@babylonjs/core 6.8.1 → 6.9.0

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Files changed (233) hide show
  1. package/Actions/action.d.ts +4 -5
  2. package/Actions/action.js.map +1 -1
  3. package/Actions/condition.d.ts +1 -2
  4. package/Actions/condition.js.map +1 -1
  5. package/Actions/directActions.d.ts +1 -2
  6. package/Actions/directActions.js.map +1 -1
  7. package/Animations/animatable.interface.d.ts +1 -2
  8. package/Animations/animatable.interface.js.map +1 -1
  9. package/Animations/animation.d.ts +3 -4
  10. package/Animations/animation.js.map +1 -1
  11. package/Animations/runtimeAnimation.d.ts +1 -2
  12. package/Animations/runtimeAnimation.js.map +1 -1
  13. package/Bones/bone.d.ts +3 -3
  14. package/Bones/bone.js.map +1 -1
  15. package/Cameras/arcRotateCamera.d.ts +1 -2
  16. package/Cameras/arcRotateCamera.js.map +1 -1
  17. package/Cameras/camera.d.ts +6 -7
  18. package/Cameras/camera.js.map +1 -1
  19. package/Cameras/flyCamera.js.map +1 -1
  20. package/Cameras/freeCamera.js.map +1 -1
  21. package/Collisions/meshCollisionData.d.ts +1 -2
  22. package/Collisions/meshCollisionData.js.map +1 -1
  23. package/Collisions/pickingInfo.d.ts +1 -2
  24. package/Collisions/pickingInfo.js.map +1 -1
  25. package/Compute/computeEffect.d.ts +1 -2
  26. package/Compute/computeEffect.js.map +1 -1
  27. package/Culling/Octrees/octreeSceneComponent.d.ts +1 -2
  28. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  29. package/Culling/boundingBox.d.ts +1 -2
  30. package/Culling/boundingBox.js.map +1 -1
  31. package/Culling/boundingInfo.d.ts +1 -2
  32. package/Culling/boundingInfo.js.map +1 -1
  33. package/Culling/ray.js.map +1 -1
  34. package/Engines/Extensions/engine.storageBuffer.d.ts +1 -2
  35. package/Engines/Extensions/engine.storageBuffer.js.map +1 -1
  36. package/Engines/Extensions/engine.textureSampler.d.ts +1 -2
  37. package/Engines/Extensions/engine.textureSampler.js.map +1 -1
  38. package/Engines/Processors/iShaderProcessor.d.ts +1 -2
  39. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  40. package/Engines/Processors/shaderProcessor.d.ts +5 -6
  41. package/Engines/Processors/shaderProcessor.js.map +1 -1
  42. package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -2
  43. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  44. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  45. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  46. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  47. package/Engines/WebGPU/Extensions/engine.storageBuffer.d.ts +1 -2
  48. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  49. package/Engines/WebGPU/Extensions/engine.textureSampler.d.ts +1 -2
  50. package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +1 -1
  51. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +1 -2
  52. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  53. package/Engines/engine.d.ts +3 -3
  54. package/Engines/engine.js.map +1 -1
  55. package/Engines/engineStore.d.ts +4 -5
  56. package/Engines/engineStore.js.map +1 -1
  57. package/Engines/thinEngine.js +2 -2
  58. package/Engines/thinEngine.js.map +1 -1
  59. package/Engines/webgpuEngine.d.ts +1 -2
  60. package/Engines/webgpuEngine.js.map +1 -1
  61. package/Events/pointerEvents.d.ts +1 -2
  62. package/Events/pointerEvents.js.map +1 -1
  63. package/Helpers/textureDome.js.map +1 -1
  64. package/Inputs/scene.inputManager.d.ts +1 -2
  65. package/Inputs/scene.inputManager.js.map +1 -1
  66. package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +1 -2
  67. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  68. package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +1 -2
  69. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  70. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +3 -4
  71. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  72. package/Materials/Node/Blocks/Particle/particleTextureBlock.d.ts +1 -2
  73. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  74. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  75. package/Materials/Node/nodeMaterialDecorator.d.ts +2 -3
  76. package/Materials/Node/nodeMaterialDecorator.js.map +1 -1
  77. package/Materials/PBR/pbrAnisotropicConfiguration.d.ts +3 -4
  78. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  79. package/Materials/PBR/pbrClearCoatConfiguration.d.ts +3 -4
  80. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  81. package/Materials/PBR/pbrIridescenceConfiguration.d.ts +3 -4
  82. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  83. package/Materials/PBR/pbrSheenConfiguration.d.ts +3 -4
  84. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  85. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +3 -4
  86. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  87. package/Materials/Textures/baseTexture.d.ts +2 -1
  88. package/Materials/Textures/baseTexture.js.map +1 -1
  89. package/Materials/Textures/htmlElementTexture.d.ts +2 -3
  90. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  91. package/Materials/Textures/internalTexture.d.ts +3 -4
  92. package/Materials/Textures/internalTexture.js.map +1 -1
  93. package/Materials/Textures/rawTexture.d.ts +1 -2
  94. package/Materials/Textures/rawTexture.js.map +1 -1
  95. package/Materials/Textures/rawTexture2DArray.d.ts +1 -2
  96. package/Materials/Textures/rawTexture2DArray.js.map +1 -1
  97. package/Materials/Textures/renderTargetTexture.d.ts +1 -2
  98. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  99. package/Materials/Textures/texture.d.ts +4 -5
  100. package/Materials/Textures/texture.js.map +1 -1
  101. package/Materials/drawWrapper.d.ts +3 -4
  102. package/Materials/drawWrapper.js.map +1 -1
  103. package/Materials/effect.d.ts +5 -6
  104. package/Materials/effect.js.map +1 -1
  105. package/Materials/effectFallbacks.d.ts +2 -3
  106. package/Materials/effectFallbacks.js.map +1 -1
  107. package/Materials/iEffectFallbacks.d.ts +1 -2
  108. package/Materials/iEffectFallbacks.js.map +1 -1
  109. package/Materials/imageProcessingConfiguration.d.ts +2 -3
  110. package/Materials/imageProcessingConfiguration.js.map +1 -1
  111. package/Materials/material.d.ts +3 -4
  112. package/Materials/material.detailMapConfiguration.d.ts +4 -5
  113. package/Materials/material.detailMapConfiguration.js.map +1 -1
  114. package/Materials/material.js.map +1 -1
  115. package/Materials/materialPluginBase.d.ts +11 -12
  116. package/Materials/materialPluginBase.js.map +1 -1
  117. package/Materials/materialPluginEvent.d.ts +8 -9
  118. package/Materials/materialPluginEvent.js.map +1 -1
  119. package/Materials/materialPluginFactoryExport.d.ts +1 -2
  120. package/Materials/materialPluginFactoryExport.js.map +1 -1
  121. package/Materials/materialPluginManager.d.ts +3 -4
  122. package/Materials/materialPluginManager.js.map +1 -1
  123. package/Materials/materialStencilState.d.ts +1 -2
  124. package/Materials/materialStencilState.js.map +1 -1
  125. package/Materials/shaderMaterial.d.ts +1 -2
  126. package/Materials/shaderMaterial.js.map +1 -1
  127. package/Meshes/Builders/linesBuilder.d.ts +1 -2
  128. package/Meshes/Builders/linesBuilder.js.map +1 -1
  129. package/Meshes/Builders/textBuilder.d.ts +34 -0
  130. package/Meshes/Builders/textBuilder.js +10 -2
  131. package/Meshes/Builders/textBuilder.js.map +1 -1
  132. package/Meshes/abstractMesh.d.ts +5 -5
  133. package/Meshes/abstractMesh.js.map +1 -1
  134. package/Meshes/geometry.d.ts +1 -2
  135. package/Meshes/geometry.js.map +1 -1
  136. package/Meshes/mesh.d.ts +6 -6
  137. package/Meshes/mesh.js.map +1 -1
  138. package/Meshes/mesh.vertexData.d.ts +2 -3
  139. package/Meshes/mesh.vertexData.js.map +1 -1
  140. package/Meshes/subMesh.d.ts +7 -8
  141. package/Meshes/subMesh.js.map +1 -1
  142. package/Misc/copyTools.d.ts +1 -2
  143. package/Misc/copyTools.js.map +1 -1
  144. package/Misc/decorators.d.ts +5 -6
  145. package/Misc/decorators.js.map +1 -1
  146. package/Misc/greasedLineTools.d.ts +12 -0
  147. package/Misc/greasedLineTools.js +36 -0
  148. package/Misc/greasedLineTools.js.map +1 -1
  149. package/Misc/rgbdTextureTools.d.ts +3 -4
  150. package/Misc/rgbdTextureTools.js.map +1 -1
  151. package/Misc/screenshotTools.d.ts +1 -2
  152. package/Misc/screenshotTools.js.map +1 -1
  153. package/Morph/morphTarget.d.ts +2 -1
  154. package/Morph/morphTarget.js.map +1 -1
  155. package/Particles/EmitterTypes/IParticleEmitterType.d.ts +1 -2
  156. package/Particles/EmitterTypes/IParticleEmitterType.js.map +1 -1
  157. package/Particles/IParticleSystem.d.ts +2 -3
  158. package/Particles/IParticleSystem.js.map +1 -1
  159. package/Particles/gpuParticleSystem.d.ts +1 -2
  160. package/Particles/gpuParticleSystem.js.map +1 -1
  161. package/Particles/particle.js.map +1 -1
  162. package/Particles/particleSystem.d.ts +1 -2
  163. package/Particles/particleSystem.js.map +1 -1
  164. package/Particles/subEmitter.d.ts +2 -3
  165. package/Particles/subEmitter.js.map +1 -1
  166. package/Particles/webgl2ParticleSystem.js.map +1 -1
  167. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.d.ts +1 -2
  168. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  169. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.d.ts +1 -2
  170. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  171. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.d.ts +1 -2
  172. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  173. package/PostProcesses/blackAndWhitePostProcess.d.ts +1 -2
  174. package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
  175. package/PostProcesses/blurPostProcess.d.ts +1 -2
  176. package/PostProcesses/blurPostProcess.js.map +1 -1
  177. package/PostProcesses/chromaticAberrationPostProcess.d.ts +1 -2
  178. package/PostProcesses/chromaticAberrationPostProcess.js.map +1 -1
  179. package/PostProcesses/colorCorrectionPostProcess.d.ts +1 -2
  180. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  181. package/PostProcesses/convolutionPostProcess.d.ts +1 -2
  182. package/PostProcesses/convolutionPostProcess.js.map +1 -1
  183. package/PostProcesses/displayPassPostProcess.d.ts +1 -2
  184. package/PostProcesses/displayPassPostProcess.js.map +1 -1
  185. package/PostProcesses/filterPostProcess.d.ts +1 -2
  186. package/PostProcesses/filterPostProcess.js.map +1 -1
  187. package/PostProcesses/fxaaPostProcess.d.ts +1 -2
  188. package/PostProcesses/fxaaPostProcess.js.map +1 -1
  189. package/PostProcesses/grainPostProcess.d.ts +1 -2
  190. package/PostProcesses/grainPostProcess.js.map +1 -1
  191. package/PostProcesses/motionBlurPostProcess.d.ts +2 -3
  192. package/PostProcesses/motionBlurPostProcess.js.map +1 -1
  193. package/PostProcesses/passPostProcess.d.ts +1 -2
  194. package/PostProcesses/passPostProcess.js.map +1 -1
  195. package/PostProcesses/postProcess.d.ts +6 -6
  196. package/PostProcesses/postProcess.js.map +1 -1
  197. package/PostProcesses/postProcessManager.d.ts +1 -2
  198. package/PostProcesses/postProcessManager.js.map +1 -1
  199. package/PostProcesses/refractionPostProcess.d.ts +1 -2
  200. package/PostProcesses/refractionPostProcess.js.map +1 -1
  201. package/PostProcesses/screenSpaceCurvaturePostProcess.d.ts +2 -3
  202. package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
  203. package/PostProcesses/screenSpaceReflectionPostProcess.d.ts +2 -3
  204. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  205. package/PostProcesses/sharpenPostProcess.d.ts +2 -3
  206. package/PostProcesses/sharpenPostProcess.js.map +1 -1
