@babylonjs/core 7.11.3 → 7.12.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/abstractActionManager.d.ts +1 -1
- package/Actions/abstractActionManager.js +1 -1
- package/Actions/abstractActionManager.js.map +1 -1
- package/Compute/computeEffect.js +21 -3
- package/Compute/computeEffect.js.map +1 -1
- package/Culling/Helper/IBoundingInfoHelperPlatform.d.ts +8 -0
- package/Culling/Helper/IBoundingInfoHelperPlatform.js +2 -0
- package/Culling/Helper/IBoundingInfoHelperPlatform.js.map +1 -0
- package/Culling/Helper/boundingInfoHelper.d.ts +14 -10
- package/Culling/Helper/boundingInfoHelper.js +22 -152
- package/Culling/Helper/boundingInfoHelper.js.map +1 -1
- package/Culling/Helper/computeShaderBoundingHelper.d.ts +34 -0
- package/Culling/Helper/computeShaderBoundingHelper.js +209 -0
- package/Culling/Helper/computeShaderBoundingHelper.js.map +1 -0
- package/Culling/Helper/transformFeedbackBoundingHelper.d.ts +21 -0
- package/Culling/Helper/transformFeedbackBoundingHelper.js +197 -0
- package/Culling/Helper/transformFeedbackBoundingHelper.js.map +1 -0
- package/Culling/index.d.ts +2 -0
- package/Culling/index.js +2 -0
- package/Culling/index.js.map +1 -1
- package/Engines/Processors/shaderProcessingOptions.d.ts +1 -1
- package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
- package/Engines/Processors/shaderProcessor.js +2 -2
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +7 -0
- package/Meshes/abstractMesh.js +19 -2
- package/Meshes/abstractMesh.js.map +1 -1
- package/Morph/morphTargetManager.d.ts +8 -4
- package/Morph/morphTargetManager.js +6 -3
- package/Morph/morphTargetManager.js.map +1 -1
- package/ShadersWGSL/boundingInfo.compute.d.ts +5 -0
- package/ShadersWGSL/boundingInfo.compute.js +80 -0
- package/ShadersWGSL/boundingInfo.compute.js.map +1 -0
- package/package.json +1 -1
- package/Culling/Helper/webgl2BoundingHelper.d.ts +0 -22
- package/Culling/Helper/webgl2BoundingHelper.js +0 -61
- package/Culling/Helper/webgl2BoundingHelper.js.map +0 -1
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import { ComputeShader } from "../../Compute/computeShader.js";
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import { StorageBuffer } from "../../Buffers/storageBuffer.js";
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import { VertexBuffer } from "../../Buffers/buffer.js";
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import { Vector3 } from "../../Maths/math.vector.js";
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import { UniformBuffer } from "../../Materials/uniformBuffer.js";
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import "../../ShadersWGSL/boundingInfo.compute.js";
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/** @internal */
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export class ComputeShaderBoundingHelper {
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/**
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* Creates a new ComputeShaderBoundingHelper
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* @param engine defines the engine to use
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*/
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constructor(engine) {
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this._computeShaders = {};
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this._positionBuffers = {};
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this._indexBuffers = {};
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this._weightBuffers = {};
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this._indexExtraBuffers = {};
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this._weightExtraBuffers = {};
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this._morphTargetInfluenceBuffers = {};
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this._morphTargetTextureIndexBuffers = {};
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this._ubos = [];
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this._uboIndex = 0;
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this._engine = engine;
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}
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_getComputeShader(defines) {
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let computeShader;
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const join = defines.join("\n");
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if (!this._computeShaders[join]) {
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computeShader = new ComputeShader("boundingInfoCompute", this._engine, "boundingInfo", {
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bindingsMapping: {
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positionBuffer: { group: 0, binding: 0 },
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resultBuffer: { group: 0, binding: 1 },
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boneSampler: { group: 0, binding: 2 },
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indexBuffer: { group: 0, binding: 3 },
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weightBuffer: { group: 0, binding: 4 },
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indexExtraBuffer: { group: 0, binding: 5 },
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weightExtraBuffer: { group: 0, binding: 6 },
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settings: { group: 0, binding: 7 },
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morphTargets: { group: 0, binding: 8 },
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morphTargetInfluences: { group: 0, binding: 9 },
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morphTargetTextureIndices: { group: 0, binding: 10 },
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},
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defines: defines,
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});
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this._computeShaders[join] = computeShader;
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}
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else {
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computeShader = this._computeShaders[join];
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}
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return computeShader;
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}
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_getUBO() {
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if (this._uboIndex >= this._ubos.length) {
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const ubo = new UniformBuffer(this._engine);
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ubo.addUniform("indexResult", 4);
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ubo.addFloat3("morphTargetTextureInfo", 0, 0, 0);
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this._ubos.push(ubo);
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}
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return this._ubos[this._uboIndex++];
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}
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_extractDataAndLink(computeShader, mesh, kind, stride, name, storageUnit) {
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let buffer;
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const vertexCount = mesh.getTotalVertices();
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if (!storageUnit[mesh.uniqueId]) {
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const dataArray = mesh.getVertexBuffer(kind)?.getFloatData(vertexCount);
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buffer = new StorageBuffer(this._engine, Float32Array.BYTES_PER_ELEMENT * vertexCount * stride);
