@babylonjs/core 7.26.2 → 7.26.4
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/Animations/animationGroup.d.ts +1 -0
- package/Animations/animationGroup.js +1 -0
- package/Animations/animationGroup.js.map +1 -1
- package/Audio/audioSceneComponent.d.ts +1 -1
- package/Audio/audioSceneComponent.js +2 -2
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.d.ts +2 -67
- package/Layers/effectLayerSceneComponent.js +2 -1
- package/Layers/effectLayerSceneComponent.js.map +1 -1
- package/LensFlares/lensFlareSystemSceneComponent.js +2 -1
- package/LensFlares/lensFlareSystemSceneComponent.js.map +1 -1
- package/Lights/Shadows/shadowGeneratorSceneComponent.d.ts +1 -1
- package/Lights/Shadows/shadowGeneratorSceneComponent.js +2 -2
- package/Lights/Shadows/shadowGeneratorSceneComponent.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +3 -3
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Loading/Plugins/babylonFileParser.function.d.ts +45 -0
- package/Loading/Plugins/babylonFileParser.function.js +61 -0
- package/Loading/Plugins/babylonFileParser.function.js.map +1 -0
- package/Loading/Plugins/index.d.ts +1 -0
- package/Loading/Plugins/index.js +1 -0
- package/Loading/Plugins/index.js.map +1 -1
- package/Loading/loadingScreen.js +0 -2
- package/Loading/loadingScreen.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.d.ts +3 -3
- package/Materials/Textures/videoTexture.js +0 -4
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/effect.js +4 -0
- package/Materials/effect.js.map +1 -1
- package/Maths/math.scalar.d.ts +1 -4
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +2 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +29 -17
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/mesh.js +9 -2
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/meshUtils.js +4 -0
- package/Meshes/meshUtils.js.map +1 -1
- package/Misc/timingTools.js +1 -0
- package/Misc/timingTools.js.map +1 -1
- package/Misc/videoRecorder.d.ts +1 -0
- package/Misc/videoRecorder.js +4 -4
- package/Misc/videoRecorder.js.map +1 -1
- package/Particles/particleSystemComponent.js +4 -4
- package/Particles/particleSystemComponent.js.map +1 -1
- package/Rendering/subSurfaceSceneComponent.js +2 -2
- package/Rendering/subSurfaceSceneComponent.js.map +1 -1
- package/Sprites/spriteRenderer.d.ts +0 -2
- package/Sprites/spriteRenderer.js +11 -4
- package/Sprites/spriteRenderer.js.map +1 -1
- package/abstractScene.d.ts +0 -52
- package/abstractScene.js +0 -60
- package/abstractScene.js.map +1 -1
- package/package.json +1 -1
- package/Shaders/blur.fragment.d.ts +0 -5
- package/Shaders/blur.fragment.js +0 -14
- package/Shaders/blur.fragment.js.map +0 -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"]}
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1
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+
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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\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([\r\n this._epsilon,\r\n this._epsilon,\r\n 1 - this._epsilon,\r\n this._epsilon,\r\n this._epsilon,\r\n 1 - this._epsilon,\r\n 1 - this._epsilon,\r\n 1 - this._epsilon,\r\n ]);\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\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 const baseSize = this.texture.getBaseSize(); // This could be change by the user inside the animate callback (like onAnimationEnd)\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/abstractScene.d.ts
CHANGED
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@@ -1,11 +1,9 @@
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|
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1
|
-
import type { Scene } from "./scene";
|
|
2
1
|
import type { Nullable } from "./types";
|
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3
2
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import type { AbstractMesh } from "./Meshes/abstractMesh";
|
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4
3
|
import type { TransformNode } from "./Meshes/transformNode";
|
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5
4
|
import type { Geometry } from "./Meshes/geometry";
|
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6
5
|
import type { Skeleton } from "./Bones/skeleton";
|
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7
6
|
import type { MorphTargetManager } from "./Morph/morphTargetManager";
|
|
8
|
-
import type { AssetContainer } from "./assetContainer";
|
|
9
7
|
import type { IParticleSystem } from "./Particles/IParticleSystem";
|
|
10
8
|
import type { AnimationGroup } from "./Animations/animationGroup";
|
|
11
9
|
import type { BaseTexture } from "./Materials/Textures/baseTexture";
|
|
@@ -17,62 +15,12 @@ import type { Light } from "./Lights/light";
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17
15
|
import type { Node } from "./node";
|
|
18
16
|
import type { PostProcess } from "./PostProcesses/postProcess";
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|
19
17
|
import type { Animation } from "./Animations/animation";
|
|
20
|
-
/**
|
|
21
|
-
* Defines how the parser contract is defined.
