@babylonjs/core 7.23.0 → 7.24.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (130) hide show
  1. package/Animations/animatable.d.ts +4 -0
  2. package/Animations/animatable.js +21 -13
  3. package/Animations/animatable.js.map +1 -1
  4. package/Audio/sound.js +2 -1
  5. package/Audio/sound.js.map +1 -1
  6. package/Collisions/gpuPicker.d.ts +41 -0
  7. package/Collisions/gpuPicker.js +181 -71
  8. package/Collisions/gpuPicker.js.map +1 -1
  9. package/Culling/ray.d.ts +6 -2
  10. package/Culling/ray.js +8 -2
  11. package/Culling/ray.js.map +1 -1
  12. package/Engines/Extensions/engine.cubeTexture.js +1 -1
  13. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  14. package/Engines/Extensions/engine.renderTarget.d.ts +1 -1
  15. package/Engines/Extensions/engine.renderTarget.js +29 -36
  16. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  17. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +1 -1
  18. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  19. package/Engines/WebGPU/Extensions/engine.renderTarget.d.ts +1 -1
  20. package/Engines/WebGPU/Extensions/engine.renderTarget.js +11 -6
  21. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  22. package/Engines/abstractEngine.js +2 -2
  23. package/Engines/abstractEngine.js.map +1 -1
  24. package/Engines/renderTargetWrapper.d.ts +3 -3
  25. package/Engines/renderTargetWrapper.js +3 -3
  26. package/Engines/renderTargetWrapper.js.map +1 -1
  27. package/Engines/thinEngine.d.ts +2 -1
  28. package/Engines/thinEngine.js +39 -9
  29. package/Engines/thinEngine.js.map +1 -1
  30. package/Gizmos/boundingBoxGizmo.js +20 -9
  31. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  32. package/Layers/effectLayer.d.ts +1 -1
  33. package/Layers/effectLayer.js.map +1 -1
  34. package/Layers/glowLayer.js +6 -1
  35. package/Layers/glowLayer.js.map +1 -1
  36. package/Layers/highlightLayer.js +6 -1
  37. package/Layers/highlightLayer.js.map +1 -1
  38. package/Loading/sceneLoader.d.ts +22 -27
  39. package/Loading/sceneLoader.js +102 -74
  40. package/Loading/sceneLoader.js.map +1 -1
  41. package/Materials/Node/Blocks/Dual/textureBlock.js +1 -1
  42. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  43. package/Materials/Node/nodeMaterial.d.ts +4 -0
  44. package/Materials/Node/nodeMaterial.js +9 -2
  45. package/Materials/Node/nodeMaterial.js.map +1 -1
  46. package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +5 -2
  47. package/Materials/Node/nodeMaterialBuildStateSharedData.js +12 -5
  48. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  49. package/Materials/uniformBuffer.d.ts +6 -0
  50. package/Materials/uniformBuffer.js +8 -0
  51. package/Materials/uniformBuffer.js.map +1 -1
  52. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +9 -1
  53. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +20 -3
  54. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  55. package/Meshes/meshUVSpaceRenderer.d.ts +2 -1
  56. package/Meshes/meshUVSpaceRenderer.js +16 -3
  57. package/Meshes/meshUVSpaceRenderer.js.map +1 -1
  58. package/Physics/physicsRaycastResult.d.ts +2 -0
  59. package/Physics/physicsRaycastResult.js.map +1 -1
  60. package/Physics/v2/Plugins/havokPlugin.js +1 -1
  61. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  62. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +8 -1
  63. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  64. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +1 -0
  65. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -1
  66. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js +2 -3
  67. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js.map +1 -1
  68. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +29 -20
  69. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  70. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +3 -2
  71. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  72. package/Rendering/fluidRenderer/fluidRenderer.d.ts +7 -9
  73. package/Rendering/fluidRenderer/fluidRenderer.js +16 -13
  74. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
  75. package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +9 -1
  76. package/Rendering/fluidRenderer/fluidRenderingObject.js +29 -1
  77. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
  78. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.d.ts +3 -1
  79. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +12 -2
  80. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -1
  81. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +3 -1
  82. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +3 -2
  83. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -1
  84. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +9 -1
  85. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +22 -5
  86. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
  87. package/Rendering/fluidRenderer/fluidRenderingTextures.d.ts +8 -1
  88. package/Rendering/fluidRenderer/fluidRenderingTextures.js +42 -5
  89. package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -1
  90. package/Rendering/fluidRenderer/index.d.ts +18 -0
  91. package/Rendering/fluidRenderer/index.js +18 -0
  92. package/Rendering/fluidRenderer/index.js.map +1 -1
  93. package/Shaders/ShadersInclude/lightFragment.js +12 -10
  94. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  95. package/ShadersWGSL/ShadersInclude/lightFragment.js +13 -11
  96. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  97. package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.d.ts +5 -0
  98. package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.js +13 -0
  99. package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.js.map +1 -0
  100. package/ShadersWGSL/fluidRenderingParticleDepth.fragment.d.ts +5 -0
  101. package/ShadersWGSL/fluidRenderingParticleDepth.fragment.js +29 -0
  102. package/ShadersWGSL/fluidRenderingParticleDepth.fragment.js.map +1 -0
  103. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.d.ts +5 -0
  104. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +22 -0
  105. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -0
  106. package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.d.ts +5 -0
  107. package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js +12 -0
  108. package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js.map +1 -0
  109. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.d.ts +5 -0
  110. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +14 -0
  111. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js.map +1 -0
  112. package/ShadersWGSL/fluidRenderingParticleThickness.fragment.d.ts +5 -0
  113. package/ShadersWGSL/fluidRenderingParticleThickness.fragment.js +12 -0
  114. package/ShadersWGSL/fluidRenderingParticleThickness.fragment.js.map +1 -0
  115. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.d.ts +5 -0
  116. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +14 -0
  117. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -0
  118. package/ShadersWGSL/fluidRenderingRender.fragment.d.ts +5 -0
  119. package/ShadersWGSL/fluidRenderingRender.fragment.js +101 -0
  120. package/ShadersWGSL/fluidRenderingRender.fragment.js.map +1 -0
  121. package/ShadersWGSL/fluidRenderingStandardBlur.fragment.d.ts +5 -0
  122. package/ShadersWGSL/fluidRenderingStandardBlur.fragment.js +13 -0
  123. package/ShadersWGSL/fluidRenderingStandardBlur.fragment.js.map +1 -0
  124. package/Sprites/spriteRenderer.d.ts +1 -0
  125. package/Sprites/spriteRenderer.js +7 -2
  126. package/Sprites/spriteRenderer.js.map +1 -1
  127. package/package.json +1 -1
  128. package/scene.d.ts +11 -11
  129. package/scene.js +5 -5
  130. package/scene.js.map +1 -1
@@ -0,0 +1,22 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "fluidRenderingParticleDepthVertexShader";
4
+ const shader = `attribute position: vec3f;attribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform size: vec2f;varying uv: vec2f;varying viewPos: vec3f;varying sphereRadius: f32;
5
+ #ifdef FLUIDRENDERING_VELOCITY
6
+ attribute velocity: vec3f;varying velocityNorm: f32;
7
+ #endif
8
+ @vertex
9
+ fn main(input: VertexInputs)->FragmentInputs {var cornerPos: vec3f=vec3f(
10
+ vec2f(input.offset.x-0.5,input.offset.y-0.5)*uniforms.size,
11
+ 0.0
12
+ );vertexOutputs.viewPos=(uniforms.view*vec4f(input.position,1.0)).xyz;vertexOutputs.position=uniforms.projection*vec4f(vertexOutputs.viewPos+cornerPos,1.0);vertexOutputs.uv=input.offset;vertexOutputs.sphereRadius=uniforms.size.x/2.0;
13
+ #ifdef FLUIDRENDERING_VELOCITY
14
+ vertexOutputs.velocityNorm=length(velocity);
15
+ #endif
16
+ }
17
+ `;
18
+ // Sideeffect
19
+ ShaderStore.ShadersStoreWGSL[name] = shader;
20
+ /** @internal */
21
+ export const fluidRenderingParticleDepthVertexShaderWGSL = { name, shader };
22