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buffer.update(dataArray);
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storageUnit[mesh.uniqueId] = buffer;
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}
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else {
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buffer = storageUnit[mesh.uniqueId];
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}
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computeShader.setStorageBuffer(name, buffer);
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}
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_prepareStorage(computeShader, name, id, storageUnit, numInfluencers, data) {
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let buffer;
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if (!storageUnit[id]) {
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buffer = new StorageBuffer(this._engine, Float32Array.BYTES_PER_ELEMENT * numInfluencers);
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storageUnit[id] = buffer;
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}
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else {
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buffer = storageUnit[id];
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}
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buffer.update(data);
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computeShader.setStorageBuffer(name, buffer);
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}
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/** @internal */
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processAsync(meshes) {
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if (!Array.isArray(meshes)) {
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meshes = [meshes];
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}
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this._uboIndex = 0;
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// Results
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const resultDataSize = 8 * meshes.length;
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let resultData;
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let resultBuffer;
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if (!this._resultData || this._resultData.length !== resultDataSize) {
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this._resultBuffer?.dispose();
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resultData = new Float32Array(resultDataSize);
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resultBuffer = new StorageBuffer(this._engine, Float32Array.BYTES_PER_ELEMENT * resultDataSize);
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this._resultData = resultData;
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this._resultBuffer = resultBuffer;
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}
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else {
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resultData = this._resultData;
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resultBuffer = this._resultBuffer;
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}
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for (let i = 0; i < meshes.length; i++) {
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resultData[i * 8 + 0] = Number.POSITIVE_INFINITY;
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resultData[i * 8 + 1] = Number.POSITIVE_INFINITY;
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resultData[i * 8 + 2] = Number.POSITIVE_INFINITY;
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resultData[i * 8 + 3] = Number.NEGATIVE_INFINITY;
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resultData[i * 8 + 4] = Number.NEGATIVE_INFINITY;
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resultData[i * 8 + 5] = Number.NEGATIVE_INFINITY;
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}
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resultBuffer.update(resultData);
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const promises = [];
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const processedMeshes = [];
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for (let i = 0; i < meshes.length; i++) {
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const mesh = meshes[i];
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const vertexCount = mesh.getTotalVertices();
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const defines = [""];
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if (vertexCount === 0 || !mesh.getVertexBuffer || !mesh.getVertexBuffer(VertexBuffer.PositionKind)) {
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continue;
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}
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processedMeshes.push(mesh);
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if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
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defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
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}
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const manager = mesh.morphTargetManager;
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if (manager && manager.numInfluencers > 0) {
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defines.push("MORPHTARGETS");
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defines.push("#define NUM_MORPH_INFLUENCERS " + manager.numInfluencers);
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}
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const computeShader = this._getComputeShader(defines);
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this._extractDataAndLink(computeShader, mesh, VertexBuffer.PositionKind, 3, "positionBuffer", this._positionBuffers);
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// UBO
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const ubo = this._getUBO();
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ubo.updateUInt("indexResult", processedMeshes.length - 1);
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// Bones
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if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton && mesh.skeleton.useTextureToStoreBoneMatrices) {
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this._extractDataAndLink(computeShader, mesh, VertexBuffer.MatricesIndicesKind, 4, "indexBuffer", this._indexBuffers);
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this._extractDataAndLink(computeShader, mesh, VertexBuffer.MatricesWeightsKind, 4, "weightBuffer", this._weightBuffers);
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const boneSampler = mesh.skeleton.getTransformMatrixTexture(mesh);
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computeShader.setTexture("boneSampler", boneSampler, false);
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if (mesh.numBoneInfluencers > 4) {
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this._extractDataAndLink(computeShader, mesh, VertexBuffer.MatricesIndicesExtraKind, 4, "indexExtraBuffer", this._indexExtraBuffers);
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this._extractDataAndLink(computeShader, mesh, VertexBuffer.MatricesWeightsExtraKind, 4, "weightExtraBuffer", this._weightExtraBuffers);
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}
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}
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// Morphs
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if (manager && manager.numInfluencers > 0) {
