@babylonjs/core 6.7.0 → 6.8.0
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/Culling/ray.d.ts +7 -2
- package/Culling/ray.js +8 -3
- package/Culling/ray.js.map +1 -1
- package/Engines/Extensions/engine.multiview.d.ts +6 -1
- package/Engines/Extensions/engine.multiview.js +27 -7
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +1 -0
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +37 -0
- package/Engines/Processors/Expressions/shaderDefineExpression.js +57 -0
- package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
- package/Engines/Processors/shaderProcessor.js +26 -13
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +19 -0
- package/Engines/WebGL/webGLRenderTargetWrapper.js +20 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
- package/Engines/engine.d.ts +8 -1
- package/Engines/engineCapabilities.d.ts +2 -0
- package/Engines/engineCapabilities.js.map +1 -1
- package/Engines/nativeEngine.d.ts +2 -0
- package/Engines/nativeEngine.js +16 -0
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.js +6 -9
- package/Engines/thinEngine.js.map +1 -1
- package/Loading/sceneLoader.d.ts +8 -8
- package/Loading/sceneLoader.js +35 -19
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +6 -1
- package/Materials/Node/nodeMaterial.js +7 -5
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/multiMaterial.js +1 -1
- package/Materials/multiMaterial.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +23 -4
- package/Materials/shaderMaterial.js +38 -5
- package/Materials/shaderMaterial.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +2 -1
- package/Meshes/abstractMesh.js +2 -1
- package/Meshes/abstractMesh.js.map +1 -1
- package/Misc/deepCopier.js +1 -1
- package/Misc/deepCopier.js.map +1 -1
- package/Misc/observable.d.ts +11 -0
- package/Misc/observable.js +26 -1
- package/Misc/observable.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +1 -0
- package/Particles/gpuParticleSystem.js +3 -2
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Rendering/boundingBoxRenderer.js +2 -4
- package/Rendering/boundingBoxRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDebug.js +8 -1
- package/Shaders/ShadersInclude/pbrDebug.js.map +1 -1
- package/Shaders/velocity.fragment.d.ts +5 -0
- package/Shaders/velocity.fragment.js +13 -0
- package/Shaders/velocity.fragment.js.map +1 -0
- package/Shaders/velocity.vertex.d.ts +7 -0
- package/Shaders/velocity.vertex.js +23 -0
- package/Shaders/velocity.vertex.js.map +1 -0
- package/XR/features/WebXRLayers.js +16 -6
- package/XR/features/WebXRLayers.js.map +1 -1
- package/XR/features/WebXRSpaceWarp.d.ts +138 -0
- package/XR/features/WebXRSpaceWarp.js +290 -0
- package/XR/features/WebXRSpaceWarp.js.map +1 -0
- package/XR/features/index.d.ts +1 -0
- package/XR/features/index.js +1 -0
- package/XR/features/index.js.map +1 -1
- package/XR/webXRFeaturesManager.d.ts +4 -0
- package/XR/webXRFeaturesManager.js +4 -0
- package/XR/webXRFeaturesManager.js.map +1 -1
- package/XR/webXRSessionManager.d.ts +4 -0
- package/XR/webXRSessionManager.js +6 -0
- package/XR/webXRSessionManager.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +5 -2
- package/scene.js +5 -2
- package/scene.js.map +1 -1
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@@ -200,8 +200,6 @@ export class BoundingBoxRenderer {
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}
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const engine = this.scene.getEngine();
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engine.setDepthWrite(false);
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-
const frontColor = this.frontColor.toColor4();
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const backColor = this.backColor.toColor4();
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const transformMatrix = this.scene.getTransformMatrix();
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for (let boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
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const boundingBox = this.renderList.data[boundingBoxIndex];
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@@ -228,7 +226,7 @@ export class BoundingBoxRenderer {
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engine.setDepthFunctionToGreaterOrEqual();
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}
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this._uniformBufferBack.bindToEffect(drawWrapperBack.effect, "BoundingBoxRenderer");
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this._uniformBufferBack.
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this._uniformBufferBack.updateColor4("color", this.backColor, 1);
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this._uniformBufferBack.updateMatrix("world", worldMatrix);
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this._uniformBufferBack.updateMatrix("viewProjection", transformMatrix);
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this._uniformBufferBack.update();
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@@ -246,7 +244,7 @@ export class BoundingBoxRenderer {
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engine.setDepthFunctionToLess();
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}
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this._uniformBufferFront.bindToEffect(drawWrapperFront.effect, "BoundingBoxRenderer");
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this._uniformBufferFront.
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this._uniformBufferFront.updateColor4("color", this.frontColor, 1);
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this._uniformBufferFront.updateMatrix("world", worldMatrix);
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this._uniformBufferFront.updateMatrix("viewProjection", transformMatrix);
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this._uniformBufferFront.update();
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@@ -1 +1 @@
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1
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-
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{ Scene } from \"../scene\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Nullable, FloatArray, IndicesArray } from \"../types\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport type { BoundingBox } from \"../Culling/boundingBox\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport { CreateBoxVertexData } from \"../Meshes/Builders/boxBuilder\";\r\n\r\nimport \"../Shaders/boundingBoxRenderer.fragment\";\r\nimport \"../Shaders/boundingBoxRenderer.vertex\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _boundingBoxRenderer: BoundingBoxRenderer;\r\n\r\n /** @internal (Backing field) */\r\n _forceShowBoundingBoxes: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if all bounding boxes must be rendered\r\n */\r\n forceShowBoundingBoxes: boolean;\r\n\r\n /**\r\n * Gets the bounding box renderer associated with the scene\r\n * @returns a BoundingBoxRenderer\r\n */\r\n getBoundingBoxRenderer(): BoundingBoxRenderer;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"forceShowBoundingBoxes\", {\r\n get: function (this: Scene) {\r\n return this._forceShowBoundingBoxes || false;\r\n },\r\n set: function (this: Scene, value: boolean) {\r\n this._forceShowBoundingBoxes = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.getBoundingBoxRenderer = function (): BoundingBoxRenderer {\r\n if (!this._boundingBoxRenderer) {\r\n this._boundingBoxRenderer = new BoundingBoxRenderer(this);\r\n }\r\n\r\n return this._boundingBoxRenderer;\r\n};\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /** @internal (Backing field) */\r\n _showBoundingBox: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)\r\n */\r\n showBoundingBox: boolean;\r\n }\r\n}\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"showBoundingBox\", {\r\n get: function (this: AbstractMesh) {\r\n return this._showBoundingBox || false;\r\n },\r\n set: function (this: AbstractMesh, value: boolean) {\r\n this._showBoundingBox = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getScene().getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Component responsible of rendering the bounding box of the meshes in a scene.\r\n * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties\r\n */\r\nexport class BoundingBoxRenderer implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Color of the bounding box lines placed in front of an object\r\n */\r\n public frontColor = new Color3(1, 1, 1);\r\n /**\r\n * Color of the bounding box lines placed behind an object\r\n */\r\n public backColor = new Color3(0.1, 0.1, 0.1);\r\n /**\r\n * Defines if the renderer should show the back lines or not\r\n */\r\n public showBackLines = true;\r\n\r\n /**\r\n * Observable raised before rendering a bounding box\r\n */\r\n public onBeforeBoxRenderingObservable = new Observable<BoundingBox>();\r\n\r\n /**\r\n * Observable raised after rendering a bounding box\r\n */\r\n public onAfterBoxRenderingObservable = new Observable<BoundingBox>();\r\n\r\n /**\r\n * Observable raised after resources are created\r\n */\r\n public onResourcesReadyObservable = new Observable<BoundingBoxRenderer>();\r\n\r\n /**\r\n * When false, no bounding boxes will be rendered\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * @internal\r\n */\r\n public renderList = new SmartArray<BoundingBox>(32);\r\n\r\n private _colorShader: ShaderMaterial;\r\n private _colorShaderForOcclusionQuery: ShaderMaterial;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: DataBuffer;\r\n private _fillIndexBuffer: Nullable<DataBuffer> = null;\r\n private _fillIndexData: Nullable<IndicesArray> = null;\r\n private _uniformBufferFront: UniformBuffer;\r\n private _uniformBufferBack: UniformBuffer;\r\n private _renderPassIdForOcclusionQuery: number;\r\n\r\n /**\r\n * Instantiates a new bounding box renderer in a scene.\r\n * @param scene the scene the renderer renders in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n scene._addComponent(this);\r\n this._uniformBufferFront = new UniformBuffer(this.scene.getEngine(), undefined, undefined, \"BoundingBoxRendererFront\", !this.scene.getEngine().isWebGPU);\r\n this._buildUniformLayout(this._uniformBufferFront);\r\n this._uniformBufferBack = new UniformBuffer(this.scene.getEngine(), undefined, undefined, \"BoundingBoxRendererBack\", !this.scene.getEngine().isWebGPU);\r\n this._buildUniformLayout(this._uniformBufferBack);\r\n }\r\n\r\n private _buildUniformLayout(ubo: UniformBuffer): void {\r\n ubo.addUniform(\"color\", 4);\r\n ubo.addUniform(\"world\", 16);\r\n ubo.addUniform(\"viewProjection\", 16);\r\n ubo.addUniform(\"viewProjectionR\", 16);\r\n ubo.create();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeEvaluateActiveMeshStage.registerStep(SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);\r\n\r\n this.scene._preActiveMeshStage.registerStep(SceneComponentConstants.STEP_PREACTIVEMESH_BOUNDINGBOXRENDERER, this, this._preActiveMesh);\r\n\r\n this.scene._evaluateSubMeshStage.registerStep(SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);\r\n\r\n this.scene._afterRenderingGroupDrawStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);\r\n }\r\n\r\n private _evaluateSubMesh(mesh: AbstractMesh, subMesh: SubMesh): void {\r\n if (mesh.showSubMeshesBoundingBox) {\r\n const boundingInfo = subMesh.getBoundingInfo();\r\n if (boundingInfo !