@babylonjs/core 6.16.2 → 6.17.0

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.
Files changed (51) hide show
  1. package/Animations/animatable.d.ts +4 -0
  2. package/Animations/animatable.js +7 -1
  3. package/Animations/animatable.js.map +1 -1
  4. package/Animations/animationGroup.d.ts +16 -0
  5. package/Animations/animationGroup.js +50 -0
  6. package/Animations/animationGroup.js.map +1 -1
  7. package/Animations/animationGroupMask.d.ts +63 -0
  8. package/Animations/animationGroupMask.js +83 -0
  9. package/Animations/animationGroupMask.js.map +1 -0
  10. package/Animations/index.d.ts +1 -0
  11. package/Animations/index.js +1 -0
  12. package/Animations/index.js.map +1 -1
  13. package/Engines/thinEngine.js +2 -2
  14. package/Engines/thinEngine.js.map +1 -1
  15. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.d.ts +77 -0
  16. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +198 -0
  17. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -0
  18. package/Meshes/Node/Blocks/geometryInputBlock.js +1 -0
  19. package/Meshes/Node/Blocks/geometryInputBlock.js.map +1 -1
  20. package/Meshes/Node/Blocks/noiseBlock.d.ts +10 -2
  21. package/Meshes/Node/Blocks/noiseBlock.js +22 -4
  22. package/Meshes/Node/Blocks/noiseBlock.js.map +1 -1
  23. package/Meshes/Node/Enums/nodeGeometryContextualSources.d.ts +3 -1
  24. package/Meshes/Node/Enums/nodeGeometryContextualSources.js +2 -0
  25. package/Meshes/Node/Enums/nodeGeometryContextualSources.js.map +1 -1
  26. package/Meshes/Node/index.d.ts +1 -0
  27. package/Meshes/Node/index.js +1 -0
  28. package/Meshes/Node/index.js.map +1 -1
  29. package/Meshes/Node/nodeGeometryBuildState.js +2 -0
  30. package/Meshes/Node/nodeGeometryBuildState.js.map +1 -1
  31. package/Meshes/mesh.vertexData.d.ts +9 -0
  32. package/Meshes/mesh.vertexData.js +10 -0
  33. package/Meshes/mesh.vertexData.js.map +1 -1
  34. package/Particles/IGPUParticleSystemPlatform.d.ts +2 -2
  35. package/Particles/IGPUParticleSystemPlatform.js.map +1 -1
  36. package/Particles/computeShaderParticleSystem.d.ts +2 -2
  37. package/Particles/computeShaderParticleSystem.js +2 -2
  38. package/Particles/computeShaderParticleSystem.js.map +1 -1
  39. package/Particles/gpuParticleSystem.d.ts +2 -0
  40. package/Particles/gpuParticleSystem.js +16 -3
  41. package/Particles/gpuParticleSystem.js.map +1 -1
  42. package/Particles/particleSystem.d.ts +2 -0
  43. package/Particles/particleSystem.js +40 -7
  44. package/Particles/particleSystem.js.map +1 -1
  45. package/Particles/webgl2ParticleSystem.d.ts +4 -2
  46. package/Particles/webgl2ParticleSystem.js +8 -2
  47. package/Particles/webgl2ParticleSystem.js.map +1 -1
  48. package/Physics/v2/physicsBody.d.ts +18 -1
  49. package/Physics/v2/physicsBody.js +26 -1
  50. package/Physics/v2/physicsBody.js.map +1 -1
  51. package/package.json +1 -1
@@ -2,7 +2,7 @@ import type { Buffer, VertexBuffer } from "../Buffers/buffer";
2
2
  import type { DataBuffer } from "../Buffers/dataBuffer";
3
3
  import type { Effect } from "../Materials/effect";
4
4
  import type { UniformBufferEffectCommonAccessor } from "../Materials/uniformBufferEffectCommonAccessor";
5
- import type { DataArray } from "../types";
5
+ import type { DataArray, Nullable } from "../types";
6
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  /** @internal */
7
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  export interface IGPUParticleSystemPlatform {
8
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  alignDataInBuffer: boolean;