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const morphTargets = manager._targetStoreTexture;
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computeShader.setTexture("morphTargets", morphTargets, false);
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this._prepareStorage(computeShader, "morphTargetInfluences", mesh.uniqueId, this._morphTargetInfluenceBuffers, manager.numInfluencers, manager.influences);
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this._prepareStorage(computeShader, "morphTargetTextureIndices", mesh.uniqueId, this._morphTargetTextureIndexBuffers, manager.numInfluencers, manager._morphTargetTextureIndices);
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ubo.updateFloat3("morphTargetTextureInfo", manager._textureVertexStride, manager._textureWidth, manager._textureHeight);
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}
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ubo.update();
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computeShader.setStorageBuffer("resultBuffer", resultBuffer);
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computeShader.setUniformBuffer("settings", ubo);
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// Dispatch
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promises.push(computeShader.dispatchWhenReady(Math.ceil(vertexCount / 64)));
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}
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if (promises.length === 0) {
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return Promise.resolve();
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}
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return Promise.all(promises).then(() => {
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return resultBuffer.read(undefined, undefined, resultData, true).then(() => {
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for (let i = 0; i < processedMeshes.length; i++) {
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const mesh = processedMeshes[i];
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mesh._refreshBoundingInfoDirect({
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minimum: Vector3.FromArray(resultData, i * 8),
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maximum: Vector3.FromArray(resultData, i * 8 + 3),
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});
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}
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});
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});
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}
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_disposeCache(storageUnit) {
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for (const key in storageUnit) {
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storageUnit[key].dispose();
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}
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}
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/** @internal */
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dispose() {
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this._disposeCache(this._positionBuffers);
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this._positionBuffers = {};
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this._disposeCache(this._indexBuffers);
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this._indexBuffers = {};
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this._disposeCache(this._weightBuffers);
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this._weightBuffers = {};
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this._disposeCache(this._morphTargetInfluenceBuffers);
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this._morphTargetInfluenceBuffers = {};
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this._disposeCache(this._morphTargetTextureIndexBuffers);
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this._morphTargetTextureIndexBuffers = {};
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this._resultBuffer.dispose();
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this._resultBuffer = undefined;
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this._resultData = undefined;
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for (const ubo of this._ubos) {
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ubo.dispose();
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}
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this._ubos = [];
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this._computeShaders = {};
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this._engine = null;
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}
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}
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//# sourceMappingURL=computeShaderBoundingHelper.js.map
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type { IBoundingInfoHelperPlatform } from \"./IBoundingInfoHelperPlatform\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { ComputeShader } from \"core/Compute/computeShader\";\r\nimport { StorageBuffer } from \"core/Buffers/storageBuffer\";\r\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { UniformBuffer } from \"core/Materials/uniformBuffer\";\r\n\r\nimport \"../../ShadersWGSL/boundingInfo.compute\";\r\n\r\n/** @internal */\r\nexport class ComputeShaderBoundingHelper implements IBoundingInfoHelperPlatform {\r\n private _engine: Nullable<AbstractEngine>;\r\n private _computeShaders: { [key: string]: ComputeShader } = {};\r\n private _positionBuffers: { [key: number]: StorageBuffer } = {};\r\n private _indexBuffers: { [key: number]: StorageBuffer } = {};\r\n private _weightBuffers: { [key: number]: StorageBuffer } = {};\r\n private _indexExtraBuffers: { [key: number]: StorageBuffer } = {};\r\n private _weightExtraBuffers: { [key: number]: StorageBuffer } = {};\r\n private _morphTargetInfluenceBuffers: { [key: number]: StorageBuffer } = {};\r\n private _morphTargetTextureIndexBuffers: { [key: number]: StorageBuffer } = {};\r\n private _resultData: Float32Array;\r\n private _resultBuffer: StorageBuffer;\r\n private _ubos: UniformBuffer[] = [];\r\n private _uboIndex: number = 0;\r\n\r\n /**\r\n * Creates a new ComputeShaderBoundingHelper\r\n * @param engine defines the engine to use\r\n */\r\n constructor(engine: AbstractEngine) {\r\n this._engine = engine;\r\n }\r\n\r\n private _getComputeShader(defines: string[]) {\r\n let computeShader: ComputeShader;\r\n const join = defines.join(\"\\n\");\r\n\r\n if (!this._computeShaders[join]) {\r\n computeShader = new ComputeShader(\"boundingInfoCompute\", this._engine!, \"boundingInfo\", {\r\n bindingsMapping: {\r\n positionBuffer: { group: 0, binding: 0 },\r\n resultBuffer: { group: 0, binding: 1 },\r\n boneSampler: { group: 0, binding: 2 },\r\n indexBuffer: { group: 0, binding: 3 },\r\n weightBuffer: { group: 0, binding: 4 },\r\n indexExtraBuffer: { group: 0, binding: 5 },\r\n weightExtraBuffer: { group: 0, binding: 6 },\r\n settings: { group: 0, binding: 7 },\r\n morphTargets: { group: 0, binding: 8 },\r\n morphTargetInfluences: { group: 0, binding: 9 },\r\n morphTargetTextureIndices: { group: 0, binding: 10 },\r\n },\r\n defines: defines,\r\n });\r\n this._computeShaders[join] = computeShader;\r\n } else {\r\n computeShader = this._computeShaders[join];\r\n }\r\n\r\n return computeShader;\r\n }\r\n\r\n private _getUBO() {\r\n if (this._uboIndex >= this._ubos.length) {\r\n const ubo = new UniformBuffer(this._engine!);\r\n ubo.addUniform(\"indexResult\", 4);\r\n ubo.addFloat3(\"morphTargetTextureInfo\", 0, 0, 0);\r\n this._ubos.push(ubo);\r\n }\r\n\r\n return this._ubos[this._uboIndex++];\r\n }\r\n\r\n private _extractDataAndLink(computeShader: ComputeShader, mesh: Mesh, kind: string, stride: number, name: string, storageUnit: { [key: number]: StorageBuffer }) {\r\n let buffer: StorageBuffer;\r\n const vertexCount = mesh.getTotalVertices();\r\n if (!storageUnit[mesh.uniqueId]) {\r\n const dataArray = mesh.getVertexBuffer(kind)?.getFloatData(vertexCount);\r\n buffer = new StorageBuffer(this._engine as WebGPUEngine, Float32Array.BYTES_PER_ELEMENT * vertexCount * stride);\r\n buffer.update(dataArray!);\r\n\r\n storageUnit[mesh.uniqueId] = buffer;\r\n } else {\r\n buffer = storageUnit[mesh.uniqueId];\r\n }\r\n\r\n computeShader.setStorageBuffer(name, buffer);\r\n }\r\n\r\n private _prepareStorage(computeShader: ComputeShader, name: string, id: number, storageUnit: { [key: number]: StorageBuffer }, numInfluencers: number, data: Float32Array) {\r\n let buffer: StorageBuffer;\r\n if (!storageUnit[id]) {\r\n buffer = new StorageBuffer(this._engine as WebGPUEngine, Float32Array.BYTES_PER_ELEMENT * numInfluencers);\r\n\r\n storageUnit[id] = buffer;\r\n } else {\r\n buffer = storageUnit[id];\r\n }\r\n buffer.update(data);\r\n\r\n computeShader.setStorageBuffer(name, buffer);\r\n }\r\n\r\n /** @internal */\r\n public processAsync(meshes: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n if (!Array.isArray(meshes)) {\r\n meshes = [meshes];\r\n }\r\n\r\n this._uboIndex = 0;\r\n\r\n // Results\r\n const resultDataSize = 8 * meshes.length;\r\n let resultData: Float32Array;\r\n let resultBuffer: StorageBuffer;\r\n if (!this._resultData || this._resultData.length !== resultDataSize) {\r\n this._resultBuffer?.dispose();\r\n\r\n resultData = new Float32Array(resultDataSize);\r\n resultBuffer = new StorageBuffer(this._engine as WebGPUEngine, Float32Array.BYTES_PER_ELEMENT * resultDataSize);\r\n\r\n this._resultData = resultData;\r\n this._resultBuffer = resultBuffer;\r\n } else {\r\n resultData = this._resultData;\r\n resultBuffer = this._resultBuffer;\r\n }\r\n\r\n for (let i = 0; i < meshes.length; i++) {\r\n resultData[i * 8 + 0] = Number.POSITIVE_INFINITY;\r\n resultData[i * 8 + 1] = Number.POSITIVE_INFINITY;\r\n resultData[i * 8 + 2] = Number.POSITIVE_INFINITY;\r\n\r\n resultData[i * 8 + 3] = Number.NEGATIVE_INFINITY;\r\n resultData[i * 8 + 4] = Number.NEGATIVE_INFINITY;\r\n resultData[i * 8 + 5] = Number.NEGATIVE_INFINITY;\r\n }\r\n\r\n resultBuffer.update(resultData);\r\n\r\n const promises: Promise<void>[] = [];\r\n const processedMeshes: AbstractMesh[] = [];\r\n\r\n for (let i = 0; i < meshes.length; i++) {\r\n const mesh = meshes[i];\r\n const vertexCount = mesh.getTotalVertices();\r\n const defines = [\"\"];\r\n\r\n if (vertexCount === 0 || !(mesh as Mesh).getVertexBuffer || !(mesh as Mesh).getVertexBuffer(VertexBuffer.PositionKind)) {\r\n continue;\r\n }\r\n\r\n processedMeshes.push(mesh);\r\n\r\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n }\r\n\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager && manager.numInfluencers > 0) {\r\n defines.push(\"MORPHTARGETS\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + manager.numInfluencers);\r\n }\r\n\r\n const computeShader = this._getComputeShader(defines);\r\n\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.PositionKind, 3, \"positionBuffer\", this._positionBuffers);\r\n\r\n // UBO\r\n const ubo = this._getUBO();\r\n ubo.updateUInt(\"indexResult\", processedMeshes.length - 1);\r\n\r\n // Bones\r\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton && mesh.skeleton.useTextureToStoreBoneMatrices) {\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.MatricesIndicesKind, 4, \"indexBuffer\", this._indexBuffers);\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.MatricesWeightsKind, 4, \"weightBuffer\", this._weightBuffers);\r\n const boneSampler = mesh.skeleton.getTransformMatrixTexture(mesh);\r\n computeShader.setTexture(\"boneSampler\", boneSampler!, false);\r\n if (mesh.numBoneInfluencers > 4) {\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.MatricesIndicesExtraKind, 4, \"indexExtraBuffer\", this._indexExtraBuffers);\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.MatricesWeightsExtraKind, 4, \"weightExtraBuffer\", this._weightExtraBuffers);\r\n }\r\n }\r\n\r\n // Morphs\r\n if (manager && manager.numInfluencers > 0) {\r\n const morphTargets = manager._targetStoreTexture;\r\n computeShader.setTexture(\"morphTargets\", morphTargets!, false);\r\n\r\n this._prepareStorage(computeShader, \"morphTargetInfluences\", mesh.uniqueId, this._morphTargetInfluenceBuffers, manager.numInfluencers, manager.influences);\r\n this._prepareStorage(\r\n computeShader,\r\n \"morphTargetTextureIndices\",\r\n mesh.uniqueId,\r\n this._morphTargetTextureIndexBuffers,\r\n manager.numInfluencers,\r\n manager._morphTargetTextureIndices\r\n );\r\n ubo.updateFloat3(\"morphTargetTextureInfo\", manager._textureVertexStride, manager._textureWidth, manager._textureHeight);\r\n }\r\n\r\n ubo.update();\r\n\r\n computeShader.setStorageBuffer(\"resultBuffer\", resultBuffer);\r\n computeShader.setUniformBuffer(\"settings\", ubo);\r\n\r\n // Dispatch\r\n promises.push(computeShader.dispatchWhenReady(Math.ceil(vertexCount / 64)));\r\n }\r\n\r\n if (promises.length === 0) {\r\n return Promise.resolve();\r\n }\r\n\r\n return Promise.all(promises).then(() => {\r\n return resultBuffer.read(undefined, undefined, resultData, true).then(() => {\r\n for (let i = 0; i < processedMeshes.length; i++) {\r\n const mesh = processedMeshes[i];\r\n mesh._refreshBoundingInfoDirect({\r\n minimum: Vector3.FromArray(resultData, i * 8),\r\n maximum: Vector3.FromArray(resultData, i * 8 + 3),\r\n });\r\n }\r\n });\r\n });\r\n }\r\n\r\n private _disposeCache(storageUnit: { [key: number]: StorageBuffer }) {\r\n for (const key in storageUnit) {\r\n storageUnit[key].dispose();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public dispose(): void {\r\n this._disposeCache(this._positionBuffers);\r\n this._positionBuffers = {};\r\n this._disposeCache(this._indexBuffers);\r\n this._indexBuffers = {};\r\n this._disposeCache(this._weightBuffers);\r\n this._weightBuffers = {};\r\n this._disposeCache(this._morphTargetInfluenceBuffers);\r\n this._morphTargetInfluenceBuffers = {};\r\n this._disposeCache(this._morphTargetTextureIndexBuffers);\r\n this._morphTargetTextureIndexBuffers = {};\r\n this._resultBuffer.dispose();\r\n this._resultBuffer = undefined!;\r\n this._resultData = undefined!;\r\n for (const ubo of this._ubos) {\r\n ubo.dispose();\r\n }\r\n this._ubos = [];\r\n this._computeShaders = {};\r\n this._engine = null;\r\n }\r\n}\r\n"]}
|
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@@ -0,0 +1,21 @@
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1
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import type { ThinEngine } from "../../Engines/thinEngine.js";
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2
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import type { AbstractMesh } from "../../Meshes/abstractMesh.js";
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3
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import type { IBoundingInfoHelperPlatform } from "./IBoundingInfoHelperPlatform";
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import "../../Shaders/gpuTransform.vertex";
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5
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+
import "../../Shaders/gpuTransform.fragment";
|
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/** @internal */
|
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7
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export declare class TransformFeedbackBoundingHelper implements IBoundingInfoHelperPlatform {
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8