== null && boundingInfo !== undefined) {\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n }\r\n\r\n private _preActiveMesh(mesh: AbstractMesh): void {\r\n if (mesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {\r\n const boundingInfo = mesh.getBoundingInfo();\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n\r\n private _prepareResources(): void {\r\n if (this._colorShader) {\r\n return;\r\n }\r\n\r\n this._colorShader = new ShaderMaterial(\r\n \"colorShader\",\r\n this.scene,\r\n \"boundingBoxRenderer\",\r\n {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\", \"viewProjectionR\", \"color\"],\r\n uniformBuffers: [\"BoundingBoxRenderer\"],\r\n },\r\n false\r\n );\r\n this._colorShader.doNotSerialize = true;\r\n\r\n this._colorShader.reservedDataStore = {\r\n hidden: true,\r\n };\r\n\r\n this._colorShaderForOcclusionQuery = new ShaderMaterial(\r\n \"colorShaderOccQuery\",\r\n this.scene,\r\n \"boundingBoxRenderer\",\r\n {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\", \"viewProjectionR\", \"color\"],\r\n uniformBuffers: [\"BoundingBoxRenderer\"],\r\n },\r\n true\r\n );\r\n this._colorShaderForOcclusionQuery.doNotSerialize = true;\r\n\r\n this._colorShaderForOcclusionQuery.reservedDataStore = {\r\n hidden: true,\r\n };\r\n\r\n const engine = this.scene.getEngine();\r\n const boxdata = CreateBoxVertexData({ size: 1.0 });\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, <FloatArray>boxdata.positions, VertexBuffer.PositionKind, false);\r\n this._createIndexBuffer();\r\n this._fillIndexData = boxdata.indices;\r\n this.onResourcesReadyObservable.notifyObservers(this);\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this.scene.getEngine();\r\n this._indexBuffer = engine.createIndexBuffer([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 7, 1, 6, 2, 5, 3, 4]);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n this._createIndexBuffer();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public reset(): void {\r\n this.renderList.reset();\r\n }\r\n\r\n /**\r\n * Render the bounding boxes of a specific rendering group\r\n * @param renderingGroupId defines the rendering group to render\r\n */\r\n public render(renderingGroupId: number): void {\r\n if (this.renderList.length === 0 || !this.enabled) {\r\n return;\r\n }\r\n\r\n this._prepareResources();\r\n\r\n if (!this._colorShader.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this.scene.getEngine();\r\n engine.setDepthWrite(false);\r\n\r\n const frontColor = this.frontColor.toColor4();\r\n const backColor = this.backColor.toColor4();\r\n const transformMatrix = this.scene.getTransformMatrix();\r\n\r\n for (let boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {\r\n const boundingBox = this.renderList.data[boundingBoxIndex];\r\n if (boundingBox._tag !== renderingGroupId) {\r\n continue;\r\n }\r\n\r\n this._createWrappersForBoundingBox(boundingBox);\r\n this.onBeforeBoxRenderingObservable.notifyObservers(boundingBox);\r\n\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n const diff = max.subtract(min);\r\n const median = min.add(diff.scale(0.5));\r\n\r\n const worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z).multiply(Matrix.Translation(median.x, median.y, median.z)).multiply(boundingBox.getWorldMatrix());\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n\r\n if (this.showBackLines) {\r\n const drawWrapperBack = boundingBox._drawWrapperBack ?? this._colorShader._getDrawWrapper();\r\n\r\n this._colorShader._preBind(drawWrapperBack);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, <Effect>this._colorShader.getEffect());\r\n\r\n // Back\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToLessOrEqual();\r\n } else {\r\n engine.setDepthFunctionToGreaterOrEqual();\r\n }\r\n this._uniformBufferBack.bindToEffect(drawWrapperBack.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferBack.updateDirectColor4(\"color\", backColor);\r\n this._uniformBufferBack.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferBack.updateMatrix(\"viewProjection\", transformMatrix);\r\n this._uniformBufferBack.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n }\r\n\r\n const drawWrapperFront = boundingBox._drawWrapperFront ?? this._colorShader._getDrawWrapper();\r\n\r\n this._colorShader._preBind(drawWrapperFront);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, <Effect>this._colorShader.getEffect());\r\n\r\n // Front\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n this._uniformBufferFront.bindToEffect(drawWrapperFront.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferFront.updateDirectColor4(\"color\", frontColor);\r\n this._uniformBufferFront.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferFront.updateMatrix(\"viewProjection\", transformMatrix);\r\n this._uniformBufferFront.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n\r\n this.onAfterBoxRenderingObservable.notifyObservers(boundingBox);\r\n }\r\n this._colorShader.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n }\r\n\r\n private _createWrappersForBoundingBox(boundingBox: BoundingBox): void {\r\n if (!boundingBox._drawWrapperFront) {\r\n const engine = this.scene.getEngine();\r\n\r\n boundingBox._drawWrapperFront = new DrawWrapper(engine);\r\n boundingBox._drawWrapperBack = new DrawWrapper(engine);\r\n\r\n boundingBox._drawWrapperFront.setEffect(this._colorShader.getEffect());\r\n boundingBox._drawWrapperBack.setEffect(this._colorShader.getEffect());\r\n }\r\n }\r\n\r\n /**\r\n * In case of occlusion queries, we can render the occlusion bounding box through this method\r\n * @param mesh Define the mesh to render the occlusion bounding box for\r\n */\r\n public renderOcclusionBoundingBox(mesh: AbstractMesh): void {\r\n const engine = this.scene.getEngine();\r\n\r\n if (this._renderPassIdForOcclusionQuery === undefined) {\r\n this._renderPassIdForOcclusionQuery = engine.createRenderPassId(`Render pass for occlusion query`);\r\n }\r\n\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n engine.currentRenderPassId = this._renderPassIdForOcclusionQuery;\r\n\r\n this._prepareResources();\r\n\r\n const subMesh = mesh.subMeshes[0];\r\n\r\n if (!this._colorShaderForOcclusionQuery.isReady(mesh, undefined, subMesh) || !mesh.hasBoundingInfo) {\r\n engine.currentRenderPassId = currentRenderPassId;\r\n return;\r\n }\r\n\r\n if (!this._fillIndexBuffer) {\r\n this._fillIndexBuffer = engine.createIndexBuffer(this._fillIndexData!);\r\n }\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n\r\n engine.setDepthWrite(false);\r\n engine.setColorWrite(false);\r\n\r\n const boundingBox = mesh.getBoundingInfo().boundingBox;\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n const diff = max.subtract(min);\r\n const median = min.add(diff.scale(0.5));\r\n\r\n const worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z).multiply(Matrix.Translation(median.x, median.y, median.z)).multiply(boundingBox.getWorldMatrix());\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n this._colorShaderForOcclusionQuery._preBind(drawWrapper);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._fillIndexBuffer, <Effect>drawWrapper.effect);\r\n\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n\r\n this.scene.resetCachedMaterial();\r\n\r\n this._uniformBufferFront.bindToEffect(drawWrapper.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferFront.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferFront.updateMatrix(\"viewProjection\", this.scene.getTransformMatrix());\r\n this._uniformBufferFront.update();\r\n\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 36);\r\n\r\n this._colorShaderForOcclusionQuery.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n engine.setColorWrite(true);\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n }\r\n\r\n /**\r\n * Dispose and release the resources attached to this renderer.\r\n */\r\n public dispose(): void {\r\n if (this._renderPassIdForOcclusionQuery !== undefined) {\r\n this.scene.getEngine().releaseRenderPassId(this._renderPassIdForOcclusionQuery);\r\n this._renderPassIdForOcclusionQuery = undefined as any;\r\n }\r\n\r\n if (!this._colorShader) {\r\n return;\r\n }\r\n\r\n this.onBeforeBoxRenderingObservable.clear();\r\n this.onAfterBoxRenderingObservable.clear();\r\n this.onResourcesReadyObservable.clear();\r\n\r\n this.renderList.dispose();\r\n\r\n this._colorShader.dispose();\r\n this._colorShaderForOcclusionQuery.dispose();\r\n\r\n this._uniformBufferFront.dispose();\r\n this._uniformBufferBack.dispose();\r\n\r\n const buffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n this.scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n\r\n if (this._fillIndexBuffer) {\r\n this.scene.getEngine()._releaseBuffer(this._fillIndexBuffer);\r\n this._fillIndexBuffer = null;\r\n }\r\n }\r\n}\r\n"]}
|
|
1
|
+