|
|
22
|
-
* These parsers are used to parse a list of specific assets (like particle systems, etc..)
|
|
23
|
-
*/
|
|
24
|
-
export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
|
|
25
|
-
/**
|
|
26
|
-
* Defines how the individual parser contract is defined.
|
|
27
|
-
* These parser can parse an individual asset
|
|
28
|
-
*/
|
|
29
|
-
export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
|
|
30
18
|
/**
|
|
31
19
|
* Base class of the scene acting as a container for the different elements composing a scene.
|
|
32
20
|
* This class is dynamically extended by the different components of the scene increasing
|
|
33
21
|
* flexibility and reducing coupling
|
|
34
22
|
*/
|
|
35
23
|
export declare abstract class AbstractScene {
|
|
36
|
-
/**
|
|
37
|
-
* Stores the list of available parsers in the application.
|
|
38
|
-
*/
|
|
39
|
-
private static _BabylonFileParsers;
|
|
40
|
-
/**
|
|
41
|
-
* Stores the list of available individual parsers in the application.
|
|
42
|
-
*/
|
|
43
|
-
private static _IndividualBabylonFileParsers;
|
|
44
|
-
/**
|
|
45
|
-
* Adds a parser in the list of available ones
|
|
46
|
-
* @param name Defines the name of the parser
|
|
47
|
-
* @param parser Defines the parser to add
|
|
48
|
-
*/
|
|
49
|
-
static AddParser(name: string, parser: BabylonFileParser): void;
|
|
50
|
-
/**
|
|
51
|
-
* Gets a general parser from the list of available ones
|
|
52
|
-
* @param name Defines the name of the parser
|
|
53
|
-
* @returns the requested parser or null
|
|
54
|
-
*/
|
|
55
|
-
static GetParser(name: string): Nullable<BabylonFileParser>;
|
|
56
|
-
/**
|
|
57
|
-
* Adds n individual parser in the list of available ones
|
|
58
|
-
* @param name Defines the name of the parser
|
|
59
|
-
* @param parser Defines the parser to add
|
|
60
|
-
*/
|
|
61
|
-
static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
|
|
62
|
-
/**
|
|
63
|
-
* Gets an individual parser from the list of available ones
|
|
64
|
-
* @param name Defines the name of the parser
|
|
65
|
-
* @returns the requested parser or null
|
|
66
|
-
*/
|
|
67
|
-
static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
|
|
68
|
-
/**
|
|
69
|
-
* Parser json data and populate both a scene and its associated container object
|
|
70
|
-
* @param jsonData Defines the data to parse
|
|
71
|
-
* @param scene Defines the scene to parse the data for
|
|
72
|
-
* @param container Defines the container attached to the parsing sequence
|
|
73
|
-
* @param rootUrl Defines the root url of the data
|
|
74
|
-
*/
|
|
75
|
-
static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
|
|
76
24
|
/**
|
|
77
25
|
* Gets the list of root nodes (ie. nodes with no parent)
|
|
78
26
|
*/
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package/abstractScene.js
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static Parse(jsonData, scene, container, rootUrl) {
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AbstractScene._BabylonFileParsers = {};
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AbstractScene._IndividualBabylonFileParsers = {};
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// Register Class Name
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RegisterClass("BABYLON.AbstractScene", AbstractScene);
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//# sourceMappingURL=abstractScene.js.map
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package/abstractScene.js.map
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type { Scene } from \"./scene\";\r\nimport type { Nullable } from \"./types\";\r\nimport type { AbstractMesh } from \"./Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"./Meshes/transformNode\";\r\nimport type { Geometry } from \"./Meshes/geometry\";\r\nimport type { Skeleton } from \"./Bones/skeleton\";\r\nimport type { MorphTargetManager } from \"./Morph/morphTargetManager\";\r\nimport type { AssetContainer } from \"./assetContainer\";\r\nimport type { IParticleSystem } from \"./Particles/IParticleSystem\";\r\nimport type { AnimationGroup } from \"./Animations/animationGroup\";\r\nimport type { BaseTexture } from \"./Materials/Textures/baseTexture\";\r\nimport type { Material } from \"./Materials/material\";\r\nimport type { MultiMaterial } from \"./Materials/multiMaterial\";\r\nimport type { AbstractActionManager } from \"./Actions/abstractActionManager\";\r\nimport type { Camera } from \"./Cameras/camera\";\r\nimport type { Light } from \"./Lights/light\";\r\nimport type { Node } from \"./node\";\r\nimport type { PostProcess } from \"./PostProcesses/postProcess\";\r\nimport type { Animation } from \"./Animations/animation\";\r\nimport { RegisterClass } from \"./Misc/typeStore\";\r\n\r\n/**\r\n * Defines how the parser contract is defined.