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private _engine;
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9
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private _buffers;
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private _effects;
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/**
|
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12
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* Creates a new TransformFeedbackBoundingHelper
|
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* @param engine defines the engine to use
|
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14
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*/
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15
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+
constructor(engine: ThinEngine);
|
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16
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/** @internal */
|
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17
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+
processAsync(meshes: AbstractMesh | AbstractMesh[]): Promise<void>;
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private _compute;
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/** @internal */
|
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20
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+
dispose(): void;
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}
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@@ -0,0 +1,197 @@
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1
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import { VertexBuffer, Buffer } from "../../Buffers/buffer.js";
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2
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3
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import { BindBonesParameters, BindMorphTargetParameters, PrepareAttributesForBakedVertexAnimation } from "../../Materials/materialHelper.functions.js";
|
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4
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import "../../Shaders/gpuTransform.vertex.js";
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5
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import "../../Shaders/gpuTransform.fragment.js";
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6
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/** @internal */
|
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7
|
+
export class TransformFeedbackBoundingHelper {
|
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8
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+
/**
|
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9
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+
* Creates a new TransformFeedbackBoundingHelper
|
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10
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+
* @param engine defines the engine to use
|
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11
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+
*/
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12
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+
constructor(engine) {
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+
this._buffers = {};
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14
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+
this._effects = {};
|
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15
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+
this._engine = engine;
|
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16
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+
}
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17
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+
/** @internal */
|
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18
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+
processAsync(meshes) {
|
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19
|
+
if (!Array.isArray(meshes)) {
|
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20
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+
meshes = [meshes];
|
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21
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+
}
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22
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+
const promises = [];
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23
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for (let i = 0; i < meshes.length; ++i) {
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const mesh = meshes[i];
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25
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+
const vertexCount = mesh.getTotalVertices();
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26
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+
if (vertexCount === 0 || !mesh.getVertexBuffer || !mesh.getVertexBuffer(VertexBuffer.PositionKind)) {
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continue;
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+
}
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29
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+
// Get correct effect
|
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30
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+
let computeEffect;
|
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31
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+
let numInfluencers = 0;
|
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32
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+
const defines = [];
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33
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+
let uniforms = [];
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34
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+
const attribs = [VertexBuffer.PositionKind];
|
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35
|
+
const samplers = [];
|
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36
|
+
// Bones
|
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37
|
+
if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
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+
attribs.push(VertexBuffer.MatricesIndicesKind);
|
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39
|
+
attribs.push(VertexBuffer.MatricesWeightsKind);
|
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40
|
+
if (mesh.numBoneInfluencers > 4) {
|
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41
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+
attribs.push(VertexBuffer.MatricesIndicesExtraKind);
|
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42
|
+
attribs.push(VertexBuffer.MatricesWeightsExtraKind);
|
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43
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+
}
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44
|
+
const skeleton = mesh.skeleton;
|
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45
|
+
defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
|
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46
|
+
if (skeleton.isUsingTextureForMatrices) {
|
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47
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+
defines.push("#define BONETEXTURE");
|
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48
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+
if (uniforms.indexOf("boneTextureWidth") === -1) {
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uniforms.push("boneTextureWidth");
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+
}
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51