+ //# sourceMappingURL=fluidRenderingParticleDepth.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fluidRenderingParticleDepth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/fluidRenderingParticleDepth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yCAAyC,CAAC;AACvD,MAAM,MAAM,GAAG;;;;;;;;;;;;;CAad,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,2CAA2C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDepthVertexShader\";\nconst shader = `attribute position: vec3f;attribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform size: vec2f;varying uv: vec2f;varying viewPos: vec3f;varying sphereRadius: f32;\n#ifdef FLUIDRENDERING_VELOCITY\nattribute velocity: vec3f;varying velocityNorm: f32;\n#endif\n@vertex\nfn main(input: VertexInputs)->FragmentInputs {var cornerPos: vec3f=vec3f(\nvec2f(input.offset.x-0.5,input.offset.y-0.5)*uniforms.size,\n0.0\n);vertexOutputs.viewPos=(uniforms.view*vec4f(input.position,1.0)).xyz;vertexOutputs.position=uniforms.projection*vec4f(vertexOutputs.viewPos+cornerPos,1.0);vertexOutputs.uv=input.offset;vertexOutputs.sphereRadius=uniforms.size.x/2.0;\n#ifdef FLUIDRENDERING_VELOCITY\nvertexOutputs.velocityNorm=length(velocity);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleDepthVertexShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const fluidRenderingParticleDiffusePixelShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,12 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "fluidRenderingParticleDiffusePixelShader";
4
+ const shader = `uniform particleAlpha: f32;varying uv: vec2f;varying diffuseColor: vec3f;@fragment
5
+ fn main(input: FragmentInputs)->FragmentOutputs {var normalxy: vec2f=input.uv*2.0-1.0;var r2: f32=dot(normalxy,normalxy);if (r2>1.0) {discard;}
6
+ fragmentOutputs.color=vec4f(input.diffuseColor,1.0);}
7
+ `;
8
+ // Sideeffect
9
+ ShaderStore.ShadersStoreWGSL[name] = shader;
10
+ /** @internal */
11
+ export const fluidRenderingParticleDiffusePixelShaderWGSL = { name, shader };
12
+ //# sourceMappingURL=fluidRenderingParticleDiffuse.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fluidRenderingParticleDiffuse.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0CAA0C,CAAC;AACxD,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,4CAA4C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDiffusePixelShader\";\nconst shader = `uniform particleAlpha: f32;varying uv: vec2f;varying diffuseColor: vec3f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var normalxy: vec2f=input.uv*2.0-1.0;var r2: f32=dot(normalxy,normalxy);if (r2>1.0) {discard;}\nfragmentOutputs.color=vec4f(input.diffuseColor,1.0);}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleDiffusePixelShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const fluidRenderingParticleDiffuseVertexShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,14 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "fluidRenderingParticleDiffuseVertexShader";
4
+ const shader = `attribute position: vec3f;attribute offset: vec2f;attribute color: vec4f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform size: vec2f;varying uv: vec2f;varying diffuseColor: vec3f;@vertex
5
+ fn main(input: VertexInputs)->FragmentInputs {var cornerPos: vec3f=vec3f(
6
+ vec2f(input.offset.x-0.5,input.offset.y-0.5)*uniforms.size,
7
+ 0.0
8
+ );var viewPos: vec3f=(uniforms.view*vec4f(input.position,1.0)).xyz+cornerPos;vertexOutputs.position=uniforms.projection*vec4f(viewPos,1.0);vertexOutputs.uv=input.offset;vertexOutputs.diffuseColor=input.color.rgb;}
9
+ `;
10
+ // Sideeffect
11
+ ShaderStore.ShadersStoreWGSL[name] = shader;
12
+ /** @internal */
13
+ export const fluidRenderingParticleDiffuseVertexShaderWGSL = { name, shader };
14
+ //# sourceMappingURL=fluidRenderingParticleDiffuse.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fluidRenderingParticleDiffuse.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,2CAA2C,CAAC;AACzD,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,6CAA6C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDiffuseVertexShader\";\nconst shader = `attribute position: vec3f;attribute offset: vec2f;attribute color: vec4f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform size: vec2f;varying uv: vec2f;varying diffuseColor: vec3f;@vertex\nfn main(input: VertexInputs)->FragmentInputs {var cornerPos: vec3f=vec3f(\nvec2f(input.offset.x-0.5,input.offset.y-0.5)*uniforms.size,\n0.0\n);var viewPos: vec3f=(uniforms.view*vec4f(input.position,1.0)).xyz+cornerPos;vertexOutputs.position=uniforms.projection*vec4f(viewPos,1.0);vertexOutputs.uv=input.offset;vertexOutputs.diffuseColor=input.color.rgb;}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleDiffuseVertexShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const fluidRenderingParticleThicknessPixelShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,12 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "fluidRenderingParticleThicknessPixelShader";
4
+ const shader = `uniform particleAlpha: f32;varying uv: vec2f;@fragment
5
+ fn main(input: FragmentInputs)->FragmentOutputs {var normalxy: vec2f=input.uv*2.0-1.0;var r2: f32=dot(normalxy,normalxy);if (r2>1.0) {discard;}
6
+ var thickness: f32=sqrt(1.0-r2);fragmentOutputs.color=vec4f(vec3f(uniforms.particleAlpha*thickness),1.0);}
7
+ `;
8
+ // Sideeffect
9
+ ShaderStore.ShadersStoreWGSL[name] = shader;
10
+ /** @internal */
11
+ export const fluidRenderingParticleThicknessPixelShaderWGSL = { name, shader };
12
+ //# sourceMappingURL=fluidRenderingParticleThickness.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fluidRenderingParticleThickness.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/fluidRenderingParticleThickness.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,4CAA4C,CAAC;AAC1D,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,8CAA8C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleThicknessPixelShader\";\nconst shader = `uniform particleAlpha: f32;varying uv: vec2f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var normalxy: vec2f=input.uv*2.0-1.0;var r2: f32=dot(normalxy,normalxy);if (r2>1.0) {discard;}\nvar thickness: f32=sqrt(1.0-r2);fragmentOutputs.color=vec4f(vec3f(uniforms.particleAlpha*thickness),1.0);}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleThicknessPixelShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const fluidRenderingParticleThicknessVertexShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,14 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "fluidRenderingParticleThicknessVertexShader";
4
+ const shader = `attribute position: vec3f;attribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform size: vec2f;varying uv: vec2f;@vertex
5
+ fn main(input: VertexInputs)->FragmentInputs {var cornerPos: vec3f=vec3f(
6
+ vec2f(input.offset.x-0.5,input.offset.y-0.5)*uniforms.size,
7
+ 0.0
8
+ );var viewPos: vec3f=(uniforms.view*vec4f(input.position,1.0)).xyz+cornerPos;vertexOutputs.position=uniforms.projection*vec4f(viewPos,1.0);vertexOutputs.uv=input.offset;}
9
+ `;
10
+ // Sideeffect
11
+ ShaderStore.ShadersStoreWGSL[name] = shader;
12
+ /** @internal */
13
+ export const fluidRenderingParticleThicknessVertexShaderWGSL = { name, shader };
14
+ //# sourceMappingURL=fluidRenderingParticleThickness.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fluidRenderingParticleThickness.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/fluidRenderingParticleThickness.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,6CAA6C,CAAC;AAC3D,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,+CAA+C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleThicknessVertexShader\";\nconst shader = `attribute position: vec3f;attribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform size: vec2f;varying uv: vec2f;@vertex\nfn main(input: VertexInputs)->FragmentInputs {var cornerPos: vec3f=vec3f(\nvec2f(input.offset.x-0.5,input.offset.y-0.5)*uniforms.size,\n0.0\n);var viewPos: vec3f=(uniforms.view*vec4f(input.position,1.0)).xyz+cornerPos;vertexOutputs.position=uniforms.projection*vec4f(viewPos,1.0);vertexOutputs.uv=input.offset;}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleThicknessVertexShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const fluidRenderingRenderPixelShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,101 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "fluidRenderingRenderPixelShader";
4
+ const shader = `#define DISABLE_UNIFORMITY_ANALYSIS
5
+ #define IOR 1.333
6
+ #define ETA 1.0/IOR
7
+ #define F0 0.02
8
+ var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;
9
+ #ifdef FLUIDRENDERING_DIFFUSETEXTURE
10
+ var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;
11
+ #else
12
+ uniform diffuseColor: vec3f;
13
+ #endif
14
+ #ifdef FLUIDRENDERING_FIXED_THICKNESS
15
+ uniform thickness: f32;var bgDepthSamplerSampler: sampler;var bgDepthSampler: texture_2d<f32>;
16
+ #else
17
+ uniform minimumThickness: f32;var thicknessSamplerSampler: sampler;var thicknessSampler: texture_2d<f32>;
18
+ #endif
19
+ #ifdef FLUIDRENDERING_ENVIRONMENT
20
+ var reflectionSamplerSampler: sampler;var reflectionSampler: texture_cube<f32>;
21
+ #endif
22
+ #if defined(FLUIDRENDERING_DEBUG) && defined(FLUIDRENDERING_DEBUG_TEXTURE)
23
+ var debugSamplerSampler: sampler;var debugSampler: texture_2d<f32>;
24
+ #endif
25
+ uniform viewMatrix: mat4x4f;uniform projectionMatrix: mat4x4f;uniform invProjectionMatrix: mat4x4f;uniform texelSize: vec2f;uniform dirLight: vec3f;uniform cameraFar: f32;uniform density: f32;uniform refractionStrength: f32;uniform fresnelClamp: f32;uniform specularPower: f32;varying vUV: vec2f;fn computeViewPosFromUVDepth(texCoord: vec2f,depth: f32)->vec3f {var ndc: vec4f=vec4f(texCoord*2.0-1.0,0.0,1.0);
