@babylonjs/core 5.45.2 → 5.46.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/condition.js +23 -23
- package/Actions/condition.js.map +1 -1
- package/Animations/animatable.js +48 -48
- package/Animations/animatable.js.map +1 -1
- package/Animations/animation.js +53 -53
- package/Animations/animation.js.map +1 -1
- package/Animations/animationGroup.js +53 -53
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/runtimeAnimation.js +36 -36
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/audioEngine.js +14 -14
- package/Audio/audioEngine.js.map +1 -1
- package/Audio/audioSceneComponent.js +14 -14
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.js +47 -47
- package/Audio/sound.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +1 -1
- package/Behaviors/Meshes/fadeInOutBehavior.js +11 -11
- package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js +34 -34
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/bone.js +15 -15
- package/Bones/bone.js.map +1 -1
- package/Bones/boneIKController.js +9 -9
- package/Bones/boneIKController.js.map +1 -1
- package/Bones/boneLookController.js +50 -50
- package/Bones/boneLookController.js.map +1 -1
- package/Bones/skeleton.js +35 -35
- package/Bones/skeleton.js.map +1 -1
- package/Buffers/buffer.js +14 -14
- package/Buffers/buffer.js.map +1 -1
- package/Buffers/dataBuffer.js +6 -6
- package/Buffers/dataBuffer.js.map +1 -1
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +42 -42
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +18 -18
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.js +178 -178
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/arcRotateCamera.js +176 -176
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.js +90 -90
- package/Cameras/camera.js.map +1 -1
- package/Cameras/flyCamera.js +82 -82
- package/Cameras/flyCamera.js.map +1 -1
- package/Cameras/freeCamera.js +54 -54
- package/Cameras/freeCamera.js.map +1 -1
- package/Compute/computeShader.js +12 -12
- package/Compute/computeShader.js.map +1 -1
- package/Culling/ray.d.ts +1 -1
- package/Debug/axesViewer.js +12 -12
- package/Debug/axesViewer.js.map +1 -1
- package/Debug/debugLayer.js +21 -21
- package/Debug/debugLayer.js.map +1 -1
- package/Debug/directionalLightFrustumViewer.js +20 -20
- package/Debug/directionalLightFrustumViewer.js.map +1 -1
- package/Debug/rayHelper.js +10 -10
- package/Debug/rayHelper.js.map +1 -1
- package/Debug/skeletonViewer.js +81 -81
- package/Debug/skeletonViewer.js.map +1 -1
- package/DeviceInput/InputDevices/deviceSource.d.ts +1 -1
- package/DeviceInput/InputDevices/deviceSourceManager.js +31 -31
- package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
- package/DeviceInput/InputDevices/deviceTypes.d.ts +1 -1
- package/DeviceInput/internalDeviceSourceManager.d.ts +2 -2
- package/Engines/Extensions/engine.computeShader.d.ts +3 -3
- package/Engines/Extensions/engine.multiRender.js +1 -1
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.query.d.ts +1 -1
- package/Engines/Extensions/engine.renderTarget.d.ts +1 -1
- package/Engines/Extensions/engine.renderTarget.js +1 -1
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Native/nativeDataStream.d.ts +1 -1
- package/Engines/Native/nativeHardwareTexture.js +3 -3
- package/Engines/Native/nativeHardwareTexture.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +5 -5
- package/Engines/Native/nativePipelineContext.js +7 -7
- package/Engines/Native/nativePipelineContext.js.map +1 -1
- package/Engines/Native/nativeRenderTargetWrapper.js +6 -6
- package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
- package/Engines/Processors/shaderCodeInliner.js +4 -4
- package/Engines/Processors/shaderCodeInliner.js.map +1 -1
- package/Engines/Processors/shaderProcessingOptions.d.ts +1 -1
- package/Engines/WebGL/webGLHardwareTexture.js +3 -3
- package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js +3 -3
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +6 -6
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +5 -5
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js +11 -11
- package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js +7 -7
- package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
- package/Engines/WebGPU/webgpuComputePipelineContext.js +4 -4
- package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuDrawContext.js +7 -7
- package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js +9 -9
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuMaterialContext.js +5 -5
- package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js +10 -10
- package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuPipelineContext.js +6 -6
- package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuQuerySet.js +3 -3
- package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessingContext.js +3 -3
- package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +3 -3
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTimestampQuery.js +3 -3
- package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
- package/Engines/engine.js +134 -134
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.js +6 -6
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +25 -25
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.js +25 -25
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.js +243 -243
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +132 -132
- package/Engines/webgpuEngine.js.map +1 -1
- package/Events/keyboardEvents.js +10 -10
- package/Events/keyboardEvents.js.map +1 -1
- package/Events/pointerEvents.js +9 -9
- package/Events/pointerEvents.js.map +1 -1
- package/Gamepads/Controllers/poseEnabledController.js +9 -9
- package/Gamepads/Controllers/poseEnabledController.js.map +1 -1
- package/Gamepads/Controllers/webVRController.js +13 -13
- package/Gamepads/Controllers/webVRController.js.map +1 -1
- package/Gamepads/gamepad.js +20 -20
- package/Gamepads/gamepad.js.map +1 -1
- package/Gizmos/axisDragGizmo.js +45 -45
- package/Gizmos/axisDragGizmo.js.map +1 -1
- package/Gizmos/axisScaleGizmo.js +12 -12
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.js +74 -74
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/gizmo.js +34 -34
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/gizmoManager.js +40 -40
- package/Gizmos/gizmoManager.js.map +1 -1
- package/Gizmos/planeDragGizmo.js +23 -23
- package/Gizmos/planeDragGizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js +12 -12
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.js +40 -40
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.js +47 -47
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.js +41 -41
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Helpers/environmentHelper.js +18 -18
- package/Helpers/environmentHelper.js.map +1 -1
- package/Helpers/textureDome.js +96 -96
- package/Helpers/textureDome.js.map +1 -1
- package/IAccessibilityTag.d.ts +2 -2
- package/Instrumentation/engineInstrumentation.js +21 -21
- package/Instrumentation/engineInstrumentation.js.map +1 -1
- package/Instrumentation/sceneInstrumentation.js +90 -90
- package/Instrumentation/sceneInstrumentation.js.map +1 -1
- package/Layers/effectLayer.js +48 -48
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/glowLayer.js +32 -32
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.js +26 -26
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/layer.js +40 -40
- package/Layers/layer.js.map +1 -1
- package/LensFlares/lensFlare.js +15 -15
- package/LensFlares/lensFlare.js.map +1 -1
- package/LensFlares/lensFlareSystem.js +4 -4
- package/LensFlares/lensFlareSystem.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +18 -18
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +115 -115
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/directionalLight.js +31 -31
- package/Lights/directionalLight.js.map +1 -1
- package/Lights/light.js +72 -72
- package/Lights/light.js.map +1 -1
- package/Lights/pointLight.js +18 -18
- package/Lights/pointLight.js.map +1 -1
- package/Lights/spotLight.js +30 -30
- package/Lights/spotLight.js.map +1 -1
- package/Loading/sceneLoader.d.ts +1 -1
- package/Materials/Background/backgroundMaterial.js +124 -124
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +8 -8
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js +14 -14
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +9 -9
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +26 -26
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +34 -34
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +14 -14
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +16 -16
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.js +7 -7
- package/Materials/Node/Blocks/customBlock.js.map +1 -1
- package/Materials/Node/Blocks/gradientBlock.js +13 -13
- package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.js +30 -30
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +1 -1
- package/Materials/Node/nodeMaterial.js +60 -60
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.js +35 -35
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js +50 -50
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/PBR/pbrAnisotropicConfiguration.js +5 -5
- package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBRDFConfiguration.js +4 -4
- package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +52 -52
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseSimpleMaterial.js +17 -17
- package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
- package/Materials/PBR/pbrClearCoatConfiguration.js +5 -5
- package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
- package/Materials/PBR/pbrIridescenceConfiguration.js +5 -5
- package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
- package/Materials/PBR/pbrMaterial.js +209 -209
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrSheenConfiguration.js +5 -5
- package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js +6 -6
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +51 -51
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/baseTexture.js +99 -99
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.js +61 -61
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/externalTexture.js +16 -16
- package/Materials/Textures/externalTexture.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.js +44 -44
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/internalTexture.js +31 -31
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/mirrorTexture.js +73 -73
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/Textures/multiRenderTarget.js +47 -47
- package/Materials/Textures/multiRenderTarget.js.map +1 -1
- package/Materials/Textures/rawTexture2DArray.js +6 -6
- package/Materials/Textures/rawTexture2DArray.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +142 -142
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/texture.d.ts +1 -1
- package/Materials/Textures/texture.js +26 -26
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/textureCreationOptions.d.ts +1 -1
- package/Materials/Textures/textureSampler.js +20 -20
- package/Materials/Textures/textureSampler.js.map +1 -1
- package/Materials/Textures/thinRenderTargetTexture.js +6 -6
- package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
- package/Materials/Textures/thinTexture.js +39 -39
- package/Materials/Textures/thinTexture.js.map +1 -1
- package/Materials/Textures/videoTexture.js +40 -40
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/drawWrapper.js +6 -6
- package/Materials/drawWrapper.js.map +1 -1
- package/Materials/effect.js +18 -18
- package/Materials/effect.js.map +1 -1
- package/Materials/effectRenderer.js +9 -9
- package/Materials/effectRenderer.js.map +1 -1
- package/Materials/fresnelParameters.d.ts +2 -2
- package/Materials/fresnelParameters.js +13 -13
- package/Materials/fresnelParameters.js.map +1 -1