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+
if (samplers.indexOf("boneSampler") === -1) {
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samplers.push("boneSampler");
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53
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+
}
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54
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+
}
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else {
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56
|
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defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
|
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57
|
+
if (uniforms.indexOf("mBones") === -1) {
|
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58
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+
uniforms.push("mBones");
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59
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+
}
|
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60
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+
}
|
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61
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+
}
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+
else {
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63
|
+
defines.push("#define NUM_BONE_INFLUENCERS 0");
|
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64
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+
}
|
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65
|
+
// Morph
|
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66
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+
const manager = mesh ? mesh.morphTargetManager : null;
|
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67
|
+
if (manager) {
|
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68
|
+
numInfluencers = manager.numMaxInfluencers || manager.numInfluencers;
|
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69
|
+
if (numInfluencers > 0) {
|
|
70
|
+
defines.push("#define MORPHTARGETS");
|
|
71
|
+
}
|
|
72
|
+
if (manager.isUsingTextureForTargets) {
|
|
73
|
+
defines.push("#define MORPHTARGETS_TEXTURE");
|
|
74
|
+
if (uniforms.indexOf("morphTargetTextureIndices") === -1) {
|
|
75
|
+
uniforms.push("morphTargetTextureIndices");
|
|
76
|
+
}
|
|
77
|
+
if (samplers.indexOf("morphTargets") === -1) {
|
|
78
|
+
samplers.push("morphTargets");
|
|
79
|
+
}
|
|
80
|
+
}
|
|
81
|
+
defines.push("#define NUM_MORPH_INFLUENCERS " + numInfluencers);
|
|
82
|
+
for (let index = 0; index < numInfluencers; index++) {
|
|
83
|
+
attribs.push(VertexBuffer.PositionKind + index);
|
|
84
|
+
}
|
|
85
|
+
if (numInfluencers > 0) {
|
|
86
|
+
uniforms = uniforms.slice();
|
|
87
|
+
uniforms.push("morphTargetInfluences");
|
|
88
|
+
uniforms.push("morphTargetCount");
|
|
89
|
+
uniforms.push("morphTargetTextureInfo");
|
|
90
|
+
uniforms.push("morphTargetTextureIndices");
|
|
91
|
+
}
|
|
92
|
+
}
|
|
93
|
+
// Baked Vertex Animation
|
|
94
|
+
const bvaManager = mesh.bakedVertexAnimationManager;
|
|
95
|
+
if (bvaManager && bvaManager.isEnabled) {
|
|
96
|
+
defines.push("#define BAKED_VERTEX_ANIMATION_TEXTURE");
|
|
97
|
+
if (uniforms.indexOf("bakedVertexAnimationSettings") === -1) {
|
|
98
|
+
uniforms.push("bakedVertexAnimationSettings");
|
|
99
|
+
}
|
|
100
|
+
if (uniforms.indexOf("bakedVertexAnimationTextureSizeInverted") === -1) {
|
|
101
|
+
uniforms.push("bakedVertexAnimationTextureSizeInverted");
|
|
102
|
+
}
|
|
103
|
+
if (uniforms.indexOf("bakedVertexAnimationTime") === -1) {
|
|
104
|
+
uniforms.push("bakedVertexAnimationTime");
|
|
105
|
+
}
|
|
106
|
+
if (samplers.indexOf("bakedVertexAnimationTexture") === -1) {
|
|
107
|
+
samplers.push("bakedVertexAnimationTexture");
|
|
108
|
+
}
|
|
109
|
+
PrepareAttributesForBakedVertexAnimation(attribs, mesh, defines);
|
|
110
|
+
}
|
|
111
|
+
const join = defines.join("\n");
|
|
112
|
+
if (!this._effects[join]) {
|
|
113
|
+
const computeEffectOptions = {
|
|
114
|
+
attributes: attribs,
|
|
115
|
+
uniformsNames: uniforms,
|
|
116
|
+
uniformBuffersNames: [],
|
|
117
|
+
samplers: samplers,
|
|
118
|
+
defines: join,
|
|
119
|
+
fallbacks: null,
|
|
120
|
+
onCompiled: null,
|
|
121
|
+
onError: null,
|
|
122
|
+
indexParameters: { maxSimultaneousMorphTargets: numInfluencers },
|
|
123
|
+
maxSimultaneousLights: 0,
|
|
124
|
+
transformFeedbackVaryings: ["outPosition"],
|
|
125
|
+
};
|
|
126
|
+
computeEffect = this._engine.createEffect("gpuTransform", computeEffectOptions, this._engine);
|
|
127
|
+
this._effects[join] = computeEffect;
|
|
128
|
+
}
|
|
129
|
+
else {
|
|
130
|
+
computeEffect = this._effects[join];
|
|
131
|
+
}
|
|
132
|
+
promises.push(new Promise((resolve) => {
|
|
133
|
+
if (computeEffect.isReady()) {
|
|
134
|
+
this._compute(mesh, computeEffect);
|
|
135
|
+
resolve();
|
|
136
|
+
return;
|
|
137
|
+
}
|
|
138
|
+
computeEffect.onCompileObservable.addOnce(() => {
|
|
139
|
+
this._compute(mesh, computeEffect);
|
|
140
|
+
resolve();
|
|
141
|
+
});
|
|
142
|
+
}));
|
|
143
|
+
}
|
|
144
|
+
return Promise.all(promises).then(() => { });
|
|
145
|
+
}
|
|
146
|
+
_compute(mesh, effect) {
|
|
147
|
+
const engine = this._engine;
|
|
148
|
+
// Buffer
|
|
149
|
+
let targetBuffer;
|
|
150
|
+
const vertexCount = mesh.getTotalVertices();
|
|
151
|
+
if (!this._buffers[mesh.uniqueId]) {
|
|
152
|
+
const targetData = new Float32Array(vertexCount * 3);
|
|
153
|
+
targetBuffer = new Buffer(mesh.getEngine(), targetData, true, 3);
|
|
154
|
+
this._buffers[mesh.uniqueId] = targetBuffer;
|
|
155
|
+
}
|
|
156
|
+
else {
|
|
157
|
+
targetBuffer = this._buffers[mesh.uniqueId];
|
|
158
|
+
}
|
|
159
|
+
// Bind
|
|
160
|
+
effect.getEngine().enableEffect(effect);
|
|
161
|
+
mesh._bindDirect(effect, null, true);
|
|
162
|
+
// Bones
|
|
163
|
+
BindBonesParameters(mesh, effect);
|
|
164
|
+
// Morph targets
|
|
165
|
+
const manager = mesh.morphTargetManager;
|
|
166
|
+
if (manager && manager.numInfluencers > 0) {
|
|
167
|
+
BindMorphTargetParameters(mesh, effect);
|
|
168
|
+
}
|
|
169
|
+
// BVA
|
|
170
|
+
const bvaManager = mesh.bakedVertexAnimationManager;
|
|
171
|
+
if (bvaManager && bvaManager.isEnabled) {
|
|
172
|
+
mesh.bakedVertexAnimationManager?.bind(effect, false);
|
|
173
|
+
}
|
|
174
|
+
// Update
|
|
175
|
+
const arrayBuffer = targetBuffer.getData();
|
|
176
|
+
engine.bindTransformFeedbackBuffer(targetBuffer.getBuffer());
|
|
177
|
+
engine.setRasterizerState(false);
|
|
178
|
+
engine.beginTransformFeedback(true);
|
|
179
|
+
engine.drawArraysType(2, 0, vertexCount);
|
|
180
|
+
engine.endTransformFeedback();
|
|
181
|
+
engine.setRasterizerState(true);
|
|
182
|
+
engine.readTransformFeedbackBuffer(arrayBuffer);
|
|
183
|
+
engine.bindTransformFeedbackBuffer(null);
|
|
184
|
+
// Update mesh
|
|
185
|
+
mesh._refreshBoundingInfo(arrayBuffer, null);
|
|
186
|
+
}
|
|
187
|
+
/** @internal */
|
|
188
|
+
dispose() {
|
|
189
|
+
for (const key in this._buffers) {
|
|
190
|
+
this._buffers[key].dispose();
|
|
191
|
+
}
|
|
192
|
+
this._buffers = {};
|
|
193
|
+
this._effects = {};
|
|
194
|
+
this._engine = null;
|
|
195
|
+
}
|
|
196
|
+
}
|
|
197
|
+