26
+ #ifdef FLUIDRENDERING_RHS
27
+ ndc.z=-uniforms.projectionMatrix[2].z+uniforms.projectionMatrix[3].z/depth;
28
+ #else
29
+ ndc.z=uniforms.projectionMatrix[2].z+uniforms.projectionMatrix[3].z/depth;
30
+ #endif
31
+ ndc.w=1.0;var eyePos: vec4f=uniforms.invProjectionMatrix*ndc;return eyePos.xyz/eyePos.w;}
32
+ fn getViewPosFromTexCoord(texCoord: vec2f)->vec3f {var depth: f32=textureSampleLevel(depthSampler,depthSamplerSampler,texCoord,0.).x;return computeViewPosFromUVDepth(texCoord,depth);}
33
+ @fragment
34
+ fn main(input: FragmentInputs)->FragmentOutputs {var texCoord: vec2f=input.vUV;
35
+ #if defined(FLUIDRENDERING_DEBUG) && defined(FLUIDRENDERING_DEBUG_TEXTURE)
36
+ var color: vec4f=textureSample(debugSampler,debugSamplerSampler,texCoord);
37
+ #ifdef FLUIDRENDERING_DEBUG_DEPTH
38
+ fragmentOutputs.color=vec4f(color.rgb/vec3f(2.0),1.);if (color.r>0.999 && color.g>0.999) {fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,texCoord);}
39
+ #else
40
+ fragmentOutputs.color=vec4f(color.rgb,1.);if (color.r<0.001 && color.g<0.001 && color.b<0.001) {fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,texCoord);}
41
+ #endif
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+ return fragmentOutputs;
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+ #endif
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+ var depthVel: vec2f=textureSampleLevel(depthSampler,depthSamplerSampler,texCoord,0.).rg;var depth: f32=depthVel.r;
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+ #ifndef FLUIDRENDERING_FIXED_THICKNESS
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+ var thickness: f32=textureSample(thicknessSampler,thicknessSamplerSampler,texCoord).x;
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+ #else
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+ var thickness: f32=uniforms.thickness;var bgDepth: f32=textureSample(bgDepthSampler,bgDepthSamplerSampler,texCoord).x;var depthNonLinear: f32=uniforms.projectionMatrix[2].z+uniforms.projectionMatrix[3].z/depth;depthNonLinear=depthNonLinear*0.5+0.5;
49
+ #endif
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+ var backColor: vec4f=textureSample(textureSampler,textureSamplerSampler,texCoord);
51
+ #ifndef FLUIDRENDERING_FIXED_THICKNESS
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+ if (depth>=uniforms.cameraFar || depth<=0. || thickness<=uniforms.minimumThickness) {
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+ #else
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+ if (depth>=uniforms.cameraFar || depth<=0. || bgDepth<=depthNonLinear) {
55
+ #endif
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+ #ifdef FLUIDRENDERING_COMPOSITE_MODE
57
+ fragmentOutputs.color=vec4f(backColor.rgb*backColor.a,backColor.a);
58
+ #else
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+ fragmentOutputs.color=backColor;
60
+ #endif
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+ return fragmentOutputs;}
62
+ var viewPos: vec3f=computeViewPosFromUVDepth(texCoord,depth);var ddx: vec3f=getViewPosFromTexCoord(texCoord+vec2f(uniforms.texelSize.x,0.))-viewPos;var ddy: vec3f=getViewPosFromTexCoord(texCoord+vec2f(0.,uniforms.texelSize.y))-viewPos;var ddx2: vec3f=viewPos-getViewPosFromTexCoord(texCoord+vec2f(-uniforms.texelSize.x,0.));if (abs(ddx.z)>abs(ddx2.z)) {ddx=ddx2;}
63
+ var ddy2: vec3f=viewPos-getViewPosFromTexCoord(texCoord+vec2f(0.,-uniforms.texelSize.y));if (abs(ddy.z)>abs(ddy2.z)) {ddy=ddy2;}
64
+ var normal: vec3f=normalize(cross(ddy,ddx));
65
+ #ifdef FLUIDRENDERING_RHS
66
+ normal=-normal;
67
+ #endif
68
+ #if defined(FLUIDRENDERING_DEBUG) && defined(FLUIDRENDERING_DEBUG_SHOWNORMAL)
69
+ fragmentOutputs.color=vec4f(normal*0.5+0.5,1.0);return fragmentOutputs;
70
+ #endif
71
+ var rayDir: vec3f=normalize(viewPos);
72
+ #ifdef FLUIDRENDERING_DIFFUSETEXTURE
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+ var diffuseColor: vec3f=textureSampleLevel(diffuseSampler,diffuseSamplerSampler,texCoord,0.0).rgb;
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+ #else
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+ var diffuseColor: vec3f=uniforms.diffuseColor;
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+ #endif
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+ var lightDir: vec3f=normalize((uniforms.viewMatrix*vec4f(-uniforms.dirLight,0.)).xyz);var H: vec3f =normalize(lightDir-rayDir);var specular: f32 =pow(max(0.0,dot(H,normal)),uniforms.specularPower);
78
+ #ifdef FLUIDRENDERING_DEBUG_DIFFUSERENDERING
79
+ var diffuse: f32 =max(0.0,dot(lightDir,normal))*1.0;fragmentOutputs.color=vec4f(vec3f(0.1) /*ambient*/+vec3f(0.42,0.50,1.00)*diffuse+vec3f(0,0,0.2)+specular,1.);return fragmentOutputs;
80
+ #endif
81
+ var refractionDir: vec3f=refract(rayDir,normal,ETA);var transmitted: vec4f=textureSampleLevel(textureSampler,textureSamplerSampler,vec2f(texCoord+refractionDir.xy*thickness*uniforms.refractionStrength),0.0);
82
+ #ifdef FLUIDRENDERING_COMPOSITE_MODE
83
+ if (transmitted.a==0.) {transmitted.a=thickness;}
84
+ #endif
85
+ var transmittance: vec3f=exp(-uniforms.density*thickness*(1.0-diffuseColor));
86
+ var refractionColor: vec3f=transmitted.rgb*transmittance;
87
+ #ifdef FLUIDRENDERING_ENVIRONMENT
88
+ var reflectionDir: vec3f=reflect(rayDir,normal);var reflectionColor: vec3f=(textureSample(reflectionSampler,reflectionSamplerSampler,reflectionDir).rgb);var fresnel: f32=clamp(F0+(1.0-F0)*pow(1.0-dot(normal,-rayDir),5.0),0.,uniforms.fresnelClamp);var finalColor: vec3f=mix(refractionColor,reflectionColor,fresnel)+specular;
89
+ #else
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+ var finalColor: vec3f=refractionColor+specular;
91
+ #endif
92
+ #ifdef FLUIDRENDERING_VELOCITY
93
+ var velocity: f32=depthVel.g;finalColor=mix(finalColor,vec3f(1.0),smoothstep(0.3,1.0,velocity/6.0));
94
+ #endif
95
+ fragmentOutputs.color=vec4f(finalColor,transmitted.a);}
96
+ `;
97
+ // Sideeffect
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+ ShaderStore.ShadersStoreWGSL[name] = shader;
99
+ /** @internal */
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+ export const fluidRenderingRenderPixelShaderWGSL = { name, shader };
101
+ //# sourceMappingURL=fluidRenderingRender.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fluidRenderingRender.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/fluidRenderingRender.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Fd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingRenderPixelShader\";\nconst shader = `#define DISABLE_UNIFORMITY_ANALYSIS\n#define IOR 1.333\n#define ETA 1.0/IOR\n#define F0 0.02\nvar textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;\n#ifdef FLUIDRENDERING_DIFFUSETEXTURE\nvar diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#else\nuniform diffuseColor: vec3f;\n#endif\n#ifdef FLUIDRENDERING_FIXED_THICKNESS\nuniform thickness: f32;var bgDepthSamplerSampler: sampler;var bgDepthSampler: texture_2d<f32>;\n#else\nuniform minimumThickness: f32;var thicknessSamplerSampler: sampler;var thicknessSampler: texture_2d<f32>;\n#endif\n#ifdef FLUIDRENDERING_ENVIRONMENT\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_cube<f32>;\n#endif\n#if defined(FLUIDRENDERING_DEBUG) && defined(FLUIDRENDERING_DEBUG_TEXTURE)\nvar debugSamplerSampler: sampler;var debugSampler: texture_2d<f32>;\n#endif\nuniform viewMatrix: mat4x4f;uniform projectionMatrix: mat4x4f;uniform invProjectionMatrix: mat4x4f;uniform texelSize: vec2f;uniform dirLight: vec3f;uniform cameraFar: f32;uniform density: f32;uniform refractionStrength: f32;uniform fresnelClamp: f32;uniform specularPower: f32;varying vUV: vec2f;fn computeViewPosFromUVDepth(texCoord: vec2f,depth: f32)->vec3f {var ndc: vec4f=vec4f(texCoord*2.0-1.0,0.0,1.0);\n#ifdef FLUIDRENDERING_RHS\nndc.z=-uniforms.projectionMatrix[2].z+uniforms.projectionMatrix[3].z/depth;\n#else\nndc.z=uniforms.projectionMatrix[2].z+uniforms.projectionMatrix[3].z/depth;\n#endif\nndc.w=1.0;var eyePos: vec4f=uniforms.invProjectionMatrix*ndc;return eyePos.xyz/eyePos.w;}\nfn getViewPosFromTexCoord(texCoord: vec2f)->vec3f {var depth: f32=textureSampleLevel(depthSampler,depthSamplerSampler,texCoord,0.).x;return computeViewPosFromUVDepth(texCoord,depth);}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var texCoord: vec2f=input.vUV;\n#if defined(FLUIDRENDERING_DEBUG) && defined(FLUIDRENDERING_DEBUG_TEXTURE)\nvar color: vec4f=textureSample(debugSampler,debugSamplerSampler,texCoord);\n#ifdef FLUIDRENDERING_DEBUG_DEPTH\nfragmentOutputs.color=vec4f(color.rgb/vec3f(2.0),1.);if (color.r>0.999 && color.g>0.999) {fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,texCoord);}\n#else\nfragmentOutputs.color=vec4f(color.rgb,1.);if (color.r<0.001 && color.g<0.001 && color.b<0.001) {fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,texCoord);}\n#endif\nreturn fragmentOutputs;\n#endif\nvar depthVel: vec2f=textureSampleLevel(depthSampler,depthSamplerSampler,texCoord,0.).rg;var depth: f32=depthVel.r;\n#ifndef FLUIDRENDERING_FIXED_THICKNESS\nvar thickness: f32=textureSample(thicknessSampler,thicknessSamplerSampler,texCoord).x;\n#else\nvar thickness: f32=uniforms.thickness;var bgDepth: f32=textureSample(bgDepthSampler,bgDepthSamplerSampler,texCoord).x;var depthNonLinear: f32=uniforms.projectionMatrix[2].z+uniforms.projectionMatrix[3].z/depth;depthNonLinear=depthNonLinear*0.5+0.5;\n#endif\nvar backColor: vec4f=textureSample(textureSampler,textureSamplerSampler,texCoord);\n#ifndef FLUIDRENDERING_FIXED_THICKNESS\nif (depth>=uniforms.cameraFar || depth<=0. || thickness<=uniforms.minimumThickness) {\n#else\nif (depth>=uniforms.cameraFar || depth<=0. || bgDepth<=depthNonLinear) {\n#endif\n#ifdef FLUIDRENDERING_COMPOSITE_MODE\nfragmentOutputs.color=vec4f(backColor.rgb*backColor.a,backColor.a);\n#else\nfragmentOutputs.color=backColor;\n#endif\nreturn fragmentOutputs;}\nvar viewPos: vec3f=computeViewPosFromUVDepth(texCoord,depth);var ddx: vec3f=getViewPosFromTexCoord(texCoord+vec2f(uniforms.texelSize.x,0.))