  207. package/PostProcesses/tonemapPostProcess.d.ts +1 -2
  208. package/PostProcesses/tonemapPostProcess.js.map +1 -1
  209. package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +1 -2
  210. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  211. package/Rendering/depthRenderer.d.ts +2 -3
  212. package/Rendering/depthRenderer.js.map +1 -1
  213. package/Rendering/geometryBufferRenderer.js +2 -2
  214. package/Rendering/geometryBufferRenderer.js.map +1 -1
  215. package/Rendering/renderingManager.d.ts +5 -6
  216. package/Rendering/renderingManager.js.map +1 -1
  217. package/Sprites/sprite.d.ts +1 -2
  218. package/Sprites/sprite.js.map +1 -1
  219. package/Sprites/spriteManager.d.ts +1 -2
  220. package/Sprites/spriteManager.js.map +1 -1
  221. package/Sprites/spriteRenderer.d.ts +2 -3
  222. package/Sprites/spriteRenderer.js.map +1 -1
  223. package/XR/webXRExperienceHelper.js +1 -0
  224. package/XR/webXRExperienceHelper.js.map +1 -1
  225. package/abstractScene.d.ts +3 -3
  226. package/abstractScene.js.map +1 -1
  227. package/node.d.ts +6 -7
  228. package/node.js.map +1 -1
  229. package/package.json +1 -1
  230. package/scene.d.ts +49 -50
  231. package/scene.js.map +1 -1
  232. package/sceneComponent.d.ts +6 -7
  233. package/sceneComponent.js.map +1 -1
@@ -1,5 +1,5 @@
1
1
  import type { Nullable } from "../../types";
2
- declare type TextureSampler = import("../../Materials/Textures/textureSampler").TextureSampler;
2
+ import type { TextureSampler } from "../../Materials/Textures/textureSampler";
3
3
  declare module "../../Engines/thinEngine" {
4
4
  interface ThinEngine {
5
5
  /**
@@ -10,4 +10,3 @@ declare module "../../Engines/thinEngine" {
10
10
  setTextureSampler(name: string, sampler: Nullable<TextureSampler>): void;
11
11
  }
12
12
  }
13
- export {};
@@ -1 +1 @@
1
- {"version":3,"file":"engine.textureSampler.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Engines/Extensions/engine.textureSampler.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AAgBtD,6DAA6D;AAC7D,UAAU,CAAC,SAAS,CAAC,iBAAiB,GAAG,UAAU,IAAY,EAAE,OAAiC;IAC9F,MAAM,IAAI,KAAK,CAAC,mFAAmF,CAAC,CAAC;AACzG,CAAC,CAAC","sourcesContent":["import { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\ndeclare type TextureSampler = import(\"../../Materials/Textures/textureSampler\").TextureSampler;\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Sets a texture sampler to the according uniform.\r\n * @param name The name of the uniform in the effect\r\n * @param sampler The sampler to apply\r\n */\r\n setTextureSampler(name: string, sampler: Nullable<TextureSampler>): void;\r\n }\r\n}\r\n\r\n// eslint-disable-next-line @typescript-eslint/no-unused-vars\r\nThinEngine.prototype.setTextureSampler = function (name: string, sampler: Nullable<TextureSampler>): void {\r\n throw new Error(\"setTextureSampler: This engine does not support separate texture sampler objects!\");\r\n};\r\n"]}
1
+ {"version":3,"file":"engine.textureSampler.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Engines/Extensions/engine.textureSampler.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AAgBtD,6DAA6D;AAC7D,UAAU,CAAC,SAAS,CAAC,iBAAiB,GAAG,UAAU,IAAY,EAAE,OAAiC;IAC9F,MAAM,IAAI,KAAK,CAAC,mFAAmF,CAAC,CAAC;AACzG,CAAC,CAAC","sourcesContent":["import { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\nimport type { TextureSampler } from \"../../Materials/Textures/textureSampler\";\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Sets a texture sampler to the according uniform.\r\n * @param name The name of the uniform in the effect\r\n * @param sampler The sampler to apply\r\n */\r\n setTextureSampler(name: string, sampler: Nullable<TextureSampler>): void;\r\n }\r\n}\r\n\r\n// eslint-disable-next-line @typescript-eslint/no-unused-vars\r\nThinEngine.prototype.setTextureSampler = function (name: string, sampler: Nullable<TextureSampler>): void {\r\n throw new Error(\"setTextureSampler: This engine does not support separate texture sampler objects!\");\r\n};\r\n"]}
@@ -1,7 +1,7 @@
1
1
  import type { ShaderLanguage } from "../../Materials/shaderLanguage";
2
2
  import type { Nullable } from "../../types";
3
3
  import type { ShaderProcessingContext } from "./shaderProcessingOptions";
4
- declare type ThinEngine = import("../thinEngine").ThinEngine;
4
+ import type { ThinEngine } from "../thinEngine";
5
5
  /** @internal */
6
6
  export interface IShaderProcessor {
7
7
  shaderLanguage: ShaderLanguage;
@@ -38,4 +38,3 @@ export interface IShaderProcessor {
38
38
  fragmentCode: string;
39
39
  };
40
40
  }
41
- export {};
@@ -1 +1 @@
1
- {"version":3,"file":"iShaderProcessor.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Engines/Processors/iShaderProcessor.ts"],"names":[],"mappings":"","sourcesContent":["import type { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ShaderProcessingContext } from \"./shaderProcessingOptions\";\r\n\r\ndeclare type ThinEngine = import(\"../thinEngine\").ThinEngine;\r\n\r\n/** @internal */\r\nexport interface IShaderProcessor {\r\n shaderLanguage: ShaderLanguage;\r\n\r\n uniformRegexp?: RegExp;\r\n uniformBufferRegexp?: RegExp;\r\n textureRegexp?: RegExp;\r\n noPrecision?: boolean;\r\n parseGLES3?: boolean;\r\n\r\n attributeKeywordName?: string;\r\n varyingVertexKeywordName?: string;\r\n varyingFragmentKeywordName?: string;\r\n\r\n preProcessShaderCode?: (code: string, isFragment: boolean) => string;\r\n attributeProcessor?: (attribute: string, preProcessors: { [key: string]: string }, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n varyingCheck?: (varying: string, isFragment: boolean) => boolean;\r\n varyingProcessor?: (varying: string, isFragment: boolean, preProcessors: { [key: string]: string }, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n uniformProcessor?: (uniform: string, isFragment: boolean, preProcessors: { [key: string]: string }, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n textureProcessor?: (texture: string, isFragment: boolean, preProcessors: { [key: string]: string }, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n lineProcessor?: (line: string, isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n preProcessor?: (code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n postProcessor?: (code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>, engine: ThinEngine) => string;\r\n initializeShaders?: (processingContext: Nullable<ShaderProcessingContext>) => void;\r\n finalizeShaders?: (vertexCode: string, fragmentCode: string, processingContext: Nullable<ShaderProcessingContext>) => { vertexCode: string; fragmentCode: string };\r\n}\r\n"]}
1
+ {"version":3,"file":"iShaderProcessor.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Engines/Processors/iShaderProcessor.ts"],"names":[],"mappings":"","sourcesContent":["import type { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ShaderProcessingContext } from \"./shaderProcessingOptions\";\r\n\r\nimport type { ThinEngine } from \"../thinEngine\";\r\n\r\n/** @internal */\r\nexport interface IShaderProcessor {\r\n shaderLanguage: ShaderLanguage;\r\n\r\n uniformRegexp?: RegExp;\r\n uniformBufferRegexp?: RegExp;\r\n textureRegexp?: RegExp;\r\n noPrecision?: boolean;\r\n parseGLES3?: boolean;\r\n\r\n attributeKeywordName?: string;\r\n varyingVertexKeywordName?: string;\r\n varyingFragmentKeywordName?: string;\r\n\r\n preProcessShaderCode?: (code: string, isFragment: boolean) => string;\r\n attributeProcessor?: (attribute: string, preProcessors: { [key: string]: string }, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n varyingCheck?: (varying: string, isFragment: boolean) => boolean;\r\n varyingProcessor?: (varying: string, isFragment: boolean, preProcessors: { [key: string]: string }, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n uniformProcessor?: (uniform: string, isFragment: boolean, preProcessors: { [key: string]: string }, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n textureProcessor?: (texture: string, isFragment: boolean, preProcessors: { [key: string]: string }, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n lineProcessor?: (line: string, isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n preProcessor?: (code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n postProcessor?: (code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>, engine: ThinEngine) => string;\r\n initializeShaders?: (processingContext: Nullable<ShaderProcessingContext>) => void;\r\n finalizeShaders?: (vertexCode: string, fragmentCode: string, processingContext: Nullable<ShaderProcessingContext>) => { vertexCode: string; fragmentCode: string };\r\n}\r\n"]}
@@ -1,9 +1,9 @@
1
1
  import type { ProcessingOptions } from "./shaderProcessingOptions";
2
- declare type WebRequest = import("../../Misc/webRequest").WebRequest;
3
- declare type LoadFileError = import("../../Misc/fileTools").LoadFileError;
4
- declare type IOfflineProvider = import("../../Offline/IOfflineProvider").IOfflineProvider;
5
- declare type IFileRequest = import("../../Misc/fileRequest").IFileRequest;
6
- declare type ThinEngine = import("../thinEngine").ThinEngine;
2
+ import type { WebRequest } from "../../Misc/webRequest";
3
+ import type { LoadFileError } from "../../Misc/fileTools";
4
+ import type { IOfflineProvider } from "../../Offline/IOfflineProvider";
5
+ import type { IFileRequest } from "../../Misc/fileRequest";
6
+ import type { ThinEngine } from "../thinEngine";
7
7
  /** @internal */
8
8
  export declare class ShaderProcessor {
9
9
  private static _MoveCursorRegex;
@@ -38,4 +38,3 @@ export declare class ShaderProcessor {
38
38
  */
39
39
  static _FileToolsLoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
40
40
  }
41
- export {};
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { ShaderCodeNode } from \"./shaderCodeNode\";\r\nimport { ShaderCodeCursor } from \"./shaderCodeCursor\";\r\nimport { ShaderCodeConditionNode } from \"./shaderCodeConditionNode\";\r\nimport { ShaderCodeTestNode } from \"./shaderCodeTestNode\";\r\nimport { ShaderDefineIsDefinedOperator } from \"./Expressions/Operators/shaderDefineIsDefinedOperator\";\r\nimport { ShaderDefineOrOperator } from \"./Expressions/Operators/shaderDefineOrOperator\";\r\nimport { ShaderDefineAndOperator } from \"./Expressions/Operators/shaderDefineAndOperator\";\r\nimport { ShaderDefineExpression } from \"./Expressions/shaderDefineExpression\";\r\nimport { ShaderDefineArithmeticOperator } from \"./Expressions/Operators/shaderDefineArithmeticOperator\";\r\nimport type { ProcessingOptions } from \"./shaderProcessingOptions\";\r\nimport { _WarnImport } from \"../../Misc/devTools\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\n\r\ndeclare type WebRequest = import(\"../../Misc/webRequest\").WebRequest;\r\ndeclare type LoadFileError = import(\"../../Misc/fileTools\").LoadFileError;\r\ndeclare type IOfflineProvider = import(\"../../Offline/IOfflineProvider\").IOfflineProvider;\r\ndeclare type IFileRequest = import(\"../../Misc/fileRequest\").IFileRequest;\r\ndeclare type ThinEngine = import(\"../thinEngine\").ThinEngine;\r\n\r\nconst regexSE = /defined\\s*?\\((.+?)\\)/g;\r\nconst regexSERevert = /defined\\s*?\\[(.+?)\\]/g;\r\nconst regexShaderInclude = /#include\\s?<(.+)>(\\((.*)\\))*(\\[(.*)\\])*/g;\r\nconst regexShaderDecl = /__decl__/;\r\nconst regexLightX = /light\\{X\\}.