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{ Scene } from \"../scene\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Nullable, FloatArray, IndicesArray } from \"../types\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport type { BoundingBox } from \"../Culling/boundingBox\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport { CreateBoxVertexData } from \"../Meshes/Builders/boxBuilder\";\r\n\r\nimport \"../Shaders/boundingBoxRenderer.fragment\";\r\nimport \"../Shaders/boundingBoxRenderer.vertex\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _boundingBoxRenderer: BoundingBoxRenderer;\r\n\r\n /** @internal (Backing field) */\r\n _forceShowBoundingBoxes: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if all bounding boxes must be rendered\r\n */\r\n forceShowBoundingBoxes: boolean;\r\n\r\n /**\r\n * Gets the bounding box renderer associated with the scene\r\n * @returns a BoundingBoxRenderer\r\n */\r\n getBoundingBoxRenderer(): BoundingBoxRenderer;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"forceShowBoundingBoxes\", {\r\n get: function (this: Scene) {\r\n return this._forceShowBoundingBoxes || false;\r\n },\r\n set: function (this: Scene, value: boolean) {\r\n this._forceShowBoundingBoxes = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.getBoundingBoxRenderer = function (): BoundingBoxRenderer {\r\n if (!this._boundingBoxRenderer) {\r\n this._boundingBoxRenderer = new BoundingBoxRenderer(this);\r\n }\r\n\r\n return this._boundingBoxRenderer;\r\n};\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /** @internal (Backing field) */\r\n _showBoundingBox: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)\r\n */\r\n showBoundingBox: boolean;\r\n }\r\n}\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"showBoundingBox\", {\r\n get: function (this: AbstractMesh) {\r\n return this._showBoundingBox || false;\r\n },\r\n set: function (this: AbstractMesh, value: boolean) {\r\n this._showBoundingBox = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getScene().getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Component responsible of rendering the bounding box of the meshes in a scene.\r\n * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties\r\n */\r\nexport class BoundingBoxRenderer implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Color of the bounding box lines placed in front of an object\r\n */\r\n public frontColor = new Color3(1, 1, 1);\r\n /**\r\n * Color of the bounding box lines placed behind an object\r\n */\r\n public backColor = new Color3(0.1, 0.1, 0.1);\r\n /**\r\n * Defines if the renderer should show the back lines or not\r\n */\r\n public showBackLines = true;\r\n\r\n /**\r\n * Observable raised before rendering a bounding box\r\n */\r\n public onBeforeBoxRenderingObservable = new Observable<BoundingBox>();\r\n\r\n /**\r\n * Observable raised after rendering a bounding box\r\n */\r\n public onAfterBoxRenderingObservable = new Observable<BoundingBox>();\r\n\r\n /**\r\n * Observable raised after resources are created\r\n */\r\n public onResourcesReadyObservable = new Observable<BoundingBoxRenderer>();\r\n\r\n /**\r\n * When false, no bounding boxes will be rendered\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * @internal\r\n */\r\n public renderList = new SmartArray<BoundingBox>(32);\r\n\r\n private _colorShader: ShaderMaterial;\r\n private _colorShaderForOcclusionQuery: ShaderMaterial;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: DataBuffer;\r\n private _fillIndexBuffer: Nullable<DataBuffer> = null;\r\n private _fillIndexData: Nullable<IndicesArray> = null;\r\n private _uniformBufferFront: UniformBuffer;\r\n private _uniformBufferBack: UniformBuffer;\r\n private _renderPassIdForOcclusionQuery: number;\r\n\r\n /**\r\n * Instantiates a new bounding box renderer in a scene.\r\n * @param scene the scene the renderer renders in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n scene._addComponent(this);\r\n this._uniformBufferFront = new UniformBuffer(this.scene.getEngine(), undefined, undefined, \"BoundingBoxRendererFront\", !this.scene.getEngine().isWebGPU);\r\n this._buildUniformLayout(this._uniformBufferFront);\r\n this._uniformBufferBack = new UniformBuffer(this.scene.getEngine(), undefined, undefined, \"BoundingBoxRendererBack\", !this.scene.getEngine().isWebGPU);\r\n this._buildUniformLayout(this._uniformBufferBack);\r\n }\r\n\r\n private _buildUniformLayout(ubo: UniformBuffer): void {\r\n ubo.addUniform(\"color\", 4);\r\n ubo.addUniform(\"world\", 16);\r\n ubo.addUniform(\"viewProjection\", 16);\r\n ubo.addUniform(\"viewProjectionR\", 16);\r\n ubo.create();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeEvaluateActiveMeshStage.registerStep(SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);\r\n\r\n this.scene._preActiveMeshStage.registerStep(SceneComponentConstants.STEP_PREACTIVEMESH_BOUNDINGBOXRENDERER, this, this._preActiveMesh);\r\n\r\n this.scene._evaluateSubMeshStage.registerStep(SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);\r\n\r\n this.scene._afterRenderingGroupDrawStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);\r\n }\r\n\r\n private _evaluateSubMesh(mesh: AbstractMesh, subMesh: SubMesh): void {\r\n if (mesh.showSubMeshesBoundingBox) {\r\n const boundingInfo = subMesh.getBoundingInfo();\r\n if (boundingInfo !== null && boundingInfo !== undefined) {\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n }\r\n\r\n private _preActiveMesh(mesh: AbstractMesh): void {\r\n if (mesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {\r\n const boundingInfo = mesh.getBoundingInfo();\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n\r\n private _prepareResources(): void {\r\n if (this._colorShader) {\r\n return;\r\n }\r\n\r\n this._colorShader = new ShaderMaterial(\r\n \"colorShader\",\r\n this.scene,\r\n \"boundingBoxRenderer\",\r\n {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\", \"viewProjectionR\", \"color\"],\r\n uniformBuffers: [\"BoundingBoxRenderer\"],\r\n },\r\n false\r\n );\r\n this._colorShader.doNotSerialize = true;\r\n\r\n this._colorShader.reservedDataStore = {\r\n hidden: true,\r\n };\r\n\r\n this._colorShaderForOcclusionQuery = new ShaderMaterial(\r\n \"colorShaderOccQuery\",\r\n this.scene,\r\n \"boundingBoxRenderer\",\r\n {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\", \"viewProjectionR\", \"color\"],\r\n uniformBuffers: [\"BoundingBoxRenderer\"],\r\n },\r\n true\r\n );\r\n this._colorShaderForOcclusionQuery.doNotSerialize = true;\r\n\r\n this._colorShaderForOcclusionQuery.reservedDataStore = {\r\n hidden: true,\r\n };\r\n\r\n const engine = this.scene.getEngine();\r\n const boxdata = CreateBoxVertexData({ size: 1.0 });\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, <FloatArray>boxdata.positions, VertexBuffer.PositionKind, false);\r\n this._createIndexBuffer();\r\n this._fillIndexData = boxdata.indices;\r\n this.onResourcesReadyObservable.notifyObservers(this);\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this.scene.getEngine();\r\n this._indexBuffer = engine.createIndexBuffer([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 7, 1, 6, 2, 5, 3, 4]);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n this._createIndexBuffer();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public reset(): void {\r\n this.renderList.reset();\r\n }\r\n\r\n /**\r\n * Render the bounding boxes of a specific rendering group\r\n * @param renderingGroupId defines the rendering group to render\r\n */\r\n public render(renderingGroupId: number): void {\r\n if (this.renderList.length === 0 || !this.enabled) {\r\n return;\r\n }\r\n\r\n this._prepareResources();\r\n\r\n if (!this._colorShader.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this.scene.getEngine();\r\n engine.setDepthWrite(false);\r\n\r\n const transformMatrix = this.scene.getTransformMatrix();\r\n\r\n for (let boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {\r\n const boundingBox = this.renderList.data[boundingBoxIndex];\r\n if (boundingBox._tag !== renderingGroupId) {\r\n continue;\r\n }\r\n\r\n this._createWrappersForBoundingBox(boundingBox);\r\n this.onBeforeBoxRenderingObservable.notifyObservers(boundingBox);\r\n\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n const diff = max.subtract(min);\r\n const median = min.add(diff.scale(0.5));\r\n\r\n const worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z).multiply(Matrix.Translation(median.x, median.y, median.z)).multiply(boundingBox.getWorldMatrix());\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n\r\n if (this.showBackLines) {\r\n const drawWrapperBack = boundingBox._drawWrapperBack ?? this._colorShader._getDrawWrapper();\r\n\r\n this._colorShader._preBind(drawWrapperBack);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, <Effect>this._colorShader.getEffect());\r\n\r\n // Back\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToLessOrEqual();\r\n } else {\r\n engine.setDepthFunctionToGreaterOrEqual();\r\n }\r\n this._uniformBufferBack.bindToEffect(drawWrapperBack.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferBack.updateColor4(\"color\", this.backColor, 1);\r\n this._uniformBufferBack.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferBack.updateMatrix(\"viewProjection\", transformMatrix);\r\n this._uniformBufferBack.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n }\r\n\r\n const drawWrapperFront = boundingBox._drawWrapperFront ?? this._colorShader._getDrawWrapper();\r\n\r\n this._colorShader._preBind(drawWrapperFront);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, <Effect>this._colorShader.getEffect());\r\n\r\n // Front\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n this._uniformBufferFront.bindToEffect(drawWrapperFront.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferFront.updateColor4(\"color\", this.frontColor, 1);\r\n this._uniformBufferFront.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferFront.updateMatrix(\"viewProjection\", transformMatrix);\r\n this._uniformBufferFront.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n\r\n this.onAfterBoxRenderingObservable.notifyObservers(boundingBox);\r\n }\r\n this._colorShader.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n }\r\n\r\n private _createWrappersForBoundingBox(boundingBox: BoundingBox): void {\r\n if (!boundingBox._drawWrapperFront) {\r\n const engine = this.scene.getEngine();\r\n\r\n boundingBox._drawWrapperFront = new DrawWrapper(engine);\r\n boundingBox._drawWrapperBack = new DrawWrapper(engine);\r\n\r\n boundingBox._drawWrapperFront.setEffect(this._colorShader.getEffect());\r\n boundingBox._drawWrapperBack.setEffect(this._colorShader.getEffect());\r\n }\r\n }\r\n\r\n /**\r\n * In case of occlusion queries, we can render the occlusion bounding box through this method\r\n * @param mesh Define the mesh to render the occlusion bounding box for\r\n */\r\n public renderOcclusionBoundingBox(mesh: AbstractMesh): void {\r\n const engine = this.scene.getEngine();\r\n\r\n if (this._renderPassIdForOcclusionQuery === undefined) {\r\n this._renderPassIdForOcclusionQuery = engine.createRenderPassId(`Render pass for occlusion query`);\r\n }\r\n\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n engine.currentRenderPassId = this._renderPassIdForOcclusionQuery;\r\n\r\n this._prepareResources();\r\n\r\n const subMesh = mesh.subMeshes[0];\r\n\r\n if (!this._colorShaderForOcclusionQuery.isReady(mesh, undefined, subMesh) || !mesh.hasBoundingInfo) {\r\n engine.currentRenderPassId = currentRenderPassId;\r\n return;\r\n }\r\n\r\n if (!this._fillIndexBuffer) {\r\n this._fillIndexBuffer = engine.createIndexBuffer(this._fillIndexData!);\r\n }\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n\r\n engine.setDepthWrite(false);\r\n engine.setColorWrite(false);\r\n\r\n const boundingBox = mesh.getBoundingInfo().boundingBox;\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n const diff = max.subtract(min);\r\n const median = min.add(diff.scale(0.5));\r\n\r\n const worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z).multiply(Matrix.Translation(median.x, median.y, median.z)).multiply(boundingBox.getWorldMatrix());\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n this._colorShaderForOcclusionQuery._preBind(drawWrapper);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._fillIndexBuffer, <Effect>drawWrapper.effect);\r\n\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n\r\n this.scene.resetCachedMaterial();\r\n\r\n this._uniformBufferFront.bindToEffect(drawWrapper.