-viewPos;var ddy: vec3f=getViewPosFromTexCoord(texCoord+vec2f(0.,uniforms.texelSize.y))-viewPos;var ddx2: vec3f=viewPos-getViewPosFromTexCoord(texCoord+vec2f(-uniforms.texelSize.x,0.));if (abs(ddx.z)>abs(ddx2.z)) {ddx=ddx2;}\nvar ddy2: vec3f=viewPos-getViewPosFromTexCoord(texCoord+vec2f(0.,-uniforms.texelSize.y));if (abs(ddy.z)>abs(ddy2.z)) {ddy=ddy2;}\nvar normal: vec3f=normalize(cross(ddy,ddx));\n#ifdef FLUIDRENDERING_RHS\nnormal=-normal;\n#endif\n#if defined(FLUIDRENDERING_DEBUG) && defined(FLUIDRENDERING_DEBUG_SHOWNORMAL)\nfragmentOutputs.color=vec4f(normal*0.5+0.5,1.0);return fragmentOutputs;\n#endif\nvar rayDir: vec3f=normalize(viewPos); \n#ifdef FLUIDRENDERING_DIFFUSETEXTURE\nvar diffuseColor: vec3f=textureSampleLevel(diffuseSampler,diffuseSamplerSampler,texCoord,0.0).rgb;\n#else\nvar diffuseColor: vec3f=uniforms.diffuseColor;\n#endif\nvar lightDir: vec3f=normalize((uniforms.viewMatrix*vec4f(-uniforms.dirLight,0.)).xyz);var H: vec3f =normalize(lightDir-rayDir);var specular: f32 =pow(max(0.0,dot(H,normal)),uniforms.specularPower);\n#ifdef FLUIDRENDERING_DEBUG_DIFFUSERENDERING\nvar diffuse: f32 =max(0.0,dot(lightDir,normal))*1.0;fragmentOutputs.color=vec4f(vec3f(0.1) /*ambient*/+vec3f(0.42,0.50,1.00)*diffuse+vec3f(0,0,0.2)+specular,1.);return fragmentOutputs;\n#endif\nvar refractionDir: vec3f=refract(rayDir,normal,ETA);var transmitted: vec4f=textureSampleLevel(textureSampler,textureSamplerSampler,vec2f(texCoord+refractionDir.xy*thickness*uniforms.refractionStrength),0.0);\n#ifdef FLUIDRENDERING_COMPOSITE_MODE\nif (transmitted.a==0.) {transmitted.a=thickness;}\n#endif\nvar transmittance: vec3f=exp(-uniforms.density*thickness*(1.0-diffuseColor)); \nvar refractionColor: vec3f=transmitted.rgb*transmittance;\n#ifdef FLUIDRENDERING_ENVIRONMENT\nvar reflectionDir: vec3f=reflect(rayDir,normal);var reflectionColor: vec3f=(textureSample(reflectionSampler,reflectionSamplerSampler,reflectionDir).rgb);var fresnel: f32=clamp(F0+(1.0-F0)*pow(1.0-dot(normal,-rayDir),5.0),0.,uniforms.fresnelClamp);var finalColor: vec3f=mix(refractionColor,reflectionColor,fresnel)+specular;\n#else\nvar finalColor: vec3f=refractionColor+specular;\n#endif\n#ifdef FLUIDRENDERING_VELOCITY\nvar velocity: f32=depthVel.g;finalColor=mix(finalColor,vec3f(1.0),smoothstep(0.3,1.0,velocity/6.0));\n#endif\nfragmentOutputs.color=vec4f(finalColor,transmitted.a);}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const fluidRenderingRenderPixelShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const fluidRenderingStandardBlurPixelShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,13 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "fluidRenderingStandardBlurPixelShader";
4
+ const shader = `var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform filterSize: i32;uniform blurDir: vec2f;varying vUV: vec2f;@fragment
5
+ fn main(input: FragmentInputs)->FragmentOutputs {var s: vec4f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.);if (s.r==0.) {fragmentOutputs.color=vec4f(0.,0.,0.,1.);return fragmentOutputs;}
6
+ var sigma: f32=f32(uniforms.filterSize)/3.0;var twoSigma2: f32=2.0*sigma*sigma;var sum: vec4f=vec4f(0.);var wsum: f32=0.;for (var x: i32=-uniforms.filterSize; x<=uniforms.filterSize; x++) {var coords: vec2f=vec2f(f32(x));var sampl: vec4f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV+coords*uniforms.blurDir,0.);var w: f32=exp(-coords.x*coords.x/twoSigma2);sum+=sampl*w;wsum+=w;}
7
+ sum/=wsum;fragmentOutputs.color=vec4f(sum.rgb,1.);}
8
+ `;
9
+ // Sideeffect
10
+ ShaderStore.ShadersStoreWGSL[name] = shader;
11
+ /** @internal */
12
+ export const fluidRenderingStandardBlurPixelShaderWGSL = { name, shader };
13
+ //# sourceMappingURL=fluidRenderingStandardBlur.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fluidRenderingStandardBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/fluidRenderingStandardBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uCAAuC,CAAC;AACrD,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,yCAAyC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingStandardBlurPixelShader\";\nconst shader = `var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform filterSize: i32;uniform blurDir: vec2f;varying vUV: vec2f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var s: vec4f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.);if (s.r==0.) {fragmentOutputs.color=vec4f(0.,0.,0.,1.);return fragmentOutputs;}\nvar sigma: f32=f32(uniforms.filterSize)/3.0;var twoSigma2: f32=2.0*sigma*sigma;var sum: vec4f=vec4f(0.);var wsum: f32=0.;for (var x: i32=-uniforms.filterSize; x<=uniforms.filterSize; x++) {var coords: vec2f=vec2f(f32(x));var sampl: vec4f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV+coords*uniforms.blurDir,0.);var w: f32=exp(-coords.x*coords.x/twoSigma2);sum+=sampl*w;wsum+=w;}\nsum/=wsum;fragmentOutputs.color=vec4f(sum.rgb,1.);}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const fluidRenderingStandardBlurPixelShaderWGSL = { name, shader };\n"]}
@@ -94,6 +94,7 @@ export declare class SpriteRenderer {
94
94
  private _drawWrapperBase;
95
95
  private _drawWrapperDepth;
96
96
  private _vertexArrayObject;
97
+ private _isDisposed;
97
98
  /**
98
99
  * Creates a new sprite Renderer
99
100
  * @param engine defines the engine the renderer works with
@@ -98,6 +98,7 @@ export class SpriteRenderer {
98
98
  this._useVAO = false;
99
99
  this._useInstancing = false;
100
100
  this._vertexBuffers = {};
101
+ this._isDisposed = false;
101
102
  this._shadersLoaded = false;
102
103
  this._capacity = capacity;
103
104
  this._epsilon = epsilon;
@@ -151,6 +152,9 @@ export class SpriteRenderer {
151
152
  this._createEffects();
152
153
  }
153
154
  _createEffects() {
155
+ if (this._isDisposed) {
156
+ return;
157
+ }
154
158
  this._drawWrapperBase?.dispose();
155
159
  this._drawWrapperDepth?.dispose();
156
160
  this._drawWrapperBase = new DrawWrapper(this._engine);
@@ -398,8 +402,9 @@ export class SpriteRenderer {
398
402
  this.texture.dispose();
399
403
  this.texture = null;
400
404
  }
401
- this._drawWrapperBase.dispose();
402
- this._drawWrapperDepth.dispose();
405
+ this._drawWrapperBase?.dispose();
406
+ this._drawWrapperDepth?.dispose();
407
+ this._isDisposed = true;
403
408
  }
404
409
  }
405
410
  /**
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { IMatrixLike } from \"../Maths/math.like\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Buffer, VertexBuffer } from \"../Buffers/buffer\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport type { ThinSprite } from \"./thinSprite\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\n\r\nimport type { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport type { Scene } from \"../scene\";\r\n\r\nimport \"../Engines/Extensions/engine.alpha\";\r\nimport \"../Engines/Extensions/engine.dynamicBuffer\";\r\n\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { BindLogDepth } from \"core/Materials/materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Class used to render sprites.\r\n *\r\n * It can be used either to render Sprites or ThinSprites with ThinEngine only.\r\n */\r\nexport class SpriteRenderer {\r\n /**\r\n * Force all the sprites to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n /**\r\n * Defines the texture of the spritesheet\r\n */\r\n public texture: Nullable<ThinTexture>;\r\n\r\n /**\r\n * Defines the default width of a cell in the spritesheet\r\n */\r\n public cellWidth: number;\r\n\r\n /**\r\n * Defines the default height of a cell in the spritesheet\r\n */\r\n public cellHeight: number;\r\n\r\n /**\r\n * Blend mode use to render the particle, it can be any of\r\n * the static Constants.ALPHA_x properties provided in this class.\r\n * Default value is Constants.ALPHA_COMBINE\r\n */\r\n public blendMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if alpha mode is automatically\r\n * reset.\r\n */\r\n public autoResetAlpha = true;\r\n\r\n /**\r\n * Disables writing to the depth buffer when rendering the sprites.\r\n * It can be handy to disable depth writing when using textures without alpha channel\r\n * and setting some specific blend modes.\r\n */\r\n public disableDepthWrite: boolean = false;\r\n\r\n private _fogEnabled = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the manager must consider scene fog when rendering\r\n */\r\n public get fogEnabled() {\r\n return this._fogEnabled;\r\n }\r\n\r\n public set fogEnabled(value: boolean) {\r\n if (this._fogEnabled === value) {\r\n return;\r\n }\r\n\r\n this._fogEnabled = value;\r\n this._createEffects();\r\n }\r\n\r\n protected _useLogarithmicDepth: boolean;\r\n\r\n /**\r\n * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)\r\n * You can try switching to logarithmic depth.