\r\n * These parsers are used to parse a list of specific assets (like particle systems, etc..)\r\n */\r\nexport type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;\r\n\r\n/**\r\n * Defines how the individual parser contract is defined.\r\n * These parser can parse an individual asset\r\n */\r\nexport type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;\r\n\r\n/**\r\n * Base class of the scene acting as a container for the different elements composing a scene.\r\n * This class is dynamically extended by the different components of the scene increasing\r\n * flexibility and reducing coupling\r\n */\r\nexport abstract class AbstractScene {\r\n /**\r\n * Stores the list of available parsers in the application.\r\n */\r\n private static _BabylonFileParsers: { [key: string]: BabylonFileParser } = {};\r\n\r\n /**\r\n * Stores the list of available individual parsers in the application.\r\n */\r\n private static _IndividualBabylonFileParsers: { [key: string]: IndividualBabylonFileParser } = {};\r\n\r\n /**\r\n * Adds a parser in the list of available ones\r\n * @param name Defines the name of the parser\r\n * @param parser Defines the parser to add\r\n */\r\n public static AddParser(name: string, parser: BabylonFileParser): void {\r\n this._BabylonFileParsers[name] = parser;\r\n }\r\n\r\n /**\r\n * Gets a general parser from the list of available ones\r\n * @param name Defines the name of the parser\r\n * @returns the requested parser or null\r\n */\r\n public static GetParser(name: string): Nullable<BabylonFileParser> {\r\n if (this._BabylonFileParsers[name]) {\r\n return this._BabylonFileParsers[name];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Adds n individual parser in the list of available ones\r\n * @param name Defines the name of the parser\r\n * @param parser Defines the parser to add\r\n */\r\n public static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void {\r\n this._IndividualBabylonFileParsers[name] = parser;\r\n }\r\n\r\n /**\r\n * Gets an individual parser from the list of available ones\r\n * @param name Defines the name of the parser\r\n * @returns the requested parser or null\r\n */\r\n public static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser> {\r\n if (this._IndividualBabylonFileParsers[name]) {\r\n return this._IndividualBabylonFileParsers[name];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Parser json data and populate both a scene and its associated container object\r\n * @param jsonData Defines the data to parse\r\n * @param scene Defines the scene to parse the data for\r\n * @param container Defines the container attached to the parsing sequence\r\n * @param rootUrl Defines the root url of the data\r\n */\r\n public static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void {\r\n for (const parserName in this._BabylonFileParsers) {\r\n if (Object.prototype.hasOwnProperty.call(this._BabylonFileParsers, parserName)) {\r\n this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the list of root nodes (ie. nodes with no parent)\r\n */\r\n public rootNodes: Node[] = [];\r\n\r\n /** All of the cameras added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\n public cameras: Camera[] = [];\r\n\r\n /**\r\n * All of the lights added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\n public lights: Light[] = [];\r\n\r\n /**\r\n * All of the (abstract) meshes added to this scene\r\n */\r\n public meshes: AbstractMesh[] = [];\r\n\r\n /**\r\n * The list of skeletons added to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons\r\n */\r\n public skeletons: Skeleton[] = [];\r\n\r\n /**\r\n * All of the particle systems added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/particle_system_intro\r\n */\r\n public particleSystems: IParticleSystem[] = [];\r\n\r\n /**\r\n * Gets a list of Animations associated with the scene\r\n */\r\n public animations: Animation[] = [];\r\n\r\n /**\r\n * All of the animation groups added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/groupAnimations\r\n */\r\n public animationGroups: AnimationGroup[] = [];\r\n\r\n /**\r\n * All of the multi-materials added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/multiMaterials\r\n */\r\n public multiMaterials: MultiMaterial[] = [];\r\n\r\n /**\r\n * All of the materials added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.\r\n * Note also that the order of the Material within the array is not significant and might change.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/materials_introduction\r\n */\r\n public materials: Material[] = [];\r\n\r\n /**\r\n * The list of morph target managers added to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph\r\n */\r\n public morphTargetManagers: MorphTargetManager[] = [];\r\n\r\n /**\r\n * The list of geometries used in the scene.