@@ -14,7 +14,7 @@ export interface IGPUParticleSystemPlatform {
14
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  [key: string]: VertexBuffer;
15
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  }) => void;
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  createParticleBuffer: (data: number[]) => DataArray | DataBuffer;
17
- bindDrawBuffers: (index: number, effect: Effect) => void;
17
+ bindDrawBuffers: (index: number, effect: Effect, indexBuffer: Nullable<DataBuffer>) => void;
18
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  preUpdateParticleBuffer: () => void;
19
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  updateParticleBuffer: (index: number, targetBuffer: Buffer, currentActiveCount: number) => void;
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  releaseBuffers: () => void;
@@ -1 +1 @@
1
- {"version":3,"file":"IGPUParticleSystemPlatform.js","sourceRoot":"","sources":["../../../../dev/core/src/Particles/IGPUParticleSystemPlatform.ts"],"names":[],"mappings":"","sourcesContent":["import type { Buffer, VertexBuffer } from \"../Buffers/buffer\";\r\n\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { UniformBufferEffectCommonAccessor } from \"../Materials/uniformBufferEffectCommonAccessor\";\r\nimport type { DataArray } from \"../types\";\r\n\r\n/** @internal */\r\nexport interface IGPUParticleSystemPlatform {\r\n alignDataInBuffer: boolean;\r\n\r\n contextLost: () => void;\r\n\r\n isUpdateBufferCreated: () => boolean;\r\n isUpdateBufferReady: () => boolean;\r\n\r\n createUpdateBuffer: (defines: string) => UniformBufferEffectCommonAccessor;\r\n createVertexBuffers: (updateBuffer: Buffer, renderVertexBuffers: { [key: string]: VertexBuffer }) => void;\r\n createParticleBuffer: (data: number[]) => DataArray | DataBuffer;\r\n\r\n bindDrawBuffers: (index: number, effect: Effect) => void;\r\n\r\n preUpdateParticleBuffer: () => void;\r\n updateParticleBuffer: (index: number, targetBuffer: Buffer, currentActiveCount: number) => void;\r\n\r\n releaseBuffers: () => void;\r\n releaseVertexBuffers: () => void;\r\n}\r\n"]}
1
+ {"version":3,"file":"IGPUParticleSystemPlatform.js","sourceRoot":"","sources":["../../../../dev/core/src/Particles/IGPUParticleSystemPlatform.ts"],"names":[],"mappings":"","sourcesContent":["import type { Buffer, VertexBuffer } from \"../Buffers/buffer\";\r\n\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { UniformBufferEffectCommonAccessor } from \"../Materials/uniformBufferEffectCommonAccessor\";\r\nimport type { DataArray, Nullable } from \"../types\";\r\n\r\n/** @internal */\r\nexport interface IGPUParticleSystemPlatform {\r\n alignDataInBuffer: boolean;\r\n\r\n contextLost: () => void;\r\n\r\n isUpdateBufferCreated: () => boolean;\r\n isUpdateBufferReady: () => boolean;\r\n\r\n createUpdateBuffer: (defines: string) => UniformBufferEffectCommonAccessor;\r\n createVertexBuffers: (updateBuffer: Buffer, renderVertexBuffers: { [key: string]: VertexBuffer }) => void;\r\n createParticleBuffer: (data: number[]) => DataArray | DataBuffer;\r\n\r\n bindDrawBuffers: (index: number, effect: Effect, indexBuffer: Nullable<DataBuffer>) => void;\r\n\r\n preUpdateParticleBuffer: () => void;\r\n updateParticleBuffer: (index: number, targetBuffer: Buffer, currentActiveCount: number) => void;\r\n\r\n releaseBuffers: () => void;\r\n releaseVertexBuffers: () => void;\r\n}\r\n"]}
@@ -2,7 +2,7 @@ import type { ThinEngine } from "../Engines/thinEngine";
2
2
  import type { IGPUParticleSystemPlatform } from "./IGPUParticleSystemPlatform";
3
3