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/logarithmicDepthBuffer\r\n */\r\n public get useLogarithmicDepth(): boolean {\r\n return this._useLogarithmicDepth;\r\n }\r\n\r\n public set useLogarithmicDepth(value: boolean) {\r\n const fragmentDepthSupported = !!this._scene?.getEngine().getCaps().fragmentDepthSupported;\r\n\r\n if (value && !fragmentDepthSupported) {\r\n Logger.Warn(\"Logarithmic depth has been requested for a sprite renderer on a device that doesn't support it.\");\r\n }\r\n\r\n this._useLogarithmicDepth = value && fragmentDepthSupported;\r\n this._createEffects();\r\n }\r\n\r\n /**\r\n * Gets the capacity of the manager\r\n */\r\n public get capacity() {\r\n return this._capacity;\r\n }\r\n\r\n private _pixelPerfect = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the renderer must render sprites with pixel perfect rendering\r\n * Note that pixel perfect mode is not supported in WebGL 1\r\n */\r\n public get pixelPerfect() {\r\n return this._pixelPerfect;\r\n }\r\n\r\n public set pixelPerfect(value: boolean) {\r\n if (this._pixelPerfect === value) {\r\n return;\r\n }\r\n\r\n this._pixelPerfect = value;\r\n this._createEffects();\r\n }\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this renderer.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _useVAO: boolean = false;\r\n private readonly _useInstancing: boolean = false;\r\n private readonly _scene: Nullable<Scene>;\r\n\r\n private readonly _capacity: number;\r\n private readonly _epsilon: number;\r\n\r\n private _vertexBufferSize: number;\r\n private _vertexData: Float32Array;\r\n private _buffer: Buffer;\r\n private _vertexBuffers: { [key: string]: VertexBuffer } = {};\r\n private _spriteBuffer: Nullable<Buffer>;\r\n private _indexBuffer: DataBuffer;\r\n private _drawWrapperBase: DrawWrapper;\r\n private _drawWrapperDepth: DrawWrapper;\r\n private _vertexArrayObject: WebGLVertexArrayObject;\r\n\r\n /**\r\n * Creates a new sprite Renderer\r\n * @param engine defines the engine the renderer works with\r\n * @param capacity defines the maximum allowed number of sprites\r\n * @param epsilon defines the epsilon value to align texture (0.01 by default)\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(engine: AbstractEngine, capacity: number, epsilon: number = 0.01, scene: Nullable<Scene> = null) {\r\n this._capacity = capacity;\r\n this._epsilon = epsilon;\r\n\r\n this._engine = engine;\r\n this._useInstancing = engine.getCaps().instancedArrays && engine._features.supportSpriteInstancing;\r\n this._useVAO = engine.getCaps().vertexArrayObject && !engine.disableVertexArrayObjects;\r\n this._scene = scene;\r\n\r\n if (!this._useInstancing) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n // VBO\r\n // 18 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellLeft, cellTop, cellWidth, cellHeight, color r, color g, color b, color a)\r\n // 16 when using instances\r\n this._vertexBufferSize = this._useInstancing ? 16 : 18;\r\n this._vertexData = new Float32Array(capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));\r\n this._buffer = new Buffer(engine, this._vertexData, true, this._vertexBufferSize);\r\n\r\n const positions = this._buffer.createVertexBuffer(VertexBuffer.PositionKind, 0, 4, this._vertexBufferSize, this._useInstancing);\r\n const options = this._buffer.createVertexBuffer(\"options\", 4, 2, this._vertexBufferSize, this._useInstancing);\r\n\r\n let offset = 6;\r\n let offsets: VertexBuffer;\r\n\r\n if (this._useInstancing) {\r\n const spriteData = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);\r\n this._spriteBuffer = new Buffer(engine, spriteData, false, 2);\r\n offsets = this._spriteBuffer.createVertexBuffer(\"offsets\", 0, 2);\r\n } else {\r\n offsets = this._buffer.createVertexBuffer(\"offsets\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n offset += 2;\r\n }\r\n\r\n const inverts = this._buffer.createVertexBuffer(\"inverts\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n const cellInfo = this._buffer.createVertexBuffer(\"cellInfo\", offset + 2, 4, this._vertexBufferSize, this._useInstancing);\r\n const colors = this._buffer.createVertexBuffer(VertexBuffer.ColorKind, offset + 6, 4, this._vertexBufferSize, this._useInstancing);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = positions;\r\n this._vertexBuffers[\"options\"] = options;\r\n this._vertexBuffers[\"offsets\"] = offsets;\r\n this._vertexBuffers[\"inverts\"] = inverts;\r\n this._vertexBuffers[\"cellInfo\"] = cellInfo;\r\n this._vertexBuffers[VertexBuffer.ColorKind] = colors;\r\n\r\n this._initShaderSourceAsync();\r\n }\r\n\r\n private _shadersLoaded = false;\r\n\r\n private async _initShaderSourceAsync() {\r\n const engine = this._engine;\r\n\r\n if (engine.isWebGPU && !SpriteRenderer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/sprites.vertex\"), import(\"../ShadersWGSL/sprites.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/sprites.vertex\"), import(\"../Shaders/sprites.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n this._createEffects();\r\n }\r\n\r\n private _createEffects() {\r\n this._drawWrapperBase?.dispose();\r\n this._drawWrapperDepth?.dispose();\r\n\r\n this._drawWrapperBase = new DrawWrapper(this._engine);\r\n this._drawWrapperDepth = new DrawWrapper(this._engine, false);\r\n\r\n if (this._drawWrapperBase.drawContext) {\r\n this._drawWrapperBase.drawContext.useInstancing = this._useInstancing;\r\n }\r\n if (this._drawWrapperDepth.drawContext) {\r\n this._drawWrapperDepth.drawContext.useInstancing = this._useInstancing;\r\n }\r\n\r\n let defines = \"\";\r\n\r\n if (this._pixelPerfect) {\r\n defines += \"#define PIXEL_PERFECT\\n\";\r\n }\r\n if (this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0 && this._fogEnabled) {\r\n defines += \"#define FOG\\n\";\r\n }\r\n if (this._useLogarithmicDepth) {\r\n defines += \"#define LOGARITHMICDEPTH\\n\";\r\n }\r\n\r\n this._drawWrapperBase.effect = this._engine.createEffect(\r\n \"sprites\",\r\n [VertexBuffer.PositionKind, \"options\", \"offsets\", \"inverts\", \"cellInfo\", VertexBuffer.ColorKind],\r\n [\"view\", \"projection\", \"textureInfos\", \"alphaTest\", \"vFogInfos\", \"vFogColor\", \"logarithmicDepthConstant\"],\r\n [\"diffuseSampler\"],\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage\r\n );\r\n\r\n this._drawWrapperDepth.effect = this._drawWrapperBase.effect;\r\n this._drawWrapperDepth.materialContext = this._drawWrapperBase.materialContext;\r\n }\r\n\r\n /**\r\n * Render all child sprites\r\n * @param sprites defines the list of sprites to render\r\n * @param deltaTime defines the time since last frame\r\n * @param viewMatrix defines the viewMatrix to use to render the sprites\r\n * @param projectionMatrix defines the projectionMatrix to use to render the sprites\r\n * @param customSpriteUpdate defines a custom function to update the sprites data before they render\r\n */\r\n public render(\r\n sprites: ThinSprite[],\r\n deltaTime: number,\r\n viewMatrix: IMatrixLike,\r\n projectionMatrix: IMatrixLike,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void> = null\r\n ): void {\r\n if (!this._shadersLoaded || !this.texture || !this.texture.isReady() || !sprites.length) {\r\n return;\r\n }\r\n\r\n const drawWrapper = this._drawWrapperBase;\r\n const drawWrapperDepth = this._drawWrapperDepth;\r\n const shouldRenderFog = this.fogEnabled && this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0;\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n // Check\r\n if (!effect.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this._engine;\r\n const useRightHandedSystem = !!