public restoreStates(): void {\r\n this.engine.depthCullingState.depthTest = true;\r\n this.engine.stencilState.stencilTest = true;\r\n }\r\n\r\n /**\r\n * Draws a full screen quad.\r\n */\r\n public draw(): void {\r\n this.engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, 6);\r\n }\r\n\r\n private _isRenderTargetTexture(texture: RenderTargetWrapper | IRenderTargetTexture): texture is IRenderTargetTexture {\r\n return (texture as IRenderTargetTexture).renderTarget !== undefined;\r\n }\r\n\r\n /**\r\n * renders one or more effects to a specified texture\r\n * @param effectWrapper the effect to renderer\r\n * @param outputTexture texture to draw to, if null it will render to the screen.\r\n */\r\n public render(effectWrapper: EffectWrapper, outputTexture: Nullable<RenderTargetWrapper | IRenderTargetTexture> = null) {\r\n // Ensure effect is ready\r\n if (!effectWrapper.effect.isReady()) {\r\n return;\r\n }\r\n\r\n // Reset state\r\n this.setViewport();\r\n\r\n const out = outputTexture === null ? null : this._isRenderTargetTexture(outputTexture) ? outputTexture.renderTarget! : outputTexture;\r\n\r\n if (out) {\r\n this.engine.bindFramebuffer(out);\r\n }\r\n\r\n this.applyEffectWrapper(effectWrapper);\r\n\r\n this.draw();\r\n\r\n if (out) {\r\n this.engine.unBindFramebuffer(out);\r\n }\r\n\r\n this.restoreStates();\r\n }\r\n\r\n /**\r\n * Disposes of the effect renderer\r\n */\r\n dispose() {\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n delete this._vertexBuffers[VertexBuffer.PositionKind];\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this.engine._releaseBuffer(this._indexBuffer);\r\n }\r\n\r\n if (this._onContextRestoredObserver) {\r\n this.engine.onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Options to create an EffectWrapper\r\n */\r\ninterface EffectWrapperCreationOptions {\r\n /**\r\n * Engine to use to create the effect\r\n */\r\n engine: ThinEngine;\r\n /**\r\n * Fragment shader for the effect\r\n */\r\n fragmentShader: string;\r\n /**\r\n * Use the shader store instead of direct source code\r\n */\r\n useShaderStore?: boolean;\r\n /**\r\n * Vertex shader for the effect\r\n */\r\n vertexShader?: string;\r\n /**\r\n * Attributes to use in the shader\r\n */\r\n attributeNames?: Array<string>;\r\n /**\r\n * Uniforms to use in the shader\r\n */\r\n uniformNames?: Array<string>;\r\n /**\r\n * Texture sampler names to use in the shader\r\n */\r\n samplerNames?: Array<string>;\r\n /**\r\n * Defines to use in the shader\r\n */\r\n defines?: Array<string>;\r\n /**\r\n * Callback when effect is compiled\r\n */\r\n onCompiled?: Nullable<(effect: Effect) => void>;\r\n /**\r\n * The friendly name of the effect displayed in Spector.\r\n */\r\n name?: string;\r\n /**\r\n * The language the shader is written in (default: GLSL)\r\n */\r\n shaderLanguage?: ShaderLanguage;\r\n}\r\n\r\n/**\r\n * Wraps an effect to be used for rendering\r\n */\r\nexport class EffectWrapper {\r\n /**\r\n * Event that is fired right before the effect is drawn (should be used to update uniforms)\r\n */\r\n public onApplyObservable = new Observable<{}>();\r\n /**\r\n * The underlying effect\r\n */\r\n public get effect(): Effect {\r\n return this._drawWrapper.effect!;\r\n }\r\n\r\n public set effect(effect: Effect) {\r\n this._drawWrapper.effect = effect;\r\n }\r\n\r\n /** @internal */\r\n public _drawWrapper: DrawWrapper;\r\n\r\n private _onContextRestoredObserver: Nullable<Observer<ThinEngine>>;\r\n\r\n /**\r\n * Creates an effect to be renderer\r\n * @param creationOptions options to create the effect\r\n */\r\n constructor(creationOptions: EffectWrapperCreationOptions) {\r\n let effectCreationOptions: any;\r\n const uniformNames = creationOptions.uniformNames || [];\r\n\r\n if (creationOptions.vertexShader) {\r\n effectCreationOptions = {\r\n fragmentSource: creationOptions.fragmentShader,\r\n vertexSource: creationOptions.vertexShader,\r\n spectorName: creationOptions.name || \"effectWrapper\",\r\n };\r\n } else {\r\n // Default scale to use in post process vertex shader.\r\n uniformNames.push(\"scale\");\r\n\r\n effectCreationOptions = {\r\n fragmentSource: creationOptions.fragmentShader,\r\n vertex: \"postprocess\",\r\n spectorName: creationOptions.name || \"effectWrapper\",\r\n };\r\n\r\n // Sets the default scale to identity for the post process vertex shader.\r\n this.onApplyObservable.add(() => {\r\n this.effect.setFloat2(\"scale\", 1, 1);\r\n });\r\n }\r\n\r\n const defines = creationOptions.defines ? creationOptions.defines.join(\"\\n\") : \"\";\r\n this._drawWrapper = new DrawWrapper(creationOptions.engine);\r\n\r\n if (creationOptions.useShaderStore) {\r\n effectCreationOptions.fragment = effectCreationOptions.fragmentSource;\r\n if (!effectCreationOptions.vertex) {\r\n effectCreationOptions.vertex = effectCreationOptions.vertexSource;\r\n }\r\n\r\n delete effectCreationOptions.fragmentSource;\r\n delete effectCreationOptions.vertexSource;\r\n\r\n this.effect = creationOptions.engine.createEffect(\r\n effectCreationOptions,\r\n creationOptions.attributeNames || [\"position\"],\r\n uniformNames,\r\n creationOptions.samplerNames,\r\n defines,\r\n undefined,\r\n creationOptions.onCompiled,\r\n undefined,\r\n undefined,\r\n creationOptions.shaderLanguage\r\n );\r\n } else {\r\n this.effect = new Effect(\r\n effectCreationOptions,\r\n creationOptions.attributeNames || [\"position\"],\r\n uniformNames,\r\n creationOptions.samplerNames,\r\n creationOptions.engine,\r\n defines,\r\n undefined,\r\n creationOptions.onCompiled,\r\n undefined,\r\n undefined,\r\n undefined,\r\n creationOptions.shaderLanguage\r\n );\r\n\r\n this._onContextRestoredObserver = creationOptions.engine.onContextRestoredObservable.add(() => {\r\n this.effect._pipelineContext = null; // because _prepareEffect will try to dispose this pipeline before recreating it and that would lead to webgl errors\r\n this.effect._wasPreviouslyReady = false;\r\n this.effect._prepareEffect();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the effect wrapper\r\n */\r\n public dispose() {\r\n if (this._onContextRestoredObserver) {\r\n this.effect.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n this.effect.dispose();\r\n }\r\n}\r\n"]}
|