(\\w*)/g;\r\nconst regexX = /\\{X\\}/g;\r\nconst reusableMatches: RegExpMatchArray[] = [];\r\n\r\n/** @internal */\r\nexport class ShaderProcessor {\r\n private static _MoveCursorRegex = /(#ifdef)|(#else)|(#elif)|(#endif)|(#ifndef)|(#if)/;\r\n\r\n public static Initialize(options: ProcessingOptions): void {\r\n if (options.processor && options.processor.initializeShaders) {\r\n options.processor.initializeShaders(options.processingContext);\r\n }\r\n }\r\n\r\n public static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string, codeBeforeMigration: string) => void, engine: ThinEngine) {\r\n if (options.processor?.preProcessShaderCode) {\r\n sourceCode = options.processor.preProcessShaderCode(sourceCode, options.isFragment);\r\n }\r\n this._ProcessIncludes(sourceCode, options, (codeWithIncludes) => {\r\n if (options.processCodeAfterIncludes) {\r\n codeWithIncludes = options.processCodeAfterIncludes(options.isFragment ? \"fragment\" : \"vertex\", codeWithIncludes);\r\n }\r\n const migratedCode = this._ProcessShaderConversion(codeWithIncludes, options, engine);\r\n callback(migratedCode, codeWithIncludes);\r\n });\r\n }\r\n\r\n public static PreProcess(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string, codeBeforeMigration: string) => void, engine: ThinEngine) {\r\n if (options.processor?.preProcessShaderCode) {\r\n sourceCode = options.processor.preProcessShaderCode(sourceCode, options.isFragment);\r\n }\r\n this._ProcessIncludes(sourceCode, options, (codeWithIncludes) => {\r\n if (options.processCodeAfterIncludes) {\r\n codeWithIncludes = options.processCodeAfterIncludes(options.isFragment ? \"fragment\" : \"vertex\", codeWithIncludes);\r\n }\r\n const migratedCode = this._ApplyPreProcessing(codeWithIncludes, options, engine);\r\n callback(migratedCode, codeWithIncludes);\r\n });\r\n }\r\n\r\n public static Finalize(vertexCode: string, fragmentCode: string, options: ProcessingOptions): { vertexCode: string; fragmentCode: string } {\r\n if (!options.processor || !options.processor.finalizeShaders) {\r\n return { vertexCode, fragmentCode };\r\n }\r\n\r\n return options.processor.finalizeShaders(vertexCode, fragmentCode, options.processingContext);\r\n }\r\n\r\n private static _ProcessPrecision(source: string, options: ProcessingOptions): string {\r\n if (options.processor?.noPrecision) {\r\n return source;\r\n }\r\n\r\n const shouldUseHighPrecisionShader = options.shouldUseHighPrecisionShader;\r\n\r\n if (source.indexOf(\"precision highp float\") === -1) {\r\n if (!shouldUseHighPrecisionShader) {\r\n source = \"precision mediump float;\\n\" + source;\r\n } else {\r\n source = \"precision highp float;\\n\" + source;\r\n }\r\n } else {\r\n if (!shouldUseHighPrecisionShader) {\r\n // Moving highp to mediump\r\n source = source.replace(\"precision highp float\", \"precision mediump float\");\r\n }\r\n }\r\n\r\n return source;\r\n }\r\n\r\n private static _ExtractOperation(expression: string) {\r\n const regex = /defined\\((.+)\\)/;\r\n\r\n const match = regex.exec(expression);\r\n\r\n if (match && match.length) {\r\n return new ShaderDefineIsDefinedOperator(match[1].trim(), expression[0] === \"!\");\r\n }\r\n\r\n const operators = [\"==\", \"!=\", \">=\", \"<=\", \"<\", \">\"];\r\n let operator = \"\";\r\n let indexOperator = 0;\r\n\r\n for (operator of operators) {\r\n indexOperator = expression.indexOf(operator);\r\n\r\n if (indexOperator > -1) {\r\n break;\r\n }\r\n }\r\n\r\n if (indexOperator === -1) {\r\n return new ShaderDefineIsDefinedOperator(expression);\r\n }\r\n\r\n const define = expression.substring(0, indexOperator).trim();\r\n const value = expression.substring(indexOperator + operator.length).trim();\r\n\r\n return new ShaderDefineArithmeticOperator(define, operator, value);\r\n }\r\n\r\n private static _BuildSubExpression(expression: string): ShaderDefineExpression {\r\n expression = expression.replace(regexSE, \"defined[$1]\");\r\n\r\n const postfix = ShaderDefineExpression.infixToPostfix(expression);\r\n\r\n const stack: (string | ShaderDefineExpression)[] = [];\r\n\r\n for (const c of postfix) {\r\n if (c !== \"||\" && c !== \"&&\") {\r\n stack.push(c);\r\n } else if (stack.length >= 2) {\r\n let v1 = stack[stack.length - 1],\r\n v2 = stack[stack.length - 2];\r\n\r\n stack.length -= 2;\r\n\r\n const operator = c == \"&&\" ? new ShaderDefineAndOperator() : new ShaderDefineOrOperator();\r\n\r\n if (typeof v1 === \"string\") {\r\n v1 = v1.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n if (typeof v2 === \"string\") {\r\n v2 = v2.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n operator.leftOperand = typeof v2 === \"string\" ? this._ExtractOperation(v2) : v2;\r\n operator.rightOperand = typeof v1 === \"string\" ? this._ExtractOperation(v1) : v1;\r\n\r\n stack.push(operator);\r\n }\r\n }\r\n\r\n let result = stack[stack.length - 1];\r\n\r\n if (typeof result === \"string\") {\r\n result = result.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n // note: stack.length !== 1 if there was an error in the parsing\r\n\r\n return typeof result === \"string\" ? this._ExtractOperation(result) : result;\r\n }\r\n\r\n private static _BuildExpression(line: string, start: number): ShaderCodeTestNode {\r\n const node = new ShaderCodeTestNode();\r\n const command = line.substring(0, start);\r\n let expression = line.substring(start);\r\n\r\n expression = expression.substring(0, (expression.indexOf(\"//\") + 1 || expression.length + 1) - 1).trim();\r\n\r\n if (command === \"#ifdef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression);\r\n } else if (command === \"#ifndef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression, true);\r\n } else {\r\n node.testExpression = this._BuildSubExpression(expression);\r\n }\r\n\r\n return node;\r\n }\r\n\r\n private static _MoveCursorWithinIf(cursor: ShaderCodeCursor, rootNode: ShaderCodeConditionNode, ifNode: ShaderCodeNode) {\r\n let line = cursor.currentLine;\r\n while (this._MoveCursor(cursor, ifNode)) {\r\n line = cursor.currentLine;\r\n const first5 = line.substring(0, 5).toLowerCase();\r\n\r\n if (first5 === \"#else\") {\r\n const elseNode = new ShaderCodeNode();\r\n rootNode.children.push(elseNode);\r\n this._MoveCursor(cursor, elseNode);\r\n return;\r\n } else if (first5 === \"#elif\") {\r\n const elifNode = this._BuildExpression(line, 5);\r\n\r\n rootNode.children.push(elifNode);\r\n ifNode = elifNode;\r\n }\r\n }\r\n }\r\n\r\n private static _MoveCursor(cursor: ShaderCodeCursor, rootNode: ShaderCodeNode): boolean {\r\n while (cursor.canRead) {\r\n cursor.lineIndex++;\r\n const line = cursor.currentLine;\r\n\r\n if (line.indexOf(\"#\") >= 0) {\r\n const matches = ShaderProcessor._MoveCursorRegex.exec(line);\r\n\r\n if (matches && matches.length) {\r\n const keyword = matches[0];\r\n\r\n switch (keyword) {\r\n case \"#ifdef\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n\r\n const ifNode = this._BuildExpression(line, 6);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n case \"#else\":\r\n case \"#elif\":\r\n return true;\r\n case \"#endif\":\r\n return false;\r\n case \"#ifndef\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n\r\n const ifNode = this._BuildExpression(line, 7);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n case \"#if\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n const ifNode = this._BuildExpression(line, 3);\r\n rootNode.children.push(newRootNode);\r\n\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n }\r\n continue;\r\n }\r\n }\r\n\r\n const newNode = new ShaderCodeNode();\r\n newNode.line = line;\r\n rootNode.children.push(newNode);\r\n\r\n // Detect additional defines\r\n if (line[0] === \"#\" && line[1] === \"d\") {\r\n const split = line.replace(\";\", \"\").split(\" \");\r\n newNode.additionalDefineKey = split[1];\r\n\r\n if (split.length === 3) {\r\n newNode.additionalDefineValue = split[2];\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n private static _EvaluatePreProcessors(sourceCode: string, preprocessors: { [key: string]: string }, options: ProcessingOptions): string {\r\n const rootNode = new ShaderCodeNode();\r\n const cursor = new ShaderCodeCursor();\r\n\r\n cursor.lineIndex = -1;\r\n cursor.lines = sourceCode.split(\"\\n\");\r\n\r\n // Decompose (We keep it in 2 steps so it is easier to maintain and perf hit is insignificant)\r\n this._MoveCursor(cursor, rootNode);\r\n\r\n // Recompose\r\n return rootNode.process(preprocessors, options);\r\n }\r\n\r\n private static _PreparePreProcessors(options: ProcessingOptions, engine: ThinEngine): { [key: string]: string } {\r\n const defines = options.defines;\r\n const preprocessors: { [key: string]: string } = {};\r\n\r\n for (const define of defines) {\r\n const keyValue = define.replace(\"#define\", \"\").replace(\";\", \"\").trim();\r\n const split = keyValue.split(\" \");\r\n preprocessors[split[0]] = split.length > 1 ? split[1] : \"\";\r\n }\r\n\r\n if (options.processor?.shaderLanguage === ShaderLanguage.GLSL) {\r\n preprocessors[\"GL_ES\"] = \"true\";\r\n }\r\n preprocessors[\"__VERSION__\"] = options.version;\r\n preprocessors[options.platformName] = \"true\";\r\n\r\n engine._getGlobalDefines(preprocessors);\r\n\r\n return preprocessors;\r\n }\r\n\r\n private static _ProcessShaderConversion(sourceCode: string, options: ProcessingOptions, engine: ThinEngine): string {\r\n let preparedSourceCode = this._ProcessPrecision(sourceCode, options);\r\n\r\n if (!options.processor) {\r\n return preparedSourceCode;\r\n }\r\n\r\n // Already converted\r\n if (options.processor.shaderLanguage === ShaderLanguage.GLSL && preparedSourceCode.indexOf(\"#version 3\") !== -1) {\r\n preparedSourceCode = preparedSourceCode.replace(\"#version 300 es\", \"\");\r\n if (!options.processor.parseGLES3) {\r\n return preparedSourceCode;\r\n }\r\n }\r\n\r\n const defines = options.defines;\r\n\r\n const preprocessors = this._PreparePreProcessors(options, engine);\r\n\r\n // General pre processing\r\n if (options.processor.preProcessor) {\r\n preparedSourceCode = options.processor.preProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext);\r\n }\r\n\r\n preparedSourceCode = this._EvaluatePreProcessors(preparedSourceCode, preprocessors, options);\r\n\r\n // Post processing\r\n if (options.processor.postProcessor) {\r\n preparedSourceCode = options.processor.postProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext, engine);\r\n }\r\n\r\n // Inline functions tagged with #define inline\r\n if (engine._features.needShaderCodeInlining) {\r\n preparedSourceCode = engine.inlineShaderCode(preparedSourceCode);\r\n }\r\n\r\n return preparedSourceCode;\r\n }\r\n\r\n private static _ApplyPreProcessing(sourceCode: string, options: ProcessingOptions, engine: ThinEngine): string {\r\n let preparedSourceCode = sourceCode;\r\n\r\n const defines = options.defines;\r\n\r\n const preprocessors = this._PreparePreProcessors(options, engine);\r\n\r\n // General pre processing\r\n if (options.processor?.preProcessor) {\r\n preparedSourceCode = options.processor.preProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext);\r\n }\r\n\r\n preparedSourceCode = this._EvaluatePreProcessors(preparedSourceCode, preprocessors, options);\r\n\r\n // Post processing\r\n if (options.processor?.postProcessor) {\r\n preparedSourceCode = options.processor.postProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext, engine);\r\n }\r\n\r\n // Inline functions tagged with #define inline\r\n if (engine._features.needShaderCodeInlining) {\r\n preparedSourceCode = engine.inlineShaderCode(preparedSourceCode);\r\n }\r\n\r\n return preparedSourceCode;\r\n }\r\n\r\n private static _ProcessIncludes(sourceCode: string, options: ProcessingOptions, callback: (data: any) => void): void {\r\n reusableMatches.length = 0;\r\n let match: RegExpMatchArray | null;\r\n // stay back-compat to the old matchAll syntax\r\n while ((match = regexShaderInclude.exec(sourceCode)) !