(this._scene && this._scene.useRightHandedSystem);\r\n const baseSize = this.texture.getBaseSize();\r\n\r\n // Sprites\r\n const max = Math.min(this._capacity, sprites.length);\r\n\r\n let offset = 0;\r\n let noSprite = true;\r\n for (let index = 0; index < max; index++) {\r\n const sprite = sprites[index];\r\n if (!sprite || !sprite.isVisible) {\r\n continue;\r\n }\r\n\r\n noSprite = false;\r\n sprite._animate(deltaTime);\r\n\r\n this._appendSpriteVertex(offset++, sprite, 0, 0, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n if (!this._useInstancing) {\r\n this._appendSpriteVertex(offset++, sprite, 1, 0, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n this._appendSpriteVertex(offset++, sprite, 1, 1, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n this._appendSpriteVertex(offset++, sprite, 0, 1, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n }\r\n }\r\n\r\n if (noSprite) {\r\n return;\r\n }\r\n\r\n this._buffer.update(this._vertexData);\r\n\r\n const culling = !!engine.depthCullingState.cull;\r\n const zOffset = engine.depthCullingState.zOffset;\r\n const zOffsetUnits = engine.depthCullingState.zOffsetUnits;\r\n\r\n engine.setState(culling, zOffset, false, false, undefined, undefined, zOffsetUnits);\r\n\r\n // Render\r\n engine.enableEffect(drawWrapper);\r\n\r\n effect.setTexture(\"diffuseSampler\", this.texture);\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n\r\n // Scene Info\r\n if (shouldRenderFog) {\r\n const scene = this._scene!;\r\n\r\n // Fog\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth && this._scene) {\r\n BindLogDepth(drawWrapper.defines, effect, this._scene);\r\n }\r\n\r\n if (this._useVAO) {\r\n if (!this._vertexArrayObject) {\r\n this._vertexArrayObject = (engine as ThinEngine).recordVertexArrayObject(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n (engine as ThinEngine).bindVertexArrayObject(this._vertexArrayObject, this._indexBuffer);\r\n } else {\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n\r\n // Draw order\r\n engine.depthCullingState.depthFunc = engine.useReverseDepthBuffer ? Constants.GEQUAL : Constants.LEQUAL;\r\n if (!this.disableDepthWrite) {\r\n effect.setBool(\"alphaTest\", true);\r\n engine.setColorWrite(false);\r\n engine.enableEffect(drawWrapperDepth);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n engine.enableEffect(drawWrapper);\r\n engine.setColorWrite(true);\r\n effect.setBool(\"alphaTest\", false);\r\n }\r\n\r\n engine.setAlphaMode(this.blendMode);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n\r\n if (this.autoResetAlpha) {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Restore Right Handed\r\n if (useRightHandedSystem) {\r\n this._scene!.getEngine().setState(culling, zOffset, false, true, undefined, undefined, zOffsetUnits);\r\n }\r\n\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n private _appendSpriteVertex(\r\n index: number,\r\n sprite: ThinSprite,\r\n offsetX: number,\r\n offsetY: number,\r\n baseSize: ISize,\r\n useRightHandedSystem: boolean,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void>\r\n ): void {\r\n let arrayOffset = index * this._vertexBufferSize;\r\n\r\n if (offsetX === 0) {\r\n offsetX = this._epsilon;\r\n } else if (offsetX === 1) {\r\n offsetX = 1 - this._epsilon;\r\n }\r\n\r\n if (offsetY === 0) {\r\n offsetY = this._epsilon;\r\n } else if (offsetY === 1) {\r\n offsetY = 1 - this._epsilon;\r\n }\r\n\r\n if (customSpriteUpdate) {\r\n customSpriteUpdate(sprite, baseSize);\r\n } else {\r\n if (!sprite.cellIndex) {\r\n sprite.cellIndex = 0;\r\n }\r\n\r\n const rowSize = baseSize.width / this.cellWidth;\r\n const offset = (sprite.cellIndex / rowSize) >> 0;\r\n sprite._xOffset = ((sprite.cellIndex - offset * rowSize) * this.cellWidth) / baseSize.width;\r\n sprite._yOffset = (offset * this.cellHeight) / baseSize.height;\r\n sprite._xSize = this.cellWidth;\r\n sprite._ySize = this.cellHeight;\r\n }\r\n\r\n // Positions\r\n this._vertexData[arrayOffset] = sprite.position.x;\r\n this._vertexData[arrayOffset + 1] = sprite.position.y;\r\n this._vertexData[arrayOffset + 2] = sprite.position.z;\r\n this._vertexData[arrayOffset + 3] = sprite.angle;\r\n // Options\r\n this._vertexData[arrayOffset + 4] = sprite.width;\r\n this._vertexData[arrayOffset + 5] = sprite.height;\r\n\r\n if (!this._useInstancing) {\r\n this._vertexData[arrayOffset + 6] = offsetX;\r\n this._vertexData[arrayOffset + 7] = offsetY;\r\n } else {\r\n arrayOffset -= 2;\r\n }\r\n\r\n // Inverts according to Right Handed\r\n if (useRightHandedSystem) {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 0 : 1;\r\n } else {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;\r\n }\r\n\r\n this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;\r\n\r\n this._vertexData[arrayOffset + 10] = sprite._xOffset;\r\n this._vertexData[arrayOffset + 11] = sprite._yOffset;\r\n this._vertexData[arrayOffset + 12] = sprite._xSize / baseSize.width;\r\n this._vertexData[arrayOffset + 13] = sprite._ySize / baseSize.height;\r\n\r\n // Color\r\n this._vertexData[arrayOffset + 14] = sprite.color.r;\r\n this._vertexData[arrayOffset + 15] = sprite.color.g;\r\n this._vertexData[arrayOffset + 16] = sprite.color.b;\r\n this._vertexData[arrayOffset + 17] = sprite.color.a;\r\n }\r\n\r\n private _buildIndexBuffer(): void {\r\n const indices = [];\r\n let index = 0;\r\n for (let count = 0; count < this._capacity; count++) {\r\n indices.push(index);\r\n indices.push(index + 1);\r\n indices.push(index + 2);\r\n indices.push(index);\r\n indices.push(index + 2);\r\n indices.push(index + 3);\r\n index += 4;\r\n }\r\n\r\n this._indexBuffer = this._engine.createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Rebuilds the renderer (after a context lost, for eg)\r\n */\r\n public rebuild(): void {\r\n if (this._indexBuffer) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n if (this._useVAO) {\r\n this._vertexArrayObject = undefined as any;\r\n }\r\n\r\n this._buffer._rebuild();\r\n\r\n for (const key in this._vertexBuffers) {\r\n const vertexBuffer = <VertexBuffer>this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n\r\n this._spriteBuffer?._rebuild();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._buffer) {\r\n this._buffer.dispose();\r\n (<any>this._buffer) = null;\r\n }\r\n\r\n if (this._spriteBuffer) {\r\n this._spriteBuffer.dispose();\r\n (<any>this._spriteBuffer) = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._engine._releaseBuffer(this._indexBuffer);\r\n (<any>this._indexBuffer) = null;\r\n }\r\n\r\n if (this._vertexArrayObject) {\r\n (this._engine as ThinEngine).releaseVertexArrayObject(this._vertexArrayObject);\r\n (<any>this._vertexArrayObject) = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n (<any>this.texture) = null;\r\n }\r\n this._drawWrapperBase.dispose();\r\n this._drawWrapperDepth.dispose();\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { IMatrixLike } from \"../Maths/math.like\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Buffer, VertexBuffer } from \"../Buffers/buffer\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport type { ThinSprite } from \"./thinSprite\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\n\r\nimport type { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport type { Scene } from \"../scene\";\r\n\r\nimport \"../Engines/Extensions/engine.alpha\";\r\nimport \"../Engines/Extensions/engine.dynamicBuffer\";\r\n\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { BindLogDepth } from \"core/Materials/materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Class used to render sprites.\r\n *\r\n * It can be used either to render Sprites or ThinSprites with ThinEngine only.\r\n */\r\nexport class SpriteRenderer {\r\n /**\r\n * Force all the sprites to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n /**\r\n * Defines the texture of the spritesheet\r\n */\r\n public texture: Nullable<ThinTexture>;\r\n\r\n /**\r\n * Defines the default width of a cell in the spritesheet\r\n */\r\n public cellWidth: number;\r\n\r\n /**\r\n * Defines the default height of a cell in the spritesheet\r\n */\r\n public cellHeight: number;\r\n\r\n /**\r\n * Blend mode use to render the particle, it can be any of\r\n * the static Constants.ALPHA_x properties provided in this class.\r\n * Default value is Constants.ALPHA_COMBINE\r\n */\r\n public blendMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if alpha mode is automatically\r\n * reset.\r\n */\r\n public autoResetAlpha = true;\r\n\r\n /**\r\n * Disables writing to the depth buffer when rendering the sprites.\r\n * It can be handy to disable depth writing when using textures without alpha channel\r\n * and setting some specific blend modes.\r\n */\r\n public disableDepthWrite: boolean = false;\r\n\r\n private _fogEnabled = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the manager must consider scene fog when rendering\r\n */\r\n public get fogEnabled() {\r\n return this._fogEnabled;\r\n }\r\n\r\n public set fogEnabled(value: boolean) {\r\n if (this._fogEnabled === value) {\r\n return;\r\n }\r\n\r\n this._fogEnabled = value;\r\n this._createEffects();\r\n }\r\n\r\n protected _useLogarithmicDepth: boolean;\r\n\r\n /**\r\n * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)\r\n * You can try switching to logarithmic depth.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/logarithmicDepthBuffer\r\n */\r\n public get useLogarithmicDepth(): boolean {\r\n return this._useLogarithmicDepth;\r\n }\r\n\r\n public set useLogarithmicDepth(value: boolean) {\r\n const fragmentDepthSupported = !!this._scene?.getEngine().getCaps().fragmentDepthSupported;\r\n\r\n if (value && !fragmentDepthSupported) {\r\n Logger.Warn(\"Logarithmic depth has been requested for a sprite renderer on a device that doesn't support it.\");\r\n }\r\n\r\n this._useLogarithmicDepth = value && fragmentDepthSupported;\r\n this._createEffects();\r\n }\r\n\r\n /**\r\n * Gets the capacity of the manager\r\n */\r\n public get capacity() {\r\n return this._capacity;\r\n }\r\n\r\n private _pixelPerfect = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the renderer must render sprites with pixel perfect rendering\r\n * Note that pixel perfect mode is not supported in WebGL 1\r\n */\r\n public get pixelPerfect() {\r\n return this._pixelPerfect;\r\n }\r\n\r\n public set pixelPerfect(value: boolean) {\r\n if (this._pixelPerfect === value) {\r\n return;\r\n }\r\n\r\n this._pixelPerfect = value;\r\n this._createEffects();\r\n }\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this renderer.