- package/Materials/material.detailMapConfiguration.js +5 -5
- package/Materials/material.detailMapConfiguration.js.map +1 -1
- package/Materials/material.js +223 -223
- package/Materials/material.js.map +1 -1
- package/Materials/materialPluginBase.js +5 -5
- package/Materials/materialPluginBase.js.map +1 -1
- package/Materials/materialPluginEvent.d.ts +14 -14
- package/Materials/materialPluginManager.d.ts +1 -1
- package/Materials/multiMaterial.js +16 -16
- package/Materials/multiMaterial.js.map +1 -1
- package/Materials/shadowDepthWrapper.js +14 -14
- package/Materials/shadowDepthWrapper.js.map +1 -1
- package/Materials/standardMaterial.js +100 -100
- package/Materials/standardMaterial.js.map +1 -1
- package/Materials/uniformBufferEffectCommonAccessor.js +3 -3
- package/Materials/uniformBufferEffectCommonAccessor.js.map +1 -1
- package/Maths/math.functions.js +2 -0
- package/Maths/math.functions.js.map +1 -1
- package/Maths/math.path.js +11 -11
- package/Maths/math.path.js.map +1 -1
- package/Maths/math.vector.d.ts +6 -7
- package/Maths/math.vector.js +48 -48
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/goldbergBuilder.d.ts +2 -2
- package/Meshes/Compression/dracoCompression.js +23 -23
- package/Meshes/Compression/dracoCompression.js.map +1 -1
- package/Meshes/Compression/meshoptCompression.js +9 -9
- package/Meshes/Compression/meshoptCompression.js.map +1 -1
- package/Meshes/abstractMesh.js +179 -179
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/geometry.js +32 -32
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/goldbergMesh.d.ts +1 -1
- package/Meshes/linesMesh.js +3 -3
- package/Meshes/linesMesh.js.map +1 -1
- package/Meshes/mesh.js +165 -165
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Meshes/polygonMesh.js +5 -5
- package/Meshes/polygonMesh.js.map +1 -1
- package/Meshes/subMesh.js +59 -59
- package/Meshes/subMesh.js.map +1 -1
- package/Meshes/transformNode.js +52 -52
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.d.ts +1 -1
- package/Misc/PerformanceViewer/performanceViewerCollector.js +12 -12
- package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
- package/Misc/arrayTools.d.ts +1 -1
- package/Misc/copyTextureToTexture.js +3 -3
- package/Misc/copyTextureToTexture.js.map +1 -1
- package/Misc/coroutine.d.ts +5 -5
- package/Misc/deferred.js +9 -9
- package/Misc/deferred.js.map +1 -1
- package/Misc/depthReducer.js +7 -7
- package/Misc/depthReducer.js.map +1 -1
- package/Misc/environmentTextureTools.d.ts +1 -1
- package/Misc/error.d.ts +1 -1
- package/Misc/fileTools.d.ts +5 -5
- package/Misc/filesInput.js +6 -6
- package/Misc/filesInput.js.map +1 -1
- package/Misc/khronosTextureContainer2.js +9 -9
- package/Misc/khronosTextureContainer2.js.map +1 -1
- package/Misc/observable.js +12 -12
- package/Misc/observable.js.map +1 -1
- package/Misc/perfCounter.js +16 -16
- package/Misc/perfCounter.js.map +1 -1
- package/Misc/sceneOptimizer.js +76 -76
- package/Misc/sceneOptimizer.js.map +1 -1
- package/Misc/stringDictionary.d.ts +1 -1
- package/Misc/trajectoryClassifier.js +67 -67
- package/Misc/trajectoryClassifier.js.map +1 -1
- package/Misc/videoRecorder.js +15 -15
- package/Misc/videoRecorder.js.map +1 -1
- package/Misc/virtualJoystick.js +12 -12
- package/Misc/virtualJoystick.js.map +1 -1
- package/Morph/morphTarget.js +28 -28
- package/Morph/morphTarget.js.map +1 -1
- package/Morph/morphTargetManager.js +18 -18
- package/Morph/morphTargetManager.js.map +1 -1
- package/Offline/database.js +12 -12
- package/Offline/database.js.map +1 -1
- package/Particles/EmitterTypes/coneParticleEmitter.js +25 -25
- package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
- package/Particles/EmitterTypes/meshParticleEmitter.js +20 -20
- package/Particles/EmitterTypes/meshParticleEmitter.js.map +1 -1
- package/Particles/baseParticleSystem.js +232 -232
- package/Particles/baseParticleSystem.js.map +1 -1
- package/Particles/cloudPoint.js +9 -9
- package/Particles/cloudPoint.js.map +1 -1
- package/Particles/gpuParticleSystem.js +123 -123
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.js +102 -102
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/pointsCloudSystem.js +18 -18
- package/Particles/pointsCloudSystem.js.map +1 -1
- package/Particles/solidParticle.js +23 -23
- package/Particles/solidParticle.js.map +1 -1
- package/Physics/v1/physicsEngine.js +14 -14
- package/Physics/v1/physicsEngine.js.map +1 -1
- package/Physics/v1/physicsImpostor.js +149 -149
- package/Physics/v1/physicsImpostor.js.map +1 -1
- package/Physics/v2/physicsEngine.js +14 -14
- package/Physics/v2/physicsEngine.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +129 -129
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +68 -68
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js +6 -6
- package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +226 -225
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +10 -10
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
- package/PostProcesses/anaglyphPostProcess.js +7 -7
- package/PostProcesses/anaglyphPostProcess.js.map +1 -1
- package/PostProcesses/blackAndWhitePostProcess.js +7 -7
- package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
- package/PostProcesses/bloomEffect.js +28 -28
- package/PostProcesses/bloomEffect.js.map +1 -1
- package/PostProcesses/bloomMergePostProcess.js +7 -7
- package/PostProcesses/bloomMergePostProcess.js.map +1 -1
- package/PostProcesses/blurPostProcess.js +32 -32
- package/PostProcesses/blurPostProcess.js.map +1 -1
- package/PostProcesses/chromaticAberrationPostProcess.js +7 -7
- package/PostProcesses/chromaticAberrationPostProcess.js.map +1 -1
- package/PostProcesses/circleOfConfusionPostProcess.js +7 -7
- package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
- package/PostProcesses/colorCorrectionPostProcess.js +7 -7
- package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
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type { Nullable } from \"../../types\";\r\nimport type { Effect } from \"../../Materials/effect\";\r\nimport type { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like, IQuaternionLike } from \"../../Maths/math.like\";\r\nimport type { IPipelineContext } from \"../IPipelineContext\";\r\nimport type { NativeEngine } from \"../nativeEngine\";\r\n\r\nexport class NativePipelineContext implements IPipelineContext {\r\n // TODO: async should be true?\r\n public isAsync = false;\r\n public isReady = false;\r\n\r\n public _getVertexShaderCode(): string | null {\r\n return null;\r\n }\r\n\r\n public _getFragmentShaderCode(): string | null {\r\n return null;\r\n }\r\n\r\n // TODO: what should this do?\r\n public _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void {\r\n throw new Error(\"Not implemented\");\r\n }\r\n\r\n public nativeProgram: any;\r\n\r\n private _engine: NativeEngine;\r\n private _valueCache: { [key: string]: any } = {};\r\n private _uniforms: { [key: string]: Nullable<WebGLUniformLocation> };\r\n\r\n constructor(engine: NativeEngine) {\r\n this._engine = engine;\r\n }\r\n\r\n public _fillEffectInformation(\r\n effect: Effect,\r\n uniformBuffersNames: { [key: string]: number },\r\n uniformsNames: string[],\r\n uniforms: { [key: string]: Nullable<WebGLUniformLocation> },\r\n samplerList: string[],\r\n samplers: { [key: string]: number },\r\n attributesNames: string[],\r\n attributes: number[]\r\n ) {\r\n const engine = this._engine;\r\n if (engine.supportsUniformBuffers) {\r\n for (const name in uniformBuffersNames) {\r\n effect.bindUniformBlock(name, uniformBuffersNames[name]);\r\n }\r\n }\r\n\r\n const effectAvailableUniforms = this._engine.getUniforms(this, uniformsNames);\r\n effectAvailableUniforms.forEach((uniform, index) => {\r\n uniforms[uniformsNames[index]] = uniform;\r\n });\r\n this._uniforms = uniforms;\r\n\r\n let index: number;\r\n for (index = 0; index < samplerList.length; index++) {\r\n const sampler = effect.getUniform(samplerList[index]);\r\n if (sampler == null) {\r\n samplerList.splice(index, 1);\r\n index--;\r\n }\r\n }\r\n\r\n samplerList.forEach((name, index) => {\r\n samplers[name] = index;\r\n });\r\n\r\n attributes.push(...engine.getAttributes(this, attributesNames));\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n this._uniforms = {};\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean {\r\n const cache = this._valueCache[uniformName];\r\n const flag = matrix.updateFlag;\r\n if (cache !== undefined && cache === flag) {\r\n return false;\r\n }\r\n\r\n this._valueCache[uniformName] = flag;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheFloat2(uniformName: string, x: number, y: number): boolean {\r\n let cache = this._valueCache[uniformName];\r\n if (!cache) {\r\n cache = [x, y];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n\r\n let changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean {\r\n let cache = this._valueCache[uniformName];\r\n if (!cache) {\r\n cache = [x, y, z];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n\r\n let changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n if (cache[2] !== z) {\r\n cache[2] = z;\r\n changed = true;\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean {\r\n let cache = this._valueCache[uniformName];\r\n if (!cache) {\r\n cache = [x, y, z, w];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n\r\n let changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n if (cache[2] !== z) {\r\n cache[2] = z;\r\n changed = true;\r\n }\r\n if (cache[3] !== w) {\r\n cache[3] = w;\r\n changed = true;\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * Sets an integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setInt(uniformName: string, value: number): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return;\r\n }\r\n\r\n if (this._engine.setInt(this._uniforms[uniformName]!, value)) {\r\n this._valueCache[uniformName] = value;\r\n }\r\n }\r\n\r\n /**\r\n * Sets a int2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int2.\r\n * @param y Second int in int2.\r\n */\r\n public setInt2(uniformName: string, x: number, y: number): void {\r\n if (this._cacheFloat2(uniformName, x, y)) {\r\n if (!this._engine.setInt2(this._uniforms[uniformName], x, y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a int3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int3.\r\n * @param y Second int in int3.\r\n * @param z Third int in int3.\r\n */\r\n public setInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (this._cacheFloat3(uniformName, x, y, z)) {\r\n if (!this._engine.setInt3(this._uniforms[uniformName], x, y, z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a int4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int4.\r\n * @param y Second int in int4.\r\n * @param z Third int in int4.\r\n * @param w Fourth int in int4.\r\n */\r\n public setInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (this._cacheFloat4(uniformName, x, y, z, w)) {\r\n if (!this._engine.setInt4(this._uniforms[uniformName], x, y, z, w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray2(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray2(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray3(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray3(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray4(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray4(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setUInt(uniformName: string, value: number): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return;\r\n }\r\n\r\n if (this._engine.setUInt(this._uniforms[uniformName]!, value)) {\r\n this._valueCache[uniformName] = value;\r\n }\r\n }\r\n\r\n /**\r\n * Sets a unsigned int2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint2.\r\n * @param y Second unsigned int in uint2.