  import type { Buffer, VertexBuffer } from "../Buffers/buffer";
4
4
  import type { GPUParticleSystem } from "./gpuParticleSystem";
5
- import type { DataArray } from "../types";
5
+ import type { DataArray, Nullable } from "../types";
6
6
  import type { DataBuffer } from "../Buffers/dataBuffer";
7
7
  import { UniformBufferEffectCommonAccessor } from "../Materials/uniformBufferEffectCommonAccessor";
8
8
  import type { Effect } from "../Materials/effect";
@@ -25,7 +25,7 @@ export declare class ComputeShaderParticleSystem implements IGPUParticleSystemPl
25
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  [key: string]: VertexBuffer;
26
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  }): void;
27
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  createParticleBuffer(data: number[]): DataArray | DataBuffer;
28
- bindDrawBuffers(index: number, effect: Effect): void;
28
+ bindDrawBuffers(index: number, effect: Effect, indexBuffer: Nullable<DataBuffer>): void;
29
29
  preUpdateParticleBuffer(): void;
30
30
  updateParticleBuffer(index: number, targetBuffer: Buffer, currentActiveCount: number): void;
31
31
  releaseBuffers(): void;
@@ -97,8 +97,8 @@ export class ComputeShaderParticleSystem {
97
97
  this._bufferComputeShader.push(buffer);
98
98
  return buffer.getBuffer();
99
99
  }
100
- bindDrawBuffers(index, effect) {
101
- this._engine.bindBuffers(this._renderVertexBuffers[index], null, effect);
100
+ bindDrawBuffers(index, effect, indexBuffer) {
101
+ this._engine.bindBuffers(this._renderVertexBuffers[index], indexBuffer, effect);
102
102
  }
103
103
  preUpdateParticleBuffer() { }
104
104
  updateParticleBuffer(index, targetBuffer, currentActiveCount) {
@@ -1 +1 @@
1
- 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type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { StorageBuffer } from \"../Buffers/storageBuffer\";\r\nimport { ComputeShader } from \"../Compute/computeShader\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport type { IGPUParticleSystemPlatform } from \"./IGPUParticleSystemPlatform\";\r\nimport type { Buffer, VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { GPUParticleSystem } from \"./gpuParticleSystem\";\r\n\r\nimport type { DataArray } from \"../types\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { UniformBufferEffectCommonAccessor } from \"../Materials/uniformBufferEffectCommonAccessor\";\r\nimport type { ComputeBindingMapping } from \"../Engines/Extensions/engine.computeShader\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nimport \"../ShadersWGSL/gpuUpdateParticles.compute\";\r\n\r\n/** @internal */\r\nexport class ComputeShaderParticleSystem implements IGPUParticleSystemPlatform {\r\n private _parent: GPUParticleSystem;\r\n private _engine: ThinEngine;\r\n private _updateComputeShader: ComputeShader;\r\n private _simParamsComputeShader: UniformBuffer;\r\n private _bufferComputeShader: StorageBuffer[] = [];\r\n private _renderVertexBuffers: Array<{ [key: string]: VertexBuffer }> = [];\r\n\r\n public readonly alignDataInBuffer = true;\r\n\r\n constructor(parent: GPUParticleSystem, engine: ThinEngine) {\r\n this._parent = parent;\r\n this._engine = engine;\r\n }\r\n\r\n public contextLost(): void {\r\n this._updateComputeShader = undefined as any;\r\n this._bufferComputeShader.length = 0;\r\n this._renderVertexBuffers.length = 0;\r\n }\r\n\r\n public isUpdateBufferCreated(): boolean {\r\n return !!this._updateComputeShader;\r\n }\r\n\r\n public isUpdateBufferReady(): boolean {\r\n return