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _useVAO: boolean = false;\r\n private readonly _useInstancing: boolean = false;\r\n private readonly _scene: Nullable<Scene>;\r\n\r\n private readonly _capacity: number;\r\n private readonly _epsilon: number;\r\n\r\n private _vertexBufferSize: number;\r\n private _vertexData: Float32Array;\r\n private _buffer: Buffer;\r\n private _vertexBuffers: { [key: string]: VertexBuffer } = {};\r\n private _spriteBuffer: Nullable<Buffer>;\r\n private _indexBuffer: DataBuffer;\r\n private _drawWrapperBase: DrawWrapper;\r\n private _drawWrapperDepth: DrawWrapper;\r\n private _vertexArrayObject: WebGLVertexArrayObject;\r\n private _isDisposed = false;\r\n\r\n /**\r\n * Creates a new sprite Renderer\r\n * @param engine defines the engine the renderer works with\r\n * @param capacity defines the maximum allowed number of sprites\r\n * @param epsilon defines the epsilon value to align texture (0.01 by default)\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(engine: AbstractEngine, capacity: number, epsilon: number = 0.01, scene: Nullable<Scene> = null) {\r\n this._capacity = capacity;\r\n this._epsilon = epsilon;\r\n\r\n this._engine = engine;\r\n this._useInstancing = engine.getCaps().instancedArrays && engine._features.supportSpriteInstancing;\r\n this._useVAO = engine.getCaps().vertexArrayObject && !engine.disableVertexArrayObjects;\r\n this._scene = scene;\r\n\r\n if (!this._useInstancing) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n // VBO\r\n // 18 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellLeft, cellTop, cellWidth, cellHeight, color r, color g, color b, color a)\r\n // 16 when using instances\r\n this._vertexBufferSize = this._useInstancing ? 16 : 18;\r\n this._vertexData = new Float32Array(capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));\r\n this._buffer = new Buffer(engine, this._vertexData, true, this._vertexBufferSize);\r\n\r\n const positions = this._buffer.createVertexBuffer(VertexBuffer.PositionKind, 0, 4, this._vertexBufferSize, this._useInstancing);\r\n const options = this._buffer.createVertexBuffer(\"options\", 4, 2, this._vertexBufferSize, this._useInstancing);\r\n\r\n let offset = 6;\r\n let offsets: VertexBuffer;\r\n\r\n if (this._useInstancing) {\r\n const spriteData = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);\r\n this._spriteBuffer = new Buffer(engine, spriteData, false, 2);\r\n offsets = this._spriteBuffer.createVertexBuffer(\"offsets\", 0, 2);\r\n } else {\r\n offsets = this._buffer.createVertexBuffer(\"offsets\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n offset += 2;\r\n }\r\n\r\n const inverts = this._buffer.createVertexBuffer(\"inverts\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n const cellInfo = this._buffer.createVertexBuffer(\"cellInfo\", offset + 2, 4, this._vertexBufferSize, this._useInstancing);\r\n const colors = this._buffer.createVertexBuffer(VertexBuffer.ColorKind, offset + 6, 4, this._vertexBufferSize, this._useInstancing);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = positions;\r\n this._vertexBuffers[\"options\"] = options;\r\n this._vertexBuffers[\"offsets\"] = offsets;\r\n this._vertexBuffers[\"inverts\"] = inverts;\r\n this._vertexBuffers[\"cellInfo\"] = cellInfo;\r\n this._vertexBuffers[VertexBuffer.ColorKind] = colors;\r\n\r\n this._initShaderSourceAsync();\r\n }\r\n\r\n private _shadersLoaded = false;\r\n\r\n private async _initShaderSourceAsync() {\r\n const engine = this._engine;\r\n\r\n if (engine.isWebGPU && !SpriteRenderer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/sprites.vertex\"), import(\"../ShadersWGSL/sprites.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/sprites.vertex\"), import(\"../Shaders/sprites.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n this._createEffects();\r\n }\r\n\r\n private _createEffects() {\r\n if (this._isDisposed) {\r\n return;\r\n }\r\n\r\n this._drawWrapperBase?.dispose();\r\n this._drawWrapperDepth?.dispose();\r\n\r\n this._drawWrapperBase = new DrawWrapper(this._engine);\r\n this._drawWrapperDepth = new DrawWrapper(this._engine, false);\r\n\r\n if (this._drawWrapperBase.drawContext) {\r\n this._drawWrapperBase.drawContext.useInstancing = this._useInstancing;\r\n }\r\n if (this._drawWrapperDepth.drawContext) {\r\n this._drawWrapperDepth.drawContext.useInstancing = this._useInstancing;\r\n }\r\n\r\n let defines = \"\";\r\n\r\n if (this._pixelPerfect) {\r\n defines += \"#define PIXEL_PERFECT\\n\";\r\n }\r\n if (this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0 && this._fogEnabled) {\r\n defines += \"#define FOG\\n\";\r\n }\r\n if (this._useLogarithmicDepth) {\r\n defines += \"#define LOGARITHMICDEPTH\\n\";\r\n }\r\n\r\n this._drawWrapperBase.effect = this._engine.createEffect(\r\n \"sprites\",\r\n [VertexBuffer.PositionKind, \"options\", \"offsets\", \"inverts\", \"cellInfo\", VertexBuffer.ColorKind],\r\n [\"view\", \"projection\", \"textureInfos\", \"alphaTest\", \"vFogInfos\", \"vFogColor\", \"logarithmicDepthConstant\"],\r\n [\"diffuseSampler\"],\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage\r\n );\r\n\r\n this._drawWrapperDepth.effect = this._drawWrapperBase.effect;\r\n this._drawWrapperDepth.materialContext = this._drawWrapperBase.materialContext;\r\n }\r\n\r\n /**\r\n * Render all child sprites\r\n * @param sprites defines the list of sprites to render\r\n * @param deltaTime defines the time since last frame\r\n * @param viewMatrix defines the viewMatrix to use to render the sprites\r\n * @param projectionMatrix defines the projectionMatrix to use to render the sprites\r\n * @param customSpriteUpdate defines a custom function to update the sprites data before they render\r\n */\r\n public render(\r\n sprites: ThinSprite[],\r\n deltaTime: number,\r\n viewMatrix: IMatrixLike,\r\n projectionMatrix: IMatrixLike,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void> = null\r\n ): void {\r\n if (!this._shadersLoaded || !this.texture || !this.texture.isReady() || !sprites.length) {\r\n return;\r\n }\r\n\r\n const drawWrapper = this._drawWrapperBase;\r\n const drawWrapperDepth = this._drawWrapperDepth;\r\n const shouldRenderFog = this.fogEnabled && this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0;\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n // Check\r\n if (!effect.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this._engine;\r\n const useRightHandedSystem = !!(this._scene && this._scene.useRightHandedSystem);\r\n const baseSize = this.texture.getBaseSize();\r\n\r\n // Sprites\r\n const max = Math.min(this._capacity, sprites.length);\r\n\r\n let offset = 0;\r\n let noSprite = true;\r\n for (let index = 0; index < max; index++) {\r\n const sprite = sprites[index];\r\n if (!sprite || !sprite.isVisible) {\r\n continue;\r\n }\r\n\r\n noSprite = false;\r\n sprite._animate(deltaTime);\r\n\r\n this._appendSpriteVertex(offset++, sprite, 0, 0, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n if (!this._useInstancing) {\r\n this._appendSpriteVertex(offset++, sprite, 1, 0, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n this._appendSpriteVertex(offset++, sprite, 1, 1, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n this._appendSpriteVertex(offset++, sprite, 0, 1, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n }\r\n }\r\n\r\n if (noSprite) {\r\n return;\r\n }\r\n\r\n this._buffer.update(this._vertexData);\r\n\r\n const culling = !!engine.depthCullingState.cull;\r\n const zOffset = engine.depthCullingState.zOffset;\r\n const zOffsetUnits = engine.depthCullingState.zOffsetUnits;\r\n\r\n engine.setState(culling, zOffset, false, false, undefined, undefined, zOffsetUnits);\r\n\r\n // Render\r\n engine.enableEffect(drawWrapper);\r\n\r\n effect.setTexture(\"diffuseSampler\", this.texture);\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n\r\n // Scene Info\r\n if (shouldRenderFog) {\r\n const scene = this._scene!;\r\n\r\n // Fog\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth && this._scene) {\r\n BindLogDepth(drawWrapper.defines, effect, this._scene);\r\n }\r\n\r\n if (this._useVAO) {\r\n if (!this._vertexArrayObject) {\r\n this._vertexArrayObject = (engine as ThinEngine).recordVertexArrayObject(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n (engine as ThinEngine).bindVertexArrayObject(this._vertexArrayObject, this._indexBuffer);\r\n } else {\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n\r\n // Draw order\r\n engine.depthCullingState.depthFunc = engine.useReverseDepthBuffer ? Constants.GEQUAL : Constants.LEQUAL;\r\n if (!this.disableDepthWrite) {\r\n effect.setBool(\"alphaTest\", true);\r\n engine.setColorWrite(false);\r\n engine.enableEffect(drawWrapperDepth);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n engine.enableEffect(drawWrapper);\r\n engine.setColorWrite(true);\r\n effect.setBool(\"alphaTest\", false);\r\n }\r\n\r\n engine.setAlphaMode(this.blendMode);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n\r\n if (this.autoResetAlpha) {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Restore Right Handed\r\n if (useRightHandedSystem) {\r\n this._scene!.getEngine().setState(culling, zOffset, false, true, undefined, undefined, zOffsetUnits);\r\n }\r\n\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n private _appendSpriteVertex(\r\n index: number,\r\n