\r\n */\r\n public setUInt2(uniformName: string, x: number, y: number): void {\r\n if (this._cacheFloat2(uniformName, x, y)) {\r\n if (!this._engine.setUInt2(this._uniforms[uniformName], x, y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a unsigned int3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint3.\r\n * @param y Second unsigned int in uint3.\r\n * @param z Third unsigned int in uint3.\r\n */\r\n public setUInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (this._cacheFloat3(uniformName, x, y, z)) {\r\n if (!this._engine.setUInt3(this._uniforms[uniformName], x, y, z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a unsigned int4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint4.\r\n * @param y Second unsigned int in uint4.\r\n * @param z Third unsigned int in uint4.\r\n * @param w Fourth unsigned int in uint4.\r\n */\r\n public setUInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (this._cacheFloat4(uniformName, x, y, z, w)) {\r\n if (!this._engine.setUInt4(this._uniforms[uniformName], x, y, z, w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray(uniformName: string, array: Uint32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setUIntArray(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray2(uniformName: string, array: Uint32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setUIntArray2(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray3(uniformName: string, array: Uint32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setUIntArray3(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray4(uniformName: string, array: Uint32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setUIntArray4(this._uniforms[uniformName]!, array);\r\n }\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 */\r\n public setFloatArray(uniformName: string, array: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray(this._uniforms[uniformName]!, array);\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 */\r\n public setFloatArray2(uniformName: string, array: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray2(this._uniforms[uniformName]!, array);\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 */\r\n public setFloatArray3(uniformName: string, array: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray3(this._uniforms[uniformName]!, array);\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 */\r\n public setFloatArray4(uniformName: string, array: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray4(this._uniforms[uniformName]!, array);\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 */\r\n public setArray(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray2(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray2(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray3(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray3(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray4(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray4(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n */\r\n public setMatrices(uniformName: string, matrices: Float32Array): void {\r\n if (!matrices) {\r\n return;\r\n }\r\n\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrices(this._uniforms[uniformName]!, matrices);\r\n }\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix(uniformName: string, matrix: IMatrixLike): void {\r\n if (this._cacheMatrix(uniformName, matrix)) {\r\n if (!this._engine.setMatrices(this._uniforms[uniformName]!, matrix.toArray() as Float32Array)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix3x3(uniformName: string, matrix: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrix3x3(this._uniforms[uniformName]!, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix2x2(uniformName: string, matrix: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrix2x2(this._uniforms[uniformName]!, matrix);\r\n }\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n * @returns this effect.\r\n */\r\n public setFloat(uniformName: string, value: number): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return;\r\n }\r\n\r\n if (this._engine.setFloat(this._uniforms[uniformName]!, value)) {\r\n this._valueCache[uniformName] = value;\r\n }\r\n }\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 */\r\n public setBool(uniformName: string, bool: boolean): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === bool) {\r\n return;\r\n }\r\n\r\n if (this._engine.setInt(this._uniforms[uniformName]!, bool ? 1 : 0)) {\r\n this._valueCache[uniformName] = bool ? 1 : 0;\r\n }\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 */\r\n public setVector2(uniformName: string, vector2: IVector2Like): void {\r\n if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {\r\n if (!this._engine.setFloat2(this._uniforms[uniformName]!, vector2.x, vector2.y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n */\r\n public setFloat2(uniformName: string, x: number, y: number): void {\r\n if (this._cacheFloat2(uniformName, x, y)) {\r\n if (!this._engine.setFloat2(this._uniforms[uniformName]!, x, y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n */\r\n public setVector3(uniformName: string, vector3: IVector3Like): void {\r\n if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {\r\n if (!this._engine.setFloat3(this._uniforms[uniformName]!, vector3.x, vector3.y, vector3.z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n */\r\n public setFloat3(uniformName: string, x: number, y: number, z: number): void {\r\n if (this._cacheFloat3(uniformName, x, y, z)) {\r\n if (!this._engine.setFloat3(this._uniforms[uniformName]!, x, y, z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n */\r\n public setVector4(uniformName: string, vector4: IVector4Like): void {\r\n if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, vector4.x, vector4.y, vector4.z, vector4.w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Quaternion on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param quaternion Value to be set.\r\n */\r\n public setQuaternion(uniformName: string, quaternion: IQuaternionLike): void {\r\n if (this._cacheFloat4(uniformName, quaternion.x, quaternion.y, quaternion.z, quaternion.w)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, quaternion.x, quaternion.y, quaternion.z, quaternion.w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n * @returns this effect.\r\n */\r\n public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (this._cacheFloat4(uniformName, x, y, z, w)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, x, y, z, w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n */\r\n public setColor3(uniformName: string, color3: IColor3Like): void {\r\n if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {\r\n if (!this._engine.setFloat3(this._uniforms[uniformName]!, color3.r, color3.g, color3.b)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n */\r\n public setColor4(uniformName: string, color3: IColor3Like, alpha: number): void {\r\n if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, color3.r, color3.g, color3.b, alpha)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n */\r\n public setDirectColor4(uniformName: string, color4: IColor4Like): void {\r\n if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, color4.r, color4.g, color4.b, color4.a)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n}\r\n"]}
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1
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+
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type { Nullable } from \"../../types\";\r\nimport type { Effect } from \"../../Materials/effect\";\r\nimport type { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like, IQuaternionLike } from \"../../Maths/math.like\";\r\nimport type { IPipelineContext } from \"../IPipelineContext\";\r\nimport type { NativeEngine } from \"../nativeEngine\";\r\n\r\nexport class NativePipelineContext implements IPipelineContext {\r\n // TODO: async should be true?\r\n public isAsync = false;\r\n public isReady = false;\r\n\r\n public _getVertexShaderCode(): string | null {\r\n return null;\r\n }\r\n\r\n public _getFragmentShaderCode(): string | null {\r\n return null;\r\n }\r\n\r\n // TODO: what should this do?\r\n public _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void {\r\n throw new Error(\"Not implemented\");\r\n }\r\n\r\n public nativeProgram: any;\r\n\r\n private _engine: NativeEngine;\r\n private _valueCache: { [key: string]: any } = {};\r\n private _uniforms: { [key: string]: Nullable<WebGLUniformLocation> };\r\n\r\n constructor(engine: NativeEngine) {\r\n this._engine = engine;\r\n }\r\n\r\n public _fillEffectInformation(\r\n effect: Effect,\r\n uniformBuffersNames: { [key: string]: number },\r\n uniformsNames: string[],\r\n uniforms: { [key: string]: Nullable<WebGLUniformLocation> },\r\n samplerList: string[],\r\n samplers: { [key: string]: number },\r\n attributesNames: string[],\r\n attributes: number[]\r\n ) {\r\n const engine = this._engine;\r\n if (engine.supportsUniformBuffers) {\r\n for (const name in uniformBuffersNames) {\r\n effect.bindUniformBlock(name, uniformBuffersNames[name]);\r\n }\r\n }\r\n\r\n const effectAvailableUniforms = this._engine.getUniforms(this, uniformsNames);\r\n effectAvailableUniforms.forEach((uniform, index) => {\r\n uniforms[uniformsNames[index]] = uniform;\r\n });\r\n this._uniforms = uniforms;\r\n\r\n let index: number;\r\n for (index = 0; index < samplerList.length; index++) {\r\n const sampler = effect.getUniform(samplerList[index]);\r\n if (sampler == null) {\r\n samplerList.splice(index, 1);\r\n index--;\r\n }\r\n }\r\n\r\n samplerList.forEach((name, index) => {\r\n samplers[name] = index;\r\n });\r\n\r\n attributes.push(...engine.getAttributes(this, attributesNames));\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n this._uniforms = {};\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean {\r\n const cache = this._valueCache[uniformName];\r\n const flag = matrix.updateFlag;\r\n if (cache !== undefined && cache === flag) {\r\n return false;\r\n }\r\n\r\n this._valueCache[uniformName] = flag;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheFloat2(uniformName: string, x: number, y: number): boolean {\r\n let cache = this._valueCache[uniformName];\r\n if (!cache) {\r\n cache = [x, y];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n\r\n let changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean {\r\n let cache = this._valueCache[uniformName];\r\n if (!cache) {\r\n cache = [x, y, z];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n\r\n let changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n if (cache[2] !== z) {\r\n cache[2] = z;\r\n changed = true;\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean {\r\n let cache = this._valueCache[uniformName];\r\n if (!cache) {\r\n cache = [x, y, z, w];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n\r\n let changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n if (cache[2] !== z) {\r\n cache[2] = z;\r\n changed = true;\r\n }\r\n if (cache[3] !== w) {\r\n cache[3] = w;\r\n changed = true;\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * Sets an integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setInt(uniformName: string, value: number): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return;\r\n }\r\n\r\n if (this._engine.setInt(this._uniforms[uniformName]!, value)) {\r\n this._valueCache[uniformName] = value;\r\n }\r\n }\r\n\r\n /**\r\n * Sets a int2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int2.\r\n * @param y Second int in int2.\r\n */\r\n public setInt2(uniformName: string, x: number, y: number): void {\r\n if (this._cacheFloat2(uniformName, x, y)) {\r\n if (!this._engine.setInt2(this._uniforms[uniformName], x, y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a int3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int3.\r\n * @param y Second int in int3.\r\n * @param z Third int in int3.