this._updateComputeShader?.isReady() ?? false;\r\n }\r\n\r\n public createUpdateBuffer(defines: string): UniformBufferEffectCommonAccessor {\r\n const bindingsMapping: ComputeBindingMapping = {\r\n params: { group: 0, binding: 0 },\r\n particlesIn: { group: 0, binding: 1 },\r\n particlesOut: { group: 0, binding: 2 },\r\n randomTexture: { group: 0, binding: 3 },\r\n randomTexture2: { group: 0, binding: 4 },\r\n };\r\n if (this._parent._sizeGradientsTexture) {\r\n bindingsMapping[\"sizeGradientTexture\"] = { group: 1, binding: 1 };\r\n }\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n bindingsMapping[\"angularSpeedGradientTexture\"] = { group: 1, binding: 3 };\r\n }\r\n if (this._parent._velocityGradientsTexture) {\r\n bindingsMapping[\"velocityGradientTexture\"] = { group: 1, binding: 5 };\r\n }\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n bindingsMapping[\"limitVelocityGradientTexture\"] = { group: 1, binding: 7 };\r\n }\r\n if (this._parent._dragGradientsTexture) {\r\n bindingsMapping[\"dragGradientTexture\"] = { group: 1, binding: 9 };\r\n }\r\n if (this._parent.noiseTexture) {\r\n bindingsMapping[\"noiseTexture\"] = { group: 1, binding: 11 };\r\n }\r\n\r\n this._updateComputeShader = new ComputeShader(\"updateParticles\", this._engine, \"gpuUpdateParticles\", { bindingsMapping, defines: defines.split(\"\\n\") });\r\n\r\n this._simParamsComputeShader?.dispose();\r\n this._simParamsComputeShader = new UniformBuffer(this._engine);\r\n\r\n this._simParamsComputeShader.addUniform(\"currentCount\", 1);\r\n this._simParamsComputeShader.addUniform(\"timeDelta\", 1);\r\n this._simParamsComputeShader.addUniform(\"stopFactor\", 1);\r\n this._simParamsComputeShader.addUniform(\"randomTextureSize\", 1);\r\n this._simParamsComputeShader.addUniform(\"lifeTime\", 2);\r\n this._simParamsComputeShader.addUniform(\"emitPower\", 2);\r\n if (!this._parent._colorGradientsTexture) {\r\n this._simParamsComputeShader.addUniform(\"color1\", 4);\r\n this._simParamsComputeShader.addUniform(\"color2\", 4);\r\n }\r\n this._simParamsComputeShader.addUniform(\"sizeRange\", 2);\r\n this._simParamsComputeShader.addUniform(\"scaleRange\", 4);\r\n this._simParamsComputeShader.addUniform(\"angleRange\", 4);\r\n this._simParamsComputeShader.addUniform(\"gravity\", 3);\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._simParamsComputeShader.addUniform(\"limitVelocityDamping\", 1);\r\n }\r\n if (this._parent.isAnimationSheetEnabled) {\r\n this._simParamsComputeShader.addUniform(\"cellInfos\", 4);\r\n }\r\n if (this._parent.noiseTexture) {\r\n this._simParamsComputeShader.addUniform(\"noiseStrength\", 3);\r\n }\r\n if (!this._parent.isLocal) {\r\n this._simParamsComputeShader.addUniform(\"emitterWM\", 16);\r\n }\r\n if (this._parent.particleEmitterType) {\r\n this._parent.particleEmitterType.buildUniformLayout(this._simParamsComputeShader);\r\n }\r\n\r\n this._updateComputeShader.setUniformBuffer(\"params\", this._simParamsComputeShader);\r\n\r\n return new UniformBufferEffectCommonAccessor(this._simParamsComputeShader);\r\n }\r\n\r\n public createVertexBuffers(updateBuffer: Buffer, renderVertexBuffers: { [key: string]: VertexBuffer }): void {\r\n this._renderVertexBuffers.push(renderVertexBuffers);\r\n }\r\n\r\n public createParticleBuffer(data: number[]): DataArray | DataBuffer {\r\n const buffer = new StorageBuffer(this._engine, data.length * 4, Constants.BUFFER_CREATIONFLAG_READWRITE | Constants.BUFFER_CREATIONFLAG_VERTEX);\r\n\r\n buffer.update(data);\r\n this._bufferComputeShader.push(buffer);\r\n\r\n return