//# sourceMappingURL=transformFeedbackBoundingHelper.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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type { Effect } from \"core/Materials/effect\";\r\nimport type { ThinEngine } from \"core/Engines/thinEngine\";\r\nimport { VertexBuffer, Buffer } from \"core/Buffers/buffer\";\r\nimport type { Engine } from \"core/Engines/engine\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareAttributesForBakedVertexAnimation } from \"core/Materials/materialHelper.functions\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { IBoundingInfoHelperPlatform } from \"./IBoundingInfoHelperPlatform\";\r\n\r\nimport \"../../Shaders/gpuTransform.vertex\";\r\nimport \"../../Shaders/gpuTransform.fragment\";\r\n\r\n/** @internal */\r\nexport class TransformFeedbackBoundingHelper implements IBoundingInfoHelperPlatform {\r\n private _engine: Nullable<ThinEngine>;\r\n private _buffers: { [key: number]: Buffer } = {};\r\n private _effects: { [key: string]: Effect } = {};\r\n\r\n /**\r\n * Creates a new TransformFeedbackBoundingHelper\r\n * @param engine defines the engine to use\r\n */\r\n constructor(engine: ThinEngine) {\r\n this._engine = engine;\r\n }\r\n\r\n /** @internal */\r\n public processAsync(meshes: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n if (!Array.isArray(meshes)) {\r\n meshes = [meshes];\r\n }\r\n\r\n const promises: Promise<void>[] = [];\r\n\r\n for (let i = 0; i < meshes.length; ++i) {\r\n const mesh = meshes[i];\r\n const vertexCount = mesh.getTotalVertices();\r\n\r\n if (vertexCount === 0 || !(mesh as Mesh).getVertexBuffer || !(mesh as Mesh).getVertexBuffer(VertexBuffer.PositionKind)) {\r\n continue;\r\n }\r\n\r\n // Get correct effect\r\n let computeEffect: Effect;\r\n let numInfluencers = 0;\r\n const defines: string[] = [];\r\n let uniforms: string[] = [];\r\n const attribs = [VertexBuffer.PositionKind];\r\n const samplers: string[] = [];\r\n\r\n // Bones\r\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n\r\n const skeleton = mesh.skeleton;\r\n\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n\r\n if (skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n\r\n if (uniforms.indexOf(\"boneTextureWidth\") === -1) {\r\n uniforms.push(\"boneTextureWidth\");\r\n }\r\n\r\n if (samplers.indexOf(\"boneSampler\") === -1) {\r\n samplers.push(\"boneSampler\");\r\n }\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton.bones.length + 1));\r\n\r\n if (uniforms.indexOf(\"mBones\") === -1) {\r\n uniforms.push(\"mBones\");\r\n }\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph\r\n const manager = mesh ? (<Mesh>mesh).morphTargetManager : null;\r\n if (manager) {\r\n numInfluencers = manager.numMaxInfluencers || manager.numInfluencers;\r\n if (numInfluencers > 0) {\r\n defines.push(\"#define MORPHTARGETS\");\r\n }\r\n if (manager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\r\n\r\n if (uniforms.indexOf(\"morphTargetTextureIndices\") === -1) {\r\n uniforms.push(\"morphTargetTextureIndices\");\r\n }\r\n\r\n if (samplers.indexOf(\"morphTargets\") === -1) {\r\n samplers.push(\"morphTargets\");\r\n }\r\n }\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + numInfluencers);\r\n for (let index = 0; index < numInfluencers; index++) {\r\n attribs.push(VertexBuffer.PositionKind + index);\r\n }\r\n if (numInfluencers > 0) {\r\n uniforms = uniforms.slice();\r\n uniforms.push(\"morphTargetInfluences\");\r\n uniforms.push(\"morphTargetCount\");\r\n uniforms.push(\"morphTargetTextureInfo\");\r\n uniforms.push(\"morphTargetTextureIndices\");\r\n }\r\n }\r\n\r\n // Baked Vertex Animation\r\n const bvaManager = (<Mesh>mesh).bakedVertexAnimationManager;\r\n\r\n if (bvaManager && bvaManager.isEnabled) {\r\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\r\n if (uniforms.indexOf(\"bakedVertexAnimationSettings\") === -1) {\r\n uniforms.push(\"bakedVertexAnimationSettings\");\r\n }\r\n if (uniforms.indexOf(\"bakedVertexAnimationTextureSizeInverted\") === -1) {\r\n uniforms.push(\"bakedVertexAnimationTextureSizeInverted\");\r\n }\r\n if (uniforms.indexOf(\"bakedVertexAnimationTime\") === -1) {\r\n uniforms.push(\"bakedVertexAnimationTime\");\r\n }\r\n\r\n if (samplers.indexOf(\"bakedVertexAnimationTexture\") === -1) {\r\n samplers.push(\"bakedVertexAnimationTexture\");\r\n }\r\n PrepareAttributesForBakedVertexAnimation(attribs, mesh, defines);\r\n }\r\n\r\n const join = defines.join(\"\\n\");\r\n if (!this._effects[join]) {\r\n const computeEffectOptions = {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: null,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: { maxSimultaneousMorphTargets: numInfluencers },\r\n maxSimultaneousLights: 0,\r\n transformFeedbackVaryings: [\"outPosition\"],\r\n };\r\n computeEffect = this._engine!.createEffect(\"gpuTransform\", computeEffectOptions, this._engine!);\r\n this._effects[join] = computeEffect;\r\n } else {\r\n computeEffect = this._effects[join];\r\n }\r\n\r\n promises.push(\r\n new Promise((resolve) => {\r\n if (computeEffect.isReady()) {\r\n this._compute(mesh, computeEffect);\r\n resolve();\r\n return;\r\n }\r\n\r\n computeEffect.onCompileObservable.addOnce(() => {\r\n this._compute(mesh, computeEffect);\r\n resolve();\r\n });\r\n })\r\n );\r\n }\r\n\r\n return Promise.all(promises).then(() => {});\r\n }\r\n\r\n private _compute(mesh: AbstractMesh, effect: Effect): void {\r\n const engine = this._engine as Engine;\r\n\r\n // Buffer\r\n let targetBuffer: Buffer;\r\n const vertexCount = mesh.getTotalVertices();\r\n\r\n if (!this._buffers[mesh.uniqueId]) {\r\n const targetData = new Float32Array(vertexCount * 3);\r\n targetBuffer = new Buffer(mesh.getEngine(), targetData, true, 3);\r\n this._buffers[mesh.uniqueId] = targetBuffer;\r\n } else {\r\n targetBuffer = this._buffers[mesh.uniqueId];\r\n }\r\n\r\n // Bind\r\n effect.getEngine().enableEffect(effect);\r\n (mesh as Mesh)._bindDirect(effect, null, true);\r\n\r\n // Bones\r\n BindBonesParameters(mesh, effect);\r\n\r\n // Morph targets\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager && manager.numInfluencers > 0) {\r\n BindMorphTargetParameters(<Mesh>mesh, effect);\r\n }\r\n\r\n // BVA\r\n const bvaManager = (<Mesh>mesh).bakedVertexAnimationManager;\r\n\r\n if (bvaManager && bvaManager.isEnabled) {\r\n mesh.bakedVertexAnimationManager?.bind(effect, false);\r\n }\r\n\r\n // Update\r\n const arrayBuffer = targetBuffer.getData()! as Float32Array;\r\n engine.bindTransformFeedbackBuffer(targetBuffer.getBuffer());\r\n engine.setRasterizerState(false);\r\n engine.beginTransformFeedback(true);\r\n engine.drawArraysType(Constants.MATERIAL_PointFillMode, 0, vertexCount);\r\n engine.endTransformFeedback();\r\n engine.setRasterizerState(true);\r\n engine.readTransformFeedbackBuffer(arrayBuffer);\r\n engine.bindTransformFeedbackBuffer(null);\r\n\r\n // Update mesh\r\n mesh._refreshBoundingInfo(arrayBuffer, null);\r\n }\r\n\r\n /** @internal */\r\n public dispose(): void {\r\n for (const key in this._buffers) {\r\n this._buffers[key].dispose();\r\n }\r\n this._buffers = {};\r\n this._effects = {};\r\n this._engine = null;\r\n }\r\n}\r\n"]}
|
package/Culling/index.d.ts
CHANGED
|
@@ -1,6 +1,8 @@
|
|
|
1
1
|
export * from "./boundingBox";
|
|
2
2
|
export * from "./boundingInfo";
|
|
3
3
|
export * from "./Helper/boundingInfoHelper";
|
|
4
|
+
export * from "./Helper/transformFeedbackBoundingHelper";
|
|
5
|
+
export * from "./Helper/computeShaderBoundingHelper";
|
|
4
6
|
export * from "./boundingSphere";
|
|
5
7
|
export * from "./Octrees/index";
|
|
6
8
|
export * from "./ray";
|
package/Culling/index.js
CHANGED
|
@@ -2,6 +2,8 @@
|
|
|
2
2
|
export * from "./boundingBox.js";
|
|
3
3
|
export * from "./boundingInfo.js";
|
|
4
4
|
export * from "./Helper/boundingInfoHelper.js";
|
|
5
|
+
export * from "./Helper/transformFeedbackBoundingHelper.js";
|
|
6
|
+
export * from "./Helper/computeShaderBoundingHelper.js";
|
|
5
7
|
export * from "./boundingSphere.js";
|
|
6
8
|
export * from "./Octrees/index.js";
|
|
7
9
|
export * from "./ray.js";
|
package/Culling/index.js.map
CHANGED
|
@@ -1 +1 @@
|
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1