\r\n */\r\n public geometries: Geometry[] = [];\r\n\r\n /**\r\n * All of the transform nodes added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.\r\n * Note also that the order of the TransformNode within the array is not significant and might change.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/parent_pivot/transform_node\r\n */\r\n public transformNodes: TransformNode[] = [];\r\n\r\n /**\r\n * ActionManagers available on the scene.\r\n * @deprecated\r\n */\r\n public actionManagers: AbstractActionManager[] = [];\r\n\r\n /**\r\n * Textures to keep.\r\n */\r\n public textures: BaseTexture[] = [];\r\n\r\n /** @internal */\r\n protected _environmentTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Texture used in all pbr material as the reflection texture.\r\n * As in the majority of the scene they are the same (exception for multi room and so on),\r\n * this is easier to reference from here than from all the materials.\r\n */\r\n public get environmentTexture(): Nullable<BaseTexture> {\r\n return this._environmentTexture;\r\n }\r\n\r\n public set environmentTexture(value: Nullable<BaseTexture>) {\r\n this._environmentTexture = value;\r\n }\r\n\r\n /**\r\n * The list of postprocesses added to the scene\r\n */\r\n public postProcesses: PostProcess[] = [];\r\n\r\n /**\r\n * @returns all meshes, lights, cameras, transformNodes and bones\r\n */\r\n public getNodes(): Array<Node> {\r\n let nodes: Node[] = [];\r\n nodes = nodes.concat(this.meshes);\r\n nodes = nodes.concat(this.lights);\r\n nodes = nodes.concat(this.cameras);\r\n nodes = nodes.concat(this.transformNodes); // dummies\r\n this.skeletons.forEach((skeleton) => (nodes = nodes.concat(skeleton.bones)));\r\n return nodes;\r\n }\r\n}\r\n\r\n// Register Class Name\r\nRegisterClass(\"BABYLON.AbstractScene\", AbstractScene);\r\n"]}
|
|
1
|
+
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type { Nullable } from \"./types\";\r\nimport type { AbstractMesh } from \"./Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"./Meshes/transformNode\";\r\nimport type { Geometry } from \"./Meshes/geometry\";\r\nimport type { Skeleton } from \"./Bones/skeleton\";\r\nimport type { MorphTargetManager } from \"./Morph/morphTargetManager\";\r\nimport type { IParticleSystem } from \"./Particles/IParticleSystem\";\r\nimport type { AnimationGroup } from \"./Animations/animationGroup\";\r\nimport type { BaseTexture } from \"./Materials/Textures/baseTexture\";\r\nimport type { Material } from \"./Materials/material\";\r\nimport type { MultiMaterial } from \"./Materials/multiMaterial\";\r\nimport type { AbstractActionManager } from \"./Actions/abstractActionManager\";\r\nimport type { Camera } from \"./Cameras/camera\";\r\nimport type { Light } from \"./Lights/light\";\r\nimport type { Node } from \"./node\";\r\nimport type { PostProcess } from \"./PostProcesses/postProcess\";\r\nimport type { Animation } from \"./Animations/animation\";\r\nimport { RegisterClass } from \"./Misc/typeStore\";\r\n\r\n/**\r\n * Base class of the scene acting as a container for the different elements composing a scene.\r\n * This class is dynamically extended by the different components of the scene increasing\r\n * flexibility and reducing coupling\r\n */\r\nexport abstract class AbstractScene {\r\n /**\r\n * Gets the list of root nodes (ie. nodes with no parent)\r\n */\r\n public rootNodes: Node[] = [];\r\n\r\n /** All of the cameras added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\n public cameras: Camera[] = [];\r\n\r\n /**\r\n * All of the lights added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\n public lights: Light[] = [];\r\n\r\n /**\r\n * All of the (abstract) meshes added to this scene\r\n */\r\n public meshes: AbstractMesh[] = [];\r\n\r\n /**\r\n * The list of skeletons added to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons\r\n */\r\n public skeletons: Skeleton[] = [];\r\n\r\n /**\r\n * All of the particle systems added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/particle_system_intro\r\n */\r\n public particleSystems: IParticleSystem[] = [];\r\n\r\n /**\r\n * Gets a list of Animations associated with the scene\r\n */\r\n public animations: Animation[] = [];\r\n\r\n /**\r\n * All of the animation groups added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/groupAnimations\r\n */\r\n public animationGroups: AnimationGroup[] = [];\r\n\r\n /**\r\n * All of the multi-materials added to this scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/multiMaterials\r\n */\r\n public multiMaterials: MultiMaterial[] = [];\r\n\r\n /**\r\n * All of the materials added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.