buffer.getBuffer();\r\n }\r\n\r\n public bindDrawBuffers(index: number, effect: Effect): void {\r\n this._engine.bindBuffers(this._renderVertexBuffers[index], null, effect);\r\n }\r\n\r\n public preUpdateParticleBuffer(): void {}\r\n\r\n public updateParticleBuffer(index: number, targetBuffer: Buffer, currentActiveCount: number): void {\r\n this._simParamsComputeShader.update();\r\n\r\n this._updateComputeShader.setTexture(\"randomTexture\", this._parent._randomTexture, false);\r\n this._updateComputeShader.setTexture(\"randomTexture2\", this._parent._randomTexture2, false);\r\n if (this._parent._sizeGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"sizeGradientTexture\", this._parent._sizeGradientsTexture);\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"angularSpeedGradientTexture\", this._parent._angularSpeedGradientsTexture);\r\n }\r\n\r\n if (this._parent._velocityGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"velocityGradientTexture\", this._parent._velocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"limitVelocityGradientTexture\", this._parent._limitVelocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._dragGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"dragGradientTexture\", this._parent._dragGradientsTexture);\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateComputeShader.setTexture(\"noiseTexture\", this._parent.noiseTexture);\r\n }\r\n\r\n this._updateComputeShader.setStorageBuffer(\"particlesIn\", this._bufferComputeShader[index]);\r\n this._updateComputeShader.setStorageBuffer(\"particlesOut\", this._bufferComputeShader[index ^ 1]);\r\n\r\n this._updateComputeShader.dispatch(Math.ceil(currentActiveCount / 64));\r\n }\r\n\r\n public releaseBuffers(): void {\r\n for (let i = 0; i < this._bufferComputeShader.length; ++i) {\r\n this._bufferComputeShader[i].dispose();\r\n }\r\n\r\n this._bufferComputeShader.length = 0;\r\n\r\n this._simParamsComputeShader?.dispose();\r\n (<any>this._simParamsComputeShader) = null;\r\n\r\n (<any>this._updateComputeShader) = null;\r\n }\r\n\r\n public releaseVertexBuffers(): void {\r\n this._renderVertexBuffers.length = 0;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ComputeShaderParticleSystem\", ComputeShaderParticleSystem);\r\n"]}
1
+ 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type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { StorageBuffer } from \"../Buffers/storageBuffer\";\r\nimport { ComputeShader } from \"../Compute/computeShader\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport type { IGPUParticleSystemPlatform } from \"./IGPUParticleSystemPlatform\";\r\nimport type { Buffer, VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { GPUParticleSystem } from \"./gpuParticleSystem\";\r\n\r\nimport type { DataArray, Nullable } from \"../types\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { UniformBufferEffectCommonAccessor } from \"../Materials/uniformBufferEffectCommonAccessor\";\r\nimport type { ComputeBindingMapping } from \"../Engines/Extensions/engine.computeShader\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nimport \"../ShadersWGSL/gpuUpdateParticles.compute\";\r\n\r\n/** @internal */\r\nexport class ComputeShaderParticleSystem implements IGPUParticleSystemPlatform {\r\n private _parent: GPUParticleSystem;\r\n private _engine: ThinEngine;\r\n private _updateComputeShader: ComputeShader;\r\n private _simParamsComputeShader: UniformBuffer;\r\n private _bufferComputeShader: StorageBuffer[] = [];\r\n private _renderVertexBuffers: Array<{ [key: string]: VertexBuffer }> = [];\r\n\r\n public readonly alignDataInBuffer = true;\r\n\r\n constructor(parent: GPUParticleSystem, engine: ThinEngine) {\r\n this._parent = parent;\r\n this._engine = engine;\r\n }\r\n\r\n public contextLost(): void {\r\n this._updateComputeShader = undefined as any;\r\n this._bufferComputeShader.length = 0;\r\n this._renderVertexBuffers.length = 0;\r\n }\r\n\r\n public isUpdateBufferCreated(): boolean {\r\n return !!this._updateComputeShader;\r\n }\r\n\r\n public isUpdateBufferReady(): boolean {\r\n return this._updateComputeShader?.isReady() ?? false;\r\n }\r\n\r\n public createUpdateBuffer(defines: string): UniformBufferEffectCommonAccessor {\r\n const bindingsMapping: ComputeBindingMapping = {\r\n params: { group: 0, binding: 0 },\r\n particlesIn: { group: 0, binding: 1 },\r\n particlesOut: { group: 0, binding: 2 },\r\n randomTexture: { group: 0, binding: 3 },\r\n randomTexture2: { group: 0, binding: 4 },\r\n };\r\n if (this._parent._sizeGradientsTexture) {\r\n bindingsMapping[\"sizeGradientTexture\"] = { group: 1, binding: 1 };\r\n }\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n bindingsMapping[\"angularSpeedGradientTexture\"] = { group: 1, binding: 3 };\r\n }\r\n if (this._parent._velocityGradientsTexture) {\r\n bindingsMapping[\"velocityGradientTexture\"] = { group: 1, binding: 5 };\r\n }\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n bindingsMapping[\"limitVelocityGradientTexture\"] = { group: 1, binding: 7 };\r\n }\r\n if (this._parent._dragGradientsTexture) {\r\n bindingsMapping[\"dragGradientTexture\"] = { group: 1, binding: 9 };\r\n }\r\n if (this._parent.noiseTexture) {\r\n bindingsMapping[\"noiseTexture\"] = { group: 1, binding: 11 };\r\n }\r\n\r\n this._updateComputeShader = new ComputeShader(\"updateParticles\", this._engine, \"gpuUpdateParticles\", { bindingsMapping, defines: defines.split(\"\\n\") });\r\n\r\n this._simParamsComputeShader?.dispose();\r\n this._simParamsComputeShader = new UniformBuffer(this._engine);\r\n\r\n this._simParamsComputeShader.addUniform(\"currentCount\", 1);\r\n this._simParamsComputeShader.addUniform(\"timeDelta\", 1);\r\n this._simParamsComputeShader.addUniform(\"stopFactor\", 1);\r\n this._simParamsComputeShader.addUniform(\"randomTextureSize\", 1);\r\n this._simParamsComputeShader.addUniform(\"lifeTime\", 2);\r\n this._simParamsComputeShader.addUniform(\"emitPower\", 2);\r\n if (!this._parent._colorGradientsTexture) {\r\n this._simParamsComputeShader.addUniform(\"color1\", 4);\r\n this._simParamsComputeShader.addUniform(\"color2\", 4);\r\n }\r\n this._simParamsComputeShader.addUniform(\"sizeRange\", 2);\r\n this._simParamsComputeShader.addUniform(\"scaleRange\", 4);\r\n this._simParamsComputeShader.addUniform(\"angleRange\", 4);\r\n this._simParamsComputeShader.addUniform(\"gravity\", 3);\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._simParamsComputeShader.addUniform(\"limitVelocityDamping\", 1);\r\n }\r\n if (this._parent.isAnimationSheetEnabled) {\r\n this._simParamsComputeShader.addUniform(\"cellInfos\", 4);\r\n }\r\n if (this._parent.noiseTexture) {\r\n this._simParamsComputeShader.addUniform(\"noiseStrength\", 3);\r\n }\r\n if (!this._parent.isLocal) {\r\n this._simParamsComputeShader.addUniform(\"emitterWM\", 16);\r\n }\r\n if (this._parent.particleEmitterType) {\r\n this._parent.particleEmitterType.buildUniformLayout(this._simParamsComputeShader);\r\n }\r\n\r\n this._updateComputeShader.setUniformBuffer(\"params\", this._simParamsComputeShader);\r\n\r\n return new