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferFront.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferFront.updateMatrix(\"viewProjection\", this.scene.getTransformMatrix());\r\n this._uniformBufferFront.update();\r\n\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 36);\r\n\r\n this._colorShaderForOcclusionQuery.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n engine.setColorWrite(true);\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n }\r\n\r\n /**\r\n * Dispose and release the resources attached to this renderer.\r\n */\r\n public dispose(): void {\r\n if (this._renderPassIdForOcclusionQuery !== undefined) {\r\n this.scene.getEngine().releaseRenderPassId(this._renderPassIdForOcclusionQuery);\r\n this._renderPassIdForOcclusionQuery = undefined as any;\r\n }\r\n\r\n if (!this._colorShader) {\r\n return;\r\n }\r\n\r\n this.onBeforeBoxRenderingObservable.clear();\r\n this.onAfterBoxRenderingObservable.clear();\r\n this.onResourcesReadyObservable.clear();\r\n\r\n this.renderList.dispose();\r\n\r\n this._colorShader.dispose();\r\n this._colorShaderForOcclusionQuery.dispose();\r\n\r\n this._uniformBufferFront.dispose();\r\n this._uniformBufferBack.dispose();\r\n\r\n const buffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n this.scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n\r\n if (this._fillIndexBuffer) {\r\n this.scene.getEngine()._releaseBuffer(this._fillIndexBuffer);\r\n this._fillIndexBuffer = null;\r\n }\r\n }\r\n}\r\n"]}
|
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@@ -72,7 +72,14 @@ gl_FragColor.rgb=clearcoatOut.clearCoatColor.rgb;
|
|
|
72
72
|
gl_FragColor.rgb=vec3(clearcoatOut.clearCoatRoughness);
|
|
73
73
|
gl_FragColor.rgb=vec3(clearcoatOut.clearCoatNdotV);
|
|
74
74
|
gl_FragColor.rgb=subSurfaceOut.transmittance;
|
|
75
|
-
gl_FragColor.rgb=subSurfaceOut.refractionTransmittance;
|
|
75
|
+
gl_FragColor.rgb=subSurfaceOut.refractionTransmittance;
|
|
76
|
+
gl_FragColor.rgb=vec3(microSurface);
|
|
77
|
+
gl_FragColor.rgb=vAlbedoColor.rgb;
|
|
78
|
+
#elif DEBUGMODE==74 && !defined(METALLICWORKFLOW)
|
|
79
|
+
gl_FragColor.rgb=vReflectivityColor.rgb;
|
|
80
|
+
#elif DEBUGMODE==75
|
|
81
|
+
gl_FragColor.rgb=vEmissiveColor.rgb;
|
|
82
|
+
#elif DEBUGMODE==80 && defined(RADIANCEOCCLUSION)
|
|
76
83
|
gl_FragColor.rgb=vec3(seo);
|
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77
84
|
gl_FragColor.rgb=vec3(eho);
|
|
78
85
|
gl_FragColor.rgb=vec3(energyConservationFactor);
|
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@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pbrDebug.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/ShadersInclude/pbrDebug.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,UAAU,CAAC;AACxB,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"pbrDebug.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/ShadersInclude/pbrDebug.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,UAAU,CAAC;AACxB,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,QAAQ,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrDebug\";\nconst shader = `#if DEBUGMODE>0\nif (vClipSpacePosition.x/vClipSpacePosition.w>=vDebugMode.x) {\r#if DEBUGMODE==1\ngl_FragColor.rgb=vPositionW.rgb;\r#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==2 && defined(NORMAL)\ngl_FragColor.rgb=vNormalW.rgb;\r#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==3 && defined(BUMP) || DEBUGMODE==3 && defined(PARALLAX) || DEBUGMODE==3 && defined(ANISOTROPIC)\ngl_FragColor.rgb=TBN[0];\r#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==4 && defined(BUMP) || DEBUGMODE==4 && defined(PARALLAX) || DEBUGMODE==4 && defined(ANISOTROPIC)\ngl_FragColor.rgb=TBN[1];\r#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==5\ngl_FragColor.rgb=normalW;\r#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==6 && defined(MAINUV1)\ngl_FragColor.rgb=vec3(vMainUV1,0.0);\r#elif DEBUGMODE==7 && defined(MAINUV2)\ngl_FragColor.rgb=vec3(vMainUV2,0.0);\r#elif DEBUGMODE==8 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ngl_FragColor.rgb=clearcoatOut.TBNClearCoat[0];\r#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==9 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ngl_FragColor.rgb=clearcoatOut.TBNClearCoat[1];\r#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==10 && defined(CLEARCOAT)\ngl_FragColor.rgb=clearcoatOut.clearCoatNormalW;\r#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==11 && defined(ANISOTROPIC)\ngl_FragColor.rgb=anisotropicOut.anisotropicNormal;\r#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==12 && defined(ANISOTROPIC)\ngl_FragColor.rgb=anisotropicOut.anisotropicTangent;\r#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==13 && defined(ANISOTROPIC)\ngl_FragColor.rgb=anisotropicOut.anisotropicBitangent;\r#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==20 && defined(ALBEDO)\ngl_FragColor.rgb=albedoTexture.rgb;\r#elif DEBUGMODE==21 && defined(AMBIENT)\ngl_FragColor.rgb=aoOut.ambientOcclusionColorMap.rgb;\r#elif DEBUGMODE==22 && defined(OPACITY)\ngl_FragColor.rgb=opacityMap.rgb;\r#elif DEBUGMODE==23 && defined(EMISSIVE)\ngl_FragColor.rgb=emissiveColorTex.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==24 && defined(LIGHTMAP)\ngl_FragColor.rgb=lightmapColor.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==25 && defined(REFLECTIVITY) && defined(METALLICWORKFLOW)\ngl_FragColor.rgb=reflectivityOut.surfaceMetallicColorMap.rgb;\r#elif DEBUGMODE==26 && defined(REFLECTIVITY) && !defined(METALLICWORKFLOW)\ngl_FragColor.rgb=reflectivityOut.surfaceReflectivityColorMap.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==27 && defined(CLEARCOAT) && defined(CLEARCOAT_TEXTURE)\ngl_FragColor.rgb=vec3(clearcoatOut.clearCoatMapData.rg,0.0);\r#elif DEBUGMODE==28 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\ngl_FragColor.rgb=clearcoatOut.clearCoatTintMapData.rgb;\r#elif DEBUGMODE==29 && defined(SHEEN) && defined(SHEEN_TEXTURE)\ngl_FragColor.rgb=sheenOut.sheenMapData.rgb;\r#elif DEBUGMODE==30 && defined(ANISOTROPIC) && defined(ANISOTROPIC_TEXTURE)\ngl_FragColor.rgb=anisotropicOut.anisotropyMapData.rgb;\r#elif DEBUGMODE==31 && defined(SUBSURFACE) && defined(SS_THICKNESSANDMASK_TEXTURE)\ngl_FragColor.rgb=subSurfaceOut.thicknessMap.rgb;\r#elif DEBUGMODE==40 && defined(SS_REFRACTION)\ngl_FragColor.rgb=subSurfaceOut.environmentRefraction.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==41 && defined(REFLECTION)\ngl_FragColor.rgb=reflectionOut.environmentRadiance.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==42 && defined(CLEARCOAT) && defined(REFLECTION)\ngl_FragColor.rgb=clearcoatOut.environmentClearCoatRadiance.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==50\ngl_FragColor.rgb=diffuseBase.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==51 && defined(SPECULARTERM)\ngl_FragColor.rgb=specularBase.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==52 && defined(CLEARCOAT)\ngl_FragColor.rgb=clearCoatBase.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==53 && defined(SHEEN)\ngl_FragColor.rgb=sheenBase.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==54 && defined(REFLECTION)\ngl_FragColor.rgb=reflectionOut.environmentIrradiance.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==60\ngl_FragColor.rgb=surfaceAlbedo.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==61\ngl_FragColor.rgb=clearcoatOut.specularEnvironmentR0;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==62 && defined(METALLICWORKFLOW)\ngl_FragColor.rgb=vec3(reflectivityOut.metallicRoughness.r);\r#elif DEBUGMODE==71 && defined(METALLICWORKFLOW)\ngl_FragColor.rgb=reflectivityOut.metallicF0;\r#elif DEBUGMODE==63\ngl_FragColor.rgb=vec3(roughness);\r#elif DEBUGMODE==64\ngl_FragColor.rgb=vec3(alphaG);\r#elif DEBUGMODE==65\ngl_FragColor.rgb=vec3(NdotV);\r#elif DEBUGMODE==66 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT)\ngl_FragColor.rgb=clearcoatOut.clearCoatColor.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==67 && defined(CLEARCOAT)\ngl_FragColor.rgb=vec3(clearcoatOut.clearCoatRoughness);\r#elif DEBUGMODE==68 && defined(CLEARCOAT)\ngl_FragColor.rgb=vec3(clearcoatOut.clearCoatNdotV);\r#elif DEBUGMODE==69 && defined(SUBSURFACE) && defined(SS_TRANSLUCENCY)\ngl_FragColor.rgb=subSurfaceOut.transmittance;\r#elif DEBUGMODE==70 && defined(SUBSURFACE) && defined(SS_REFRACTION)\ngl_FragColor.rgb=subSurfaceOut.refractionTransmittance;\r#elif DEBUGMODE==72\ngl_FragColor.rgb=vec3(microSurface);\r#elif DEBUGMODE==73\ngl_FragColor.rgb=vAlbedoColor.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==74 && !defined(METALLICWORKFLOW)\ngl_FragColor.rgb=vReflectivityColor.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==75\ngl_FragColor.rgb=vEmissiveColor.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==80 && defined(RADIANCEOCCLUSION)\ngl_FragColor.rgb=vec3(seo);\r#elif DEBUGMODE==81 && defined(HORIZONOCCLUSION)\ngl_FragColor.rgb=vec3(eho);\r#elif DEBUGMODE==82 && defined(MS_BRDF_ENERGY_CONSERVATION)\ngl_FragColor.rgb=vec3(energyConservationFactor);\r#elif DEBUGMODE==83 && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ngl_FragColor.rgb=specularEnvironmentReflectance;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==84 && defined(CLEARCOAT) && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ngl_FragColor.rgb=clearcoatOut.clearCoatEnvironmentReflectance;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==85 && defined(SHEEN) && defined(REFLECTION)\ngl_FragColor.rgb=sheenOut.sheenEnvironmentReflectance;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==86 && defined(ALPHABLEND)\ngl_FragColor.rgb=vec3(luminanceOverAlpha);\r#elif DEBUGMODE==87\ngl_FragColor.rgb=vec3(alpha);\r#endif\ngl_FragColor.rgb*=vDebugMode.y;\r#ifdef DEBUGMODE_NORMALIZE\ngl_FragColor.rgb=normalize(gl_FragColor.rgb)*0.5+0.5;\r#endif\n#ifdef DEBUGMODE_GAMMA\ngl_FragColor.rgb=toGammaSpace(gl_FragColor.rgb);\r#endif\ngl_FragColor.a=1.0;\r#ifdef PREPASS\ngl_FragData[0]=toLinearSpace(gl_FragColor); \rgl_FragData[1]=vec4(0.,0.,0.,0.); \r#endif\nreturn;\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrDebug = { name, shader };\n"]}
|
|
@@ -0,0 +1,13 @@
|
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "../Engines/shaderStore.js";
|
|
3
|
+
const name = "velocityPixelShader";
|
|
4
|
+
const shader = `precision highp float;
|
|
5
|
+
varying vec4 clipPos;
|
|
6
|
+
void main(void) {
|
|
7
|
+
highp vec4 motionVector=( clipPos/clipPos.w-previousClipPos/previousClipPos.w );
|
|
8
|
+
}`;
|
|
9
|
+
// Sideeffect
|
|
10
|
+
ShaderStore.ShadersStore[name] = shader;
|
|
11
|
+
/** @internal */
|
|
12
|
+
export const velocityPixelShader = { name, shader };
|
|
13
|
+