\r\n */\r\n public setInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (this._cacheFloat3(uniformName, x, y, z)) {\r\n if (!this._engine.setInt3(this._uniforms[uniformName], x, y, z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a int4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int4.\r\n * @param y Second int in int4.\r\n * @param z Third int in int4.\r\n * @param w Fourth int in int4.\r\n */\r\n public setInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (this._cacheFloat4(uniformName, x, y, z, w)) {\r\n if (!this._engine.setInt4(this._uniforms[uniformName], x, y, z, w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray2(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray2(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray3(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray3(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray4(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray4(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setUInt(uniformName: string, value: number): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return;\r\n }\r\n\r\n if (this._engine.setUInt(this._uniforms[uniformName]!, value)) {\r\n this._valueCache[uniformName] = value;\r\n }\r\n }\r\n\r\n /**\r\n * Sets a unsigned int2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint2.\r\n * @param y Second unsigned int in uint2.\r\n */\r\n public setUInt2(uniformName: string, x: number, y: number): void {\r\n if (this._cacheFloat2(uniformName, x, y)) {\r\n if (!this._engine.setUInt2(this._uniforms[uniformName], x, y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a unsigned int3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint3.\r\n * @param y Second unsigned int in uint3.\r\n * @param z Third unsigned int in uint3.\r\n */\r\n public setUInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (this._cacheFloat3(uniformName, x, y, z)) {\r\n if (!this._engine.setUInt3(this._uniforms[uniformName], x, y, z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a unsigned int4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint4.\r\n * @param y Second unsigned int in uint4.\r\n * @param z Third unsigned int in uint4.\r\n * @param w Fourth unsigned int in uint4.\r\n */\r\n public setUInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (this._cacheFloat4(uniformName, x, y, z, w)) {\r\n if (!this._engine.setUInt4(this._uniforms[uniformName], x, y, z, w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray(uniformName: string, array: Uint32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setUIntArray(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray2(uniformName: string, array: Uint32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setUIntArray2(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray3(uniformName: string, array: Uint32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setUIntArray3(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray4(uniformName: string, array: Uint32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setUIntArray4(this._uniforms[uniformName]!, array);\r\n }\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 */\r\n public setFloatArray(uniformName: string, array: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray(this._uniforms[uniformName]!, array);\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 */\r\n public setFloatArray2(uniformName: string, array: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray2(this._uniforms[uniformName]!, array);\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 */\r\n public setFloatArray3(uniformName: string, array: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray3(this._uniforms[uniformName]!, array);\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 */\r\n public setFloatArray4(uniformName: string, array: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray4(this._uniforms[uniformName]!, array);\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 */\r\n public setArray(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray2(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray2(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray3(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray3(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray4(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray4(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n */\r\n public setMatrices(uniformName: string, matrices: Float32Array): void {\r\n if (!matrices) {\r\n return;\r\n }\r\n\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrices(this._uniforms[uniformName]!, matrices);\r\n }\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix(uniformName: string, matrix: IMatrixLike): void {\r\n if (this._cacheMatrix(uniformName, matrix)) {\r\n if (!this._engine.setMatrices(this._uniforms[uniformName]!, matrix.toArray() as Float32Array)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix3x3(uniformName: string, matrix: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrix3x3(this._uniforms[uniformName]!, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix2x2(uniformName: string, matrix: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrix2x2(this._uniforms[uniformName]!, matrix);\r\n }\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n * @returns this effect.\r\n */\r\n public setFloat(uniformName: string, value: number): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return;\r\n }\r\n\r\n if (this._engine.setFloat(this._uniforms[uniformName]!, value)) {\r\n this._valueCache[uniformName] = value;\r\n }\r\n }\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 */\r\n public setBool(uniformName: string, bool: boolean): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === bool) {\r\n return;\r\n }\r\n\r\n if (this._engine.setInt(this._uniforms[uniformName]!, bool ? 1 : 0)) {\r\n this._valueCache[uniformName] = bool ? 1 : 0;\r\n }\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 */\r\n public setVector2(uniformName: string, vector2: IVector2Like): void {\r\n if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {\r\n if (!this._engine.setFloat2(this._uniforms[uniformName]!, vector2.x, vector2.y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n */\r\n public setFloat2(uniformName: string, x: number, y: number): void {\r\n if (this._cacheFloat2(uniformName, x, y)) {\r\n if (!this._engine.setFloat2(this._uniforms[uniformName]!, x, y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n */\r\n public setVector3(uniformName: string, vector3: IVector3Like): void {\r\n if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {\r\n if (!this._engine.setFloat3(this._uniforms[uniformName]!, vector3.x, vector3.y, vector3.z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n */\r\n public setFloat3(uniformName: string, x: number, y: number, z: number): void {\r\n if (this._cacheFloat3(uniformName, x, y, z)) {\r\n if (!this._engine.setFloat3(this._uniforms[uniformName]!, x, y, z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n */\r\n public setVector4(uniformName: string, vector4: IVector4Like): void {\r\n if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, vector4.x, vector4.y, vector4.z, vector4.w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Quaternion on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param quaternion Value to be set.\r\n */\r\n public setQuaternion(uniformName: string, quaternion: IQuaternionLike): void {\r\n if (this._cacheFloat4(uniformName, quaternion.x, quaternion.y, quaternion.z, quaternion.w)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, quaternion.x, quaternion.y, quaternion.z, quaternion.w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n * @returns this effect.\r\n */\r\n public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (this._cacheFloat4(uniformName, x, y, z, w)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, x, y, z, w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n */\r\n public setColor3(uniformName: string, color3: IColor3Like): void {\r\n if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {\r\n if (!this._engine.setFloat3(this._uniforms[uniformName]!, color3.r, color3.g, color3.b)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n */\r\n public setColor4(uniformName: string, color3: IColor3Like, alpha: number): void {\r\n if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, color3.r, color3.g, color3.b, alpha)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n */\r\n public setDirectColor4(uniformName: string, color4: IColor4Like): void {\r\n if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, color4.r, color4.g, color4.b, color4.a)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n}\r\n"]}
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@@ -1,11 +1,5 @@
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1
1
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import { RenderTargetWrapper } from "../renderTargetWrapper.js";
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2
2
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export class NativeRenderTargetWrapper extends RenderTargetWrapper {
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3
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-
constructor(isMulti, isCube, size, engine) {
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4
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super(isMulti, isCube, size, engine);
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this.__framebuffer = null;
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this.__framebufferDepthStencil = null;
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this._engine = engine;
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8
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}
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3
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get _framebuffer() {
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return this.__framebuffer;
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}
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@@ -24,6 +18,12 @@ export class NativeRenderTargetWrapper extends RenderTargetWrapper {
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24
18
|
}
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25
19
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this.__framebufferDepthStencil = framebufferDepthStencil;
|
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26
20
|
}
|
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21
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+
constructor(isMulti, isCube, size, engine) {
|
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22
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+
super(isMulti, isCube, size, engine);
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23
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+
this.__framebuffer = null;
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24
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+
this.__framebufferDepthStencil = null;
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25
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+
this._engine = engine;
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26
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+
}
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27
27
|
dispose(disposeOnlyFramebuffers = false) {
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28
28
|
this._framebuffer = null;
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29
29
|
this._framebufferDepthStencil = null;
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@@ -1 +1 @@
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1
|
-
{"version":3,"file":"nativeRenderTargetWrapper.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Engines/Native/nativeRenderTargetWrapper.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,mBAAmB,EAAE,MAAM,wBAAwB,CAAC;AAI7D,MAAM,OAAO,yBAA0B,SAAQ,mBAAmB;