UniformBufferEffectCommonAccessor(this._simParamsComputeShader);\r\n }\r\n\r\n public createVertexBuffers(updateBuffer: Buffer, renderVertexBuffers: { [key: string]: VertexBuffer }): void {\r\n this._renderVertexBuffers.push(renderVertexBuffers);\r\n }\r\n\r\n public createParticleBuffer(data: number[]): DataArray | DataBuffer {\r\n const buffer = new StorageBuffer(this._engine, data.length * 4, Constants.BUFFER_CREATIONFLAG_READWRITE | Constants.BUFFER_CREATIONFLAG_VERTEX);\r\n\r\n buffer.update(data);\r\n this._bufferComputeShader.push(buffer);\r\n\r\n return buffer.getBuffer();\r\n }\r\n\r\n public bindDrawBuffers(index: number, effect: Effect, indexBuffer: Nullable<DataBuffer>): void {\r\n this._engine.bindBuffers(this._renderVertexBuffers[index], indexBuffer, effect);\r\n }\r\n\r\n public preUpdateParticleBuffer(): void {}\r\n\r\n public updateParticleBuffer(index: number, targetBuffer: Buffer, currentActiveCount: number): void {\r\n this._simParamsComputeShader.update();\r\n\r\n this._updateComputeShader.setTexture(\"randomTexture\", this._parent._randomTexture, false);\r\n this._updateComputeShader.setTexture(\"randomTexture2\", this._parent._randomTexture2, false);\r\n if (this._parent._sizeGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"sizeGradientTexture\", this._parent._sizeGradientsTexture);\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"angularSpeedGradientTexture\", this._parent._angularSpeedGradientsTexture);\r\n }\r\n\r\n if (this._parent._velocityGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"velocityGradientTexture\", this._parent._velocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"limitVelocityGradientTexture\", this._parent._limitVelocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._dragGradientsTexture) {\r\n this._updateComputeShader.setTexture(\"dragGradientTexture\", this._parent._dragGradientsTexture);\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateComputeShader.setTexture(\"noiseTexture\", this._parent.noiseTexture);\r\n }\r\n\r\n this._updateComputeShader.setStorageBuffer(\"particlesIn\", this._bufferComputeShader[index]);\r\n this._updateComputeShader.setStorageBuffer(\"particlesOut\", this._bufferComputeShader[index ^ 1]);\r\n\r\n this._updateComputeShader.dispatch(Math.ceil(currentActiveCount / 64));\r\n }\r\n\r\n public releaseBuffers(): void {\r\n for (let i = 0; i < this._bufferComputeShader.length; ++i) {\r\n this._bufferComputeShader[i].dispose();\r\n }\r\n\r\n this._bufferComputeShader.length = 0;\r\n\r\n this._simParamsComputeShader?.dispose();\r\n (<any>this._simParamsComputeShader) = null;\r\n\r\n (<any>this._updateComputeShader) = null;\r\n }\r\n\r\n public releaseVertexBuffers(): void {\r\n this._renderVertexBuffers.length = 0;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ComputeShaderParticleSystem\", ComputeShaderParticleSystem);\r\n"]}
@@ -36,6 +36,7 @@ export declare class GPUParticleSystem extends BaseParticleSystem implements IDi
36
36
  private _buffer1;
37
37
  private _spriteBuffer;
38
38
  private _renderVertexBuffers;
39
+ private _linesIndexBufferUseInstancing;
39
40
  private _targetIndex;
40
41
  private _sourceBuffer;
41
42
  private _targetBuffer;
@@ -70,6 +71,7 @@ export declare class GPUParticleSystem extends BaseParticleSystem implements IDi
70
71
  * An event triggered when the system is stopped
71
72
  */
72
73
  onStoppedObservable: Observable<IParticleSystem>;
74
+ private _createIndexBuffer;
73
75
  /**
74
76
  * Gets the maximum number of particles active at the same time.