//# sourceMappingURL=velocity.fragment.js.map
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|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"velocity.fragment.js","sourceRoot":"","sources":["../../../../lts/core/generated/Shaders/velocity.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;EAUb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"velocityPixelShader\";\nconst shader = `precision highp float;\r#define CUSTOM_FRAGMENT_BEGIN\nvarying vec4 clipPos;\rvarying vec4 previousClipPos;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\nhighp vec4 motionVector=( clipPos/clipPos.w-previousClipPos/previousClipPos.w );\rgl_FragColor=motionVector;\r#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const velocityPixelShader = { name, shader };\n"]}
|
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@@ -0,0 +1,23 @@
|
|
|
1
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+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "../Engines/shaderStore.js";
|
|
3
|
+
import "./ShadersInclude/instancesDeclaration.js";
|
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4
|
+
import "./ShadersInclude/instancesVertex.js";
|
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5
|
+
const name = "velocityVertexShader";
|
|
6
|
+
const shader = `#define CUSTOM_VERTEX_BEGIN
|
|
7
|
+
#define VELOCITY
|
|
8
|
+
attribute vec3 position;
|
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9
|
+
uniform mat4 viewProjection;
|
|
10
|
+
uniform mat4 viewProjectionR;
|
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11
|
+
varying vec4 clipPos;
|
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12
|
+
void main(void) {
|
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13
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+
vec3 positionUpdated=position;
|
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14
|
+
vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);
|
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15
|
+
if (gl_ViewID_OVR==0u) {
|
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16
|
+
clipPos=viewProjection*worldPos;
|
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17
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+
#define CUSTOM_VERTEX_MAIN_END
|
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18
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+
}`;
|
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19
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+
// Sideeffect
|
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20
|
+
ShaderStore.ShadersStore[name] = shader;
|
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21
|
+
/** @internal */
|
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22
|
+
export const velocityVertexShader = { name, shader };
|
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23
|
+
//# sourceMappingURL=velocity.vertex.js.map
|
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@@ -0,0 +1 @@
|
|
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1
|
+
{"version":3,"file":"velocity.vertex.js","sourceRoot":"","sources":["../../../../lts/core/generated/Shaders/velocity.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAmCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\n\nconst name = \"velocityVertexShader\";\nconst shader = `#define CUSTOM_VERTEX_BEGIN\n#define VELOCITY\nattribute vec3 position;\r#include<instancesDeclaration>\nuniform mat4 viewProjection;\runiform mat4 previousViewProjection;\r#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\runiform mat4 previousViewProjectionR;\r#endif\nvarying vec4 clipPos;\rvarying vec4 previousClipPos;\r#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\r#include<instancesVertex>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\rvec4 previousWorldPos=finalPreviousWorld*vec4(positionUpdated,1.0);\r#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {\rclipPos=viewProjection*worldPos;\rpreviousClipPos=previousViewProjection*previousWorldPos;\rgl_Position=clipPos;\r} else {\rclipPos=viewProjectionR*worldPos;\rpreviousClipPos=previousViewProjectionR*previousWorldPos;\rgl_Position=clipPos;\r}\r#elif\nclipPos=viewProjection*worldPos;\rpreviousClipPos=previousViewProjection*previousWorldPos;\rgl_Position=clipPos;\r#endif\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const velocityVertexShader = { name, shader };\n"]}
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@@ -32,13 +32,22 @@ class WebXRCompositionLayerRenderTargetTextureProvider extends WebXRLayerRenderT
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this._compositionLayer = layerWrapper.layer;
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33
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}
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_getRenderTargetForSubImage(subImage, eye) {
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+
var _a, _b, _c, _d;
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const lastSubImage = this._lastSubImages.get(eye);
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const eyeIndex = eye == "left" ? 0 : 1;
|
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37
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-
|
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-
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+
const colorTextureWidth = (_a = subImage.colorTextureWidth) !== null && _a !== void 0 ? _a : subImage.textureWidth;
|
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+
const colorTextureHeight = (_b = subImage.colorTextureHeight) !== null && _b !== void 0 ? _b : subImage.textureHeight;
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40
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+
if (!this._renderTargetTextures[eyeIndex] || (lastSubImage === null || lastSubImage === void 0 ? void 0 : lastSubImage.textureWidth) !== colorTextureWidth || (lastSubImage === null || lastSubImage === void 0 ? void 0 : lastSubImage.textureHeight) !== colorTextureHeight) {
|
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41
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+
let depthStencilTexture;
|
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42
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+
const depthStencilTextureWidth = (_c = subImage.depthStencilTextureWidth) !== null && _c !== void 0 ? _c : colorTextureWidth;
|
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43
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+
const depthStencilTextureHeight = (_d = subImage.depthStencilTextureHeight) !== null && _d !== void 0 ? _d : colorTextureHeight;
|
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44
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+
if (colorTextureWidth === depthStencilTextureWidth || colorTextureHeight === depthStencilTextureHeight) {
|
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45
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+
depthStencilTexture = subImage.depthStencilTexture;
|
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+
}
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47
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+
this._renderTargetTextures[eyeIndex] = this._createRenderTargetTexture(colorTextureWidth, colorTextureHeight, null, subImage.colorTexture, depthStencilTexture, this.layerWrapper.isMultiview);
|
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|
this._framebufferDimensions = {
|
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40
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-
framebufferWidth:
|
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41
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-
framebufferHeight:
|
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49
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+
framebufferWidth: colorTextureWidth,
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+
framebufferHeight: colorTextureHeight,
|
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51
|
};
|
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43
52
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}
|
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44
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this._lastSubImages.set(eye, subImage);
|
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@@ -62,8 +71,9 @@ class WebXRCompositionLayerRenderTargetTextureProvider extends WebXRLayerRenderT
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return this.getRenderTargetTextureForEye(view.eye);
|
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}
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_setViewportForSubImage(viewport, subImage) {
|
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65
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-
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-
const
|
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+
var _a, _b;
|
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+
const textureWidth = (_a = subImage.colorTextureWidth) !== null && _a !== void 0 ? _a : subImage.textureWidth;
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+
const textureHeight = (_b = subImage.colorTextureWidth) !== null && _b !== void 0 ? _b : subImage.textureHeight;
|
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|
const xrViewport = subImage.viewport;
|
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|
viewport.x = xrViewport.x / textureWidth;
|