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-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/Culling/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,eAAe,CAAC;AAC9B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,6BAA6B,CAAC;AAC5C,cAAc,kBAAkB,CAAC;AACjC,cAAc,iBAAiB,CAAC;AAChC,cAAc,OAAO,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./boundingBox\";\r\nexport * from \"./boundingInfo\";\r\nexport * from \"./Helper/boundingInfoHelper\";\r\nexport * from \"./boundingSphere\";\r\nexport * from \"./Octrees/index\";\r\nexport * from \"./ray\";\r\n"]}
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1
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+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/Culling/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,eAAe,CAAC;AAC9B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,6BAA6B,CAAC;AAC5C,cAAc,0CAA0C,CAAC;AACzD,cAAc,sCAAsC,CAAC;AACrD,cAAc,kBAAkB,CAAC;AACjC,cAAc,iBAAiB,CAAC;AAChC,cAAc,OAAO,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./boundingBox\";\r\nexport * from \"./boundingInfo\";\r\nexport * from \"./Helper/boundingInfoHelper\";\r\nexport * from \"./Helper/transformFeedbackBoundingHelper\";\r\nexport * from \"./Helper/computeShaderBoundingHelper\";\r\nexport * from \"./boundingSphere\";\r\nexport * from \"./Octrees/index\";\r\nexport * from \"./ray\";\r\n"]}
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@@ -3,7 +3,7 @@ import type { Nullable } from "../../types";
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/**
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* Function for custom code generation
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*/
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-
export type ShaderCustomProcessingFunction = (shaderType: string, code: string) => string;
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6
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+
export type ShaderCustomProcessingFunction = (shaderType: string, code: string, defines?: string[]) => string;
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/** @internal */
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export interface ShaderProcessingContext {
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vertexBufferKindToNumberOfComponents?: {
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"shaderProcessingOptions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/Processors/shaderProcessingOptions.ts"],"names":[],"mappings":"","sourcesContent":["/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { IShaderProcessor } from \"./iShaderProcessor\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n/**\r\n * Function for custom code generation\r\n */\r\nexport type ShaderCustomProcessingFunction = (shaderType: string, code: string) => string;\r\n\r\n/** @internal */\r\nexport interface ShaderProcessingContext {\r\n // For engines that check for non float vertex buffers, this object is populated only with the vertex kinds known to be FLOAT by the engine (position, uv, ...)\r\n // and only if the type of the corresponding vertex buffer is an integer type. If the type is a signed integer type, the value is negated.\r\n vertexBufferKindToNumberOfComponents?: { [kind: string]: number };\r\n}\r\n\r\n/** @internal */\r\nexport interface ProcessingOptions {\r\n defines: string[];\r\n indexParameters: any;\r\n isFragment: boolean;\r\n shouldUseHighPrecisionShader: boolean;\r\n supportsUniformBuffers: boolean;\r\n shadersRepository: string;\r\n includesShadersStore: { [key: string]: string };\r\n processor: Nullable<IShaderProcessor>;\r\n version: string;\r\n platformName: string;\r\n lookForClosingBracketForUniformBuffer?: boolean;\r\n processingContext: Nullable<ShaderProcessingContext>;\r\n isNDCHalfZRange: boolean;\r\n useReverseDepthBuffer: boolean;\r\n processCodeAfterIncludes?: ShaderCustomProcessingFunction;\r\n}\r\n"]}
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1
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+
{"version":3,"file":"shaderProcessingOptions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/Processors/shaderProcessingOptions.ts"],"names":[],"mappings":"","sourcesContent":["/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { IShaderProcessor } from \"./iShaderProcessor\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n/**\r\n * Function for custom code generation\r\n */\r\nexport type ShaderCustomProcessingFunction = (shaderType: string, code: string, defines?: string[]) => string;\r\n\r\n/** @internal */\r\nexport interface ShaderProcessingContext {\r\n // For engines that check for non float vertex buffers, this object is populated only with the vertex kinds known to be FLOAT by the engine (position, uv, ...)\r\n // and only if the type of the corresponding vertex buffer is an integer type. If the type is a signed integer type, the value is negated.\r\n vertexBufferKindToNumberOfComponents?: { [kind: string]: number };\r\n}\r\n\r\n/** @internal */\r\nexport interface ProcessingOptions {\r\n defines: string[];\r\n indexParameters: any;\r\n isFragment: boolean;\r\n shouldUseHighPrecisionShader: boolean;\r\n supportsUniformBuffers: boolean;\r\n shadersRepository: string;\r\n includesShadersStore: { [key: string]: string };\r\n processor: Nullable<IShaderProcessor>;\r\n version: string;\r\n platformName: string;\r\n lookForClosingBracketForUniformBuffer?: boolean;\r\n processingContext: Nullable<ShaderProcessingContext>;\r\n isNDCHalfZRange: boolean;\r\n useReverseDepthBuffer: boolean;\r\n processCodeAfterIncludes?: ShaderCustomProcessingFunction;\r\n}\r\n"]}
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@@ -31,7 +31,7 @@ export function Process(sourceCode, options, callback, engine) {
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}
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_ProcessIncludes(sourceCode, options, (codeWithIncludes) => {
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if (options.processCodeAfterIncludes) {
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-
codeWithIncludes = options.processCodeAfterIncludes(options.isFragment ? "fragment" : "vertex", codeWithIncludes);
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+
codeWithIncludes = options.processCodeAfterIncludes(options.isFragment ? "fragment" : "vertex", codeWithIncludes, options.defines);
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}
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const migratedCode = _ProcessShaderConversion(codeWithIncludes, options, engine);
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callback(migratedCode, codeWithIncludes);
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@@ -44,7 +44,7 @@ export function PreProcess(sourceCode, options, callback, engine) {
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}
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45
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_ProcessIncludes(sourceCode, options, (codeWithIncludes) => {
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if (options.processCodeAfterIncludes) {
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47
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-
codeWithIncludes = options.processCodeAfterIncludes(options.isFragment ? "fragment" : "vertex", codeWithIncludes);
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47
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+
codeWithIncludes = options.processCodeAfterIncludes(options.isFragment ? "fragment" : "vertex", codeWithIncludes, options.defines);
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}
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const migratedCode = _ApplyPreProcessing(codeWithIncludes, options, engine);
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callback(migratedCode, codeWithIncludes);
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