|
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1
|
+
{"version":3,"file":"nativeRenderTargetWrapper.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Engines/Native/nativeRenderTargetWrapper.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,mBAAmB,EAAE,MAAM,wBAAwB,CAAC;AAI7D,MAAM,OAAO,yBAA0B,SAAQ,mBAAmB;IAM9D,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED,IAAW,YAAY,CAAC,WAAwC;QAC5D,IAAI,IAAI,CAAC,aAAa,EAAE;YACpB,IAAI,CAAC,OAAO,CAAC,0BAA0B,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;SAC/D;QACD,IAAI,CAAC,aAAa,GAAG,WAAW,CAAC;IACrC,CAAC;IAED,IAAW,wBAAwB;QAC/B,OAAO,IAAI,CAAC,yBAAyB,CAAC;IAC1C,CAAC;IAED,IAAW,wBAAwB,CAAC,uBAAoD;QACpF,IAAI,IAAI,CAAC,yBAAyB,EAAE;YAChC,IAAI,CAAC,OAAO,CAAC,0BAA0B,CAAC,IAAI,CAAC,yBAAyB,CAAC,CAAC;SAC3E;QACD,IAAI,CAAC,yBAAyB,GAAG,uBAAuB,CAAC;IAC7D,CAAC;IAED,YAAY,OAAgB,EAAE,MAAe,EAAE,IAAiB,EAAE,MAAoB;QAClF,KAAK,CAAC,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,CAAC,CAAC;QA1BjC,kBAAa,GAAgC,IAAI,CAAC;QAClD,8BAAyB,GAAgC,IAAI,CAAC;QA0BlE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;IAC1B,CAAC;IAEM,OAAO,CAAC,uBAAuB,GAAG,KAAK;QAC1C,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;QACzB,IAAI,CAAC,wBAAwB,GAAG,IAAI,CAAC;QAErC,KAAK,CAAC,OAAO,CAAC,uBAAuB,CAAC,CAAC;IAC3C,CAAC;CACJ","sourcesContent":["import type { Nullable } from \"../../types\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { NativeEngine } from \"../nativeEngine\";\r\nimport type { NativeFramebuffer } from \"./nativeInterfaces\";\r\n\r\nexport class NativeRenderTargetWrapper extends RenderTargetWrapper {\r\n public override readonly _engine: NativeEngine;\r\n\r\n private __framebuffer: Nullable<NativeFramebuffer> = null;\r\n private __framebufferDepthStencil: Nullable<NativeFramebuffer> = null;\r\n\r\n public get _framebuffer(): Nullable<NativeFramebuffer> {\r\n return this.__framebuffer;\r\n }\r\n\r\n public set _framebuffer(framebuffer: Nullable<NativeFramebuffer>) {\r\n if (this.__framebuffer) {\r\n this._engine._releaseFramebufferObjects(this.__framebuffer);\r\n }\r\n this.__framebuffer = framebuffer;\r\n }\r\n\r\n public get _framebufferDepthStencil(): Nullable<NativeFramebuffer> {\r\n return this.__framebufferDepthStencil;\r\n }\r\n\r\n public set _framebufferDepthStencil(framebufferDepthStencil: Nullable<NativeFramebuffer>) {\r\n if (this.__framebufferDepthStencil) {\r\n this._engine._releaseFramebufferObjects(this.__framebufferDepthStencil);\r\n }\r\n this.__framebufferDepthStencil = framebufferDepthStencil;\r\n }\r\n\r\n constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: NativeEngine) {\r\n super(isMulti, isCube, size, engine);\r\n this._engine = engine;\r\n }\r\n\r\n public dispose(disposeOnlyFramebuffers = false): void {\r\n this._framebuffer = null;\r\n this._framebufferDepthStencil = null;\r\n\r\n super.dispose(disposeOnlyFramebuffers);\r\n }\r\n}\r\n"]}
|
|
@@ -3,6 +3,10 @@ import { EscapeRegExp, ExtractBetweenMarkers, FindBackward, IsIdentifierChar, Re
|
|
|
3
3
|
* Class used to inline functions in shader code
|
|
4
4
|
*/
|
|
5
5
|
export class ShaderCodeInliner {
|
|
6
|
+
/** Gets the code after the inlining process */
|
|
7
|
+
get code() {
|
|
8
|
+
return this._sourceCode;
|
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9
|
+
}
|
|
6
10
|
/**
|
|
7
11
|
* Initializes the inliner
|
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8
12
|
* @param sourceCode shader code source to inline
|
|
@@ -16,10 +20,6 @@ export class ShaderCodeInliner {
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|
16
20
|
this._functionDescr = [];
|
|
17
21
|
this.inlineToken = "#define inline";
|
|
18
22
|
}
|
|
19
|
-
/** Gets the code after the inlining process */
|
|
20
|
-
get code() {
|
|
21
|
-
return this._sourceCode;
|
|
22
|
-
}
|
|
23
23
|
/**
|
|
24
24
|
* Start the processing of the shader code
|
|
25
25
|
*/
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ EscapeRegExp, ExtractBetweenMarkers, FindBackward, IsIdentifierChar, RemoveComments, SkipWhitespaces } from \"../../Misc/codeStringParsingTools\";\r\n\r\ninterface IInlineFunctionDescr {\r\n name: string;\r\n type: string;\r\n parameters: string[];\r\n body: string;\r\n callIndex: number;\r\n}\r\n\r\n/**\r\n * Class used to inline functions in shader code\r\n */\r\nexport class ShaderCodeInliner {\r\n private static readonly _RegexpFindFunctionNameAndType = /((\\s+?)(\\w+)\\s+(\\w+)\\s*?)$/;\r\n\r\n private _sourceCode: string;\r\n private _functionDescr: IInlineFunctionDescr[];\r\n private _numMaxIterations: number;\r\n\r\n /** Gets or sets the token used to mark the functions to inline */\r\n public inlineToken: string;\r\n\r\n /** Gets or sets the debug mode */\r\n public debug: boolean = false;\r\n\r\n /** Gets the code after the inlining process */\r\n public get code(): string {\r\n return this._sourceCode;\r\n }\r\n\r\n /**\r\n * Initializes the inliner\r\n * @param sourceCode shader code source to inline\r\n * @param numMaxIterations maximum number of iterations (used to detect recursive calls)\r\n */\r\n constructor(sourceCode: string, numMaxIterations = 20) {\r\n this._sourceCode = sourceCode;\r\n this._numMaxIterations = numMaxIterations;\r\n this._functionDescr = [];\r\n this.inlineToken = \"#define inline\";\r\n }\r\n\r\n /**\r\n * Start the processing of the shader code\r\n */\r\n public processCode() {\r\n if (this.debug) {\r\n console.log(`Start inlining process (code size=${this._sourceCode.length})...`);\r\n }\r\n this._collectFunctions();\r\n this._processInlining(this._numMaxIterations);\r\n if (this.debug) {\r\n console.log(\"End of inlining process.\");\r\n }\r\n }\r\n\r\n private _collectFunctions() {\r\n let startIndex = 0;\r\n\r\n while (startIndex < this._sourceCode.length) {\r\n // locate the function to inline and extract its name\r\n const inlineTokenIndex = this._sourceCode.indexOf(this.inlineToken, startIndex);\r\n if (inlineTokenIndex < 0) {\r\n break;\r\n }\r\n\r\n const funcParamsStartIndex = this._sourceCode.indexOf(\"(\", inlineTokenIndex + this.inlineToken.length);\r\n if (funcParamsStartIndex < 0) {\r\n if (this.debug) {\r\n console.warn(`Could not find the opening parenthesis after the token. startIndex=${startIndex}`);\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n\r\n const funcNameMatch = ShaderCodeInliner._RegexpFindFunctionNameAndType.exec(\r\n this._sourceCode.substring(inlineTokenIndex + this.inlineToken.length, funcParamsStartIndex)\r\n );\r\n if (!funcNameMatch) {\r\n if (this.debug) {\r\n console.warn(\r\n `Could not extract the name/type of the function from: ${this._sourceCode.substring(inlineTokenIndex + this.inlineToken.length, funcParamsStartIndex)}`\r\n );\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n const [funcType, funcName] = [funcNameMatch[3], funcNameMatch[4]];\r\n\r\n // extract the parameters of the function as a whole string (without the leading / trailing parenthesis)\r\n const funcParamsEndIndex = ExtractBetweenMarkers(\"(\", \")\", this._sourceCode, funcParamsStartIndex);\r\n if (funcParamsEndIndex < 0) {\r\n if (this.debug) {\r\n console.warn(`Could not extract the parameters the function '${funcName}' (type=${funcType}). funcParamsStartIndex=${funcParamsStartIndex}`);\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n const funcParams = this._sourceCode.substring(funcParamsStartIndex + 1, funcParamsEndIndex);\r\n\r\n // extract the body of the function (with the curly brackets)\r\n const funcBodyStartIndex = SkipWhitespaces(this._sourceCode, funcParamsEndIndex + 1);\r\n if (funcBodyStartIndex === this._sourceCode.length) {\r\n if (this.debug) {\r\n console.warn(`Could not extract the body of the function '${funcName}' (type=${funcType}). funcParamsEndIndex=${funcParamsEndIndex}`);\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n\r\n const funcBodyEndIndex = ExtractBetweenMarkers(\"{\", \"}\", this._sourceCode, funcBodyStartIndex);\r\n if (funcBodyEndIndex < 0) {\r\n if (this.debug) {\r\n console.warn(`Could not extract the body of the function '${funcName}' (type=${funcType}). funcBodyStartIndex=${funcBodyStartIndex}`);\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n const funcBody = this._sourceCode.substring(funcBodyStartIndex, funcBodyEndIndex + 1);\r\n\r\n // process the parameters: extract each names\r\n const params = RemoveComments(funcParams).split(\",\");\r\n const paramNames = [];\r\n\r\n for (let p = 0; p < params.length; ++p) {\r\n const param = params[p].trim();\r\n const idx = param.lastIndexOf(\" \");\r\n\r\n if (idx >= 0) {\r\n paramNames.push(param.substring(idx + 1));\r\n }\r\n }\r\n\r\n if (funcType !== \"void\") {\r\n // for functions that return a value, we will replace \"return\" by \"tempvarname = \", tempvarname being a unique generated name\r\n paramNames.push(\"return\");\r\n }\r\n\r\n // collect the function\r\n this._functionDescr.push({\r\n name: funcName,\r\n type: funcType,\r\n parameters: paramNames,\r\n body: funcBody,\r\n callIndex: 0,\r\n });\r\n\r\n startIndex = funcBodyEndIndex + 1;\r\n\r\n // remove the function from the source code\r\n const partBefore = inlineTokenIndex > 0 ? this._sourceCode.substring(0, inlineTokenIndex) : \"\";\r\n const partAfter = funcBodyEndIndex + 1 < this._sourceCode.length - 1 ? this._sourceCode.substring(funcBodyEndIndex + 1) : \"\";\r\n\r\n this._sourceCode = partBefore + partAfter;\r\n\r\n startIndex -= funcBodyEndIndex + 1 - inlineTokenIndex;\r\n }\r\n\r\n if (this.debug) {\r\n console.log(`Collect functions: ${this._functionDescr.length} functions found. functionDescr=`, this._functionDescr);\r\n }\r\n }\r\n\r\n private _processInlining(numMaxIterations: number = 20): boolean {\r\n while (numMaxIterations-- >= 0) {\r\n if (!this._replaceFunctionCallsByCode()) {\r\n break;\r\n }\r\n }\r\n\r\n if (this.debug) {\r\n console.log(`numMaxIterations is ${numMaxIterations} after inlining process`);\r\n }\r\n\r\n return numMaxIterations >= 0;\r\n }\r\n\r\n private _replaceFunctionCallsByCode(): boolean {\r\n let doAgain = false;\r\n\r\n for (const func of this._functionDescr) {\r\n const { name, type, parameters, body } = func;\r\n\r\n let startIndex = 0;\r\n\r\n while (startIndex < this._sourceCode.length) {\r\n // Look for the function name in the source code\r\n const functionCallIndex = this._sourceCode.indexOf(name, startIndex);\r\n\r\n if (functionCallIndex < 0) {\r\n break;\r\n }\r\n\r\n // Make sure \"name\" is not part of a bigger string\r\n if (functionCallIndex === 0 || IsIdentifierChar(this._sourceCode.charAt(functionCallIndex - 1))) {\r\n startIndex = functionCallIndex + name.length;\r\n continue;\r\n }\r\n\r\n // Find the opening parenthesis\r\n const callParamsStartIndex = SkipWhitespaces(this._sourceCode, functionCallIndex + name.length);\r\n if (callParamsStartIndex === this._sourceCode.length || this._sourceCode.charAt(callParamsStartIndex) !== \"(\") {\r\n startIndex = functionCallIndex + name.length;\r\n continue;\r\n }\r\n\r\n // extract the parameters of the function call as a whole string (without the leading / trailing parenthesis)\r\n const callParamsEndIndex = ExtractBetweenMarkers(\"(\", \")\", this._sourceCode, callParamsStartIndex);\r\n if (callParamsEndIndex < 0) {\r\n if (this.debug) {\r\n console.warn(`Could not extract the parameters of the function call. Function '${name}' (type=${type}). callParamsStartIndex=${callParamsStartIndex}`);\r\n }\r\n startIndex = functionCallIndex + name.length;\r\n continue;\r\n }\r\n const callParams = this._sourceCode.substring(callParamsStartIndex + 1, callParamsEndIndex);\r\n\r\n // process the parameter call: extract each names\r\n\r\n // this function split the parameter list used in the function call at ',' boundaries by taking care of potential parenthesis like in:\r\n // myfunc(a, vec2(1., 0.), 4.)