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viewport.y = xrViewport.y / textureHeight;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ WebXRFeatureName, WebXRFeaturesManager } from \"../webXRFeaturesManager\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport { WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { WebXRLayerRenderTargetTextureProvider } from \"../webXRRenderTargetTextureProvider\";\r\nimport type { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { WebXRLayerType } from \"../webXRLayerWrapper\";\r\nimport { WebXRLayerWrapper } from \"../webXRLayerWrapper\";\r\nimport type { Viewport } from \"../../Maths/math.viewport\";\r\nimport { WebXRWebGLLayerWrapper } from \"../webXRWebGLLayer\";\r\n\r\n/**\r\n * Wraps xr composition layers.\r\n * @internal\r\n */\r\nexport class WebXRCompositionLayerWrapper extends WebXRLayerWrapper {\r\n constructor(\r\n public getWidth: () => number,\r\n public getHeight: () => number,\r\n public readonly layer: XRCompositionLayer,\r\n public readonly layerType: WebXRLayerType,\r\n public readonly isMultiview: boolean,\r\n public createRTTProvider: (xrSessionManager: WebXRSessionManager) => WebXRLayerRenderTargetTextureProvider\r\n ) {\r\n super(getWidth, getHeight, layer, layerType, createRTTProvider);\r\n }\r\n}\r\n\r\n/**\r\n * Provides render target textures and other important rendering information for a given XRCompositionLayer.\r\n * @internal\r\n */\r\nclass WebXRCompositionLayerRenderTargetTextureProvider extends WebXRLayerRenderTargetTextureProvider {\r\n protected _lastSubImages = new Map<XREye, XRWebGLSubImage>();\r\n private _compositionLayer: XRCompositionLayer;\r\n\r\n constructor(\r\n protected readonly _xrSessionManager: WebXRSessionManager,\r\n protected readonly _xrWebGLBinding: XRWebGLBinding,\r\n public readonly layerWrapper: WebXRCompositionLayerWrapper\r\n ) {\r\n super(_xrSessionManager.scene, layerWrapper);\r\n this._compositionLayer = layerWrapper.layer;\r\n }\r\n\r\n protected _getRenderTargetForSubImage(subImage: XRWebGLSubImage, eye: XREye) {\r\n const lastSubImage = this._lastSubImages.get(eye);\r\n const eyeIndex = eye == \"left\" ? 0 : 1;\r\n if (!this._renderTargetTextures[eyeIndex] || lastSubImage?.textureWidth !== subImage.textureWidth || lastSubImage?.textureHeight != subImage.textureHeight) {\r\n this._renderTargetTextures[eyeIndex] = this._createRenderTargetTexture(\r\n subImage.textureWidth,\r\n subImage.textureHeight,\r\n null,\r\n subImage.colorTexture,\r\n subImage.depthStencilTexture,\r\n this.layerWrapper.isMultiview\r\n );\r\n\r\n this._framebufferDimensions = {\r\n framebufferWidth: subImage.textureWidth,\r\n framebufferHeight: subImage.textureHeight,\r\n };\r\n }\r\n\r\n this._lastSubImages.set(eye, subImage);\r\n\r\n return this._renderTargetTextures[eyeIndex];\r\n }\r\n\r\n private _getSubImageForEye(eye: XREye): Nullable<XRWebGLSubImage> {\r\n const currentFrame = this._xrSessionManager.currentFrame;\r\n if (currentFrame) {\r\n return this._xrWebGLBinding.getSubImage(this._compositionLayer, currentFrame, eye);\r\n }\r\n return null;\r\n }\r\n\r\n public getRenderTargetTextureForEye(eye: XREye): Nullable<RenderTargetTexture> {\r\n const subImage = this._getSubImageForEye(eye);\r\n if (subImage) {\r\n return this._getRenderTargetForSubImage(subImage, eye);\r\n }\r\n return null;\r\n }\r\n\r\n public getRenderTargetTextureForView(view: XRView): Nullable<RenderTargetTexture> {\r\n return this.getRenderTargetTextureForEye(view.eye);\r\n }\r\n\r\n protected _setViewportForSubImage(viewport: Viewport, subImage: XRWebGLSubImage) {\r\n const textureWidth = subImage.textureWidth;\r\n const textureHeight = subImage.textureHeight;\r\n const xrViewport = subImage.viewport;\r\n viewport.x = xrViewport.x / textureWidth;\r\n viewport.y = xrViewport.y / textureHeight;\r\n viewport.width = xrViewport.width / textureWidth;\r\n viewport.height = xrViewport.height / textureHeight;\r\n }\r\n\r\n public trySetViewportForView(viewport: Viewport, view: XRView): boolean {\r\n const subImage = this._lastSubImages.get(view.eye) || this._getSubImageForEye(view.eye);\r\n if (subImage) {\r\n this._setViewportForSubImage(viewport, subImage);\r\n return true;\r\n }\r\n return false;\r\n }\r\n}\r\n\r\n/**\r\n * Wraps xr projection layers.\r\n * @internal\r\n */\r\nexport class WebXRProjectionLayerWrapper extends WebXRCompositionLayerWrapper {\r\n constructor(public readonly layer: XRProjectionLayer, isMultiview: boolean, xrGLBinding: XRWebGLBinding) {\r\n super(\r\n () => layer.textureWidth,\r\n () => layer.textureHeight,\r\n layer,\r\n \"XRProjectionLayer\",\r\n isMultiview,\r\n (sessionManager) => new WebXRProjectionLayerRenderTargetTextureProvider(sessionManager, xrGLBinding, this)\r\n );\r\n }\r\n}\r\n\r\n/**\r\n * Provides render target textures and other important rendering information for a given XRProjectionLayer.\r\n * @internal\r\n */\r\nclass WebXRProjectionLayerRenderTargetTextureProvider extends WebXRCompositionLayerRenderTargetTextureProvider {\r\n private readonly _projectionLayer: XRProjectionLayer;\r\n\r\n constructor(_xrSessionManager: WebXRSessionManager, _xrWebGLBinding: XRWebGLBinding, public readonly layerWrapper: WebXRProjectionLayerWrapper) {\r\n super(_xrSessionManager, _xrWebGLBinding, layerWrapper);\r\n this._projectionLayer = layerWrapper.layer;\r\n }\r\n\r\n private _getSubImageForView(view: XRView): XRWebGLSubImage {\r\n return this._xrWebGLBinding.getViewSubImage(this._projectionLayer, view);\r\n }\r\n\r\n public getRenderTargetTextureForView(view: XRView): Nullable<RenderTargetTexture> {\r\n return this._getRenderTargetForSubImage(this._getSubImageForView(view), view.eye);\r\n }\r\n\r\n public getRenderTargetTextureForEye(eye: XREye): Nullable<RenderTargetTexture> {\r\n const lastSubImage = this._lastSubImages.get(eye);\r\n if (lastSubImage) {\r\n return this._getRenderTargetForSubImage(lastSubImage, eye);\r\n }\r\n return null;\r\n }\r\n\r\n public trySetViewportForView(viewport: Viewport, view: XRView): boolean {\r\n const subImage = this._lastSubImages.get(view.eye) || this._getSubImageForView(view);\r\n if (subImage) {\r\n this._setViewportForSubImage(viewport, subImage);\r\n return true;\r\n }\r\n return false;\r\n }\r\n}\r\n\r\nconst defaultXRWebGLLayerInit: XRWebGLLayerInit = {};\r\n\r\nconst defaultXRProjectionLayerInit: XRProjectionLayerInit = {\r\n textureType: \"texture\",\r\n colorFormat: 0x1908 /* WebGLRenderingContext.RGBA */,\r\n depthFormat: 0x88f0 /* WebGLRenderingContext.DEPTH24_STENCIL8 */,\r\n scaleFactor: 1.0,\r\n};\r\n\r\n/**\r\n * Configuration options of the layers feature\r\n */\r\nexport interface IWebXRLayersOptions {\r\n /**\r\n * Whether to try initializing the base projection layer as a multiview render target, if multiview is supported.\r\n * Defaults to false.\r\n */\r\n preferMultiviewOnInit?: boolean;\r\n}\r\n\r\n/**\r\n * Exposes the WebXR Layers API.\r\n */\r\nexport class WebXRLayers extends WebXRAbstractFeature {\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.LAYERS;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the WebXR specs version\r\n */\r\n public static readonly Version = 1;\r\n /**\r\n * Already-created layers\r\n */\r\n private _existingLayers: WebXRLayerWrapper[] = [];\r\n\r\n private _glContext: WebGLRenderingContext | WebGL2RenderingContext;\r\n private _xrWebGLBinding: XRWebGLBinding;\r\n\r\n constructor(_xrSessionManager: WebXRSessionManager, private readonly _options: IWebXRLayersOptions = {}) {\r\n super(_xrSessionManager);\r\n this.xrNativeFeatureName = \"layers\";\r\n }\r\n\r\n /**\r\n * Attach this feature.\r\n * Will usually be called by the features manager.\r\n *\r\n * @returns true if successful.\r\n */\r\n public attach(): boolean {\r\n if (!super.attach()) {\r\n return false;\r\n }\r\n\r\n const engine = this._xrSessionManager.scene.getEngine();\r\n this._glContext = engine._gl;\r\n this._xrWebGLBinding = new XRWebGLBinding(this._xrSessionManager.session, this._glContext);\r\n this._existingLayers.length = 0;\r\n\r\n const projectionLayerInit = { ...defaultXRProjectionLayerInit };\r\n const projectionLayerMultiview = this._options.preferMultiviewOnInit && engine.getCaps().multiview;\r\n if (projectionLayerMultiview) {\r\n projectionLayerInit.textureType = \"texture-array\";\r\n }\r\n this.addXRSessionLayer(this.createProjectionLayer(projectionLayerInit, projectionLayerMultiview));\r\n\r\n return true;\r\n }\r\n\r\n public detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n this._existingLayers.length = 0;\r\n return true;\r\n }\r\n\r\n /**\r\n * Creates a new XRWebGLLayer.\r\n * @param params an object providing configuration options for the new XRWebGLLayer\r\n * @returns the XRWebGLLayer\r\n */\r\n public createXRWebGLLayer(params = defaultXRWebGLLayerInit): WebXRWebGLLayerWrapper {\r\n const layer = new XRWebGLLayer(this._xrSessionManager.session, this._glContext, params);\r\n return new WebXRWebGLLayerWrapper(layer);\r\n }\r\n\r\n /**\r\n * Creates a new XRProjectionLayer.\r\n * @param params an object providing configuration options for the new XRProjectionLayer.\r\n * @param multiview whether the projection layer should render with multiview.\r\n * @returns the projection layer\r\n */\r\n public createProjectionLayer(params = defaultXRProjectionLayerInit, multiview = false): WebXRProjectionLayerWrapper {\r\n if (multiview && params.textureType !== \"texture-array\") {\r\n throw new Error(\"Projection layers can only be made multiview if they use texture arrays. Set the textureType parameter to 'texture-array'.\");\r\n }\r\n\r\n // TODO (rgerd): Support RTT's that are bound to sub-images in the texture array.\r\n if (!multiview && params.textureType === \"texture-array\") {\r\n throw new Error(\"We currently only support multiview rendering when the textureType parameter is set to 'texture-array'.\");\r\n }\r\n\r\n const projLayer = this._xrWebGLBinding.createProjectionLayer(params);\r\n return new WebXRProjectionLayerWrapper(projLayer, multiview, this._xrWebGLBinding);\r\n }\r\n\r\n /**\r\n * Add a new layer to the already-existing list of layers\r\n * @param wrappedLayer the new layer to add to the existing ones\r\n */\r\n public addXRSessionLayer(wrappedLayer: WebXRLayerWrapper) {\r\n this.setXRSessionLayers([...this._existingLayers, wrappedLayer]);\r\n }\r\n\r\n /**\r\n * Sets the layers to be used by the XR session.\r\n * Note that you must call this function with any layers you wish to render to\r\n * since it adds them to the XR session's render state\r\n * (replacing any layers that were added in a previous call to setXRSessionLayers or updateRenderState).\r\n * This method also sets up the session manager's render target texture provider\r\n * as the first layer in the array, which feeds the WebXR camera(s) attached to the session.\r\n * @param wrappedLayers An array of WebXRLayerWrapper, usually returned from the WebXRLayers createLayer functions.\r\n */\r\n public setXRSessionLayers(wrappedLayers: Array<WebXRLayerWrapper>): void {\r\n this._existingLayers = wrappedLayers;\r\n const renderStateInit: XRRenderStateInit = { ...this._xrSessionManager.session.renderState };\r\n // Clear out the layer-related fields.\r\n renderStateInit.baseLayer = undefined;\r\n renderStateInit.layers = wrappedLayers.map((wrappedLayer) => wrappedLayer.layer);\r\n this._xrSessionManager.updateRenderState(renderStateInit);\r\n this._xrSessionManager._setBaseLayerWrapper(wrappedLayers.length > 0 ? wrappedLayers[0] : null);\r\n }\r\n\r\n public isCompatible(): boolean {\r\n // TODO (rgerd): Add native support.\r\n return !this._xrSessionManager.isNative && typeof XRWebGLBinding !== \"undefined\" && !!XRWebGLBinding.prototype.createProjectionLayer;\r\n }\r\n\r\n /**\r\n * Dispose this feature and all of the resources attached.\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n }\r\n\r\n protected _onXRFrame(_xrFrame: XRFrame): void {\r\n /* empty */\r\n }\r\n}\r\n\r\n//register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRLayers.Name,\r\n (xrSessionManager, options) => {\r\n return () => new WebXRLayers(xrSessionManager, options);\r\n },\r\n WebXRLayers.Version,\r\n false\r\n);\r\n"]}
|
|
1
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+