== null) {\r\n reusableMatches.push(match);\r\n }\r\n\r\n let returnValue = String(sourceCode);\r\n let parts = [sourceCode];\r\n\r\n let keepProcessing = false;\r\n\r\n for (const match of reusableMatches) {\r\n let includeFile = match[1];\r\n\r\n // Uniform declaration\r\n if (includeFile.indexOf(\"__decl__\") !== -1) {\r\n includeFile = includeFile.replace(regexShaderDecl, \"\");\r\n if (options.supportsUniformBuffers) {\r\n includeFile = includeFile.replace(\"Vertex\", \"Ubo\").replace(\"Fragment\", \"Ubo\");\r\n }\r\n includeFile = includeFile + \"Declaration\";\r\n }\r\n\r\n if (options.includesShadersStore[includeFile]) {\r\n // Substitution\r\n let includeContent = options.includesShadersStore[includeFile];\r\n if (match[2]) {\r\n const splits = match[3].split(\",\");\r\n\r\n for (let index = 0; index < splits.length; index += 2) {\r\n const source = new RegExp(splits[index], \"g\");\r\n const dest = splits[index + 1];\r\n\r\n includeContent = includeContent.replace(source, dest);\r\n }\r\n }\r\n\r\n if (match[4]) {\r\n const indexString = match[5];\r\n\r\n if (indexString.indexOf(\"..\") !== -1) {\r\n const indexSplits = indexString.split(\"..\");\r\n const minIndex = parseInt(indexSplits[0]);\r\n let maxIndex = parseInt(indexSplits[1]);\r\n let sourceIncludeContent = includeContent.slice(0);\r\n includeContent = \"\";\r\n\r\n if (isNaN(maxIndex)) {\r\n maxIndex = options.indexParameters[indexSplits[1]];\r\n }\r\n\r\n for (let i = minIndex; i < maxIndex; i++) {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n sourceIncludeContent = sourceIncludeContent.replace(regexLightX, (str: string, p1: string) => {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent += sourceIncludeContent.replace(regexX, i.toString()) + \"\\n\";\r\n }\r\n } else {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n includeContent = includeContent.replace(regexLightX, (str: string, p1: string) => {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent = includeContent.replace(regexX, indexString);\r\n }\r\n }\r\n\r\n // Replace\r\n // Split all parts on match[0] and intersperse the parts with the include content\r\n const newParts = [];\r\n for (const part of parts) {\r\n const splitPart = part.split(match[0]);\r\n for (let i = 0; i < splitPart.length - 1; i++) {\r\n newParts.push(splitPart[i]);\r\n newParts.push(includeContent);\r\n }\r\n newParts.push(splitPart[splitPart.length - 1]);\r\n }\r\n parts = newParts;\r\n\r\n keepProcessing = keepProcessing || includeContent.indexOf(\"#include<\") >= 0 || includeContent.indexOf(\"#include <\") >= 0;\r\n } else {\r\n const includeShaderUrl = options.shadersRepository + \"ShadersInclude/\" + includeFile + \".fx\";\r\n\r\n ShaderProcessor._FileToolsLoadFile(includeShaderUrl, (fileContent) => {\r\n options.includesShadersStore[includeFile] = fileContent as string;\r\n this._ProcessIncludes(parts.join(\"\"), options, callback);\r\n });\r\n return;\r\n }\r\n }\r\n reusableMatches.length = 0;\r\n\r\n returnValue = parts.join(\"\");\r\n\r\n if (keepProcessing) {\r\n this._ProcessIncludes(returnValue.toString(), options, callback);\r\n } else {\r\n callback(returnValue);\r\n }\r\n }\r\n\r\n /**\r\n * Loads a file from a url\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @returns a file request object\r\n * @internal\r\n */\r\n public static _FileToolsLoadFile(\r\n url: string,\r\n onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void,\r\n onProgress?: (ev: ProgressEvent) => void,\r\n offlineProvider?: IOfflineProvider,\r\n useArrayBuffer?: boolean,\r\n onError?: (request?: WebRequest, exception?: LoadFileError) => void\r\n ): IFileRequest {\r\n throw _WarnImport(\"FileTools\");\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { ShaderCodeNode } from \"./shaderCodeNode\";\r\nimport { ShaderCodeCursor } from \"./shaderCodeCursor\";\r\nimport { ShaderCodeConditionNode } from \"./shaderCodeConditionNode\";\r\nimport { ShaderCodeTestNode } from \"./shaderCodeTestNode\";\r\nimport { ShaderDefineIsDefinedOperator } from \"./Expressions/Operators/shaderDefineIsDefinedOperator\";\r\nimport { ShaderDefineOrOperator } from \"./Expressions/Operators/shaderDefineOrOperator\";\r\nimport { ShaderDefineAndOperator } from \"./Expressions/Operators/shaderDefineAndOperator\";\r\nimport { ShaderDefineExpression } from \"./Expressions/shaderDefineExpression\";\r\nimport { ShaderDefineArithmeticOperator } from \"./Expressions/Operators/shaderDefineArithmeticOperator\";\r\nimport type { ProcessingOptions } from \"./shaderProcessingOptions\";\r\nimport { _WarnImport } from \"../../Misc/devTools\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\n\r\nimport type { WebRequest } from \"../../Misc/webRequest\";\r\nimport type { LoadFileError } from \"../../Misc/fileTools\";\r\nimport type { IOfflineProvider } from \"../../Offline/IOfflineProvider\";\r\nimport type { IFileRequest } from \"../../Misc/fileRequest\";\r\nimport type { ThinEngine } from \"../thinEngine\";\r\n\r\nconst regexSE = /defined\\s*?\\((.+?)\\)/g;\r\nconst regexSERevert = /defined\\s*?\\[(.+?)\\]/g;\r\nconst regexShaderInclude = /#include\\s?<(.+)>(\\((.*)\\))*(\\[(.*)\\])*/g;\r\nconst regexShaderDecl = /__decl__/;\r\nconst regexLightX = /light\\{X\\}.(\\w*)/g;\r\nconst regexX = /\\{X\\}/g;\r\nconst reusableMatches: RegExpMatchArray[] = [];\r\n\r\n/** @internal */\r\nexport class ShaderProcessor {\r\n private static _MoveCursorRegex = /(#ifdef)|(#else)|(#elif)|(#endif)|(#ifndef)|(#if)/;\r\n\r\n public static Initialize(options: ProcessingOptions): void {\r\n if (options.processor && options.processor.initializeShaders) {\r\n options.processor.initializeShaders(options.processingContext);\r\n }\r\n }\r\n\r\n public static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string, codeBeforeMigration: string) => void, engine: ThinEngine) {\r\n if (options.processor?.preProcessShaderCode) {\r\n sourceCode = options.processor.preProcessShaderCode(sourceCode, options.isFragment);\r\n }\r\n this._ProcessIncludes(sourceCode, options, (codeWithIncludes) => {\r\n if (options.processCodeAfterIncludes) {\r\n codeWithIncludes = options.processCodeAfterIncludes(options.isFragment ? \"fragment\" : \"vertex\", codeWithIncludes);\r\n }\r\n const migratedCode = this._ProcessShaderConversion(codeWithIncludes, options, engine);\r\n callback(migratedCode, codeWithIncludes);\r\n });\r\n }\r\n\r\n public static PreProcess(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string, codeBeforeMigration: string) => void, engine: ThinEngine) {\r\n if (options.processor?.preProcessShaderCode) {\r\n sourceCode = options.processor.preProcessShaderCode(sourceCode, options.isFragment);\r\n }\r\n this._ProcessIncludes(sourceCode, options, (codeWithIncludes) => {\r\n if (options.processCodeAfterIncludes) {\r\n codeWithIncludes = options.processCodeAfterIncludes(options.isFragment ? \"fragment\" : \"vertex\", codeWithIncludes);\r\n }\r\n const migratedCode = this._ApplyPreProcessing(codeWithIncludes, options, engine);\r\n callback(migratedCode, codeWithIncludes);\r\n });\r\n }\r\n\r\n public static Finalize(vertexCode: string, fragmentCode: string, options: ProcessingOptions): { vertexCode: string; fragmentCode: string } {\r\n if (!options.processor || !options.processor.finalizeShaders) {\r\n return { vertexCode, fragmentCode };\r\n }\r\n\r\n return options.processor.finalizeShaders(vertexCode, fragmentCode, options.processingContext);\r\n }\r\n\r\n private static _ProcessPrecision(source: string, options: ProcessingOptions): string {\r\n if (options.processor?.noPrecision) {\r\n return source;\r\n }\r\n\r\n const shouldUseHighPrecisionShader = options.shouldUseHighPrecisionShader;\r\n\r\n if (source.indexOf(\"precision highp float\") === -1) {\r\n if (!shouldUseHighPrecisionShader) {\r\n source = \"precision mediump float;\\n\" + source;\r\n } else {\r\n source = \"precision highp float;\\n\" + source;\r\n }\r\n } else {\r\n if (!shouldUseHighPrecisionShader) {\r\n // Moving highp to mediump\r\n source = source.replace(\"precision highp float\", \"precision mediump float\");\r\n }\r\n }\r\n\r\n return source;\r\n }\r\n\r\n private static _ExtractOperation(expression: string) {\r\n const regex = /defined\\((.+)\\)/;\r\n\r\n const match = regex.exec(expression);\r\n\r\n if (match && match.length) {\r\n return new ShaderDefineIsDefinedOperator(match[1].trim(), expression[0] === \"!\");\r\n }\r\n\r\n const operators = [\"==\", \"!=\", \">=\", \"<=\", \"<\", \">\"];\r\n let operator = \"\";\r\n let indexOperator = 0;\r\n\r\n for (operator of operators) {\r\n indexOperator = expression.indexOf(operator);\r\n\r\n if (indexOperator > -1) {\r\n break;\r\n }\r\n }\r\n\r\n if (indexOperator === -1) {\r\n return new ShaderDefineIsDefinedOperator(expression);\r\n }\r\n\r\n const define = expression.substring(0, indexOperator).trim();\r\n const value = expression.substring(indexOperator + operator.length).trim();\r\n\r\n return new ShaderDefineArithmeticOperator(define, operator, value);\r\n }\r\n\r\n private static _BuildSubExpression(expression: string): ShaderDefineExpression {\r\n expression = expression.replace(regexSE, \"defined[$1]\");\r\n\r\n const postfix = ShaderDefineExpression.infixToPostfix(expression);\r\n\r\n const stack: (string | ShaderDefineExpression)[] = [];\r\n\r\n for (const c of postfix) {\r\n if (c !== \"||\" && c !== \"&&\") {\r\n stack.push(c);\r\n } else if (stack.length >= 2) {\r\n let v1 = stack[stack.length - 1],\r\n v2 = stack[stack.length - 2];\r\n\r\n stack.length -= 2;\r\n\r\n const operator = c == \"&&\" ? new ShaderDefineAndOperator() : new ShaderDefineOrOperator();\r\n\r\n if (typeof v1 === \"string\") {\r\n v1 = v1.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n if (typeof v2 === \"string\") {\r\n v2 = v2.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n operator.leftOperand = typeof v2 === \"string\" ? this._ExtractOperation(v2) : v2;\r\n operator.rightOperand = typeof v1 === \"string\" ? this._ExtractOperation(v1) : v1;\r\n\r\n stack.push(operator);\r\n }\r\n }\r\n\r\n let result = stack[stack.length - 1];\r\n\r\n if (typeof result === \"string\") {\r\n result = result.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n // note: stack.length !