\r\n const splitParameterCall = (s: string) => {\r\n const parameters = [];\r\n let curIdx = 0,\r\n startParamIdx = 0;\r\n while (curIdx < s.length) {\r\n if (s.charAt(curIdx) === \"(\") {\r\n const idx2 = ExtractBetweenMarkers(\"(\", \")\", s, curIdx);\r\n if (idx2 < 0) {\r\n return null;\r\n }\r\n curIdx = idx2;\r\n } else if (s.charAt(curIdx) === \",\") {\r\n parameters.push(s.substring(startParamIdx, curIdx));\r\n startParamIdx = curIdx + 1;\r\n }\r\n curIdx++;\r\n }\r\n if (startParamIdx < curIdx) {\r\n parameters.push(s.substring(startParamIdx, curIdx));\r\n }\r\n return parameters;\r\n };\r\n\r\n const params = splitParameterCall(RemoveComments(callParams));\r\n\r\n if (params === null) {\r\n if (this.debug) {\r\n console.warn(\r\n `Invalid function call: can't extract the parameters of the function call. Function '${name}' (type=${type}). callParamsStartIndex=${callParamsStartIndex}, callParams=` +\r\n callParams\r\n );\r\n }\r\n startIndex = functionCallIndex + name.length;\r\n continue;\r\n }\r\n\r\n const paramNames = [];\r\n\r\n for (let p = 0; p < params.length; ++p) {\r\n const param = params[p].trim();\r\n paramNames.push(param);\r\n }\r\n\r\n const retParamName = type !== \"void\" ? name + \"_\" + func.callIndex++ : null;\r\n\r\n if (retParamName) {\r\n paramNames.push(retParamName + \" =\");\r\n }\r\n\r\n if (paramNames.length !== parameters.length) {\r\n if (this.debug) {\r\n console.warn(\r\n `Invalid function call: not the same number of parameters for the call than the number expected by the function. Function '${name}' (type=${type}). function parameters=${parameters}, call parameters=${paramNames}`\r\n );\r\n }\r\n startIndex = functionCallIndex + name.length;\r\n continue;\r\n }\r\n\r\n startIndex = callParamsEndIndex + 1;\r\n\r\n // replace the function call by the body function\r\n const funcBody = this._replaceNames(body, parameters, paramNames);\r\n\r\n let partBefore = functionCallIndex > 0 ? this._sourceCode.substring(0, functionCallIndex) : \"\";\r\n const partAfter = callParamsEndIndex + 1 < this._sourceCode.length - 1 ? this._sourceCode.substring(callParamsEndIndex + 1) : \"\";\r\n\r\n if (retParamName) {\r\n // case where the function returns a value. We generate:\r\n // FUNCTYPE retParamName;\r\n // {function body}\r\n // and replace the function call by retParamName\r\n const injectDeclarationIndex = FindBackward(this._sourceCode, functionCallIndex - 1, \"\\n\");\r\n\r\n partBefore = this._sourceCode.substring(0, injectDeclarationIndex + 1);\r\n const partBetween = this._sourceCode.substring(injectDeclarationIndex + 1, functionCallIndex);\r\n\r\n this._sourceCode = partBefore + type + \" \" + retParamName + \";\\n\" + funcBody + \"\\n\" + partBetween + retParamName + partAfter;\r\n\r\n if (this.debug) {\r\n console.log(\r\n `Replace function call by code. Function '${name}' (type=${type}). injectDeclarationIndex=${injectDeclarationIndex}, call parameters=${paramNames}`\r\n );\r\n }\r\n } else {\r\n // simple case where the return value of the function is \"void\"\r\n this._sourceCode = partBefore + funcBody + partAfter;\r\n\r\n startIndex += funcBody.length - (callParamsEndIndex + 1 - functionCallIndex);\r\n\r\n if (this.debug) {\r\n console.log(`Replace function call by code. Function '${name}' (type=${type}). functionCallIndex=${functionCallIndex}, call parameters=${paramNames}`);\r\n }\r\n }\r\n\r\n doAgain = true;\r\n }\r\n }\r\n\r\n return doAgain;\r\n }\r\n\r\n private _replaceNames(code: string, sources: string[], destinations: string[]): string {\r\n for (let i = 0; i < sources.length; ++i) {\r\n const source = new RegExp(EscapeRegExp(sources[i]), \"g\"),\r\n sourceLen = sources[i].length,\r\n destination = destinations[i];\r\n\r\n code = code.replace(source, (match, ...args) => {\r\n const offset: number = args[0];\r\n // Make sure \"source\" is not part of a bigger identifier (for eg, if source=view and we matched it with viewDirection)\r\n if (IsIdentifierChar(code.charAt(offset - 1)) || IsIdentifierChar(code.charAt(offset + sourceLen))) {\r\n return sources[i];\r\n }\r\n return destination;\r\n });\r\n }\r\n\r\n return code;\r\n }\r\n}\r\n"]}
|
|
1
|
+
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{ EscapeRegExp, ExtractBetweenMarkers, FindBackward, IsIdentifierChar, RemoveComments, SkipWhitespaces } from \"../../Misc/codeStringParsingTools\";\r\n\r\ninterface IInlineFunctionDescr {\r\n name: string;\r\n type: string;\r\n parameters: string[];\r\n body: string;\r\n callIndex: number;\r\n}\r\n\r\n/**\r\n * Class used to inline functions in shader code\r\n */\r\nexport class ShaderCodeInliner {\r\n private static readonly _RegexpFindFunctionNameAndType = /((\\s+?)(\\w+)\\s+(\\w+)\\s*?)$/;\r\n\r\n private _sourceCode: string;\r\n private _functionDescr: IInlineFunctionDescr[];\r\n private _numMaxIterations: number;\r\n\r\n /** Gets or sets the token used to mark the functions to inline */\r\n public inlineToken: string;\r\n\r\n /** Gets or sets the debug mode */\r\n public debug: boolean = false;\r\n\r\n /** Gets the code after the inlining process */\r\n public get code(): string {\r\n return this._sourceCode;\r\n }\r\n\r\n /**\r\n * Initializes the inliner\r\n * @param sourceCode shader code source to inline\r\n * @param numMaxIterations maximum number of iterations (used to detect recursive calls)\r\n */\r\n constructor(sourceCode: string, numMaxIterations = 20) {\r\n this._sourceCode = sourceCode;\r\n this._numMaxIterations = numMaxIterations;\r\n this._functionDescr = [];\r\n this.inlineToken = \"#define inline\";\r\n }\r\n\r\n /**\r\n * Start the processing of the shader code\r\n */\r\n public processCode() {\r\n if (this.debug) {\r\n console.log(`Start inlining process (code size=${this._sourceCode.length})...`);\r\n }\r\n this._collectFunctions();\r\n this._processInlining(this._numMaxIterations);\r\n if (this.debug) {\r\n console.log(\"End of inlining process.\");\r\n }\r\n }\r\n\r\n private _collectFunctions() {\r\n let startIndex = 0;\r\n\r\n while (startIndex < this._sourceCode.length) {\r\n // locate the function to inline and extract its name\r\n const inlineTokenIndex = this._sourceCode.indexOf(this.inlineToken, startIndex);\r\n if (inlineTokenIndex < 0) {\r\n break;\r\n }\r\n\r\n const funcParamsStartIndex = this._sourceCode.indexOf(\"(\", inlineTokenIndex + this.inlineToken.length);\r\n if (funcParamsStartIndex < 0) {\r\n if (this.debug) {\r\n console.warn(`Could not find the opening parenthesis after the token. startIndex=${startIndex}`);\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n\r\n const funcNameMatch = ShaderCodeInliner._RegexpFindFunctionNameAndType.exec(\r\n this._sourceCode.substring(inlineTokenIndex + this.inlineToken.length, funcParamsStartIndex)\r\n );\r\n if (!funcNameMatch) {\r\n if (this.debug) {\r\n console.warn(\r\n `Could not extract the name/type of the function from: ${this._sourceCode.substring(inlineTokenIndex + this.inlineToken.length, funcParamsStartIndex)}`\r\n );\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n const [funcType, funcName] = [funcNameMatch[3], funcNameMatch[4]];\r\n\r\n // extract the parameters of the function as a whole string (without the leading / trailing parenthesis)\r\n const funcParamsEndIndex = ExtractBetweenMarkers(\"(\", \")\", this._sourceCode, funcParamsStartIndex);\r\n if (funcParamsEndIndex < 0) {\r\n if (this.debug) {\r\n console.warn(`Could not extract the parameters the function '${funcName}' (type=${funcType}). funcParamsStartIndex=${funcParamsStartIndex}`);\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n const funcParams = this._sourceCode.substring(funcParamsStartIndex + 1, funcParamsEndIndex);\r\n\r\n // extract the body of the function (with the curly brackets)\r\n const funcBodyStartIndex = SkipWhitespaces(this._sourceCode, funcParamsEndIndex + 1);\r\n if (funcBodyStartIndex === this._sourceCode.length) {\r\n if (this.debug) {\r\n console.warn(`Could not extract the body of the function '${funcName}' (type=${funcType}). funcParamsEndIndex=${funcParamsEndIndex}`);\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n\r\n const funcBodyEndIndex = ExtractBetweenMarkers(\"{\", \"}\", this._sourceCode, funcBodyStartIndex);\r\n if (funcBodyEndIndex < 0) {\r\n if (this.debug) {\r\n console.warn(`Could not extract the body of the function '${funcName}' (type=${funcType}). funcBodyStartIndex=${funcBodyStartIndex}`);\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n const funcBody = this._sourceCode.substring(funcBodyStartIndex, funcBodyEndIndex + 1);\r\n\r\n // process the parameters: extract each names\r\n const params = RemoveComments(funcParams).split(\",\");\r\n const paramNames = [];\r\n\r\n for (let p = 0; p < params.length; ++p) {\r\n const param = params[p].trim();\r\n const idx = param.lastIndexOf(\" \");\r\n\r\n if (idx >= 0) {\r\n paramNames.push(param.substring(idx + 1));\r\n }\r\n }\r\n\r\n if (funcType !== \"void\") {\r\n // for functions that return a value, we will replace \"return\" by \"tempvarname = \", tempvarname being a unique generated name\r\n paramNames.push(\"return\");\r\n }\r\n\r\n // collect the function\r\n this._functionDescr.push({\r\n name: funcName,\r\n type: funcType,\r\n parameters: paramNames,\r\n body: funcBody,\r\n callIndex: 0,\r\n });\r\n\r\n startIndex = funcBodyEndIndex + 1;\r\n\r\n // remove the function from the source code\r\n const partBefore = inlineTokenIndex > 0 ? this._sourceCode.substring(0, inlineTokenIndex) : \"\";\r\n const partAfter = funcBodyEndIndex + 1 < this._sourceCode.length - 1 ? this._sourceCode.substring(funcBodyEndIndex + 1) : \"\";\r\n\r\n this._sourceCode = partBefore + partAfter;\r\n\r\n startIndex -= funcBodyEndIndex + 1 - inlineTokenIndex;\r\n }\r\n\r\n if (this.debug) {\r\n console.log(`Collect functions: ${this._functionDescr.length} functions found. functionDescr=`, this._functionDescr);\r\n }\r\n }\r\n\r\n private _processInlining(numMaxIterations: number = 20): boolean {\r\n while (numMaxIterations-- >= 0) {\r\n if (!this._replaceFunctionCallsByCode()) {\r\n break;\r\n }\r\n }\r\n\r\n if (this.debug) {\r\n console.log(`numMaxIterations is ${numMaxIterations} after inlining process`);\r\n }\r\n\r\n return numMaxIterations >= 0;\r\n }\r\n\r\n private _replaceFunctionCallsByCode(): boolean {\r\n let doAgain = false;\r\n\r\n for (const func of this._functionDescr) {\r\n const { name, type, parameters, body } = func;\r\n\r\n let startIndex = 0;\r\n\r\n while (startIndex < this._sourceCode.length) {\r\n // Look for the function name in the source code\r\n const functionCallIndex = this._sourceCode.indexOf(name, startIndex);\r\n\r\n if (functionCallIndex < 0) {\r\n break;\r\n }\r\n\r\n // Make sure \"name\" is not part of a bigger string\r\n if (functionCallIndex === 0 || IsIdentifierChar(this._sourceCode.charAt(functionCallIndex - 1))) {\r\n startIndex = functionCallIndex + name.length;\r\n continue;\r\n }\r\n\r\n // Find the opening parenthesis\r\n const callParamsStartIndex = SkipWhitespaces(this._sourceCode, functionCallIndex + name.length);\r\n if (callParamsStartIndex === this._sourceCode.length || this._sourceCode.charAt(callParamsStartIndex) !== \"(\") {\r\n startIndex = functionCallIndex + name.length;\r\n continue;\r\n }\r\n\r\n // extract the parameters of the function call as a whole string (without the leading / trailing parenthesis)\r\n const callParamsEndIndex = ExtractBetweenMarkers(\"(\", \")\", this._sourceCode, callParamsStartIndex);\r\n if (callParamsEndIndex < 0) {\r\n if (this.debug) {\r\n console.warn(`Could not extract the parameters of the function call. Function '${name}' (type=${type}). callParamsStartIndex=${callParamsStartIndex}`);\r\n }\r\n startIndex = functionCallIndex + name.length;\r\n continue;\r\n }\r\n const callParams = this._sourceCode.substring(callParamsStartIndex + 1, callParamsEndIndex);\r\n\r\n // process the parameter call: extract each names\r\n\r\n // this function split the parameter list used in the function call at ',' boundaries by taking care of potential parenthesis like in:\r\n // myfunc(a, vec2(1., 0.), 4.)