\r\n * Note also that the order of the Material within the array is not significant and might change.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/materials_introduction\r\n */\r\n public materials: Material[] = [];\r\n\r\n /**\r\n * The list of morph target managers added to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph\r\n */\r\n public morphTargetManagers: MorphTargetManager[] = [];\r\n\r\n /**\r\n * The list of geometries used in the scene.\r\n */\r\n public geometries: Geometry[] = [];\r\n\r\n /**\r\n * All of the transform nodes added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.\r\n * Note also that the order of the TransformNode within the array is not significant and might change.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/parent_pivot/transform_node\r\n */\r\n public transformNodes: TransformNode[] = [];\r\n\r\n /**\r\n * ActionManagers available on the scene.\r\n * @deprecated\r\n */\r\n public actionManagers: AbstractActionManager[] = [];\r\n\r\n /**\r\n * Textures to keep.\r\n */\r\n public textures: BaseTexture[] = [];\r\n\r\n /** @internal */\r\n protected _environmentTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Texture used in all pbr material as the reflection texture.\r\n * As in the majority of the scene they are the same (exception for multi room and so on),\r\n * this is easier to reference from here than from all the materials.\r\n */\r\n public get environmentTexture(): Nullable<BaseTexture> {\r\n return this._environmentTexture;\r\n }\r\n\r\n public set environmentTexture(value: Nullable<BaseTexture>) {\r\n this._environmentTexture = value;\r\n }\r\n\r\n /**\r\n * The list of postprocesses added to the scene\r\n */\r\n public postProcesses: PostProcess[] = [];\r\n\r\n /**\r\n * @returns all meshes, lights, cameras, transformNodes and bones\r\n */\r\n public getNodes(): Array<Node> {\r\n let nodes: Node[] = [];\r\n nodes = nodes.concat(this.meshes);\r\n nodes = nodes.concat(this.lights);\r\n nodes = nodes.concat(this.cameras);\r\n nodes = nodes.concat(this.transformNodes); // dummies\r\n this.skeletons.forEach((skeleton) => (nodes = nodes.concat(skeleton.bones)));\r\n return nodes;\r\n }\r\n}\r\n\r\n// Register Class Name\r\nRegisterClass(\"BABYLON.AbstractScene\", AbstractScene);\r\n"]}
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package/package.json
CHANGED
package/Shaders/blur.fragment.js
DELETED
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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const name = "blurPixelShader";
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const shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform vec2 screenSize;uniform vec2 direction;uniform float blurWidth;
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#define CUSTOM_FRAGMENT_DEFINITIONS
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void main(void)
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{float weights[7];weights[0]=0.05;weights[1]=0.1;weights[2]=0.2;weights[3]=0.3;weights[4]=0.2;weights[5]=0.1;weights[6]=0.05;vec2 texelSize=vec2(1.0/screenSize.x,1.0/screenSize.y);vec2 texelStep=texelSize*direction*blurWidth;vec2 start=vUV-3.0*texelStep;vec4 baseColor=vec4(0.,0.,0.,0.);vec2 texelOffset=vec2(0.,0.);for (int i=0; i<7; i++)
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{baseColor+=texture2D(textureSampler,start+texelOffset)*weights[i];texelOffset+=texelStep;}
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gl_FragColor=baseColor;}`;
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @internal */
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export const blurPixelShader = { name, shader };
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//# sourceMappingURL=blur.fragment.js.map
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{"version":3,"file":"blur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/blur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;yBAKU,CAAC;AAC1B,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"blurPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform vec2 screenSize;uniform vec2 direction;uniform float blurWidth;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{float weights[7];weights[0]=0.05;weights[1]=0.1;weights[2]=0.2;weights[3]=0.3;weights[4]=0.2;weights[5]=0.1;weights[6]=0.05;vec2 texelSize=vec2(1.0/screenSize.x,1.0/screenSize.y);vec2 texelStep=texelSize*direction*blurWidth;vec2 start=vUV-3.0*texelStep;vec4 baseColor=vec4(0.,0.,0.,0.);vec2 texelOffset=vec2(0.,0.);for (int i=0; i<7; i++)\n{baseColor+=texture2D(textureSampler,start+texelOffset)*weights[i];texelOffset+=texelStep;}\ngl_FragColor=baseColor;}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const blurPixelShader = { name, shader };\n"]}
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