== 1 if there was an error in the parsing\r\n\r\n return typeof result === \"string\" ? this._ExtractOperation(result) : result;\r\n }\r\n\r\n private static _BuildExpression(line: string, start: number): ShaderCodeTestNode {\r\n const node = new ShaderCodeTestNode();\r\n const command = line.substring(0, start);\r\n let expression = line.substring(start);\r\n\r\n expression = expression.substring(0, (expression.indexOf(\"//\") + 1 || expression.length + 1) - 1).trim();\r\n\r\n if (command === \"#ifdef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression);\r\n } else if (command === \"#ifndef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression, true);\r\n } else {\r\n node.testExpression = this._BuildSubExpression(expression);\r\n }\r\n\r\n return node;\r\n }\r\n\r\n private static _MoveCursorWithinIf(cursor: ShaderCodeCursor, rootNode: ShaderCodeConditionNode, ifNode: ShaderCodeNode) {\r\n let line = cursor.currentLine;\r\n while (this._MoveCursor(cursor, ifNode)) {\r\n line = cursor.currentLine;\r\n const first5 = line.substring(0, 5).toLowerCase();\r\n\r\n if (first5 === \"#else\") {\r\n const elseNode = new ShaderCodeNode();\r\n rootNode.children.push(elseNode);\r\n this._MoveCursor(cursor, elseNode);\r\n return;\r\n } else if (first5 === \"#elif\") {\r\n const elifNode = this._BuildExpression(line, 5);\r\n\r\n rootNode.children.push(elifNode);\r\n ifNode = elifNode;\r\n }\r\n }\r\n }\r\n\r\n private static _MoveCursor(cursor: ShaderCodeCursor, rootNode: ShaderCodeNode): boolean {\r\n while (cursor.canRead) {\r\n cursor.lineIndex++;\r\n const line = cursor.currentLine;\r\n\r\n if (line.indexOf(\"#\") >= 0) {\r\n const matches = ShaderProcessor._MoveCursorRegex.exec(line);\r\n\r\n if (matches && matches.length) {\r\n const keyword = matches[0];\r\n\r\n switch (keyword) {\r\n case \"#ifdef\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n\r\n const ifNode = this._BuildExpression(line, 6);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n case \"#else\":\r\n case \"#elif\":\r\n return true;\r\n case \"#endif\":\r\n return false;\r\n case \"#ifndef\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n\r\n const ifNode = this._BuildExpression(line, 7);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n case \"#if\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n const ifNode = this._BuildExpression(line, 3);\r\n rootNode.children.push(newRootNode);\r\n\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n }\r\n continue;\r\n }\r\n }\r\n\r\n const newNode = new ShaderCodeNode();\r\n newNode.line = line;\r\n rootNode.children.push(newNode);\r\n\r\n // Detect additional defines\r\n if (line[0] === \"#\" && line[1] === \"d\") {\r\n const split = line.replace(\";\", \"\").split(\" \");\r\n newNode.additionalDefineKey = split[1];\r\n\r\n if (split.length === 3) {\r\n newNode.additionalDefineValue = split[2];\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n private static _EvaluatePreProcessors(sourceCode: string, preprocessors: { [key: string]: string }, options: ProcessingOptions): string {\r\n const rootNode = new ShaderCodeNode();\r\n const cursor = new ShaderCodeCursor();\r\n\r\n cursor.lineIndex = -1;\r\n cursor.lines = sourceCode.split(\"\\n\");\r\n\r\n // Decompose (We keep it in 2 steps so it is easier to maintain and perf hit is insignificant)\r\n this._MoveCursor(cursor, rootNode);\r\n\r\n // Recompose\r\n return rootNode.process(preprocessors, options);\r\n }\r\n\r\n private static _PreparePreProcessors(options: ProcessingOptions, engine: ThinEngine): { [key: string]: string } {\r\n const defines = options.defines;\r\n const preprocessors: { [key: string]: string } = {};\r\n\r\n for (const define of defines) {\r\n const keyValue = define.replace(\"#define\", \"\").replace(\";\", \"\").trim();\r\n const split = keyValue.split(\" \");\r\n preprocessors[split[0]] = split.length > 1 ? split[1] : \"\";\r\n }\r\n\r\n if (options.processor?.shaderLanguage === ShaderLanguage.GLSL) {\r\n preprocessors[\"GL_ES\"] = \"true\";\r\n }\r\n preprocessors[\"__VERSION__\"] = options.version;\r\n preprocessors[options.platformName] = \"true\";\r\n\r\n engine._getGlobalDefines(preprocessors);\r\n\r\n return preprocessors;\r\n }\r\n\r\n private static _ProcessShaderConversion(sourceCode: string, options: ProcessingOptions, engine: ThinEngine): string {\r\n let preparedSourceCode = this._ProcessPrecision(sourceCode, options);\r\n\r\n if (!options.processor) {\r\n return preparedSourceCode;\r\n }\r\n\r\n // Already converted\r\n if (options.processor.shaderLanguage === ShaderLanguage.GLSL && preparedSourceCode.indexOf(\"#version 3\") !== -1) {\r\n preparedSourceCode = preparedSourceCode.replace(\"#version 300 es\", \"\");\r\n if (!options.processor.parseGLES3) {\r\n return preparedSourceCode;\r\n }\r\n }\r\n\r\n const defines = options.defines;\r\n\r\n const preprocessors = this._PreparePreProcessors(options, engine);\r\n\r\n // General pre processing\r\n if (options.processor.preProcessor) {\r\n preparedSourceCode = options.processor.preProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext);\r\n }\r\n\r\n preparedSourceCode = this._EvaluatePreProcessors(preparedSourceCode, preprocessors, options);\r\n\r\n // Post processing\r\n if (options.processor.postProcessor) {\r\n preparedSourceCode = options.processor.postProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext, engine);\r\n }\r\n\r\n // Inline functions tagged with #define inline\r\n if (engine._features.needShaderCodeInlining) {\r\n preparedSourceCode = engine.inlineShaderCode(preparedSourceCode);\r\n }\r\n\r\n return preparedSourceCode;\r\n }\r\n\r\n private static _ApplyPreProcessing(sourceCode: string, options: ProcessingOptions, engine: ThinEngine): string {\r\n let preparedSourceCode = sourceCode;\r\n\r\n const defines = options.defines;\r\n\r\n const preprocessors = this._PreparePreProcessors(options, engine);\r\n\r\n // General pre processing\r\n if (options.processor?.preProcessor) {\r\n preparedSourceCode = options.processor.preProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext);\r\n }\r\n\r\n preparedSourceCode = this._EvaluatePreProcessors(preparedSourceCode, preprocessors, options);\r\n\r\n // Post processing\r\n if (options.processor?.postProcessor) {\r\n preparedSourceCode = options.processor.postProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext, engine);\r\n }\r\n\r\n // Inline functions tagged with #define inline\r\n if (engine._features.needShaderCodeInlining) {\r\n preparedSourceCode = engine.inlineShaderCode(preparedSourceCode);\r\n }\r\n\r\n return preparedSourceCode;\r\n }\r\n\r\n private static _ProcessIncludes(sourceCode: string, options: ProcessingOptions, callback: (data: any) => void): void {\r\n reusableMatches.length = 0;\r\n let match: RegExpMatchArray | null;\r\n // stay back-compat to the old matchAll syntax\r\n while ((match = regexShaderInclude.exec(sourceCode)) !== null) {\r\n reusableMatches.push(match);\r\n }\r\n\r\n let returnValue = String(sourceCode);\r\n let parts = [sourceCode];\r\n\r\n let keepProcessing = false;\r\n\r\n for (const match of reusableMatches) {\r\n let includeFile = match[1];\r\n\r\n // Uniform declaration\r\n if (includeFile.indexOf(\"__decl__\") !== -1) {\r\n includeFile = includeFile.replace(regexShaderDecl, \"\");\r\n if (options.supportsUniformBuffers) {\r\n includeFile = includeFile.replace(\"Vertex\", \"Ubo\").replace(\"Fragment\", \"Ubo\");\r\n }\r\n includeFile = includeFile + \"Declaration\";\r\n }\r\n\r\n if (options.includesShadersStore[includeFile]) {\r\n // Substitution\r\n let includeContent = options.includesShadersStore[includeFile];\r\n if (match[2]) {\r\n const splits = match[3].split(\",\");\r\n\r\n for (let index = 0; index < splits.length; index += 2) {\r\n const source = new RegExp(splits[index], \"g\");\r\n const dest = splits[index + 1];\r\n\r\n includeContent = includeContent.replace(source, dest);\r\n }\r\n }\r\n\r\n if (match[4]) {\r\n const indexString = match[5];\r\n\r\n if (indexString.indexOf(\"..\") !== -1) {\r\n const indexSplits = indexString.split(\"..\");\r\n const minIndex = parseInt(indexSplits[0]);\r\n let maxIndex = parseInt(indexSplits[1]);\r\n let sourceIncludeContent = includeContent.slice(0);\r\n includeContent = \"\";\r\n\r\n if (isNaN(maxIndex)) {\r\n maxIndex = options.indexParameters[indexSplits[1]];\r\n }\r\n\r\n for (let i = minIndex; i < maxIndex; i++) {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n sourceIncludeContent = sourceIncludeContent.replace(regexLightX, (str: string, p1: string) => {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent += sourceIncludeContent.replace(regexX, i.toString()) + \"\\n\";\r\n }\r\n } else {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n includeContent = includeContent.replace(regexLightX, (str: string, p1: string) => {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent = includeContent.replace(regexX, indexString);\r\n }\r\n }\r\n\r\n // Replace\r\n // Split all parts on match[0] and intersperse the parts with the include content\r\n const newParts = [];\r\n for (const part of parts) {\r\n const splitPart = part.split(match[0]);\r\n for (let i = 0; i < splitPart.length - 1; i++) {\r\n newParts.push(splitPart[i]);\r\n newParts.push(includeContent);\r\n }\r\n newParts.push(splitPart[splitPart.length - 1]);\r\n }\r\n parts = newParts;\r\n\r\n keepProcessing = keepProcessing || includeContent.indexOf(\"#include<\") >= 0 || includeContent.indexOf(\"#include <\") >= 0;\r\n } else {\r\n const includeShaderUrl = options.shadersRepository + \"ShadersInclude/\" + includeFile + \".fx\";\r\n\r\n ShaderProcessor._FileToolsLoadFile(includeShaderUrl, (fileContent) => {\r\n options.includesShadersStore[includeFile] = fileContent as string;\r\n this._ProcessIncludes(parts.join(\"\"), options, callback);\r\n });\r\n return;\r\n }\r\n }\r\n reusableMatches.length = 0;\r\n\r\n returnValue = parts.join(\"\");\r\n\r\n if (keepProcessing) {\r\n this._ProcessIncludes(returnValue.toString(), options, callback);\r\n } else {\r\n callback(returnValue);\r\n }\r\n }\r\n\r\n /**\r\n * Loads a file from a url\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @returns a file request object\r\n * @internal\r\n */\r\n public static _FileToolsLoadFile(\r\n url: string,\r\n onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void,\r\n onProgress?: (ev: ProgressEvent) => void,\r\n offlineProvider?: IOfflineProvider,\r\n useArrayBuffer?: boolean,\r\n onError?: (request?: WebRequest, exception?: LoadFileError) => void\r\n ): IFileRequest {\r\n throw _WarnImport(\"FileTools\");\r\n }\r\n}\r\n"]}
@@ -2,10 +2,9 @@ import { ShaderLanguage } from "../../Materials/shaderLanguage";
2
2
  import type { Nullable } from "../../types";
3
3
  import type { IShaderProcessor } from "../Processors/iShaderProcessor";
4
4
  import type { ShaderProcessingContext } from "../Processors/shaderProcessingOptions";
5
- declare type ThinEngine = import("../thinEngine").ThinEngine;
5
+ import type { ThinEngine } from "../thinEngine";
6
6
  /** @internal */
7
7
  export declare class WebGLShaderProcessor implements IShaderProcessor {
8
8
  shaderLanguage: ShaderLanguage;
9
9
  postProcessor(code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>, engine: ThinEngine): string;
10
10
  }
11
- export {};
@@ -1 +1 @@
1