\r\n const splitParameterCall = (s: string) => {\r\n const parameters = [];\r\n let curIdx = 0,\r\n startParamIdx = 0;\r\n while (curIdx < s.length) {\r\n if (s.charAt(curIdx) === \"(\") {\r\n const idx2 = ExtractBetweenMarkers(\"(\", \")\", s, curIdx);\r\n if (idx2 < 0) {\r\n return null;\r\n }\r\n curIdx = idx2;\r\n } else if (s.charAt(curIdx) === \",\") {\r\n parameters.push(s.substring(startParamIdx, curIdx));\r\n startParamIdx = curIdx + 1;\r\n }\r\n curIdx++;\r\n }\r\n if (startParamIdx < curIdx) {\r\n parameters.push(s.substring(startParamIdx, curIdx));\r\n }\r\n return parameters;\r\n };\r\n\r\n const params = splitParameterCall(RemoveComments(callParams));\r\n\r\n if (params === null) {\r\n if (this.debug) {\r\n console.warn(\r\n `Invalid function call: can't extract the parameters of the function call. Function '${name}' (type=${type}). callParamsStartIndex=${callParamsStartIndex}, callParams=` +\r\n callParams\r\n );\r\n }\r\n startIndex = functionCallIndex + name.length;\r\n continue;\r\n }\r\n\r\n const paramNames = [];\r\n\r\n for (let p = 0; p < params.length; ++p) {\r\n const param = params[p].trim();\r\n paramNames.push(param);\r\n }\r\n\r\n const retParamName = type !== \"void\" ? name + \"_\" + func.callIndex++ : null;\r\n\r\n if (retParamName) {\r\n paramNames.push(retParamName + \" =\");\r\n }\r\n\r\n if (paramNames.length !== parameters.length) {\r\n if (this.debug) {\r\n console.warn(\r\n `Invalid function call: not the same number of parameters for the call than the number expected by the function. Function '${name}' (type=${type}). function parameters=${parameters}, call parameters=${paramNames}`\r\n );\r\n }\r\n startIndex = functionCallIndex + name.length;\r\n continue;\r\n }\r\n\r\n startIndex = callParamsEndIndex + 1;\r\n\r\n // replace the function call by the body function\r\n const funcBody = this._replaceNames(body, parameters, paramNames);\r\n\r\n let partBefore = functionCallIndex > 0 ? this._sourceCode.substring(0, functionCallIndex) : \"\";\r\n const partAfter = callParamsEndIndex + 1 < this._sourceCode.length - 1 ? this._sourceCode.substring(callParamsEndIndex + 1) : \"\";\r\n\r\n if (retParamName) {\r\n // case where the function returns a value. We generate:\r\n // FUNCTYPE retParamName;\r\n // {function body}\r\n // and replace the function call by retParamName\r\n const injectDeclarationIndex = FindBackward(this._sourceCode, functionCallIndex - 1, \"\\n\");\r\n\r\n partBefore = this._sourceCode.substring(0, injectDeclarationIndex + 1);\r\n const partBetween = this._sourceCode.substring(injectDeclarationIndex + 1, functionCallIndex);\r\n\r\n this._sourceCode = partBefore + type + \" \" + retParamName + \";\\n\" + funcBody + \"\\n\" + partBetween + retParamName + partAfter;\r\n\r\n if (this.debug) {\r\n console.log(\r\n `Replace function call by code. Function '${name}' (type=${type}). injectDeclarationIndex=${injectDeclarationIndex}, call parameters=${paramNames}`\r\n );\r\n }\r\n } else {\r\n // simple case where the return value of the function is \"void\"\r\n this._sourceCode = partBefore + funcBody + partAfter;\r\n\r\n startIndex += funcBody.length - (callParamsEndIndex + 1 - functionCallIndex);\r\n\r\n if (this.debug) {\r\n console.log(`Replace function call by code. Function '${name}' (type=${type}). functionCallIndex=${functionCallIndex}, call parameters=${paramNames}`);\r\n }\r\n }\r\n\r\n doAgain = true;\r\n }\r\n }\r\n\r\n return doAgain;\r\n }\r\n\r\n private _replaceNames(code: string, sources: string[], destinations: string[]): string {\r\n for (let i = 0; i < sources.length; ++i) {\r\n const source = new RegExp(EscapeRegExp(sources[i]), \"g\"),\r\n sourceLen = sources[i].length,\r\n destination = destinations[i];\r\n\r\n code = code.replace(source, (match, ...args) => {\r\n const offset: number = args[0];\r\n // Make sure \"source\" is not part of a bigger identifier (for eg, if source=view and we matched it with viewDirection)\r\n if (IsIdentifierChar(code.charAt(offset - 1)) || IsIdentifierChar(code.charAt(offset + sourceLen))) {\r\n return sources[i];\r\n }\r\n return destination;\r\n });\r\n }\r\n\r\n return code;\r\n }\r\n}\r\n"]}
|
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@@ -3,7 +3,7 @@ import type { Nullable } from "../../types";
|
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3
3
|
/**
|
|
4
4
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* Function for custom code generation
|
|
5
5
|
*/
|
|
6
|
-
export
|
|
6
|
+
export type ShaderCustomProcessingFunction = (shaderType: string, code: string) => string;
|
|
7
7
|
/** @internal */
|
|
8
8
|
export interface ShaderProcessingContext {
|
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9
9
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}
|
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@@ -1,5 +1,8 @@
|
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1
1
|
/** @internal */
|
|
2
2
|
export class WebGLHardwareTexture {
|
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3
|
+
get underlyingResource() {
|
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4
|
+
return this._webGLTexture;
|
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5
|
+
}
|
|
3
6
|
constructor(existingTexture = null, context) {
|
|
4
7
|
// eslint-disable-next-line @typescript-eslint/naming-convention
|
|
5
8
|
this._MSAARenderBuffer = null;
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@@ -12,9 +15,6 @@ export class WebGLHardwareTexture {
|
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12
15
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}
|
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13
16
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this.set(existingTexture);
|
|
14
17
|
}
|
|
15
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-
get underlyingResource() {
|
|
16
|
-
return this._webGLTexture;
|
|
17
|
-
}
|
|
18
18
|
setUsage() { }
|
|
19
19
|
set(hardwareTexture) {
|
|
20
20
|
this._webGLTexture = hardwareTexture;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"webGLHardwareTexture.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Engines/WebGL/webGLHardwareTexture.ts"],"names":[],"mappings":"AAGA,gBAAgB;AAChB,MAAM,OAAO,oBAAoB;
|
|
1
|
+
{"version":3,"file":"webGLHardwareTexture.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Engines/WebGL/webGLHardwareTexture.ts"],"names":[],"mappings":"AAGA,gBAAgB;AAChB,MAAM,OAAO,oBAAoB;IAO7B,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED,YAAY,kBAA0C,IAAI,EAAE,OAA8B;QAP1F,gEAAgE;QACzD,sBAAiB,GAAgC,IAAI,CAAC;QAOzD,IAAI,CAAC,QAAQ,GAAG,OAAgC,CAAC;QACjD,IAAI,CAAC,eAAe,EAAE;YAClB,eAAe,GAAG,OAAO,CAAC,aAAa,EAAE,CAAC;YAC1C,IAAI,CAAC,eAAe,EAAE;gBAClB,MAAM,IAAI,KAAK,CAAC,gCAAgC,CAAC,CAAC;aACrD;SACJ;QACD,IAAI,CAAC,GAAG,CAAC,eAAe,CAAC,CAAC;IAC9B,CAAC;IAEM,QAAQ,KAAU,CAAC;IAEnB,GAAG,CAAC,eAA6B;QACpC,IAAI,CAAC,aAAa,GAAG,eAAe,CAAC;IACzC,CAAC;IAEM,KAAK;QACR,IAAI,CAAC,aAAa,GAAG,IAAW,CAAC;QACjC,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC;IAClC,CAAC;IAEM,OAAO;QACV,IAAI,IAAI,CAAC,iBAAiB,EAAE;YACxB,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;YACzD,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC;SACjC;QAED,IAAI,IAAI,CAAC,aAAa,EAAE;YACpB,IAAI,CAAC,QAAQ,CAAC,aAAa,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;SACnD;QACD,IAAI,CAAC,KAAK,EAAE,CAAC;IACjB,CAAC;CACJ","sourcesContent":["import type { HardwareTextureWrapper } from \"../../Materials/Textures/hardwareTextureWrapper\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n/** @internal */\r\nexport class WebGLHardwareTexture implements HardwareTextureWrapper {\r\n private _webGLTexture: WebGLTexture;\r\n private _context: WebGLRenderingContext;\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public _MSAARenderBuffer: Nullable<WebGLRenderbuffer> = null;\r\n\r\n public get underlyingResource(): Nullable<WebGLTexture> {\r\n return this._webGLTexture;\r\n }\r\n\r\n constructor(existingTexture: Nullable<WebGLTexture> = null, context: WebGLRenderingContext) {\r\n this._context = context as WebGLRenderingContext;\r\n if (!existingTexture) {\r\n existingTexture = context.createTexture();\r\n if (!existingTexture) {\r\n throw new Error(\"Unable to create webGL texture\");\r\n }\r\n }\r\n this.set(existingTexture);\r\n }\r\n\r\n public setUsage(): void {}\r\n\r\n public set(hardwareTexture: WebGLTexture) {\r\n this._webGLTexture = hardwareTexture;\r\n }\r\n\r\n public reset() {\r\n this._webGLTexture = null as any;\r\n this._MSAARenderBuffer = null;\r\n }\r\n\r\n public release() {\r\n if (this._MSAARenderBuffer) {\r\n this._context.deleteRenderbuffer(this._MSAARenderBuffer);\r\n this._MSAARenderBuffer = null;\r\n }\r\n\r\n if (this._webGLTexture) {\r\n this._context.deleteTexture(this._webGLTexture);\r\n }\r\n this.reset();\r\n }\r\n}\r\n"]}
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@@ -5,13 +5,13 @@ import { allocateAndCopyTypedBuffer } from "../Extensions/engine.readTexture.js"
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5
5
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import * as WebGPUConstants from "./webgpuConstants.js";
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6
6
|
/** @internal */
|
|
7
7
|
export class WebGPUBufferManager {
|
|
8
|
+
static _IsGPUBuffer(buffer) {
|
|
9
|
+
return buffer.underlyingResource === undefined;
|
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10
|
+
}
|
|
8
11
|
constructor(device) {
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9
12
|
this._deferredReleaseBuffers = [];
|
|
10
13
|
this._device = device;
|
|
11
14
|
}
|
|
12
|
-
static _IsGPUBuffer(buffer) {
|
|
13
|
-
return buffer.underlyingResource === undefined;
|
|
14
|
-
}
|
|
15
15
|
createRawBuffer(viewOrSize, flags, mappedAtCreation = false) {
|
|
16
16
|
const alignedLength = viewOrSize.byteLength !== undefined ? (viewOrSize.byteLength + 3) & ~3 : (viewOrSize + 3) & ~3; // 4 bytes alignments (because of the upload which requires this)
|
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17
17
|
const verticesBufferDescriptor = {
|
|
@@ -1 +1 @@
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|
|
1
|
-