75
77
  * @returns The max number of active particles.
@@ -36,6 +36,9 @@ export class GPUParticleSystem extends BaseParticleSystem {
36
36
  const caps = EngineStore.LastCreatedEngine.getCaps();
37
37
  return caps.supportTransformFeedbacks || caps.supportComputeShaders;
38
38
  }
39
+ _createIndexBuffer() {
40
+ this._linesIndexBufferUseInstancing = this._engine.createIndexBuffer(new Uint32Array([0, 1, 1, 3, 3, 2, 2, 0, 0, 3]));
41
+ }
39
42
  /**
40
43
  * Gets the maximum number of particles active at the same time.
41
44
  * @returns The max number of active particles.
@@ -633,6 +636,7 @@ export class GPUParticleSystem extends BaseParticleSystem {
633
636
  if (this._drawWrappers[0].drawContext) {
634
637
  this._drawWrappers[0].drawContext.useInstancing = true;
635
638
  }
639
+ this._createIndexBuffer();
636
640
  // Setup the default processing configuration to the scene.
637
641
  this._attachImageProcessingConfiguration(null);
638
642
  options = options !== null && options !== void 0 ? options : {};
@@ -1149,7 +1153,7 @@ export class GPUParticleSystem extends BaseParticleSystem {
1149
1153
  this._colorGradientsTexture.name = "colorGradients";
1150
1154
  }
1151
1155
  _render(blendMode, emitterWM) {
1152
- var _a, _b;
1156
+ var _a, _b, _c, _d, _e;
1153
1157
  // Enable render effect
1154
1158
  const drawWrapper = this._getWrapper(blendMode);
1155
1159
  const effect = drawWrapper.effect;
@@ -1210,13 +1214,21 @@ export class GPUParticleSystem extends BaseParticleSystem {
1210
1214
  break;
1211
1215
  }
1212
1216
  // Bind source VAO
1213
- this._platform.bindDrawBuffers(this._targetIndex, effect);
1217
+ this._platform.bindDrawBuffers(this._targetIndex, effect, ((_c = this._scene) === null || _c === void 0 ? void 0 : _c.forceWireframe) ? this._linesIndexBufferUseInstancing : null);
1214
1218
  if (this._onBeforeDrawParticlesObservable) {
1215
1219
  this._onBeforeDrawParticlesObservable.notifyObservers(effect);
1216
1220
  }
1217
1221
  // Render
1218
- this._engine.drawArraysType(7, 0, 4, this._currentActiveCount);
1222
+ if ((_d = this._scene) === null || _d === void 0 ? void 0 : _d.forceWireframe) {
1223
+ this._engine.drawElementsType(6, 0, 10, this._currentActiveCount);
1224
+ }
1225
+ else {
1226
+ this._engine.drawArraysType(7, 0, 4, this._currentActiveCount);
1227
+ }
1219
1228
  this._engine.setAlphaMode(0);
1229
+ if ((_e = this._scene) === null || _e === void 0 ? void 0 : _e.forceWireframe) {
1230
+ this._engine.unbindInstanceAttributes();
1231
+ }
1220
1232
  return this._currentActiveCount;
1221
1233
  }
1222
1234
  /** @internal */
@@ -1364,6 +1376,7 @@ export class GPUParticleSystem extends BaseParticleSystem {
1364
1376
  this._initialize(true);
1365
1377
  }
1366
1378
  };
1379
+ this._createIndexBuffer();
1367
1380
  this._cachedUpdateDefines = "";
1368
1381
  this._platform.contextLost();
1369
1382
  checkUpdateEffect();