- {"version":3,"file":"webGLShaderProcessors.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Engines/WebGL/webGLShaderProcessors.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,gCAAgC,CAAC;AAOhE,gBAAgB;AAChB,MAAM,OAAO,oBAAoB;IAAjC;QACW,mBAAc,GAAG,cAAc,CAAC,IAAI,CAAC;IAYhD,CAAC;IAVU,aAAa,CAAC,IAAY,EAAE,OAAiB,EAAE,UAAmB,EAAE,iBAAoD,EAAE,MAAkB;QAC/I,oBAAoB;QACpB,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC,oBAAoB,EAAE;YACxC,iHAAiH;YACjH,MAAM,KAAK,GAAG,oDAAoD,CAAC;YACnE,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC;SAClC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ","sourcesContent":["import { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IShaderProcessor } from \"../Processors/iShaderProcessor\";\r\nimport type { ShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\n\r\ndeclare type ThinEngine = import(\"../thinEngine\").ThinEngine;\r\n\r\n/** @internal */\r\nexport class WebGLShaderProcessor implements IShaderProcessor {\r\n public shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n public postProcessor(code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>, engine: ThinEngine) {\r\n // Remove extensions\r\n if (!engine.getCaps().drawBuffersExtension) {\r\n // even if enclosed in #if/#endif, IE11 does parse the #extension declaration, so we need to remove it altogether\r\n const regex = /#extension.+GL_EXT_draw_buffers.+(enable|require)/g;\r\n code = code.replace(regex, \"\");\r\n }\r\n\r\n return code;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"webGLShaderProcessors.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Engines/WebGL/webGLShaderProcessors.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,gCAAgC,CAAC;AAOhE,gBAAgB;AAChB,MAAM,OAAO,oBAAoB;IAAjC;QACW,mBAAc,GAAG,cAAc,CAAC,IAAI,CAAC;IAYhD,CAAC;IAVU,aAAa,CAAC,IAAY,EAAE,OAAiB,EAAE,UAAmB,EAAE,iBAAoD,EAAE,MAAkB;QAC/I,oBAAoB;QACpB,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC,oBAAoB,EAAE;YACxC,iHAAiH;YACjH,MAAM,KAAK,GAAG,oDAAoD,CAAC;YACnE,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC;SAClC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ","sourcesContent":["import { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IShaderProcessor } from \"../Processors/iShaderProcessor\";\r\nimport type { ShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\n\r\nimport type { ThinEngine } from \"../thinEngine\";\r\n\r\n/** @internal */\r\nexport class WebGLShaderProcessor implements IShaderProcessor {\r\n public shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n public postProcessor(code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>, engine: ThinEngine) {\r\n // Remove extensions\r\n if (!engine.getCaps().drawBuffersExtension) {\r\n // even if enclosed in #if/#endif, IE11 does parse the #extension declaration, so we need to remove it altogether\r\n const regex = /#extension.+GL_EXT_draw_buffers.+(enable|require)/g;\r\n code = code.replace(regex, \"\");\r\n }\r\n\r\n return code;\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
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Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT;\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction,\r\n internalOptions.samples\r\n );\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(internalTexture);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nWebGPUEngine.prototype.createCubeTexture = function (\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap?: boolean,\r\n onLoad: Nullable<(data?: any) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = 0,\r\n lodOffset: number = 0,\r\n fallback: Nullable<InternalTexture> = null,\r\n useSRGBBuffer = false\r\n): InternalTexture {\r\n return this.createCubeTextureBase(\r\n rootUrl,\r\n scene,\r\n files,\r\n !!noMipmap,\r\n onLoad,\r\n onError,\r\n format,\r\n forcedExtension,\r\n createPolynomials,\r\n lodScale,\r\n lodOffset,\r\n fallback,\r\n null,\r\n (texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => {\r\n const imageBitmaps = imgs as ImageBitmap[]; // we will always get an ImageBitmap array in WebGPU\r\n const width = imageBitmaps[0].width;\r\n const height = width;\r\n\r\n this._setCubeMapTextureParams(texture, !noMipmap);\r\n texture.format = format ?? -1;\r\n\r\n const gpuTextureWrapper = this._textureHelper.createGPUTextureForInternalTexture(texture, width, height);\r\n\r\n this._textureHelper.updateCubeTextures(imageBitmaps, gpuTextureWrapper.underlyingResource!, width, height, gpuTextureWrapper.format, false, false, 0, 0);\r\n\r\n if (!noMipmap) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n\r\n texture.isReady = true;\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n },\r\n !!useSRGBBuffer\r\n );\r\n};\r\n\r\nWebGPUEngine.prototype._setCubeMapTextureParams = function (texture: InternalTexture, loadMipmap: boolean, maxLevel?: number) {\r\n texture.samplingMode = loadMipmap ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n if (maxLevel) {\r\n texture._maxLodLevel = maxLevel;\r\n }\r\n};\r\n"]}
1
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Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT;\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction,\r\n internalOptions.samples\r\n );\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(internalTexture);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nWebGPUEngine.prototype.createCubeTexture = function (\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap?: boolean,\r\n onLoad: Nullable<(data?: any) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = 0,\r\n lodOffset: number = 0,\r\n fallback: Nullable<InternalTexture> = null,\r\n useSRGBBuffer = false\r\n): InternalTexture {\r\n return this.createCubeTextureBase(\r\n rootUrl,\r\n scene,\r\n files,\r\n !!noMipmap,\r\n onLoad,\r\n onError,\r\n format,\r\n forcedExtension,\r\n createPolynomials,\r\n lodScale,\r\n lodOffset,\r\n fallback,\r\n null,\r\n (texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => {\r\n const imageBitmaps = imgs as ImageBitmap[]; // we will always get an ImageBitmap array in WebGPU\r\n const width = imageBitmaps[0].width;\r\n const height = width;\r\n\r\n this._setCubeMapTextureParams(texture, !noMipmap);\r\n texture.format = format ?? -1;\r\n\r\n const gpuTextureWrapper = this._textureHelper.createGPUTextureForInternalTexture(texture, width, height);\r\n\r\n this._textureHelper.updateCubeTextures(imageBitmaps, gpuTextureWrapper.underlyingResource!, width, height, gpuTextureWrapper.format, false, false, 0, 0);\r\n\r\n if (!noMipmap) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n\r\n texture.isReady = true;\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n },\r\n !!useSRGBBuffer\r\n );\r\n};\r\n\r\nWebGPUEngine.prototype._setCubeMapTextureParams = function (texture: InternalTexture, loadMipmap: boolean, maxLevel?: number) {\r\n texture.samplingMode = loadMipmap ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n if (maxLevel) {\r\n texture._maxLodLevel = maxLevel;\r\n }\r\n};\r\n"]}
@@ -1 +1 @@
1
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1
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@@ -1 +1 @@
1
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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IWebRequest } from \"../../../Misc/interfaces/iWebRequest\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\n\r\ndeclare type Scene = import(\"../../../scene\").Scene;\r\n\r\nWebGPUEngine.prototype.createRawTexture = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0,\r\n useSRGBBuffer: boolean = false\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.Raw);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.format = format;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture.type = type;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture(texture, data, format, invertY, compression, type, useSRGBBuffer);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture = function (\r\n texture: Nullable<InternalTexture>,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n useSRGBBuffer: boolean = false\r\n): void {\r\n if (!texture) {\r\n return;\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, type);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawCubeTexture = function (\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.CubeRaw);\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatRender) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to float textures is not supported. Mipmap generation forced to false.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.colorBufferFloat) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to half float textures is not supported. Mipmap generation forced to false.\");\r\n }\r\n\r\n texture.isCube = true;\r\n texture.format = format === Constants.TEXTUREFORMAT_RGB ? Constants.TEXTUREFORMAT_RGBA : format;\r\n texture.type = type;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.width = size;\r\n texture.height = size;\r\n texture.samplingMode = samplingMode;\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferViewArray = data;\r\n }\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n\r\n if (data) {\r\n this.updateRawCubeTexture(texture, data, format, type, invertY, compression);\r\n }\r\n\r\n texture.isReady = true;\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawCubeTexture = function (\r\n texture: InternalTexture,\r\n bufferView: ArrayBufferView[],\r\n format: number,\r\n type: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null\r\n): void {\r\n texture._bufferViewArray = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n const data = [];\r\n for (let i = 0; i < bufferView.length; ++i) {\r\n let faceData = bufferView[i];\r\n if (needConversion) {\r\n faceData = _convertRGBtoRGBATextureData(bufferView[i], texture.width, texture.height, type);\r\n }\r\n data.push(new Uint8Array(faceData.buffer, faceData.byteOffset, faceData.byteLength));\r\n }\r\n\r\n this._textureHelper.updateCubeTextures(data, gpuTextureWrapper.underlyingResource!, texture.width, texture.height, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawCubeTextureFromUrl = function (\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n invertY: boolean = false\r\n): InternalTexture {\r\n const texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode, null);\r\n scene?.addPendingData(texture);\r\n texture.url = url;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n scene?.removePendingData(texture);\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n const internalCallback = (data: any) => {\r\n const width = texture.width;\r\n const faceDataArrays = callback(data);\r\n\r\n if (!faceDataArrays) {\r\n return;\r\n }\r\n\r\n const faces = [0, 2, 4, 1, 3, 5];\r\n\r\n if (mipmapGenerator) {\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n const mipData = mipmapGenerator(faceDataArrays);\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const faces = [0, 1, 2, 3, 4, 5];\r\n for (let level = 0; level < mipData.length; level++) {\r\n const mipSize = width >> level;\r\n const allFaces = [];\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n let mipFaceData = mipData[level][faces[faceIndex]];\r\n if (needConversion) {\r\n mipFaceData = _convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);\r\n }\r\n allFaces.push(new Uint8Array(mipFaceData.buffer, mipFaceData.byteOffset, mipFaceData.byteLength));\r\n }\r\n this._textureHelper.updateCubeTextures(allFaces, gpuTextureWrapper.underlyingResource!, mipSize, mipSize, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n }\r\n } else {\r\n const allFaces = [];\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n allFaces.push(faceDataArrays[faces[faceIndex]]);\r\n }\r\n this.updateRawCubeTexture(texture, allFaces, format, type, invertY);\r\n }\r\n\r\n texture.isReady = true;\r\n scene?.removePendingData(texture);\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._loadFile(\r\n url,\r\n (data) => {\r\n internalCallback(data);\r\n },\r\n undefined,\r\n scene?.offlineProvider,\r\n true,\r\n onerror\r\n );\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawTexture3D = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw3D;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is3D = true;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture3D = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawTexture2DArray = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw2DArray;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is2DArray = true;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, depth, creationFlags);\r\n\r\n this.updateRawTexture2DArray(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture2DArray = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView {\r\n // Create new RGBA data container.\r\n let rgbaData: any;\r\n let val1 = 1;\r\n if (textureType === Constants.TEXTURETYPE_FLOAT) {\r\n rgbaData = new Float32Array(width * height * 4);\r\n } else if (textureType === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n rgbaData = new Uint16Array(width * height * 4);\r\n val1 = 15360; // 15360 is the encoding of 1 in half float\r\n } else if (textureType === Constants.TEXTURETYPE_UNSIGNED_INTEGER) {\r\n rgbaData = new Uint32Array(width * height * 4);\r\n } else {\r\n rgbaData = new Uint8Array(width * height * 4);\r\n }\r\n\r\n // Convert each pixel.\r\n for (let x = 0; x < width; x++) {\r\n for (let y = 0; y < height; y++) {\r\n const index = (y * width + x) * 3;\r\n const newIndex = (y * width + x) * 4;\r\n\r\n // Map Old Value to new value.\r\n rgbaData[newIndex + 0] = rgbData[index + 0];\r\n rgbaData[newIndex + 1] = rgbData[index + 1];\r\n rgbaData[newIndex + 2] = rgbData[index + 2];\r\n\r\n // Add fully opaque alpha channel.\r\n rgbaData[newIndex + 3] = val1;\r\n }\r\n }\r\n\r\n return rgbaData;\r\n}\r\n"]}