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(viewOrSize as ArrayBufferView).byteLength !== undefined ? ((viewOrSize as ArrayBufferView).byteLength + 3) & ~3 : ((viewOrSize as number) + 3) & ~3; // 4 bytes alignments (because of the upload which requires this)\r\n const verticesBufferDescriptor = {\r\n mappedAtCreation,\r\n size: alignedLength,\r\n usage: flags,\r\n };\r\n\r\n return this._device.createBuffer(verticesBufferDescriptor);\r\n }\r\n\r\n public createBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags): WebGPUDataBuffer {\r\n const isView = (viewOrSize as ArrayBufferView).byteLength !== undefined;\r\n const buffer = this.createRawBuffer(viewOrSize, flags);\r\n const dataBuffer = new WebGPUDataBuffer(buffer);\r\n dataBuffer.references = 1;\r\n dataBuffer.capacity = isView ? 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2 : type === Constants.TEXTURETYPE_HALF_FLOAT ? 1 : 0;\r\n return new Promise((resolve, reject) => {\r\n gpuBuffer.mapAsync(WebGPUConstants.MapMode.Read, offset, size).then(\r\n () => {\r\n const copyArrayBuffer = gpuBuffer.getMappedRange(offset, size);\r\n let data: Nullable<ArrayBufferView> | Uint8Array | Float32Array = buffer;\r\n if (noDataConversion) {\r\n if (data === null) {\r\n data = allocateAndCopyTypedBuffer(type, size, true, copyArrayBuffer);\r\n } else {\r\n data = allocateAndCopyTypedBuffer(type, data.buffer, undefined, copyArrayBuffer);\r\n }\r\n } else {\r\n if (data === null) {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(size);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(size / 4);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n } else {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(data.buffer);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer, buffer as Float32Array);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(data.buffer);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n }\r\n }\r\n if (bytesPerRow !== bytesPerRowAligned) {\r\n // TODO WEBGPU use computer shaders (or render pass) to build the final buffer data?\r\n if (floatFormat === 1 && !noDataConversion) {\r\n // half float have been converted to float above\r\n bytesPerRow *= 2;\r\n bytesPerRowAligned *= 2;\r\n }\r\n const data2 = new Uint8Array(data!.buffer);\r\n let offset = bytesPerRow,\r\n offset2 = 0;\r\n for (let y = 1; y < height; ++y) {\r\n offset2 = y * bytesPerRowAligned;\r\n for (let x = 0; x < bytesPerRow; ++x) {\r\n data2[offset++] = data2[offset2++];\r\n }\r\n }\r\n if (floatFormat !== 0 && !noDataConversion) {\r\n data = new Float32Array(data2.buffer, 0, offset / 4);\r\n } else {\r\n data = new Uint8Array(data2.buffer, 0, offset);\r\n }\r\n }\r\n gpuBuffer.unmap();\r\n if (destroyBuffer) {\r\n this.releaseBuffer(gpuBuffer);\r\n }\r\n resolve(data!);\r\n },\r\n (reason) => reject(reason)\r\n );\r\n });\r\n }\r\n\r\n public releaseBuffer(buffer: DataBuffer | GPUBuffer): boolean {\r\n if (WebGPUBufferManager._IsGPUBuffer(buffer)) {\r\n this._deferredReleaseBuffers.push(buffer);\r\n return true;\r\n }\r\n\r\n buffer.references--;\r\n\r\n if (buffer.references === 0) {\r\n this._deferredReleaseBuffers.push(buffer.underlyingResource as GPUBuffer);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public destroyDeferredBuffers(): void {\r\n for (let i = 0; i < this._deferredReleaseBuffers.length; ++i) {\r\n this._deferredReleaseBuffers[i].destroy();\r\n }\r\n\r\n this._deferredReleaseBuffers.length = 0;\r\n }\r\n}\r\n"]}
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1
|
+
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type { DataBuffer } from \"../../Buffers/dataBuffer\";\r\nimport { WebGPUDataBuffer } from \"../../Meshes/WebGPU/webgpuDataBuffer\";\r\nimport { FromHalfFloat } from \"../../Misc/textureTools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport { allocateAndCopyTypedBuffer } from \"../Extensions/engine.readTexture\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\n\r\n/** @internal */\r\nexport class WebGPUBufferManager {\r\n private _device: GPUDevice;\r\n private _deferredReleaseBuffers: Array<GPUBuffer> = [];\r\n\r\n private static _IsGPUBuffer(buffer: DataBuffer | GPUBuffer): buffer is GPUBuffer {\r\n return (buffer as DataBuffer).underlyingResource === undefined;\r\n }\r\n\r\n constructor(device: GPUDevice) {\r\n this._device = device;\r\n }\r\n\r\n public createRawBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, mappedAtCreation = false): GPUBuffer {\r\n const alignedLength = (viewOrSize as ArrayBufferView).byteLength !== undefined ? ((viewOrSize as ArrayBufferView).byteLength + 3) & ~3 : ((viewOrSize as number) + 3) & ~3; // 4 bytes alignments (because of the upload which requires this)\r\n const verticesBufferDescriptor = {\r\n mappedAtCreation,\r\n size: alignedLength,\r\n usage: flags,\r\n };\r\n\r\n return this._device.createBuffer(verticesBufferDescriptor);\r\n }\r\n\r\n public createBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags): WebGPUDataBuffer {\r\n const isView = (viewOrSize as ArrayBufferView).byteLength !== undefined;\r\n const buffer = this.createRawBuffer(viewOrSize, flags);\r\n const dataBuffer = new WebGPUDataBuffer(buffer);\r\n dataBuffer.references = 1;\r\n dataBuffer.capacity = isView ? (viewOrSize as ArrayBufferView).byteLength : (viewOrSize as number);\r\n\r\n if (isView) {\r\n this.setSubData(dataBuffer, 0, viewOrSize as ArrayBufferView);\r\n }\r\n\r\n return dataBuffer;\r\n }\r\n\r\n public setRawData(buffer: GPUBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset: number, byteLength: number): void {\r\n this._device.queue.writeBuffer(buffer, dstByteOffset, src.buffer, srcByteOffset, byteLength);\r\n }\r\n\r\n public setSubData(dataBuffer: WebGPUDataBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset = 0, byteLength = 0): void {\r\n const buffer = dataBuffer.underlyingResource as GPUBuffer;\r\n\r\n byteLength = byteLength || src.byteLength;\r\n byteLength = Math.min(byteLength, dataBuffer.capacity - dstByteOffset);\r\n\r\n // After Migration to Canary\r\n let chunkStart = src.byteOffset + srcByteOffset;\r\n let chunkEnd = chunkStart + byteLength;\r\n\r\n // 4 bytes alignments for upload\r\n const alignedLength = (byteLength + 3) & ~3;\r\n if (alignedLength !== byteLength) {\r\n const tempView = new Uint8Array(src.buffer.slice(chunkStart, chunkEnd));\r\n src = new Uint8Array(alignedLength);\r\n (src as Uint8Array).set(tempView);\r\n srcByteOffset = 0;\r\n chunkStart = 0;\r\n chunkEnd = alignedLength;\r\n byteLength = alignedLength;\r\n }\r\n\r\n // Chunk\r\n const maxChunk = 1024 * 1024 * 15;\r\n let offset = 0;\r\n while (chunkEnd - (chunkStart + offset) > maxChunk) {\r\n this._device.queue.writeBuffer(buffer, dstByteOffset + offset, src.buffer, chunkStart + offset, maxChunk);\r\n offset += maxChunk;\r\n }\r\n\r\n this._device.queue.writeBuffer(buffer, dstByteOffset + offset, src.buffer, chunkStart + offset, byteLength - offset);\r\n }\r\n\r\n private _getHalfFloatAsFloatRGBAArrayBuffer(dataLength: number, arrayBuffer: ArrayBuffer, destArray?: Float32Array): Float32Array {\r\n if (!destArray) {\r\n destArray = new Float32Array(dataLength);\r\n }\r\n const srcData = new Uint16Array(arrayBuffer);\r\n while (dataLength--) {\r\n destArray[dataLength] = FromHalfFloat(srcData[dataLength]);\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n public readDataFromBuffer(\r\n gpuBuffer: GPUBuffer,\r\n size: number,\r\n width: number,\r\n height: number,\r\n bytesPerRow: number,\r\n bytesPerRowAligned: number,\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n offset = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n destroyBuffer = true,\r\n noDataConversion = false\r\n ): Promise<ArrayBufferView> {\r\n const floatFormat = type === Constants.TEXTURETYPE_FLOAT ? 2 : type === Constants.TEXTURETYPE_HALF_FLOAT ? 1 : 0;\r\n return new Promise((resolve, reject) => {\r\n gpuBuffer.mapAsync(WebGPUConstants.MapMode.Read, offset, size).then(\r\n () => {\r\n const copyArrayBuffer = gpuBuffer.getMappedRange(offset, size);\r\n let data: Nullable<ArrayBufferView> | Uint8Array | Float32Array = buffer;\r\n if (noDataConversion) {\r\n if (data === null) {\r\n data = allocateAndCopyTypedBuffer(type, size, true, copyArrayBuffer);\r\n } else {\r\n data = allocateAndCopyTypedBuffer(type, data.buffer, undefined, copyArrayBuffer);\r\n }\r\n } else {\r\n if (data === null) {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(size);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(size / 4);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n } else {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(data.buffer);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer, buffer as Float32Array);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(data.buffer);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n }\r\n }\r\n if (bytesPerRow !== bytesPerRowAligned) {\r\n // TODO WEBGPU use computer shaders (or render pass) to build the final buffer data?\r\n if (floatFormat === 1 && !noDataConversion) {\r\n // half float have been converted to float above\r\n bytesPerRow *= 2;\r\n bytesPerRowAligned *= 2;\r\n }\r\n const data2 = new Uint8Array(data!.buffer);\r\n let offset = bytesPerRow,\r\n offset2 = 0;\r\n for (let y = 1; y < height; ++y) {\r\n offset2 = y * bytesPerRowAligned;\r\n for (let x = 0; x < bytesPerRow; ++x) {\r\n data2[offset++] = data2[offset2++];\r\n }\r\n }\r\n if (floatFormat !== 0 && !noDataConversion) {\r\n data = new Float32Array(data2.buffer, 0, offset / 4);\r\n } else {\r\n data = new Uint8Array(data2.buffer, 0, offset);\r\n }\r\n }\r\n gpuBuffer.unmap();\r\n if (destroyBuffer) {\r\n this.releaseBuffer(gpuBuffer);\r\n }\r\n resolve(data!);\r\n },\r\n (reason) => reject(reason)\r\n );\r\n });\r\n }\r\n\r\n public releaseBuffer(buffer: DataBuffer | GPUBuffer): boolean {\r\n if (WebGPUBufferManager._IsGPUBuffer(buffer)) {\r\n this._deferredReleaseBuffers.push(buffer);\r\n return true;\r\n }\r\n\r\n buffer.references--;\r\n\r\n if (buffer.references === 0) {\r\n this._deferredReleaseBuffers.push(buffer.underlyingResource as GPUBuffer);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public destroyDeferredBuffers(): void {\r\n for (let i = 0; i < this._deferredReleaseBuffers.length; ++i) {\r\n this._deferredReleaseBuffers[i].destroy();\r\n }\r\n\r\n this._deferredReleaseBuffers.length = 0;\r\n }\r\n}\r\n"]}
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@@ -6,12 +6,6 @@ class WebGPUBindGroupCacheNode {
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6
6
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}
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7
7
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/** @internal */
|
|
8
8
|
export class WebGPUCacheBindGroups {
|
|
9
|
-
constructor(device, cacheSampler, engine) {
|
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10
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-
this.disabled = false;
|
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11
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-
this._device = device;
|
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12
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-
this._cacheSampler = cacheSampler;
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13
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-
this._engine = engine;
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14
|
-
}
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15
9
|
static get Statistics() {
|
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16
10
|
return {
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17
11
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totalCreated: WebGPUCacheBindGroups.NumBindGroupsCreatedTotal,
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@@ -20,6 +14,12 @@ export class WebGPUCacheBindGroups {
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20
14
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noLookupLastFrame: WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame,
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21
15
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};
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22
16
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}
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17
|
+
constructor(device, cacheSampler, engine) {
|
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18
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+
this.disabled = false;
|
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19
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+
this._device = device;
|
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20
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+
this._cacheSampler = cacheSampler;
|
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21
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+
this._engine = engine;
|
|
22
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+
}
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23
23
|
endFrame() {
|
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24
24
|
WebGPUCacheBindGroups.NumBindGroupsCreatedLastFrame = WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame;
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25
25
|
WebGPUCacheBindGroups.NumBindGroupsLookupLastFrame = WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame;
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