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{ WebXRFeatureName, WebXRFeaturesManager } from \"../webXRFeaturesManager\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport { WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { WebXRLayerRenderTargetTextureProvider } from \"../webXRRenderTargetTextureProvider\";\r\nimport type { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { WebXRLayerType } from \"../webXRLayerWrapper\";\r\nimport { WebXRLayerWrapper } from \"../webXRLayerWrapper\";\r\nimport type { Viewport } from \"../../Maths/math.viewport\";\r\nimport { WebXRWebGLLayerWrapper } from \"../webXRWebGLLayer\";\r\n\r\n/**\r\n * Wraps xr composition layers.\r\n * @internal\r\n */\r\nexport class WebXRCompositionLayerWrapper extends WebXRLayerWrapper {\r\n constructor(\r\n public getWidth: () => number,\r\n public getHeight: () => number,\r\n public readonly layer: XRCompositionLayer,\r\n public readonly layerType: WebXRLayerType,\r\n public readonly isMultiview: boolean,\r\n public createRTTProvider: (xrSessionManager: WebXRSessionManager) => WebXRLayerRenderTargetTextureProvider\r\n ) {\r\n super(getWidth, getHeight, layer, layerType, createRTTProvider);\r\n }\r\n}\r\n\r\n/**\r\n * Provides render target textures and other important rendering information for a given XRCompositionLayer.\r\n * @internal\r\n */\r\nclass WebXRCompositionLayerRenderTargetTextureProvider extends WebXRLayerRenderTargetTextureProvider {\r\n protected _lastSubImages = new Map<XREye, XRWebGLSubImage>();\r\n private _compositionLayer: XRCompositionLayer;\r\n\r\n constructor(\r\n protected readonly _xrSessionManager: WebXRSessionManager,\r\n protected readonly _xrWebGLBinding: XRWebGLBinding,\r\n public readonly layerWrapper: WebXRCompositionLayerWrapper\r\n ) {\r\n super(_xrSessionManager.scene, layerWrapper);\r\n this._compositionLayer = layerWrapper.layer;\r\n }\r\n\r\n protected _getRenderTargetForSubImage(subImage: XRWebGLSubImage, eye: XREye) {\r\n const lastSubImage = this._lastSubImages.get(eye);\r\n const eyeIndex = eye == \"left\" ? 0 : 1;\r\n\r\n const colorTextureWidth = subImage.colorTextureWidth ?? subImage.textureWidth;\r\n const colorTextureHeight = subImage.colorTextureHeight ?? subImage.textureHeight;\r\n\r\n if (!this._renderTargetTextures[eyeIndex] || lastSubImage?.textureWidth !== colorTextureWidth || lastSubImage?.textureHeight !== colorTextureHeight) {\r\n let depthStencilTexture;\r\n const depthStencilTextureWidth = subImage.depthStencilTextureWidth ?? colorTextureWidth;\r\n const depthStencilTextureHeight = subImage.depthStencilTextureHeight ?? colorTextureHeight;\r\n if (colorTextureWidth === depthStencilTextureWidth || colorTextureHeight === depthStencilTextureHeight) {\r\n depthStencilTexture = subImage.depthStencilTexture;\r\n }\r\n\r\n this._renderTargetTextures[eyeIndex] = this._createRenderTargetTexture(\r\n colorTextureWidth,\r\n colorTextureHeight,\r\n null,\r\n subImage.colorTexture,\r\n depthStencilTexture,\r\n this.layerWrapper.isMultiview\r\n );\r\n\r\n this._framebufferDimensions = {\r\n framebufferWidth: colorTextureWidth,\r\n framebufferHeight: colorTextureHeight,\r\n };\r\n }\r\n\r\n this._lastSubImages.set(eye, subImage);\r\n return this._renderTargetTextures[eyeIndex];\r\n }\r\n private _getSubImageForEye(eye: XREye): Nullable<XRWebGLSubImage> {\r\n const currentFrame = this._xrSessionManager.currentFrame;\r\n if (currentFrame) {\r\n return this._xrWebGLBinding.getSubImage(this._compositionLayer, currentFrame, eye);\r\n }\r\n return null;\r\n }\r\n public getRenderTargetTextureForEye(eye: XREye): Nullable<RenderTargetTexture> {\r\n const subImage = this._getSubImageForEye(eye);\r\n if (subImage) {\r\n return this._getRenderTargetForSubImage(subImage, eye);\r\n }\r\n return null;\r\n }\r\n public getRenderTargetTextureForView(view: XRView): Nullable<RenderTargetTexture> {\r\n return this.getRenderTargetTextureForEye(view.eye);\r\n }\r\n\r\n protected _setViewportForSubImage(viewport: Viewport, subImage: XRWebGLSubImage) {\r\n const textureWidth = subImage.colorTextureWidth ?? subImage.textureWidth;\r\n const textureHeight = subImage.colorTextureWidth ?? subImage.textureHeight;\r\n const xrViewport = subImage.viewport;\r\n viewport.x = xrViewport.x / textureWidth;\r\n viewport.y = xrViewport.y / textureHeight;\r\n viewport.width = xrViewport.width / textureWidth;\r\n viewport.height = xrViewport.height / textureHeight;\r\n }\r\n\r\n public trySetViewportForView(viewport: Viewport, view: XRView): boolean {\r\n const subImage = this._lastSubImages.get(view.eye) || this._getSubImageForEye(view.eye);\r\n if (subImage) {\r\n this._setViewportForSubImage(viewport, subImage);\r\n return true;\r\n }\r\n return false;\r\n }\r\n}\r\n\r\n/**\r\n * Wraps xr projection layers.\r\n * @internal\r\n */\r\nexport class WebXRProjectionLayerWrapper extends WebXRCompositionLayerWrapper {\r\n constructor(public readonly layer: XRProjectionLayer, isMultiview: boolean, xrGLBinding: XRWebGLBinding) {\r\n super(\r\n () => layer.textureWidth,\r\n () => layer.textureHeight,\r\n layer,\r\n \"XRProjectionLayer\",\r\n isMultiview,\r\n (sessionManager) => new WebXRProjectionLayerRenderTargetTextureProvider(sessionManager, xrGLBinding, this)\r\n );\r\n }\r\n}\r\n\r\n/**\r\n * Provides render target textures and other important rendering information for a given XRProjectionLayer.\r\n * @internal\r\n */\r\nclass WebXRProjectionLayerRenderTargetTextureProvider extends WebXRCompositionLayerRenderTargetTextureProvider {\r\n private readonly _projectionLayer: XRProjectionLayer;\r\n\r\n constructor(_xrSessionManager: WebXRSessionManager, _xrWebGLBinding: XRWebGLBinding, public readonly layerWrapper: WebXRProjectionLayerWrapper) {\r\n super(_xrSessionManager, _xrWebGLBinding, layerWrapper);\r\n this._projectionLayer = layerWrapper.layer;\r\n }\r\n\r\n private _getSubImageForView(view: XRView): XRWebGLSubImage {\r\n return this._xrWebGLBinding.getViewSubImage(this._projectionLayer, view);\r\n }\r\n\r\n public getRenderTargetTextureForView(view: XRView): Nullable<RenderTargetTexture> {\r\n return this._getRenderTargetForSubImage(this._getSubImageForView(view), view.eye);\r\n }\r\n\r\n public getRenderTargetTextureForEye(eye: XREye): Nullable<RenderTargetTexture> {\r\n const lastSubImage = this._lastSubImages.get(eye);\r\n if (lastSubImage) {\r\n return this._getRenderTargetForSubImage(lastSubImage, eye);\r\n }\r\n return null;\r\n }\r\n\r\n public trySetViewportForView(viewport: Viewport, view: XRView): boolean {\r\n const subImage = this._lastSubImages.get(view.eye) || this._getSubImageForView(view);\r\n if (subImage) {\r\n this._setViewportForSubImage(viewport, subImage);\r\n return true;\r\n }\r\n return false;\r\n }\r\n}\r\n\r\nconst defaultXRWebGLLayerInit: XRWebGLLayerInit = {};\r\n\r\nconst defaultXRProjectionLayerInit: XRProjectionLayerInit = {\r\n textureType: \"texture\",\r\n colorFormat: 0x1908 /* WebGLRenderingContext.RGBA */,\r\n depthFormat: 0x88f0 /* WebGLRenderingContext.DEPTH24_STENCIL8 */,\r\n scaleFactor: 1.0,\r\n};\r\n\r\n/**\r\n * Configuration options of the layers feature\r\n */\r\nexport interface IWebXRLayersOptions {\r\n /**\r\n * Whether to try initializing the base projection layer as a multiview render target, if multiview is supported.\r\n * Defaults to false.\r\n */\r\n preferMultiviewOnInit?: boolean;\r\n}\r\n\r\n/**\r\n * Exposes the WebXR Layers API.\r\n */\r\nexport class WebXRLayers extends WebXRAbstractFeature {\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.LAYERS;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the WebXR specs version\r\n */\r\n public static readonly Version = 1;\r\n /**\r\n * Already-created layers\r\n */\r\n private _existingLayers: WebXRLayerWrapper[] = [];\r\n\r\n private _glContext: WebGLRenderingContext | WebGL2RenderingContext;\r\n private _xrWebGLBinding: XRWebGLBinding;\r\n\r\n constructor(_xrSessionManager: WebXRSessionManager, private readonly _options: IWebXRLayersOptions = {}) {\r\n super(_xrSessionManager);\r\n this.xrNativeFeatureName = \"layers\";\r\n }\r\n\r\n /**\r\n * Attach this feature.\r\n * Will usually be called by the features manager.\r\n *\r\n * @returns true if successful.\r\n */\r\n public attach(): boolean {\r\n if (!super.attach()) {\r\n return false;\r\n }\r\n\r\n const engine = this._xrSessionManager.scene.getEngine();\r\n this._glContext = engine._gl;\r\n this._xrWebGLBinding = new XRWebGLBinding(this._xrSessionManager.session, this._glContext);\r\n this._existingLayers.length = 0;\r\n\r\n const projectionLayerInit = { ...defaultXRProjectionLayerInit };\r\n const projectionLayerMultiview = this._options.preferMultiviewOnInit && engine.getCaps().multiview;\r\n if (projectionLayerMultiview) {\r\n projectionLayerInit.textureType = \"texture-array\";\r\n }\r\n this.addXRSessionLayer(this.createProjectionLayer(projectionLayerInit, projectionLayerMultiview));\r\n\r\n return true;\r\n }\r\n\r\n public detach(): boolean {\r\n if (!super.detach()) {\r\n return false;\r\n }\r\n this._existingLayers.length = 0;\r\n return true;\r\n }\r\n\r\n /**\r\n * Creates a new XRWebGLLayer.\r\n * @param params an object providing configuration options for the new XRWebGLLayer\r\n * @returns the XRWebGLLayer\r\n */\r\n public createXRWebGLLayer(params = defaultXRWebGLLayerInit): WebXRWebGLLayerWrapper {\r\n const layer = new XRWebGLLayer(this._xrSessionManager.session, this._glContext, params);\r\n return new WebXRWebGLLayerWrapper(layer);\r\n }\r\n\r\n /**\r\n * Creates a new XRProjectionLayer.\r\n * @param params an object providing configuration options for the new XRProjectionLayer.\r\n * @param multiview whether the projection layer should render with multiview.\r\n * @returns the projection layer\r\n */\r\n public createProjectionLayer(params = defaultXRProjectionLayerInit, multiview = false): WebXRProjectionLayerWrapper {\r\n if (multiview && params.textureType !== \"texture-array\") {\r\n throw new Error(\"Projection layers can only be made multiview if they use texture arrays. Set the textureType parameter to 'texture-array'.\");\r\n }\r\n\r\n // TODO (rgerd): Support RTT's that are bound to sub-images in the texture array.\r\n if (!multiview && params.textureType === \"texture-array\") {\r\n throw new Error(\"We currently only support multiview rendering when the textureType parameter is set to 'texture-array'.\");\r\n }\r\n\r\n const projLayer = this._xrWebGLBinding.createProjectionLayer(params);\r\n return new WebXRProjectionLayerWrapper(projLayer, multiview, this._xrWebGLBinding);\r\n }\r\n\r\n /**\r\n * Add a new layer to the already-existing list of layers\r\n * @param wrappedLayer the new layer to add to the existing ones\r\n */\r\n public addXRSessionLayer(wrappedLayer: WebXRLayerWrapper) {\r\n this.setXRSessionLayers([...this._existingLayers, wrappedLayer]);\r\n }\r\n\r\n /**\r\n * Sets the layers to be used by the XR session.