1
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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IWebRequest } from \"../../../Misc/interfaces/iWebRequest\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\n\r\nimport type { Scene } from \"../../../scene\";\r\n\r\nWebGPUEngine.prototype.createRawTexture = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0,\r\n useSRGBBuffer: boolean = false\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.Raw);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.format = format;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture.type = type;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture(texture, data, format, invertY, compression, type, useSRGBBuffer);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture = function (\r\n texture: Nullable<InternalTexture>,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n useSRGBBuffer: boolean = false\r\n): void {\r\n if (!texture) {\r\n return;\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, type);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawCubeTexture = function (\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.CubeRaw);\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatRender) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to float textures is not supported. Mipmap generation forced to false.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.colorBufferFloat) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to half float textures is not supported. Mipmap generation forced to false.\");\r\n }\r\n\r\n texture.isCube = true;\r\n texture.format = format === Constants.TEXTUREFORMAT_RGB ? Constants.TEXTUREFORMAT_RGBA : format;\r\n texture.type = type;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.width = size;\r\n texture.height = size;\r\n texture.samplingMode = samplingMode;\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferViewArray = data;\r\n }\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n\r\n if (data) {\r\n this.updateRawCubeTexture(texture, data, format, type, invertY, compression);\r\n }\r\n\r\n texture.isReady = true;\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawCubeTexture = function (\r\n texture: InternalTexture,\r\n bufferView: ArrayBufferView[],\r\n format: number,\r\n type: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null\r\n): void {\r\n texture._bufferViewArray = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n const data = [];\r\n for (let i = 0; i < bufferView.length; ++i) {\r\n let faceData = bufferView[i];\r\n if (needConversion) {\r\n faceData = _convertRGBtoRGBATextureData(bufferView[i], texture.width, texture.height, type);\r\n }\r\n data.push(new Uint8Array(faceData.buffer, faceData.byteOffset, faceData.byteLength));\r\n }\r\n\r\n this._textureHelper.updateCubeTextures(data, gpuTextureWrapper.underlyingResource!, texture.width, texture.height, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawCubeTextureFromUrl = function (\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n invertY: boolean = false\r\n): InternalTexture {\r\n const texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode, null);\r\n scene?.addPendingData(texture);\r\n texture.url = url;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n scene?.removePendingData(texture);\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n const internalCallback = (data: any) => {\r\n const width = texture.width;\r\n const faceDataArrays = callback(data);\r\n\r\n if (!faceDataArrays) {\r\n return;\r\n }\r\n\r\n const faces = [0, 2, 4, 1, 3, 5];\r\n\r\n if (mipmapGenerator) {\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n const mipData = mipmapGenerator(faceDataArrays);\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const faces = [0, 1, 2, 3, 4, 5];\r\n for (let level = 0; level < mipData.length; level++) {\r\n const mipSize = width >> level;\r\n const allFaces = [];\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n let mipFaceData = mipData[level][faces[faceIndex]];\r\n if (needConversion) {\r\n mipFaceData = _convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);\r\n }\r\n allFaces.push(new Uint8Array(mipFaceData.buffer, mipFaceData.byteOffset, mipFaceData.byteLength));\r\n }\r\n this._textureHelper.updateCubeTextures(allFaces, gpuTextureWrapper.underlyingResource!, mipSize, mipSize, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n }\r\n } else {\r\n const allFaces = [];\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n allFaces.push(faceDataArrays[faces[faceIndex]]);\r\n }\r\n this.updateRawCubeTexture(texture, allFaces, format, type, invertY);\r\n }\r\n\r\n texture.isReady = true;\r\n scene?.removePendingData(texture);\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._loadFile(\r\n url,\r\n (data) => {\r\n internalCallback(data);\r\n },\r\n undefined,\r\n scene?.offlineProvider,\r\n true,\r\n onerror\r\n );\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawTexture3D = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw3D;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is3D = true;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture3D = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawTexture2DArray = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw2DArray;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is2DArray = true;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, depth, creationFlags);\r\n\r\n this.updateRawTexture2DArray(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture2DArray = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView {\r\n // Create new RGBA data container.\r\n let rgbaData: any;\r\n let val1 = 1;\r\n if (textureType === Constants.TEXTURETYPE_FLOAT) {\r\n rgbaData = new Float32Array(width * height * 4);\r\n } else if (textureType === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n rgbaData = new Uint16Array(width * height * 4);\r\n val1 = 15360; // 15360 is the encoding of 1 in half float\r\n } else if (textureType === Constants.TEXTURETYPE_UNSIGNED_INTEGER) {\r\n rgbaData = new Uint32Array(width * height * 4);\r\n } else {\r\n rgbaData = new Uint8Array(width * height * 4);\r\n }\r\n\r\n // Convert each pixel.\r\n for (let x = 0; x < width; x++) {\r\n for (let y = 0; y < height; y++) {\r\n const index = (y * width + x) * 3;\r\n const newIndex = (y * width + x) * 4;\r\n\r\n // Map Old Value to new value.\r\n rgbaData[newIndex + 0] = rgbData[index + 0];\r\n rgbaData[newIndex + 1] = rgbData[index + 1];\r\n rgbaData[newIndex + 2] = rgbData[index + 2];\r\n\r\n // Add fully opaque alpha channel.\r\n rgbaData[newIndex + 3] = val1;\r\n }\r\n }\r\n\r\n return rgbaData;\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
  import type { Nullable } from "../../../types";
2
- declare type StorageBuffer = import("../../../Buffers/storageBuffer").StorageBuffer;
2
+ import type { StorageBuffer } from "../../../Buffers/storageBuffer";
3
3
  declare module "../../../Materials/effect" {
4
4
  interface Effect {
5
5
  /**
@@ -10,4 +10,3 @@ declare module "../../../Materials/effect" {
10
10
  setStorageBuffer(name: string, buffer: Nullable<StorageBuffer>): void;
11
11
  }
12
12
  }
13
- export {};
@@ -1 +1 @@
1
- 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type { DataBuffer } from \"../../../Buffers/dataBuffer\";\r\nimport type { WebGPUDataBuffer } from \"../../../Meshes/WebGPU/webgpuDataBuffer\";\r\nimport type { DataArray, Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport * as WebGPUConstants from \"../webgpuConstants\";\r\nimport { Effect } from \"../../../Materials/effect\";\r\n\r\ndeclare type StorageBuffer = import(\"../../../Buffers/storageBuffer\").StorageBuffer;\r\n\r\ndeclare module \"../../../Materials/effect\" {\r\n export interface Effect {\r\n /**\r\n * Sets a storage buffer on the engine to be used in the shader.\r\n * @param name Name of the storage buffer variable.\r\n * @param buffer Storage buffer to set.\r\n */\r\n setStorageBuffer(name: string, buffer: Nullable<StorageBuffer>): void;\r\n }\r\n}\r\n\r\nEffect.prototype.setStorageBuffer = function (name: string, buffer: Nullable<StorageBuffer>): void {\r\n this._engine.setStorageBuffer(name, buffer);\r\n};\r\n\r\nWebGPUEngine.prototype.createStorageBuffer = function (data: DataArray | number, creationFlags: number): DataBuffer {\r\n return this._createBuffer(data, creationFlags | Constants.BUFFER_CREATIONFLAG_STORAGE);\r\n};\r\n\r\nWebGPUEngine.prototype.updateStorageBuffer = function (buffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void {\r\n const dataBuffer = buffer as WebGPUDataBuffer;\r\n if (byteOffset === undefined) {\r\n byteOffset = 0;\r\n }\r\n\r\n let view: ArrayBufferView;\r\n if (byteLength === undefined) {\r\n if (data instanceof Array) {\r\n view = new Float32Array(data);\r\n } else if (data instanceof ArrayBuffer) {\r\n view = new Uint8Array(data);\r\n } else {\r\n view = data;\r\n }\r\n byteLength = view.byteLength;\r\n } else {\r\n if (data instanceof Array) {\r\n view = new Float32Array(data);\r\n } else if (data instanceof ArrayBuffer) {\r\n view = new Uint8Array(data);\r\n } else {\r\n view = data;\r\n }\r\n }\r\n\r\n this._bufferManager.setSubData(dataBuffer, byteOffset, view, 0, byteLength);\r\n};\r\n\r\nWebGPUEngine.prototype.readFromStorageBuffer = function (storageBuffer: DataBuffer, offset?: number, size?: number, buffer?: ArrayBufferView): Promise<ArrayBufferView> {\r\n size = size || storageBuffer.capacity;\r\n\r\n const gpuBuffer = this._bufferManager.createRawBuffer(size, WebGPUConstants.BufferUsage.MapRead | WebGPUConstants.BufferUsage.CopyDst);\r\n\r\n this._renderTargetEncoder.copyBufferToBuffer(storageBuffer.underlyingResource, offset ?? 0, gpuBuffer, 0, size);\r\n\r\n return new Promise((resolve, reject) => {\r\n // we are using onEndFrameObservable because we need to map the gpuBuffer AFTER the command buffers\r\n // have been submitted, else we get the error: \"Buffer used in a submit while mapped\"\r\n this.onEndFrameObservable.addOnce(() => {\r\n gpuBuffer.mapAsync(WebGPUConstants.MapMode.Read, 0, size).then(\r\n () => {\r\n const copyArrayBuffer = gpuBuffer.getMappedRange(0, size);\r\n let data: ArrayBufferView | undefined = buffer;\r\n if (data === undefined) {\r\n data = new Uint8Array(size!);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n } else {\r\n const ctor = data.constructor as any; // we want to create result data with the same type as buffer (Uint8Array, Float32Array, ...)\r\n data = new ctor(data.buffer);\r\n (data as any).set(new ctor(copyArrayBuffer));\r\n }\r\n gpuBuffer.unmap();\r\n this._bufferManager.releaseBuffer(gpuBuffer);\r\n resolve(data!);\r\n },\r\n (reason) => reject(reason)\r\n );\r\n });\r\n });\r\n};\r\n\r\nWebGPUEngine.prototype.setStorageBuffer = function (name: string, buffer: Nullable<StorageBuffer>): void {\r\n this._currentDrawContext?.setBuffer(name, (buffer?.getBuffer() as WebGPUDataBuffer) ?? null);\r\n};\r\n"]}