sprite: ThinSprite,\r\n offsetX: number,\r\n offsetY: number,\r\n baseSize: ISize,\r\n useRightHandedSystem: boolean,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void>\r\n ): void {\r\n let arrayOffset = index * this._vertexBufferSize;\r\n\r\n if (offsetX === 0) {\r\n offsetX = this._epsilon;\r\n } else if (offsetX === 1) {\r\n offsetX = 1 - this._epsilon;\r\n }\r\n\r\n if (offsetY === 0) {\r\n offsetY = this._epsilon;\r\n } else if (offsetY === 1) {\r\n offsetY = 1 - this._epsilon;\r\n }\r\n\r\n if (customSpriteUpdate) {\r\n customSpriteUpdate(sprite, baseSize);\r\n } else {\r\n if (!sprite.cellIndex) {\r\n sprite.cellIndex = 0;\r\n }\r\n\r\n const rowSize = baseSize.width / this.cellWidth;\r\n const offset = (sprite.cellIndex / rowSize) >> 0;\r\n sprite._xOffset = ((sprite.cellIndex - offset * rowSize) * this.cellWidth) / baseSize.width;\r\n sprite._yOffset = (offset * this.cellHeight) / baseSize.height;\r\n sprite._xSize = this.cellWidth;\r\n sprite._ySize = this.cellHeight;\r\n }\r\n\r\n // Positions\r\n this._vertexData[arrayOffset] = sprite.position.x;\r\n this._vertexData[arrayOffset + 1] = sprite.position.y;\r\n this._vertexData[arrayOffset + 2] = sprite.position.z;\r\n this._vertexData[arrayOffset + 3] = sprite.angle;\r\n // Options\r\n this._vertexData[arrayOffset + 4] = sprite.width;\r\n this._vertexData[arrayOffset + 5] = sprite.height;\r\n\r\n if (!this._useInstancing) {\r\n this._vertexData[arrayOffset + 6] = offsetX;\r\n this._vertexData[arrayOffset + 7] = offsetY;\r\n } else {\r\n arrayOffset -= 2;\r\n }\r\n\r\n // Inverts according to Right Handed\r\n if (useRightHandedSystem) {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 0 : 1;\r\n } else {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;\r\n }\r\n\r\n this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;\r\n\r\n this._vertexData[arrayOffset + 10] = sprite._xOffset;\r\n this._vertexData[arrayOffset + 11] = sprite._yOffset;\r\n this._vertexData[arrayOffset + 12] = sprite._xSize / baseSize.width;\r\n this._vertexData[arrayOffset + 13] = sprite._ySize / baseSize.height;\r\n\r\n // Color\r\n this._vertexData[arrayOffset + 14] = sprite.color.r;\r\n this._vertexData[arrayOffset + 15] = sprite.color.g;\r\n this._vertexData[arrayOffset + 16] = sprite.color.b;\r\n this._vertexData[arrayOffset + 17] = sprite.color.a;\r\n }\r\n\r\n private _buildIndexBuffer(): void {\r\n const indices = [];\r\n let index = 0;\r\n for (let count = 0; count < this._capacity; count++) {\r\n indices.push(index);\r\n indices.push(index + 1);\r\n indices.push(index + 2);\r\n indices.push(index);\r\n indices.push(index + 2);\r\n indices.push(index + 3);\r\n index += 4;\r\n }\r\n\r\n this._indexBuffer = this._engine.createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Rebuilds the renderer (after a context lost, for eg)\r\n */\r\n public rebuild(): void {\r\n if (this._indexBuffer) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n if (this._useVAO) {\r\n this._vertexArrayObject = undefined as any;\r\n }\r\n\r\n this._buffer._rebuild();\r\n\r\n for (const key in this._vertexBuffers) {\r\n const vertexBuffer = <VertexBuffer>this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n\r\n this._spriteBuffer?._rebuild();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._buffer) {\r\n this._buffer.dispose();\r\n (<any>this._buffer) = null;\r\n }\r\n\r\n if (this._spriteBuffer) {\r\n this._spriteBuffer.dispose();\r\n (<any>this._spriteBuffer) = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._engine._releaseBuffer(this._indexBuffer);\r\n (<any>this._indexBuffer) = null;\r\n }\r\n\r\n if (this._vertexArrayObject) {\r\n (this._engine as ThinEngine).releaseVertexArrayObject(this._vertexArrayObject);\r\n (<any>this._vertexArrayObject) = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n (<any>this.texture) = null;\r\n }\r\n this._drawWrapperBase?.dispose();\r\n this._drawWrapperDepth?.dispose();\r\n this._isDisposed = true;\r\n }\r\n}\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/core",
3
- "version": "7.23.0",
3
+ "version": "7.24.0",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
package/scene.d.ts CHANGED
@@ -35,7 +35,7 @@ import type { Skeleton } from "./Bones/skeleton";
35
35
  import type { Bone } from "./Bones/bone";
36
36
  import type { Camera } from "./Cameras/camera";
37
37
  import type { Collider } from "./Collisions/collider";
38
- import type { Ray, TrianglePickingPredicate } from "./Culling/ray";
38
+ import type { Ray, MeshPredicate, TrianglePickingPredicate } from "./Culling/ray";
39
39
  import type { Light } from "./Lights/light";
40
40
  import type { PerformanceViewerCollector } from "./Misc/PerformanceViewer/performanceViewerCollector";
41
41
  import type { MorphTarget } from "./Morph/morphTarget";
@@ -2023,51 +2023,51 @@ export declare class Scene extends AbstractScene implements IAnimatable, IClipPl
2023
2023
  /** Launch a ray to try to pick a mesh in the scene
2024
2024
  * @param x position on screen
2025
2025
  * @param y position on screen
2026
- * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
2026
+ * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true. thinInstanceIndex is -1 when the mesh is non-instanced
2027
2027
  * @param fastCheck defines if the first intersection will be used (and not the closest)
2028
2028
  * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
2029
2029
  * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
2030
2030
  * @returns a PickingInfo
2031
2031
  */
2032
- pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
2032
+ pick(x: number, y: number, predicate?: MeshPredicate, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
2033
2033
  /** Launch a ray to try to pick a mesh in the scene using only bounding information of the main mesh (not using submeshes)
2034
2034
  * @param x position on screen
2035
2035
  * @param y position on screen
2036
- * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
2036
+ * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true. thinInstanceIndex is -1 when the mesh is non-instanced
2037
2037
  * @param fastCheck defines if the first intersection will be used (and not the closest)
2038
2038
  * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
2039
2039
  * @returns a PickingInfo (Please note that some info will not be set like distance, bv, bu and everything that cannot be capture by only using bounding infos)
2040
2040
  */
2041
- pickWithBoundingInfo(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>): Nullable<PickingInfo>;
2041
+ pickWithBoundingInfo(x: number, y: number, predicate?: MeshPredicate, fastCheck?: boolean, camera?: Nullable<Camera>): Nullable<PickingInfo>;
2042
2042
  /**
2043
2043
  * Use the given ray to pick a mesh in the scene. A mesh triangle can be picked both from its front and back sides,
2044
2044
  * irrespective of orientation.
2045
2045
  * @param ray The ray to use to pick meshes
2046
- * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
2046
+ * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true. thinInstanceIndex is -1 when the mesh is non-instanced
2047
2047
  * @param fastCheck defines if the first intersection will be used (and not the closest)
2048
2048
  * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
2049
2049
  * @returns a PickingInfo
2050
2050
  */
2051
- pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
2051
+ pickWithRay(ray: Ray, predicate?: MeshPredicate, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
2052
2052
  /**
2053
2053
  * Launch a ray to try to pick a mesh in the scene. A mesh triangle can be picked both from its front and back sides,
2054
2054
  * irrespective of orientation.
2055
2055
  * @param x X position on screen
2056
2056
  * @param y Y position on screen
2057
- * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
2057
+ * @param predicate Predicate function used to determine eligible meshes and instances. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true. thinInstanceIndex is -1 when the mesh is non-instanced
2058
2058
  * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
2059
2059
  * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
2060
2060
  * @returns an array of PickingInfo
2061
2061
  */
2062
- multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
2062
+ multiPick(x: number, y: number, predicate?: MeshPredicate, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
2063
2063
  /**
2064
2064
  * Launch a ray to try to pick a mesh in the scene
2065
2065
  * @param ray Ray to use
2066
- * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
2066
+ * @param predicate Predicate function used to determine eligible meshes and instances. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true. thinInstanceIndex is -1 when the mesh is non-instanced
2067
2067
  * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
2068
2068
  * @returns an array of PickingInfo
2069
2069
  */
2070
- multiPickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
2070
+ multiPickWithRay(ray: Ray, predicate?: MeshPredicate, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
2071
2071
  /**
2072
2072
  * Force the value of meshUnderPointer
2073
2073
  * @param mesh defines the mesh to use