\r\n * Note that you must call this function with any layers you wish to render to\r\n * since it adds them to the XR session's render state\r\n * (replacing any layers that were added in a previous call to setXRSessionLayers or updateRenderState).\r\n * This method also sets up the session manager's render target texture provider\r\n * as the first layer in the array, which feeds the WebXR camera(s) attached to the session.\r\n * @param wrappedLayers An array of WebXRLayerWrapper, usually returned from the WebXRLayers createLayer functions.\r\n */\r\n public setXRSessionLayers(wrappedLayers: Array<WebXRLayerWrapper>): void {\r\n this._existingLayers = wrappedLayers;\r\n const renderStateInit: XRRenderStateInit = { ...this._xrSessionManager.session.renderState };\r\n // Clear out the layer-related fields.\r\n renderStateInit.baseLayer = undefined;\r\n renderStateInit.layers = wrappedLayers.map((wrappedLayer) => wrappedLayer.layer);\r\n this._xrSessionManager.updateRenderState(renderStateInit);\r\n this._xrSessionManager._setBaseLayerWrapper(wrappedLayers.length > 0 ? wrappedLayers[0] : null);\r\n }\r\n\r\n public isCompatible(): boolean {\r\n // TODO (rgerd): Add native support.\r\n return !this._xrSessionManager.isNative && typeof XRWebGLBinding !== \"undefined\" && !!XRWebGLBinding.prototype.createProjectionLayer;\r\n }\r\n\r\n /**\r\n * Dispose this feature and all of the resources attached.\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n }\r\n\r\n protected _onXRFrame(_xrFrame: XRFrame): void {\r\n /* empty */\r\n }\r\n}\r\n\r\n//register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRLayers.Name,\r\n (xrSessionManager, options) => {\r\n return () => new WebXRLayers(xrSessionManager, options);\r\n },\r\n WebXRLayers.Version,\r\n false\r\n);\r\n"]}
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1
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import type { Engine } from "../../Engines/engine";
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2
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import type { WebXRSessionManager } from "../webXRSessionManager";
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3
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import { WebXRAbstractFeature } from "./WebXRAbstractFeature";
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import type { Nullable } from "../../types";
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import type { IWebXRRenderTargetTextureProvider } from "../webXRRenderTargetTextureProvider";
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import type { Viewport } from "../../Maths/math.viewport";
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import type { Scene } from "../../scene";
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import { RenderTargetTexture } from "../../Materials/Textures/renderTargetTexture";
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import "../../Shaders/velocity.fragment";
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import "../../Shaders/velocity.vertex";
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/**
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* Used for Space Warp render process
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*/
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export declare class XRSpaceWarpRenderTarget extends RenderTargetTexture {
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private _velocityMaterial;
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private _originalPairing;
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private _previousWorldMatrices;
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private _previousTransforms;
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/**
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* Creates a Space Warp render target
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* @param motionVectorTexture WebGLTexture provided by WebGLSubImage
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* @param depthStencilTexture WebGLTexture provided by WebGLSubImage
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* @param scene scene used with the render target
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* @param size the size of the render target (used for each view)
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*/
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constructor(motionVectorTexture: WebGLTexture, depthStencilTexture: WebGLTexture, scene?: Scene, size?: number | {
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width: number;
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height: number;
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ratio: number;
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});
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/**
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* {@inheritDoc}
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*/
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render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
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/**
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* @internal
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*/
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_bindFrameBuffer(): void;
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/**
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* Gets the number of views the corresponding to the texture (eg. a SpaceWarpRenderTarget will have > 1)
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* @returns the view count
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*/
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getViewCount(): number;
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/**
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* {@inheritdoc}
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*/
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dispose(): void;
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}
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/**
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* WebXR Space Warp Render Target Texture Provider
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*/
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export declare class WebXRSpaceWarpRenderTargetTextureProvider implements IWebXRRenderTargetTextureProvider {
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protected readonly _scene: Scene;
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protected readonly _xrSessionManager: WebXRSessionManager;
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protected readonly _xrWebGLBinding: XRWebGLBinding;
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protected _lastSubImages: Map<XRView, XRWebGLSubImage>;
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protected _renderTargetTextures: Map<XREye, RenderTargetTexture>;
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protected _framebufferDimensions: Nullable<{
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framebufferWidth: number;
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framebufferHeight: number;
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}>;
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protected _engine: Engine;
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constructor(_scene: Scene, _xrSessionManager: WebXRSessionManager, _xrWebGLBinding: XRWebGLBinding);
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private _getSubImageForView;
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protected _setViewportForSubImage(viewport: Viewport, subImage: XRWebGLSubImage): void;
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protected _createRenderTargetTexture(width: number, height: number, framebuffer: Nullable<WebGLFramebuffer>, motionVectorTexture: WebGLTexture, depthStencilTexture: WebGLTexture): RenderTargetTexture;
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protected _getRenderTargetForSubImage(subImage: XRWebGLSubImage, view: XRView): RenderTargetTexture;
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/**
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* {@inheritDoc}
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*/
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trySetViewportForView(viewport: Viewport, view: XRView): boolean;
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/**
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|
+
* Access the motion vector (which will turn on Space Warp)
|
|
75
|
+
* @param view the view to access the motion vector texture for
|
|
76
|
+
*/
|
|
77
|
+
accessMotionVector(view: XRView): void;
|
|
78
|
+
/**
|
|
79
|
+
* {@inheritDoc}
|
|
80
|
+
*/
|
|
81
|
+
getRenderTargetTextureForEye(_eye: XREye): Nullable<RenderTargetTexture>;
|
|
82
|
+
/**
|
|
83
|
+
* {@inheritDoc}
|
|
84
|
+
*/
|
|
85
|
+
getRenderTargetTextureForView(view: XRView): Nullable<RenderTargetTexture>;
|
|
86
|
+
/**
|
|
87
|
+
* {@inheritDoc}
|
|
88
|
+
*/
|
|
89
|
+
dispose(): void;
|
|
90
|
+
}
|
|
91
|
+
/**
|
|
92
|
+
* the WebXR Space Warp feature.
|
|
93
|
+
*/
|
|
94
|
+
export declare class WebXRSpaceWarp extends WebXRAbstractFeature {
|
|
95
|
+
/**
|
|
96
|
+
* The module's name
|
|
97
|
+
*/
|
|
98
|
+
static readonly Name = "xr-space-warp";
|
|
99
|
+
/**
|
|
100
|
+
* The (Babylon) version of this module.
|
|
101
|
+
* This is an integer representing the implementation version.
|
|
102
|
+
* This number does not correspond to the WebXR specs version
|
|
103
|
+
*/
|
|
104
|
+
static readonly Version = 1;
|
|
105
|
+
/**
|
|
106
|
+
* The space warp provider
|
|
107
|
+
*/
|
|
108
|
+
spaceWarpRTTProvider: Nullable<WebXRSpaceWarpRenderTargetTextureProvider>;
|
|
109
|
+
private _glContext;
|
|
110
|
+
private _xrWebGLBinding;
|
|
111
|
+
private _renderTargetTexture;
|
|
112
|
+
/**
|
|
113
|
+
* constructor for the space warp feature
|
|
114
|
+
* @param _xrSessionManager the xr session manager for this feature
|
|
115
|
+
*/
|
|
116
|
+
constructor(_xrSessionManager: WebXRSessionManager);
|
|
117
|
+
/**
|
|
118
|
+
* Attach this feature.
|
|
119
|
+
* Will usually be called by the features manager.
|
|
120
|
+
*
|
|
121
|
+
* @returns true if successful.
|
|
122
|
+
*/
|
|
123
|
+
attach(): boolean;
|
|
124
|
+
private _onAfterRender;
|
|
125
|
+
/**
|
|
126
|
+
* {@inheritdoc}
|
|
127
|
+
*/
|
|
128
|
+
dependsOn: string[];
|
|
129
|
+
/**
|
|
130
|
+
* {@inheritdoc}
|
|
131
|
+
*/
|
|
132
|
+
isCompatible(): boolean;
|
|
133
|
+
/**
|
|
134
|
+
* {@inheritdoc}
|
|
135
|
+
*/
|
|
136
|
+
dispose(): void;
|
|
137
|
+
protected _onXRFrame(_xrFrame: XRFrame): void;
|
|
138
|
+
}
|