1
+ {"version":3,"file":"engine.storageBuffer.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/WebGPU/Extensions/engine.storageBuffer.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,SAAS,EAAE,MAAM,iBAAiB,CAAC;AAC5C,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAClD,OAAO,KAAK,eAAe,MAAM,oBAAoB,CAAC;AACtD,OAAO,EAAE,MAAM,EAAE,MAAM,2BAA2B,CAAC;AAenD,MAAM,CAAC,SAAS,CAAC,gBAAgB,GAAG,UAAU,IAAY,EAAE,MAA+B;IACvF,IAAI,CAAC,OAAO,CAAC,gBAAgB,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;AAChD,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,mBAAmB,GAAG,UAAU,IAAwB,EAAE,aAAqB;IAClG,OAAO,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,aAAa,GAAG,SAAS,CAAC,2BAA2B,CAAC,CAAC;AAC3F,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,mBAAmB,GAAG,UAAU,MAAkB,EAAE,IAAe,EAAE,UAAmB,EAAE,UAAmB;IAChI,MAAM,UAAU,GAAG,MAA0B,CAAC;IAC9C,IAAI,UAAU,KAAK,SAAS,EAAE;QAC1B,UAAU,GAAG,CAAC,CAAC;KAClB;IAED,IAAI,IAAqB,CAAC;IAC1B,IAAI,UAAU,KAAK,SAAS,EAAE;QAC1B,IAAI,IAAI,YAAY,KAAK,EAAE;YACvB,IAAI,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,CAAC;SACjC;aAAM,IAAI,IAAI,YAAY,WAAW,EAAE;YACpC,IAAI,GAAG,IAAI,UAAU,CAAC,IAAI,CAAC,CAAC;SAC/B;aAAM;YACH,IAAI,GAAG,IAAI,CAAC;SACf;QACD,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;KAChC;SAAM;QACH,IAAI,IAAI,YAAY,KAAK,EAAE;YACvB,IAAI,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,CAAC;SACjC;aAAM,IAAI,IAAI,YAAY,WAAW,EAAE;YACpC,IAAI,GAAG,IAAI,UAAU,CAAC,IAAI,CAAC,CAAC;SAC/B;aAAM;YACH,IAAI,GAAG,IAAI,CAAC;SACf;KACJ;IAED,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,UAAU,EAAE,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,UAAU,CAAC,CAAC;AAChF,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,qBAAqB,GAAG,UAAU,aAAyB,EAAE,MAAe,EAAE,IAAa,EAAE,MAAwB;IACxI,IAAI,GAAG,IAAI,IAAI,aAAa,CAAC,QAAQ,CAAC;IAEtC,MAAM,SAAS,GAAG,IAAI,CAAC,cAAc,CAAC,eAAe,CAAC,IAAI,EAAE,eAAe,CAAC,WAAW,CAAC,OAAO,GAAG,eAAe,CAAC,WAAW,CAAC,OAAO,CAAC,CAAC;IAEvI,IAAI,CAAC,oBAAoB,CAAC,kBAAkB,CAAC,aAAa,CAAC,kBAAkB,EAAE,MAAM,aAAN,MAAM,cAAN,MAAM,GAAI,CAAC,EAAE,SAAS,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;IAEhH,OAAO,IAAI,OAAO,CAAC,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;QACnC,mGAAmG;QACnG,qFAAqF;QACrF,IAAI,CAAC,oBAAoB,CAAC,OAAO,CAAC,GAAG,EAAE;YACnC,SAAS,CAAC,QAAQ,CAAC,eAAe,CAAC,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,IAAI,CAC1D,GAAG,EAAE;gBACD,MAAM,eAAe,GAAG,SAAS,CAAC,cAAc,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;gBAC1D,IAAI,IAAI,GAAgC,MAAM,CAAC;gBAC/C,IAAI,IAAI,KAAK,SAAS,EAAE;oBACpB,IAAI,GAAG,IAAI,UAAU,CAAC,IAAK,CAAC,CAAC;oBAC5B,IAAmB,CAAC,GAAG,CAAC,IAAI,UAAU,CAAC,eAAe,CAAC,CAAC,CAAC;iBAC7D;qBAAM;oBACH,MAAM,IAAI,GAAG,IAAI,CAAC,WAAkB,CAAC,CAAC,6FAA6F;oBACnI,IAAI,GAAG,IAAI,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;oBAC5B,IAAY,CAAC,GAAG,CAAC,IAAI,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC;iBAChD;gBACD,SAAS,CAAC,KAAK,EAAE,CAAC;gBAClB,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;gBAC7C,OAAO,CAAC,IAAK,CAAC,CAAC;YACnB,CAAC,EACD,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,CAAC,CAC7B,CAAC;QACN,CAAC,CAAC,CAAC;IACP,CAAC,CAAC,CAAC;AACP,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,gBAAgB,GAAG,UAAU,IAAY,EAAE,MAA+B;;IAC7F,MAAA,IAAI,CAAC,mBAAmB,0CAAE,SAAS,CAAC,IAAI,EAAE,MAAC,MAAM,aAAN,MAAM,uBAAN,MAAM,CAAE,SAAS,EAAuB,mCAAI,IAAI,CAAC,CAAC;AACjG,CAAC,CAAC","sourcesContent":["import type { DataBuffer } from \"../../../Buffers/dataBuffer\";\r\nimport type { WebGPUDataBuffer } from \"../../../Meshes/WebGPU/webgpuDataBuffer\";\r\nimport type { DataArray, Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport * as WebGPUConstants from \"../webgpuConstants\";\r\nimport { Effect } from \"../../../Materials/effect\";\r\n\r\nimport type { StorageBuffer } from \"../../../Buffers/storageBuffer\";\r\n\r\ndeclare module \"../../../Materials/effect\" {\r\n export interface Effect {\r\n /**\r\n * Sets a storage buffer on the engine to be used in the shader.\r\n * @param name Name of the storage buffer variable.\r\n * @param buffer Storage buffer to set.\r\n */\r\n setStorageBuffer(name: string, buffer: Nullable<StorageBuffer>): void;\r\n }\r\n}\r\n\r\nEffect.prototype.setStorageBuffer = function (name: string, buffer: Nullable<StorageBuffer>): void {\r\n this._engine.setStorageBuffer(name, buffer);\r\n};\r\n\r\nWebGPUEngine.prototype.createStorageBuffer = function (data: DataArray | number, creationFlags: number): DataBuffer {\r\n return this._createBuffer(data, creationFlags | Constants.BUFFER_CREATIONFLAG_STORAGE);\r\n};\r\n\r\nWebGPUEngine.prototype.updateStorageBuffer = function (buffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void {\r\n const dataBuffer = buffer as WebGPUDataBuffer;\r\n if (byteOffset === undefined) {\r\n byteOffset = 0;\r\n }\r\n\r\n let view: ArrayBufferView;\r\n if (byteLength === undefined) {\r\n if (data instanceof Array) {\r\n view = new Float32Array(data);\r\n } else if (data instanceof ArrayBuffer) {\r\n view = new Uint8Array(data);\r\n } else {\r\n view = data;\r\n }\r\n byteLength = view.byteLength;\r\n } else {\r\n if (data instanceof Array) {\r\n view = new Float32Array(data);\r\n } else if (data instanceof ArrayBuffer) {\r\n view = new Uint8Array(data);\r\n } else {\r\n view = data;\r\n }\r\n }\r\n\r\n this._bufferManager.setSubData(dataBuffer, byteOffset, view, 0, byteLength);\r\n};\r\n\r\nWebGPUEngine.prototype.readFromStorageBuffer = function (storageBuffer: DataBuffer, offset?: number, size?: number, buffer?: ArrayBufferView): Promise<ArrayBufferView> {\r\n size = size || storageBuffer.capacity;\r\n\r\n const gpuBuffer = this._bufferManager.createRawBuffer(size, WebGPUConstants.BufferUsage.MapRead | WebGPUConstants.BufferUsage.CopyDst);\r\n\r\n this._renderTargetEncoder.copyBufferToBuffer(storageBuffer.underlyingResource, offset ?? 0, gpuBuffer, 0, size);\r\n\r\n return new Promise((resolve, reject) => {\r\n // we are using onEndFrameObservable because we need to map the gpuBuffer AFTER the command buffers\r\n // have been submitted, else we get the error: \"Buffer used in a submit while mapped\"\r\n this.onEndFrameObservable.addOnce(() => {\r\n gpuBuffer.mapAsync(WebGPUConstants.MapMode.Read, 0, size).then(\r\n () => {\r\n const copyArrayBuffer = gpuBuffer.getMappedRange(0, size);\r\n let data: ArrayBufferView | undefined = buffer;\r\n if (data === undefined) {\r\n data = new Uint8Array(size!);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n } else {\r\n const ctor = data.constructor as any; // we want to create result data with the same type as buffer (Uint8Array, Float32Array, ...)\r\n data = new ctor(data.buffer);\r\n (data as any).set(new ctor(copyArrayBuffer));\r\n }\r\n gpuBuffer.unmap();\r\n this._bufferManager.releaseBuffer(gpuBuffer);\r\n resolve(data!);\r\n },\r\n (reason) => reject(reason)\r\n );\r\n });\r\n });\r\n};\r\n\r\nWebGPUEngine.prototype.setStorageBuffer = function (name: string, buffer: Nullable<StorageBuffer>): void {\r\n this._currentDrawContext?.setBuffer(name, (buffer?.getBuffer() as WebGPUDataBuffer) ?? null);\r\n};\r\n"]}
@@ -1,5 +1,5 @@
1
1
  import type { Nullable } from "../../../types";
2
- declare type TextureSampler = import("../../../Materials/Textures/textureSampler").TextureSampler;
2
+ import type { TextureSampler } from "../../../Materials/Textures/textureSampler";
3
3
  declare module "../../../Materials/effect" {
4
4
  interface Effect {
5
5
  /**
@@ -10,4 +10,3 @@ declare module "../../../Materials/effect" {
10
10
  setTextureSampler(name: string, sampler: Nullable<TextureSampler>): void;
11
11
  }
12
12
  }
13
- export {};
@@ -1 +1 @@
1
- {"version":3,"file":"engine.textureSampler.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/WebGPU/Extensions/engine.textureSampler.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAElD,OAAO,EAAE,MAAM,EAAE,MAAM,2BAA2B,CAAC;AAenD,MAAM,CAAC,SAAS,CAAC,iBAAiB,GAAG,UAAU,IAAY,EAAE,OAAiC;IAC1F,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;AAClD,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,iBAAiB,GAAG,UAAU,IAAY,EAAE,OAAiC;;IAChG,MAAA,IAAI,CAAC,uBAAuB,0CAAE,UAAU,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;AAC5D,CAAC,CAAC","sourcesContent":["import { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Effect } from \"../../../Materials/effect\";\r\n\r\ndeclare type TextureSampler = import(\"../../../Materials/Textures/textureSampler\").TextureSampler;\r\n\r\ndeclare module \"../../../Materials/effect\" {\r\n export interface Effect {\r\n /**\r\n * Sets a sampler on the engine to be used in the shader.\r\n * @param name Name of the sampler variable.\r\n * @param sampler Sampler to set.\r\n */\r\n setTextureSampler(name: string, sampler: Nullable<TextureSampler>): void;\r\n }\r\n}\r\n\r\nEffect.prototype.setTextureSampler = function (name: string, sampler: Nullable<TextureSampler>): void {\r\n this._engine.setTextureSampler(name, sampler);\r\n};\r\n\r\nWebGPUEngine.prototype.setTextureSampler = function (name: string, sampler: Nullable<TextureSampler>): void {\r\n this._currentMaterialContext?.setSampler(name, sampler);\r\n};\r\n"]}
1
+ {"version":3,"file":"engine.textureSampler.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/WebGPU/Extensions/engine.textureSampler.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAElD,OAAO,EAAE,MAAM,EAAE,MAAM,2BAA2B,CAAC;AAenD,MAAM,CAAC,SAAS,CAAC,iBAAiB,GAAG,UAAU,IAAY,EAAE,OAAiC;IAC1F,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;AAClD,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,iBAAiB,GAAG,UAAU,IAAY,EAAE,OAAiC;;IAChG,MAAA,IAAI,CAAC,uBAAuB,0CAAE,UAAU,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;AAC5D,CAAC,CAAC","sourcesContent":["import { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Effect } from \"../../../Materials/effect\";\r\n\r\nimport type { TextureSampler } from \"../../../Materials/Textures/textureSampler\";\r\n\r\ndeclare module \"../../../Materials/effect\" {\r\n export interface Effect {\r\n /**\r\n * Sets a sampler on the engine to be used in the shader.\r\n * @param name Name of the sampler variable.\r\n * @param sampler Sampler to set.\r\n */\r\n setTextureSampler(name: string, sampler: Nullable<TextureSampler>): void;\r\n }\r\n}\r\n\r\nEffect.prototype.setTextureSampler = function (name: string, sampler: Nullable<TextureSampler>): void {\r\n this._engine.setTextureSampler(name, sampler);\r\n};\r\n\r\nWebGPUEngine.prototype.setTextureSampler = function (name: string, sampler: Nullable<TextureSampler>): void {\r\n this._currentMaterialContext?.setSampler(name, sampler);\r\n};\r\n"]}
@@ -1,6 +1,6 @@
1
1
  import type { HardwareTextureWrapper } from "../../Materials/Textures/hardwareTextureWrapper";
2
2
  import type { Nullable } from "../../types";
3
- declare type WebGPUBundleList = import("./webgpuBundleList").WebGPUBundleList;
3
+ import type { WebGPUBundleList } from "./webgpuBundleList";
4
4
  /** @internal */
5
5
  export declare class WebGPUHardwareTexture implements HardwareTextureWrapper {
6
6
  /**
@@ -50,4 +50,3 @@ export declare class WebGPUHardwareTexture implements HardwareTextureWrapper {
50
50
  reset(): void;
51
51
  release(): void;
52
52
  }
53
- export {};